Medieval Modpack V for Warlords

WesW

Creator of the Medmod
Joined
Mar 14, 2002
Messages
145
Location
Florence, AL.
This thread is for the 5th incarnation of the Medieval mod series, which dates back to 1999. As the title states, this mod is for Warlords only (the expansion, not the profession). ;)
At present, the modpack only contains my own work, though I plan to add some of the other components available here once I decide, hopefully with your help, which ones would be most beneficial and compatible with my changes.
I would also greatly appreciate help with compiling the dll, since I don't yet know how to do that.

The mod is available at my Apolyton-hosted webpage, along with a link to an html version of the Installation readme.
For convienence, though, you can download the mod, only 1 meg, directly through this link.

Below is a copy of the Installation and Introductory readme, a copy of which is included in the mod, and will be installed in the mod's folder, along with the Excel spreadsheet which contains the detailed unit stats and comments.

Introduction and Installation Readme of
The Medieval modpack V, v1.0, for Civilization IV: Warlords
by Wes Whitaker


At present, this modpack features my Units mod, as well as specific changes to other aspects of the game which I feel will improve overall gameplay.

Installation: Simply unzip the mod into the My Games\Warlords\MODS folder.
To make this mod your default game, open up the CivilizationIV.ini file, located in My Games\Warlords, scroll down to line 134 or so, and replace the zero with “Medmod V”.

WesW’s Units mod: The aim of this mod is to add historical accuracy to the abilities and roles of the units of Civilization IV: Warlords, where needed, to add those unit types necessary to better represent modern warfare, and to fine-tune basic unit stats where necessary. The individual changes made are too numerous to list here, but the Excel spreadsheet which accompanies the mod lists the exact stats and abilities of all units in the game, as well as extensive notes which explain many of the individual changes made. I consider these notes to be crucial to a full understanding of my reasons for making many of these changes. Below I have listed the major changes made to various unit types, as well as the non-military changes I have made to the game.

Each era has a designated city attacker and defender.
Bonuses vs specific unit types have generally been reduced, to mollify the rock\paper\scissors setup that can make combat so frustrating.
Forests and Jungles no longer have an inherent defensive bonus, and for units which still receive the bonus, it has been reduced to 25%. (Non-spear melee units and skirmishing (rifled) gunpowder units are the only unit types which benefit from fighting in cover. Types which rely on cohesive formations, such as spearmen, suffer from the obstacles in their midst, mounted units are hindered by reduced mobility, and archers lack a clear field of fire.)
Hills give a standard 50% defensive bonus. (Almost all infantry units benefit significantly when fighting from a height advantage.)
Mounted units suffer a 25% penalty to city attack and city defense. (Defending and attacking city walls and structures removes the enhanced mobility of mounted units, thereby significantly reducing their effectiveness.)
Renaissance-era troops no longer ignore city walls. (These units only carried small arms, so artillery was still needed to batter down enemy defenses. Hopefully this will make Castles more useful, too.)
Naval units no longer receive collateral damage. (I never did understand the reasoning of how a battleship salvo could damage an entire fleet.)
The Aggressive leadership trait now gives a Combat I bonus to Armored units rather than Gunpowder types. (Since the new Protective trait affects Gunpowder units, this double bonus seemed a little too much. In addition, the benefit to Armor will help mitigate the loss of the Stable’s xp effect.)
Rocketry now requires both Artillery and Flight. Rifling has been removed. (This assures that Modern Inf. won’t appear until after both Artillery and Bombers are available, and usually quite some time after Infantry appear.)

Non-military changes:
Starting location rankings for the human player have been improved 50%. This means that you will have one of the very best starting locations of any civ. ( This should make for a more consistent game challenge, since the quality of starting locations seems to vary wildly in my games, and location means everything as far as being able to compete. I usually have to regenerate the map half a dozen times to get a location that I am happy with. Hopefully this change will eliminate that annoyance.)
Removing Forests only gives 2/3’rds of its original production bonus. Jungles now give half of the Forest’s bonus. (Reducing the Forest bonus should help dissuade players from chopping them down in the early game for their production bonus, while the addition of the Jungle bonus gives you an additional reward for the time invested in clearing them.)
Workshops no longer hurt food production. (If Forests don’t hurt it, why should workshops?) Chemistry add +1 prod.; Computers add another hammer (to represent the effects of the PC on the home office). Guilds no longer affects production.
Furthermore, Workshops may now be built upon Deserts. (If the Pyramids of Giza can be built upon the desert, why can’t workshops? In most instances, desert workshops will not be a practical choice until Computers, but at least now you have the option if you happen to have a Nile Valley situation.)
Quarries now gain +1 production from Railroads.

