[MOD] CivMore

Fitchn!!!
I've been looking throygh other mods and Rabbit, White's mod components would go great with your awesome mod.http://forums.civfanatics.com/showthread.php?t=160299

Just thinking that you should pull some mods, after asking nicely of course...:) , and intigrate them into your mod. Things you should get through Rabbit's links that he has in his mod page:
Homegrown's Clock
Snaitf's attitudes mod
The advisor screens
The Sevopedia
Snaitf's Unit Allegiance Mod
Willowmound's actual quotes

Please forgive me if I sound crazy... :crazyeye:
Good luck with the next version!
I'll be waiting. :jesus:
 
I agree, you should totally add those mods to your mod. Ask them, credit them somewhere, and done the mod's much better.

I didnt know about all those limitations.. Oh well too bad i guess. Keep working :whipped:
 
(NOTE: Sorry I havent been able to further test your mod because my bros schedule and mine seem to not match...(due to overtime and manpower shortage) :( hopefully in the next couple of days I will be able to report further MP testing! ;) )


Since peeps are recommending some other mods to intergrate into this one...

here are some of my recommedations:

TheLopez has made a couple of mods that utilized great specialists better and the military aspect (which I believe Civ4 lacks big time)

Unfortunately (or fortunately because if he did I would be using it instead of this one! :rolleyes: ) he has not made an intergrated mod...


The Great Specialist Mod:

http://forums.civfanatics.com/showthread.php?t=156189


- this one enhances the Great General where it provides a special unit to add morale bonus to a troop stack as well as great specialist capabilities (enhanced version of Snaitf's Great General) this is a really good mod

- adds the Great Doctor and Great Stateman, which adds depth to the non-military part of Civ4

The Miltary Bases Mod:

http://forums.civfanatics.com/showthread.php?t=154418

which lets military troops train in cites while they are fortified, which is more realistic to me and adds more depth to advancing military units (besides just fighting to get xp) By realistic... most nations do not just "declare war" but train their military army to prepare for war...


TheLopez has other mods (in his signature links) too


Requies made a great Exotic Foreign Advisor mod component that better reports your trade and surplus with other civs:

http://forums.civfanatics.com/showthread.php?t=146687

it details resources/trade stuff better


he also has a domestic advisor, but reports some trouble with it...

http://forums.civfanatics.com/showthread.php?t=145285

again better info reports... (but might be buggy...so not recommended unless you want to beta test)


Dr. Elmer Jiggle came out with a great mod component called

Civ4lerts: Alert messages about in game events

http://forums.civfanatics.com/showthread.php?t=157088

which does:

* City will grow on the next turn
* City will become unhealthy on the next turn
* City will become angry on the next turn
* City has grown
* City has become unhealthy
* City has become angry
* Civilization has significant amount of gold available for trade
* Civilization has significant amount of gold per turn available for trade

very handy for managing civs...


on a similar note:
Exavier made a Composite Mod v1.7

http://forums.civfanatics.com/showthread.php?t=147560


which I liked because it eliminates the pesky global warming crap and lets military aircraft destroy land/sea based units (I always thought that 50% destruction from airstrikes were bull**** and unrealistic)


unfortunately I could not understand how he coded 100% airstrike destruction :cry:

and his mod doesnt work well in MP (OOS errors :mad: )



I tried to intergrate all these mods together (with destructive results :sad: ) so I will recommend it to professionals... :king:



I believe all the mod makers will allow you to use their mods as long as you give them credit (check with them of course)


I think the two mod components (Exotic Foreign Advisor and Civ4lerts) may be easier to intergrate because they are components... not compete mods in themselves...


I wish I could help you in intergrating... but last time I did I screwed up my game soooooo bad I had to delete and reinstall the WHOLE GAME :eek:


but those are my recommendations...

they would really enhance CivMore :goodjob:


PS also I agree with Tycoon101 and Brancaleone... Rabbit has some good mods components there
 
(We were able to fit in a session after work)

No playing errors so far...

year: 1830 AD

Military: Muskets (19 turns away from Rifling/riflemen)

Difficuitly: Nobleman


Well my bro is fed up with the game play because 2 civs attacked him...and although he had superior forces... they had superior numbers...

I am kicking ass (because no one is attacking me) and may try to aid him in defense (although it may be too late)

We do not know if we will continue this game...

I dont think it is your mod per se... I think it is how Civ4 is originally (unbalanced IMHO) hopefully your mod updates will further fix the unbalanced issues...

Since your mod may not be out until next week...


we are unsure if we will wait for the new mod or start this mod over...


(I have learned to sucessfully edit the number of units you begin with so with my brother's urging... I may increase the starting units and decrease cost production.... I will have to look into it)


Overall we are still willing to play test your mod out... (although I might fix the handicaps as mentioned above)

I see no bugs so far and AI is making added wonders and using added civics...



