[MOD] CivMore

Kimbal said:
just out of curiosity that means friday or monday?
I was hoping to have it out sometime today or tomorrow, but a series of severe thunderstorms this past week has kept me off of my computer on at least two occasions, so I am a little behind....:(

btw don't know if it has been reported but the promotions are not working as they should.

you can choose pinch 3, cover 3... without having 1 or 2, you should not right?
This is intentional. For instance, Cover I requires Combat I, Cover II requires Cover I or Combat III, Cover III requires Cover II or Combat V, and Cover IV require Cover III. Check out the promotion chart at the bottom of the very first post for all of the promotion paths.

·The computer does not use great generals, just killed off a civ that had 2 stationed at his capitol.
This has been fixed for the upcoming release.

·city raider, & berserker 2, for some reason I'm not able to choose them.
I was not aware of that... By default the game is 'smart' enough to not let you get a promotion that would be useless, even if the unit is eligable. I'm guessing it won't let you take the Berserker II promotion for units with only 1 movement point, even though they have the extra movement from Berserker I. I'll see if I can get around this by giving the Berserker II promotion some minor benefit or penalty that would apply... Thanks for the heads up!

One of the warriors replacement units, there is the impi and the moran. Has a cost of 25, Its a great unit but it costs nearly the double.

I'm against strenght 3 warriors, there was a reason why they didn't do it with the quechua.

I would leave them at strenght 2, and add a huge bonus Vs melee units for one. And for the other less bonus but mov 2 or something like that.

PS: I would prefer seeing to leaders for all existing civilizations that a bunch of new civils (and I think it has to be much easier to add a second leader than to add a new civ). You can use the new traits in those 2nd leaders and leave the vanilla ones alone, for those who want them.
All of the extra leaders/civs/uu's came directly from the CivGold civilization pack. I will take a look at possibly re-balancing them...

As far as the new traits are concerned, at this point I am leaning towards only using them for the new leaders, but we'll see how it goes.

There is a balance issue also. You have raised the number of civils, thus making the already spiritual trait much more powerful. You should lover the number of anarchy turns the other civs receive or put a max cap.
Honestly, I thought the spiritual trait was a little weak in the vanilla game; the extra civics bring it right up to were it ought to be. Also, I've found that just because there are additional civics, doesn't mean that a civ will change civics more; it simply means that there are more options. Of course, this will vary with your style of play.

Babylon looks weird, blue borders and yellog flag (I'm colorblind so bear with me).
Again, this came directly from CivGold...

I would remove the cotton and tobacco resource. fmhop the game is balanced resourcewise any more will disrupt its delicate balance.
I tried to balance the extra resources as much as possible. As a general rule, war weariness is higher in my mod, and your cities can also grow larger with the new Farmer specialists and some of the new buildings; you'll need all the happiness you can get! Also, the Tobacco resource expires with medicine.

Also fort Knox gets obsolete too quickly for its price.
Yeah, I think I forgot to change the expiring tech from the wonder that I used as the base for it. However, I don't want it to last too long, as I fear that the wonder is a bit overpowered as it is (the XML doesn't give you the option of adding gold to a specific specialist a specific city; it's all or nothing!).

Great job btw I love your mod. What traits have you added?
Thanks, I'm glad you like it! Thanks for taking the time to voice your opinions and provide some feedback! I will look into some of the changes that you suggested...


As far as the traits are concerned, I was going to hold off on releasing them until the next version is ready, but since I am running late, a little something to tide you over...
  • Seafaring: Free Combat I, Navigation I, and Sentry I promotion for all Naval Units
  • Productive: +1 :hammers: on all plots already producing at least 3
  • Agricultural: +1 :food: on all plots already producing at least 4
  • Commercial: +200% :commerce:, +50% :hammers: from Trade Route yield
  • Defensive: Free Drill I and Drill II promotions for Siege and Archery units
  • Scientific: +10% :science:
Note that this is only a list of the main benefits of each trait, and not the building modifiers; I have also made some other 'tweaks' to these and all other traits in the game, but you'll have to wait for those...;)
 
If you remove the +10 collateral the city raider would be avaiable to everyone.

Also the AI tends to give the worthless precision promotion to most of his units (worthless if no one has discovered flight).

Can you give tech prerequisites to promotions? if not I'm afraid it would be better to remove those two.

The promotions look great indeed. Maybe the seafaring should also give amphibious to melee units.
About the agricultural on plots yielding 4, I don't think you would give it much use until your farms get you +2food
 
Kimbal said:
Also the AI tends to give the worthless precision promotion to most of his units (worthless if no one has discovered flight).

Can you give tech prerequisites to promotions?

yeah there are tech prereqs for promotions (an option any way)

good idea :goodjob:


(since I am impatient, I'll make that change myself while we wait for the new version :crazyeye: )
 
Nice, we could give prerequisites to the pinch tactics and formation ones too.