Space Race changes:
The Apollo Program now requires Future Tech 1. (All of my games have ended in a Space Race victory for someone, usually only a few turns after the last tech has been researched. Items such as the Internet and Modern Armor have practically no effect on the game since they appear so late. All spaceship parts will be available once the Program is built, so you can still rush to this victory fairly soon if you like, but hopefully this will lengthen the end-game somewhat.)
In addition, Spaceship Components now cost twice as much to build, again in order to lengthen out the endgame.
Finally, the Space Ladder now requires knowledge of Fusion.
 
strategyonly said:
You and PYSX ought to get together and make a great Medival MOD.
Well, the name "medieval" comes from the first iteration of the mod, which concentrated on the Medieval era of Call-to-Power I. As that mod gained noteriety, I decided to keep the name for the recognition even as I expanded it to other eras of the game. For the same reason, I kept the name when I modded Call-to-Power II, and then by pure luck the next game which captivated me was Medieval: Total War. Since no one was using the name Medieval in any mod for that game, I decided to keep the series' name, even though, for some reason, it became known as the Wesmod on the official M:TW site. Since I have been away from civ games for so long, there might not be many people here who recognise the name, but I'm sure there are a few still left. (And if you are one of them, please give me a hello.)

This mod is general in nature, with the largest changes taking place in the modern era, though there are significant modifications to all eras, both non-military as well as military.
 
Where do you need help? I can help in the graphics and text based stuff, plus any vids you need.
 
REJS7 said:
Where do you need help? I can help in the graphics and text based stuff, plus any vids you need.
I need Civilopedia pics for the new units I added to the game. I am sure the guys who made the units would appreciate them as well.

The main thing I would like to do is remove the stack-attack feature from Dale's Combat mod, due to some major bugs which occur when said feature is turned off, so that I can implement all the rest of that mod's features.
I am sure there will be other mods that I will want to add to the mod in the future.
 
Ok, can I have the civ file without the rest of the files if pos?
 
strategyonly said:
Tried your MOD, looks exactly like regular Warlords, No added techs, No added Civs No reskins, just an amped Warlords??
Well, I guess you could call it that. After all my years playing and modding games, I have a tremendous amount of respect for the way this game has been fine-tuned by the developers and playtesters. The more complicated the game is, the greater the risk of unintended consequences when you add new things, and Civ IV is probably the most complicated and intricate game ever made. It's amazing to me how well it plays unmodded, so I am taking a conservative approach as far as adding new things.
That said, there are seven new units added to the modern era, and there are some big changes made to unit abilities, such as the 25% penalty to city attack and defense for mounted units, as well as the changes to terrain bonuses. There are also a couple of exploits favored by experienced players that I have tried to nerf.
Read the comments in the Excel readme, and I think you will find plenty to think about.
 
WesW said:
Well, I guess you could call it that.
Read the comments in the Excel readme, and I think you will find plenty to think about.

OK didnt notice before, but i used to live in Huntsville back in the early 80's, was at Redstone, with the MP Company.:p
 
Hi Wes,

This is Timothy Pintello from the days of the original Medival Mod. It is really good to see you back! I will be downloading and giving this version of your mod a whirl. If your previous Call to Power Mods are anything to go by, this one will be great too.:goodjob:

Regards,

Timothy Pintello
 
Hey Wes!

Great to see this hit the shelves. :)

Dale
 
Hi Wes,

I have played with your new mod a bit and the changes, while minor are very nice. I especially like the way that workshops don't interfere with food production. I also like the bombard feature. This works quite nicely.

You mentioned about adding some other mods to this one. I would suggest the goods mod by Green. This adds some additional goods to the mod and gives more diversity. I really enjoy that. Also something that Sevo did in his mod was to not make any goods show on the map until the appropriate tech is discovered. I think this is a nice additional as well.