And we await your next release! :goodjob:
 
Tycoon101 said:
Fitchn!!!
I've been looking throygh other mods and Rabbit, White's mod components would go great with your awesome mod.http://forums.civfanatics.com/showthread.php?t=160299

Just thinking that you should pull some mods, after asking nicely of course...:) , and intigrate them into your mod. Things you should get through Rabbit's links that he has in his mod page:
Homegrown's Clock
Snaitf's attitudes mod
The advisor screens
The Sevopedia
Snaitf's Unit Allegiance Mod
Willowmound's actual quotes

Please forgive me if I sound crazy... :crazyeye:
Good luck with the next version!
I'll be waiting. :jesus:
I was actually planning on adding several of those, while there where others that I hadn't considered, that would definitely be worth while!

The only one that I probably wouldn't add would be the Sevopedia (as I've got some other ideas lined up for the civilopedia, and it would conflict with some of the changes that I've already made, such as the index and release notes).

I'm not to sure about Willowmound's actual quotes... I have no intent on changing anything in the core game without cause, especially if it has no effect on gameplay. Any thoughts on this?
 
Officer Reene said:
*snip*

Since peeps are recommending some other mods to intergrate into this one...

here are some of my recommedations:

...

but those are my recommendations...

they would really enhance CivMore :goodjob:


PS also I agree with Tycoon101 and Brancaleone... Rabbit has some good mods components there
I absolutely agree that there are some very talented people out there making great mods for Civ IV! However, most of the mods that you mentioned are accomplished via python scripting, which I am trying to avoid (again, because the AI can't anticipate it and because they are a leading cause of OOS errors in MP).

That being said, I will definitely look into incorporating any and all mods that use python for interface only (such as the various advisor mods and the aforementioned alert mod).

I am also planning on adding the newly-released CIV Gold Mod to CivMore as well... perhaps even in time for the next release!
 
Officer Reene said:
(We were able to fit in a session after work)

No playing errors so far...

...

And we await your next release! :goodjob:
Thanks for the feedback and the reporting of the results! It's good to hear that the AI seems to be using the new features. That was one of the main things that I was looking out for (to the point where I would find myself not building a wonder to give the AI every chance to do so! :lol:). As far as testing goes, you may want to consider playing in 'quick' mode... this might allow you to get several complete games in before the next release, as a full game only takes a couple of hours at this speed!

BTW, you need to let me know what your brother's screenname is for civfanatics so that I can properly give him credit as well...

Thanks again for all of your efforts!
 
fitchn said:
...However, most of the mods that you mentioned are accomplished via python scripting, which I am trying to avoid (again, because the AI can't anticipate it and because they are a leading cause of OOS errors in MP).

well I guess you know best... though I wish the AI was easier to code and stop the damn OOS errors :mad: because they are good mods! :D

fitchn said:
...That being said, I will definitely look into incorporating any and all mods that use python for interface only (such as the various advisor mods and the aforementioned alert mod).

well I hope so ... they help manage your civs better! :goodjob: good luck on that!

fitchn said:
I am also planning on adding the newly-released CIV Gold Mod to CivMore as well... perhaps even in time for the next release!


sounds interesting... what's the gold mod about? :rolleyes:

fitchn said:
...That was one of the main things that I was looking out for (to the point where I would find myself not building a wonder to give the AI every chance to do so! :lol:).

yeah... they build the damn wonders more than me and my bro can!:mad:

(me thinks they cheats! :eek: )


fitchn said:
As far as testing goes, you may want to consider playing in 'quick' mode... this might allow you to get several complete games in before the next release, as a full game only takes a couple of hours at this speed!

ah..we like longer games... so we're ok... we started another game... but forgot to put on "simulatenous turns" and it is slower...

besides we'll test in thoroughly this way ;)

fitchn said:
BTW, you need to let me know what your brother's screenname is for civfanatics so that I can properly give him credit as well...


Officer Runne is his screen name

Twins! :crazyeye:



NOTE: We started the game again and are at 1025 BC

The rival civs are growing fast... (too fast IMHO)

I think I learned to code some xml files better...where I edited:

- no global warming (I dont know for sure)

- air combat against land units can destroy land units (not 50% damage like in original)

- gave more warriors and workers to Human Players (as opposed to those damn AIs)

- lowered percentage of Barb attacks to Human Players (but it still seems we are getting more attacked than the AIs)

- made goody huts yield better stuff (no stooopid maps or xp/ more gold)


I can not report on Aircombat and global warming because it is too early in our timeline...

the reason I made these changes (except the aircombat and global warming) because it seems the AI cheats where the barbarians attack the human players (to stunt growth and destroy resources) while the AI civs get virtually no (or small) barb interference so they can develop faster...

one example was I had 9 cities but the barbs destroyed them... when I first started with 9... one AI civ had only 4 cities.... when the barbs destroyed one of my cities... that same AI had 8 cities!!!! WTF?

another example I made the human players get more techs in the beginning...yet with even trading techs with my bro... the AI is STILL more advanced... (they created a world wonder from a tech that I was still 2 Techs away!)



