[MOD] CivMore

goodyhut said:
*snip*
I think it is good adding more NA civs to balance out all the ones in Europe but I can certainly appreciate your wanting to get the civs you already have tweaked first. Quality before quanity ;)
First and foremost!

I got it finaly by taking a screenshot of the unit info in game and cutting out the pic. Like my Carthogiinian War Elephant? :cool:
Nice!

Thanks again for the awesome mod! :goodjob: I think it is the most comprehensive one available and I will continue to make suggestions about things to add to make it even more all inclusive. (But I do understand you have a life beyond just working on this mod and it will take time to implement all the changes/additions)
Thanks for all of your feedback and help so far! As before, Keep it coming...!

I am playing your mod about 5 hours a day right now so I can figure out the best strategy with all the all the new elements you have added. :D I am playing at marathon game speed so I can get the most out of all the eras and I am trying to figure out how to get my early wonder building strategy to work with this mod. I like to get the lead early on playing Prince or Monarch difficulty and try to maintain it throughout. Any suggestions on what to build for a good balanced game? - goodyhut :king:
I'm glad (and honored) that you like the mod that much! As far as strategies are concerned, don't get too hooked on any single strategy as it might not hold for the next release... ;)

As far as suggestions for what to build for a good balanced game, I'm not quite sure what you are asking...
 
WarriorZeus said:
Like the mod, but since i didnt go throu all 11 pages of replies i dont know if anyone mentioned it.

Would it be possible to add Australia, it always seems to be left out, i enjoy playing Civ but miss not being able to pick our Aussie brethern as a civ to control the world with.

I know many other countries are missing of course, but i'd like to think we have done something in our history to warrent being added :)
Australia is currently in the game in the form of the Aborigine Empire. Granted, they are not exactly the standard make-up of modern-day Australia, but they're there! As with some other civilizations, I may add more down the road, but I want to tweak the existing ones first...

Thanks for the feedback...
 
alexinjo said:
I loaded this mod but when I play it I get no interface at all.

Anybody know how to fix it?

Just a guess, but it sounds like you may be running Civ IV 1.52; this mod requires the latest patch to 1.61. Let me know if this resolves it, or if this is not the case...
 
Steve3000 said:
Looks good. I'll try it later. In the Vanilla version there are no bad civics or good civics. They ALL have their uses. Sorry but your wrong.

Glad you think it looks good! Give it a try, and let me know what you think (good or bad).

As far as the civics are concerned, I wasn't implying that the vanilla game had 'good' and 'bad' civic choices. What I meant was that there was no logical reason to ever use any of the low-level (default) civic options (except in the early game when no others are yet available). More specifically, each of them has a low-upkeep cost and provide no benefit: each category has at least one other civic that also has a low upkeep cost, and many of them have a no-upkeep option; these other low- and no-upkeep civics are always superior. In CivMore, the base civic options all have no-upkeep, while all other options have at least low-upkeep. As such, while still providing no benefits, the base civics now have one appealing factor: they don't cost anything!

Hope that clears things up; thanks for taking the time to post... any other thoughts?
 
I resolved the no interface problem by uninstalling and then installing again. My game was patched with 1.61. I think there might have been a clitch with another mod, it was TTA mod, a big one too.
 
I know you said that you want to tweak the current civs you have first, but I'd still like to throw in Tibet. I'd simply love to play a game where i crush the Chinese with Tibet. :)

That said, I'm wondering why this is released as Alpha currently. Is it because of bugs, or features? It also looks as if most of the units don't have proper names yet. Is this also because of the alpha status?

Great work BTW. It's almost like an expansion itself. :)
 
Sorry I havent been in here for a while... :rolleyes:

I been working on CivMore .30 Alpha to update it with my changes and tweaks... ;)

(static leaderhead pics were a pain and took a while to get them all done :mad: but I finally got it done! :goodjob: )


Hopefully I will able to start MP testing by this week or the end of this week


:crazyeye:



Fitchn here are some suggestions to add to the next mod...

These Mod Components:


1) Snaitf's Show Attitude Mod

http://forums.civfanatics.com/showthread.php?t=146123&page=2


(Special Thanks to Rabbit, White for updating this mod comp to 1.61 Patch)

use the link in Rabbit, White's post (#32) to find the updated 1.61 version


This is easy and only adds a few lines in CvMainInterface.py file


the previous version (1.52 Patch) works fine in your mod... and no OOS errors!

since Rabbit, White is an excellent coder... I take his word that it works in 1.61 too

(Anyway I will be testing it in MP soon... and will report back)

2) Unit Allegiance Mod

http://forums.civfanatics.com/showthread.php?t=169738

Originally done by Snaitf, updated by TheLopez to 1.61

(Special thanks to Jeckel who solved the OOS error in MP)

Since Fitchn you are better at python coding (I have no clue and merging attempts failed)

this would be great with addition if you could merge it with CivMore

3) Snaitf's First Contact mod

http://forums.civfanatics.com/showthread.php?t=145761

This mod works like Civ3 where you meet all the civs the first contact civ already met

this hasnt been upgraded to 1.61 patch yet... but Jeckel is working to update it...

