[MOD] CivMore

Dane said:
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.
Interesting... I've generally found the exact opposite! Does it feel unbalanced to you, like you have some unfair advantage over the AI? If everyone seems to have mixed results along these lines, I guess that's a sign that everything is pretty evenly balanced... if so, the difficulty levels will be that much more important, to ensure that everyone is playing at their ideal level! Any further thoughts on this?
 
Dane said:
I just finish a game as warmonger on prince level. Did the best I have ever done. Final score 24,833. I had done all research by 1870.

But, the war weariness is a bit crazy. After 1 turn of war my second biggest city , size 32 (my biggest city had Globe theater), had +25 unhappyness do to war weariness. I had jail and Mount Rushmore and no universal suffrage. So -50 % war weariness.

Even with 75% culture rate I could not keep the biggest cities happy during war.

But still GREAT mod.
War weariness has been tuned down a bit in the latest version (0.30). The global factors are still double, but the individual modifiers where reverted back to their original state.
 
Officer Reene said:
I havent discovered all of your new civics (still playtesting it in MP - see previous posts)

but I like the idead of adding more civics to the game

I can understand alot of the bonuses for Health Care Civic... because I dont see alot of benefits in using them.... especially shamanism (made the mistake of using that early and my pop growth suffered greatly)

Seperation of powers is cool though

the education civic seems ok


there are other civics that seem cool but because I have not discovered them yet I cant test them out

overall I like the expansive new civics because it details the civ more thoroughly...


sorry I can not be more detailed because I dont have the list of new civics in front of me (and their descriptions) but the first few posts have some of the new civics... and I cant remember them in reference to the game since I can not play the game and post a reply

(ok that last sentence may have not made much sense :eek: )

Honestly, I'm not particularly happy with the way the Education and Health & Social civics turned out... most of them are too similar. I originally had more diverse ideas for them, but when I went to implement them I discovered that I was severely limited by the handles that were used in the XML. I will be going back to the drawing board on many of these, while others will start from scratch! I'm pretty happy with the way that the new civics for the existing categories turned out, though.
 
Beginner said:
In which xml document is the extra victory conditions? I only want those, since many of the other files are messing up my game.
You can find them in CIV4VictoryInfo.xml in the GameInfo folder...
 
Officer Reene said:
I have built the Heroic Epic and it gives 100% to military production....

however the great person is great artist! :confused:

Shouldnt it be a Great General? (points)

Fitchn any way to change this?
Yes, I am aware of this... This is one of those details that I need to change, but I am waiting until I get most (if not all) of the new buildings and wonders that I have planned into the game, rather than constantly changing them back and forth to maintain balance among them! Most of these will be done in the next major release (which hopefully will be a lot sooner than 2 months away this time :blush: )
 
fitchn said:
Yes, I am aware of this... This is one of those details that I need to change, but I am waiting until I get most (if not all) of the new buildings and wonders that I have planned into the game, rather than constantly changing them back and forth to maintain balance among them! Most of these will be done in the next major release (which hopefully will be a lot sooner than 2 months away this time :blush: )



cool... I understand the pain in the updating crap

I figured it out how to change it and modded it myself

I tweaked alot and even made two new civs for me and my bro

since I made alot of changes I am still playing 1.52

when I update your mod to my own unique stuff I'll upgrade to 1.61

(Also waiting to make sure all bugs are out of 1.61 before I upgrade)

only problems is that in MP we are having lag issues in later part of game

I was able to change leaderheads to static images (without the crash)

so I will have to reduce map/civs in game setup


once I work it out I will MP test in 1.61

(gotta make static leaderheads for new civs too)


I'll keep you posted


PS Great work Fitchn :goodjob: hopefully I'll have positive results on my "more military" additions ;)
 
I sent fitchn a pm about this but then I decided to post it here so everybody can give thier opinion. I am requesting that 2 mods be merged into Civmore to give it even more! The first mod is the civ4lerts mod http://forums.civfanatics.com/attachment.php?attachmentid=119395&d=1142176875
This mod lets you know when certain things happen in game so that you don't have to check the advisors and city screens every turn. Such as when your city will grow next turn, or when a rival civilization has a lot of gold for trade.