Loos very promising indeed. can wait for the next version of civmore.

Just finished a OCC cultural victory and I must say that without cathedrals it gets very. very hard.

Is there a way to change the rules for OCC so that all buildings that need X of some only need 1?
 
Kimbal said:
...Just finished a OCC cultural victory and I must say that without cathedrals it gets very. very hard.

Is there a way to change the rules for OCC so that all buildings that need X of some only need 1?


well you can changed the Cathedral needs 2 temples to 1 for all cathedral types in your CIV4BuildingInfos.XML file...

but that would also be allowed in regular games... (where only 1 city needs a temple to make a cathedral....

there are 2 ways (that I can see) around this...

1) make a copy of your CIV4BuildingsInfo.xml and modify one of the files for the 1 Temple need for Cathedral

use that file when playing OOC games

WHEN you want to play normal games.... remove that file and put the original back in the folder....

or...

2) copy your whole CivMore Folder and rename it to something (ex. CivMoreOOC)

put that back in your mods folder...

change the CIV4Buildings.xml in the CivMoreOOC mod where 1 temple is only needed to make a cathedral

then load up that mod when you want to play that type of game

sounds confusing but it really isnt :crazyeye:


NOTE: you can create your short cut to load particular mods (without having having to change the ini file)

basically secondary click on your Shortcut to start up CIV4

scroll down and primary click on properties....

there's a line that says this:

Target C:\Civ4\Civilization4.exe

replace that with:


C:\Civ4\Civilization4.exe -mod= CivMore

click on APPLY or OK

and your done

and it will load up that mod :goodjob:

you can also copy that short cut.... follow those instructions and make the new shortcut load a different mod:

C:\Civ4\Civilization4.exe -mod= CivMoreOOC

now you have two shortcuts that load up two different mods! :)

(Just remember to rename the shortcuts so you dont get confused :lol: )

I usually do this when I am test out a mod I am developing

hope that helps
 
Nice, thanks a lot for the heads up. I'll give it a try right away

Are you sure its:

C:\Civ4\Civilization4.exe -mod= CivMore

Well in my case C:\Civilization 4\Civilization4.exe -mod= CivMore

I get a target not valid error until I remove the -mod= CivMore part.

The cathedrals for OCC worked like a charm, thanks
 
Kimbal said:
Nice, thanks a lot for the heads up. I'll give it a try right away

Are you sure its:

C:\Civ4\Civilization4.exe -mod= CivMore

Well in my case C:\Civilization 4\Civilization4.exe -mod= CivMore

I get a target not valid error until I remove the -mod= CivMore part.

yeah I use two different shortcuts for 2 diff mods in my mod directory

they both work fine (and load up the correct respective mods)


Im not sure why you're getting the error...

but I suspect the "target not valid" error may be that a path problem...

is the CivMore mod in the mods directory?


for me: C:\Civ4\Mods

not this directory:

C:\Documents and settings\[user name]\My Documents\My Games\Civ4\MODS


if the mods in a different directory then it may not work...

sorry I cant help more...cause that's how I create new shortcuts...

and it works for me...
 
Its in the Civilization 4\Mods, in the game directory.

Don't worry about it, the cathedral part works which is the one that mattered to me.

I don't know if this also happens in vanilla but if someone discovers liberalism and its killed and another one also discovers it, he gets the free tech too. Weird uh?
 
Sorry for the delay in replies; life tends to take over from time to time...

Kimbal said:
I tried to go for the one civ cultural and there is a huge problem.

1st you get unlimited national wonders which is VERY cool.
but you can build no cathedrals??????

Also can destroyed wonders be rebuild?
The unlimited national wonders is in the vanilla version, as is the limit that you cannot build any buildings that require multiple cities in the OCC. As the mod progresses, I may change the latter using the SDK, but that most likely will not happen within the next couple of releases.

No, destroyed wonders cannot be rebuilt... this has been the case since Civ I.

Thanks again for the feedback and the troubleshooting... keep it coming!
 
fitchn said:
...The unlimited national wonders is in the vanilla version, as is the limit that you cannot build any buildings that require multiple cities in the OCC. As the mod progresses, I may change the latter using the SDK, but that most likely will not happen within the next couple of releases.


is it possible to change # of national wonders in the globaldefinesALT?


I am unsure about OCC...

but I changed it for regular games (making 3 national wonders per city instead of 1) :mischief:


just a thought...
 
Kimbal said:
If you remove the +10 collateral the city raider would be avaiable to everyone.
I've changed it for the next release so that the City Raider IV promotion now provides +10% withdrawl chance instead.

Also the AI tends to give the worthless precision promotion to most of his units (worthless if no one has discovered flight).