4) Snaitf's Demolition Mod

http://forums.civfanatics.com/showthread.php?t=144423

works in 1.61 but I cant get it to work in OOC errors (if someone can help)


so maybe with the next release... you could add them in? :D


if I can't merge them myself I'll start playing the new CivMore version...and wait till some one else figures out how to do it :goodjob:
 
OH MY GODS.
This looks wonderful.
Will try in approximately 15 minutes (as it is downloading right now).
OH MY GODS.
Thank you for your hard work, dedication and ability to sort through all that XML. :p
 
Have played about 20 minutes worth as Celts, seems to be very good...still figuring out what is good and not good on the new civics(for my gamestyle - the new civics are great). Will give a definite thumbs up to this one. BTW used it on a random smart map and got the wierdest Pangaea of all - there is very little ocean and the Super continent is a snakey one - kinda like a 50 foot wraparound anaconda...with a few large disconnected islands. I chose all new to Civ 4 Civs except Rome -had Carthage so I needed Rome. I am disappointed that space race got in as a victory because it has never made sense to me as a victory condition. All in all - excellent job.
 
Okay,


Jeckel updated the First Contact Mod:


http://forums.civfanatics.com/showthread.php?p=4080054#post4080054


It works with the 1.61 Patch


Im gonna test it (as well as the new alpha version of CivMore ;) ) in MP later today! :D


Since CivMore Alpha .30 doesnt use the CvDiplomacy.py file... its pretty easy to add to your mod Fitchn... just put it in the python folder! :goodjob:


Jeckel's also gonna make it easier to merge with other mods (see his post)


so I'll report back to see if it works ok in MP :mischief:

(only thing yet to solve is intergrating the Unit Alliegence Mod :crazyeye: )
 
Fitchn are you really going to take that guys advice and change in future mods so you cant trade techs anymore?

If you dont know what im talking about i think its either on the last page or two.

It would make diplomacy really stiff and boring i must say. Not to mention it would limit the amount of trades you could do. You couldnt offer anything except gold to get the AI to declare war on someone. And we all know that wouldnt work....

Oh and i beg of you please dont follow sevos mod and make it so mounted and tank units cant capture cities. That would stink for gameplay.
 
Xanikk999 said:
Fitchn are you really going to take that guys advice and change in future mods so you cant trade techs anymore?

If you dont know what im talking about i think its either on the last page or two.

It would make diplomacy really stiff and boring i must say. Not to mention it would limit the amount of trades you could do. You couldnt offer anything except gold to get the AI to declare war on someone. And we all know that wouldnt work....

Oh and i beg of you please dont follow sevos mod and make it so mounted and tank units cant capture cities. That would stink for gameplay.

That guy has a name, it's goodyhut, and don't you forget it! :lol:

If you read further you will see in fitchin's reply that he said that the mod is python and he wasn't gonna use it because of that.

I still think it's a good idea (I usualy play with tech trading off), but maybe fitchin could include an option where you could disable the feature. It's always nice when you can please everyone, well some will complain anyway, but it's nice to please most of them :cool:

- goodyhut :king:
 
goodyhut said:
That guy has a name, it's goodyhut, and don't you forget it! :lol:

If you read further you will see in fitchin's reply that he said that the mod is python and he wasn't gonna use it because of that.

I still think it's a good idea (I usualy play with tech trading off), but maybe fitchin could include an option where you could disable the feature. It's always nice when you can please everyone, well some will complain anyway, but it's nice to please most of them :cool:

- goodyhut :king:

I played with tech trading off and i found it quite dull because you couldnt make many deals.

Were you able to make that many deals? How are you going to get civs to declare war, adopt religion, or anything really without trading them a tech.

You cant most of the time. Doing that would break diplomacy. And yes with tech trading turned off diplomacy is pretty much broken because of what i said above.
 
alexinjo said:
I resolved the no interface problem by uninstalling and then installing again. My game was patched with 1.61. I think there might have been a clitch with another mod, it was TTA mod, a big one too.

Glad you got it working! Be sure to let me know what you think...!

BTW, welcome to the forums!
 
JordanL said:
I know you said that you want to tweak the current civs you have first, but I'd still like to throw in Tibet. I'd simply love to play a game where i crush the Chinese with Tibet. :)
As with the other civ requests, I'll look into it once the rest of them are up to par... do you happen to know if anyone has set one up?