The other mod I would like to see merged with Civmore is currently called sdksixmapsizes. Here is the link...

http://www.civfanatics.net/uploads11/sdksixmapsizes.zip

This mod allows you to chose 6 additional sizes beyond Huge when creating a game.

Merging these mods with Civmore would give it well... more. Users could choose to do larger maps if thier system could handle it and users would be able to have the convenience of in game notifications of things they could find out manualy but is very tedious to do.

Anyway great mod fitchn, my hats off to ya ;)
 
goodyhut said:
I sent fitchn a pm about this but then I decided to post it here so everybody can give thier opinion. I am requesting that 2 mods be merged into Civmore to give it even more! The first mod is the civ4lerts mod http://forums.civfanatics.com/attachment.php?attachmentid=119395&d=1142176875
This mod lets you know when certain things happen in game so that you don't have to check the advisors and city screens every turn. Such as when your city will grow next turn, or when a rival civilization has a lot of gold for trade.

I tried to merge this with the 1.52 Patch version but I couldnt get it to work... :sad:

(Im not good at the python files coding stuff)

but I agree... It is a neat little mod component


goodyhut said:
The other mod I would like to see merged with Civmore is currently called sdksixmapsizes. Here is the link...

This mod allows you to chose 6 additional sizes beyond Huge when creating a game....


I suggest this neat little map script called Smart Map:



http://forums.civfanatics.com/showthread.php?t=154989


it lets you vary the size of the map... (even larger than most comps can handle!)

other options include:

coastal or land start for players
size of ocean
amount of hills
amount of lakes/rivers
amount of forests/jungles
amount of goody huts
amount of bonus resources
type of land masses
(and much more ...go to the link for further details)


it is easy to use...
d/l the script into the public maps folder (in CIV4 directory)

choose "custom game" and chose "smart map" then ck off all the options you want....

It works in MP too... (I believe only the host comp has to have it)

its a neat little map :goodjob:

Note: I use it with CivMore Mod all the time ;)

and works with all patch versions (1.09/1.52/1.61)
 
I think the Mark V Tank animations are way too big!

I suggest scalling them down...

its pretty easy to do... and anyone can do it

just go to the CivMore folder
and get to the:

Assets\XML\Art

edit (using notepad or similar)

CIV4ArtDefines_Unit.xml file

find this:


<Type>ART_DEF_UNIT_MARK_V_TANK</Type>
<fScale>0.48</fScale>


I changed the 0.48 to 0.35

save file

and viola! its fixed

this way the tank does not cover the map plot (and then some!) and the unit pic is smaller (in the left bottom corner) and you can make out the tank better (not as zoomed in)

if you think it's too small (compared to other military units) use a larger number (but I would not go past 0.48! since that's default)

it's not a big deal... but I was bothered by the huge size of the orginal Mark V animation (even compared to the tank and modern tank)

anyway that's my suggestion :mischief:



Note: does anyone know if the scaling down of units help with gameplay in MP? as I said in previous posts Im getting lag in the later MP games...so I made static leaderheads... to compensate... would smaller unit graphics help too?
 
Officer Reene said:
I suggest this neat little map script called Smart Map:
http://forums.civfanatics.com/showthread.php?t=154989
it lets you vary the size of the map... (even larger than most comps can handle!)

other options include:

coastal or land start for players
size of ocean
amount of hills
amount of lakes/rivers
amount of forests/jungles
amount of goody huts
amount of bonus resources
type of land masses
(and much more ...go to the link for further details)


it is easy to use...
d/l the script into the public maps folder (in CIV4 directory)

choose "custom game" and chose "smart map" then ck off all the options you want....

It works in MP too... (I believe only the host comp has to have it)

its a neat little map :goodjob:

Note: I use it with CivMore Mod all the time ;)

and works with all patch versions (1.09/1.52/1.61)

I actualy got SmartMap already, it is a nice map script. I am using it all the time. The sixmapsizes mod works with it too but you have the same problems with the bigger maps you do with SmartMap, but I found that running the sixsmapsiizes mod to be using a little less mormory for it's Xtra Huge and Gigantic sizes. It's a cool little mod and I definitely would recomend using it with smartMap if you are going to try a Xtra Huge map.