Can you give tech prerequisites to promotions? if not I'm afraid it would be better to remove those two.
I didn't notice that! In any case, yes you can make tech prereqs to promotions; the mod has been updated such that the Precision promotions now require Flight as a prereq. Flight seems to be the obvious choice, but should I make them require something different instead, perhaps just before or just after flight?

The promotions look great indeed. Maybe the seafaring should also give amphibious to melee units.
About the agricultural on plots yielding 4, I don't think you would give it much use until your farms get you +2food
I'm assuming that you mean to say that the traits look good. If so, thanks (not that I wouldn't thank you for saying that the promotions look good...). I was actually a little concerned that the seafaring trait would be too powerful as is; I also didn't want to give it to the seafaring civs as this would negate the amphibeous bonus of some of the existing units, not to mention the UUs. Additionally, SevoMod has also added a seafaring trait that does this instead of some of the other promotions, and I didn't want to make mine too similar.

As far as the agricultural trait is concerned, I again fear that it may be too powerful, as this would allow cities to grow bigger, faster, and support more production, commcerce and specialists. On the other hand, since they do grow faster, health and happiness would tend to become a problem.

In any case, I probably will not change any of the traits until after the next version is released and people have an opportunity to actually test and see them in action. If feedback dictates that a change is necessary at that point, I will revisit it then.


Thanks once again for your testing and for making me aware of problems that you encounter... I can't possibly test and notive everything myself (or rather, if I did, there would be a lot more time between releases)! I have taken the liberty of adding your name to the list of contributers in the Civilopedia... Keep the feedback coming!
 
Kimbal said:
Nice, thanks a lot for the heads up. I'll give it a try right away

Are you sure its:

C:\Civ4\Civilization4.exe -mod= CivMore

Well in my case C:\Civilization 4\Civilization4.exe -mod= CivMore

I get a target not valid error until I remove the -mod= CivMore part.

My shortcut is set up as such:

"C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Civilization4.exe" mod="MODS\CivMore"

This works perfect for me, and it doesn't matter wether the mod is in the Program Files folder or the My Documents folder...

Hope that helps.
 
strategyonly said:
:confused: waiting for next change???

Soon... very soon... :D
 
strategyonly said:
I wanted to be the first one on here today (my Birthday), and say this is a great Mod, keep up the good work.

Thanks, and Happy birthday! Hope it's a good one...!
 
Officer Reene said:
is it possible to change # of national wonders in the globaldefinesALT?


I am unsure about OCC...

but I changed it for regular games (making 3 national wonders per city instead of 1) :mischief:


just a thought...
Yeah, you can change the number of national wonders allowed per city. I've debated about changing it from the default two since I've added several more, but I'm hesitant to do so, as I am afraid that it will reduce the strategic choice element. I've also thought about changing it so that you can only build a fixed number of regular buildings and/or world wonders, but I'm afraid that it wouldn't be well recieved, or that the AI wouldn't plan ahead (eg, they might build numerous early game buildings, and leave no room for some late game ones). Any thoughts on this...?
 
fitchn said:
Yeah, you can change the number of national wonders allowed per city. I've debated about changing it from the default two since I've added several more, but I'm hesitant to do so, as I am afraid that it will reduce the strategic choice element.

well for my own enjoyment I created a lot of new national wonders (besides the ones I posted here)... so this isnt a problem :mischief:


fitchn said:
I've also thought about changing it so that you can only build a fixed number of regular buildings and/or world wonders, but I'm afraid that it wouldn't be well recieved, or that the AI wouldn't plan ahead (eg, they might build numerous early game buildings, and leave no room for some late game ones). Any thoughts on this...?


I dont think this is a good idea because it restricts development of many cities on larger maps...

just my opinion :crazyeye:
 
Kimbal said:
I just had a Game crash yesterday, that game keeps crashing at a certain point,

Here is the save game, when you press end of turn the game will crash:
http://dl3.uploadgalaxy.com/files/50920640379a/Error_AD-0890.Civ4SavedGame.html


@fitchn

I forgot I had this problem in one of my single player games earlier on....

I think one of the CivGold Civilizations has this glitch when you first meet them

I am not sure...but I didnt meet all AI civs at the time.... and it wasnt related to any construction of wonders/buildings/troops or troop/worker movement... because I toyed around with them in WB... with no luck :sad:

it maybe also when a civ was trying to contact me (to declare war/trade/peace)

I was at war with one civ at that time...

Again I am not sure but I think it was the AI opening Diplomacy chat window with one of the CivGold Civs...


(I was using only CivGold Civs as AIs at this point)

I cant remember all the AI civs but when I started a new game with some different civs I didnt get any crashes...

(and no crashes in MP btw :D )

dont know if this helps (particularly with Kimbal's crash)

but that's my opinion ;)

FYI:
I havent seen a crash at all, since I mixed up the AI civs in MP

(I maybe getting lucking and not picking the AI with the crash bug :lol: )


I'll keep you posted
 
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