That said, I'm wondering why this is released as Alpha currently. Is it because of bugs, or features? It also looks as if most of the units don't have proper names yet. Is this also because of the alpha status?
This release is alpha for two main reasons:
  1. I still have a lot more to add (see the 4th post in the thread for details)
  2. Many of the features that I have added are not complete and balanced. For instance, icons, unit skins, buildings showing on the map, civilopedia entries, and various other settings, like re-assigning some of the old wonders to the new great people types.
At this point, I am planning one more major alpha release; once the mod hits 0.50, it will be in beta.

Great work BTW. It's almost like an expansion itself. :)
Thanks! It's good to know that the time I spent on it is appreciated... of course, even if it wasn't, it's still fun to do:lol:! Let me know what you think of it...!

Also, welcome to the forums!
 
Officer Reene said:
Sorry I havent been in here for a while... :rolleyes:

I been working on CivMore .30 Alpha to update it with my changes and tweaks... ;)

(static leaderhead pics were a pain and took a while to get them all done :mad: but I finally got it done! :goodjob: )


Hopefully I will able to start MP testing by this week or the end of this week
Good to see 'ya back!

Fitchn here are some suggestions to add to the next mod...

These Mod Components:

1) Snaitf's Show Attitude Mod
This one is a possibility

2) Unit Allegiance Mod
I'm hesitant to add this one, for the reasons mentioned previously...

3) Snaitf's First Contact mod
I'm not sure about this one; it won't have the problem that some of the other gameplay altering python scripts, but I'm just afraid that it would make it too easy to get in contact with everyone, and reduce the need to explore. Hopefully, the expansion will bring back the 'trade comunications' option in the diplo screen!

4) Snaitf's Demolition Mod
Same deal with this one... Honestly, though, I don't quite see the advantage of being able to destroy buildings; very few buildings have any kind of negative effect, anyway. The only buildings that it may make sense to destroy would be national wonders to build elsewhere, but this would take out the need to plan ahead. I am considering an alternate approach, however, that would allow you to move the buildings as you can with the palace; I'm still undecided on it, and I'm not even sure if it will work... I'll let you know when I get to that point!

Please don't get me wrong; I'm not trying to be negative, and any feedback from the community is highly valued, but I want to be careful about adding python gameplay elements to the mod for the reasons mentioned in the first post... Please, keep the feedback coming, though!
 
thomnipotent said:
OH MY GODS.
This looks wonderful.
Will try in approximately 15 minutes (as it is downloading right now).
OH MY GODS.
So, I take it you think it looks good then...? ;)
Let me know what you think once you give it a go!

Thank you for your hard work, dedication and ability to sort through all that XML. :p
Thanks, my pleasure...! Welcome to the forums!
 
elderotter said:
Have played about 20 minutes worth as Celts, seems to be very good...still figuring out what is good and not good on the new civics(for my gamestyle - the new civics are great). Will give a definite thumbs up to this one. BTW used it on a random smart map and got the wierdest Pangaea of all - there is very little ocean and the Super continent is a snakey one - kinda like a 50 foot wraparound anaconda...with a few large disconnected islands. I chose all new to Civ 4 Civs except Rome -had Carthage so I needed Rome. I am disappointed that space race got in as a victory because it has never made sense to me as a victory condition. All in all - excellent job.

Glad you like it! Always good to get feedback... especially the positive kind!

As far as the Space Race victory is concerned, I see this as more-or-less the tech/infrastructure victory; personally, I think it fits well into the mix. But, to each his own! And of course, when setting up the game, you can always disable it...

Thanks again for the feed back!
 
Officer Reene said:
Okay,

Jeckel updated the First Contact Mod:

*snip*
Let me know how it works, particularly if you find that it makes it too easy to get in contact with (and therefore trade with) all of the other civs. I may at least give it a try...
 
Xanikk999 said:
Fitchn are you really going to take that guys advice and change in future mods so you cant trade techs anymore?

If you dont know what im talking about i think its either on the last page or two.

It would make diplomacy really stiff and boring i must say. Not to mention it would limit the amount of trades you could do. You couldnt offer anything except gold to get the AI to declare war on someone. And we all know that wouldnt work....
I think goodyhut pretty much covered this in his post...

Oh and i beg of you please dont follow sevos mod and make it so mounted and tank units cant capture cities. That would stink for gameplay.
I have no intention to do so (I did make it so that siege units cannot capture cities though...). Sevo's mod is definitely good, but I wanted to create a different flavor with CivMore; I may borrow an idea or two, but I definitely want to keep them separate and distinct!

Thanks for the feedback.
 
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