I am still tweaking it... but I want to have a fairer gameplay... since in my experience the AI civs work TOGETHER against the Human players (and since I have only 2 human players civs vs 11 AI civs... well you do the math)


ALSO: No errors so far... but the non-pic "question mark" pic is annoying... we need visuals! :lol:

otherwise smooth sailing... :p
 
Aye, no errors as Officer Reene has said. I've played 'round three more Civmore games and enjoyed every single one!.
Thanks for everyone's feedback too.

No errors from my games.

1.Played a normal one of my games and did quite well actually.

2.I played a war-mongerer next and did well!:goodjob: Thise military bonuses that you have put into Civmore really get the war machine going!:D

3. I played an isolationist/Great person man and did fairly well, until that jerk Napolean decided to annex my Civ:sad: That didn't end well. I got a size 24 city with the temple of Artemis, and no I didn't think that it was unbalanced due to the major health and unhappiness problems I faced. The hero general units are really good too- They're supposed to take on your entire army and trump them, right?:mischief: Happily, the Great Generals and Agriculturalists worked fine, so there isn't a problem there at all.

But the key thing is that I had fun, and THAT is what makes a mod very good.

If you want me to look up some general's names for you, and find some food-producers for the specialists- Aunt Jemima comes to mind:blush: , I will. I definitely would love to aid you Fitchn.

Keep up the hard work my ally!:salute:
 
Another question.

Should I expect this Monday night, or Wednesday Night? I think that one of those dates should be good for the next release. Thank you ahead of time.
 
My experience with this mod is a bit different. I normally win on prince level. Not easily, but I win. On Monarch level I really struggle just to stay alive.

With this mod I rule on prince level. I haven't tried monarch yet.

So why is this?

I think the biggest different is that normally I cannot keep up with the AI's expansion without ruin my economy. With this mod the AI expand slower, which suits me fine.

I find that I research faster when playing with this mod. I think all the +% food buildings do the trick. Cities grows faster, which generate more commerce and it's easier to get specialists.

Finally, it seems that organized has become the best trait. The top civs are the organized ones, since civic upkeep has increased quite a bit.
 
I got these errors when i loaded the game

XML Error
Tag:UNITAI_GENERAL in Info class was incorrect
Current XML File is: Units/CIV4UnitInfos.xml
That error occured two times

XML Error
Tag:UNITAI_AGRICULTURALIST in Info class was incorrect
Current XML file is: Units/CIV4UnitInfos.xml
this also occured two times
 
darkedone02 said:
I got these errors when i loaded the game

XML Error
Tag:UNITAI_GENERAL in Info class was incorrect
Current XML File is: Units/CIV4UnitInfos.xml
That error occured two times

XML Error
Tag:UNITAI_AGRICULTURALIST in Info class was incorrect
Current XML file is: Units/CIV4UnitInfos.xml
this also occured two times


this doesnt effect the mod...

you can still play it


if you dont want to see errors you can change those designators...

It has to do with hardcoded lines


NOTE: This was covered in earlier posts... check em out for a more detailed explanation
 
Tycoon101 said:
...2.I played a war-mongerer next and did well!:goodjob: Thise military bonuses that you have put into Civmore really get the war machine going!:D ...


when you captured enemy cities did you noticed if the AI constructed the mod buildings (like ranch)???


just curious

thx

NOTE: Im not up to offensive war against AI yet (defensive...hell ya but Im not on the attack to capture enemy cities
 
when you captured enemy cities did you noticed if the AI constructed the mod buildings (like ranch)???

The AI builds mod buildings. At least in the cities I have captured there has been ranches, mills etc.
 
Dane said:
The AI builds mod buildings. At least in the cities I have captured there has been ranches, mills etc.

cool thx :goodjob:
 
No worries officer:salute: They're builders!
I've had a few too many new wonders being built in foreign cities, and yes, they do build the new buildings.

And, as always, I can't wait until Fitchn posts again!
 
Tycoon101 said:
I've had a few too many new wonders being built in foreign cities, and yes, they do build the new buildings.



really? those tards AI's are building new wonders faster than I can! :mad:
 
I´ve been just one week on vacation and so many posts already! Now I want to know, has someone looked at my civics? What do you think about them?
 
This mod won't work for me... :(

I just get a load of error messages when I attempt to start Civilization. Tried to remove all the other mods that I have and reinstall the game, but it still won't work.

EDIT:Now something has gone seriously wrong... Civ IV won't run at all suddenly...
 
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