I look forward to seeing more of you and this mod.

Timothy Pintello
 
Hey Wes,

This mod has a lot of great concepts working for it, and I think really improves the combat portion of the game. I want to use some of your ideas for my own mod, but not all.

I was trying to mod terrain defense bonus changes -- forest and jungle were easy, changing them in FeaturesInfo, but Hills have proved somewhat difficult. TerrainInfo has an entry for terrain_hills, but changing the value "iDefense" has no effect in-game, and I noticed your mod does not utilize a modded version of this file. How did you mod the defense bonus for hills?

BTW, LOVE the excel sheet breakdown of unit changes -- I wish every modder would do that!
 
whoa WesW, didnt you make a mod for MTW ? I know i was a fan hehe.
 
I, for one, am absolutely thrilled you have returned with a new "med mod." Your med-mod for CTP 2 saved that game, pure genius. I was ready to file that cd away until I downloaded your mod. Hope this one has the same "impact" on Civ 4 that your earlier works had on previous games! (honestly played a saved game last week, like it alot better than AOM 2!) Made my night coming to the boards! Thanks again!
 
Hi everyone. I went to my parents' place for the weekend, and didn't get back until later than I had anticipated. I tried to set up a wireless network there so I could keep up with this thread more easily, but there turned out to be port conflicts and such that were a little over my head. D-Link's product support turned out to be a joke, too, a fact which was verified to me by the staff at the local Best Buy when I returned their product.
Anyway, it's nice to see old friends stopping by, especially you Timothy! I still occasionally think about our old "gang of four" from, what, seven years ago now? How old are your kids now?
You mentioned the goods mod: It seems to me that the original variety works well in my games (Large Continents), striking a nice balance in being challenging without being frustrating. What have been your experiences?

allhailcaesar
I, for one, am absolutely thrilled you have returned with a new "med mod." Your med-mod for CTP 2 saved that game, pure genius. I was ready to file that cd away until I downloaded your mod. Hope this one has the same "impact" on Civ 4 that your earlier works had on previous games! (honestly played a saved game last week, like it alot better than AOM 2!) Made my night coming to the boards! Thanks again!
Glad to hear you enjoyed the Medmod II. Civ IV is by far the best game out of the box that I have ever worked on, so I don't foresee anything as big as previous medmods, though I am interested to see how people enjoy all the combat changes I have made.

HiroHito
whoa WesW, didnt you make a mod for MTW ? I know i was a fan hehe.
Yep, that is the Medmod IV. I'll update my sig here to point to my webpage, and include some other info.

Hephaistion
Hey Wes,
This mod has a lot of great concepts working for it, and I think really improves the combat portion of the game. I want to use some of your ideas for my own mod, but not all.

I was trying to mod terrain defense bonus changes -- forest and jungle were easy, changing them in FeaturesInfo, but Hills have proved somewhat difficult. TerrainInfo has an entry for terrain_hills, but changing the value "iDefense" has no effect in-game, and I noticed your mod does not utilize a modded version of this file. How did you mod the defense bonus for hills?

BTW, LOVE the excel sheet breakdown of unit changes -- I wish every modder would do that!
Which features do you like, and which do you think aren't good ideas?

The hills defensive ability is apparently hard-coded. I don't know why the terrain info file doesn't work, and why hills weren't included in the features file, which, iirc, is where they belong. The work-around for this is to use the new Hills tags in the units info file. You have to enter them for each unit individually.
As far as documentation, one thing which has always confounded me is how other modders get by without it. If you are making large-scale changes over the course of months, I don't know how you would keep up with everything without a spreadsheet. It is also vital in showing players what you have done to the game, and just as importantly, why. I guess if you are leaving the basic game relatively alone, and just adding new stuff, then it may not matter, but the heart of my mods has always been about core gameplay. The guys who modded Call-to-Power usually had good documentation, but at Total War I was stunned at the lack of documentation for many of the largest mods there. Dale, one of my fellow Ctp'ers, is the only guy whose mod I have downloaded so far, so I don't know what the standard is for Civ IV.
 
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