I can run SmartMap with any of the mods because it is a Script and not a mod. The delima I am having is having to choose which mod to run when I want to run all 3! Thus, my suggestion to merge them.
 
goodyhut said:
I actualy got SmartMap already, it is a nice map script. I am using it all the time. The sixmapsizes mod works with it too but you have the same problems with the bigger maps you do with SmartMap, but I found that running the sixsmapsiizes mod to be using a little less mormory for it's Xtra Huge and Gigantic sizes. It's a cool little mod and I definitely would recomend using it with smartMap if you are going to try a Xtra Huge map.

I can run SmartMap with any of the mods because it is a Script and not a mod. The delima I am having is having to choose which mod to run when I want to run all 3! Thus, my suggestion to merge them.

oh ok

Sorry I cant help...
I can only mess with XML files with good success

Python I have worse luck

I havent even tried the SDK coding (and probably wont for the forseeable future)

so I cant help you with file merging ideas...maybe someone else here can

:crazyeye:
 
Officer Reene said:
cool... I understand the pain in the updating crap

I figured it out how to change it and modded it myself

I tweaked alot and even made two new civs for me and my bro

since I made alot of changes I am still playing 1.52

when I update your mod to my own unique stuff I'll upgrade to 1.61

(Also waiting to make sure all bugs are out of 1.61 before I upgrade)

Any particular reason why you are waiting to upgrade to 1.61? Are you waiting for all of the bugs to be worked out of the core game, or out of the mods? Just curious...

only problems is that in MP we are having lag issues in later part of game

I was able to change leaderheads to static images (without the crash)

so I will have to reduce map/civs in game setup


once I work it out I will MP test in 1.61

(gotta make static leaderheads for new civs too)
At this point, I have not optimized the mod in any way. I will be doing this in later versions (eg, such as compressing .dds files and using the atlas files.

I'm also toying with the idea of creating a 'Light' version of the mod to reduce the size of the mod and increase the performance (particularly for those people with a slow internet connection and/or a slower computer; not to mention those people that would rather not download a 150MB mod just to see if it's something they might like). I would potentially do this by using lower resolution textures, using static images for leader heads, and getting rid of the audio files (of course, I would only do these things for the new items in the mod, not the ones already in the core game). Later on, when (and if) I add movies to the wonders, the light version would not contain these either.

Is this something that anyone would be interested in...? I'd hate to take the time to do this, only to have noone use it (especially if I do it with each new release)! Let me know...

I'll keep you posted

PS Great work Fitchn :goodjob: hopefully I'll have positive results on my "more military" additions ;)

Thanks again for the kudos! Incedently, is there any particular reason why you are adding these additions to the mod? I don't have a problem with it, but if there is a particular aspect of the mod that you feel is inadequate, I'd like to know what it is and get feedback from others as well, so that I can address it in the mod itself...!
 
goodyhut said:
I sent fitchn a pm about this but then I decided to post it here so everybody can give thier opinion. I am requesting that 2 mods be merged into Civmore to give it even more! The first mod is the civ4lerts mod http://forums.civfanatics.com/attachment.php?attachmentid=119395&d=1142176875
This mod lets you know when certain things happen in game so that you don't have to check the advisors and city screens every turn. Such as when your city will grow next turn, or when a rival civilization has a lot of gold for trade.

Thanks for the suggestion, goodyhut! This is a component that I have had my eye on for some time... At this point, I'm more-or-less waiting for it to be updated to 1.61. If it doesn't happen though, I'll give it a shot myself.

The other mod I would like to see merged with Civmore is currently called sdksixmapsizes. Here is the link...
http://www.civfanatics.net/uploads11/sdksixmapsizes.zip

This mod allows you to chose 6 additional sizes beyond Huge when creating a game.
This mod definitely sounds like something that I would be interested in adding... do you have a link to the thread and/or the creators site, so that I could scope it out a bit more?

Merging these mods with Civmore would give it well... more. Users could choose to do larger maps if thier system could handle it and users would be able to have the convenience of in game notifications of things they could find out manualy but is very tedious to do.

Anyway great mod fitchn, my hats off to ya ;)
Sounds good to me! Thanks again for the suggestions, and thanks for the compliment! I've got quite a few more ideas yet, and am always looking for more... keep 'em coming!
 
Officer Reene said:
I think the Mark V Tank animations are way too big!

I suggest scalling them down...

*snip*

Done. It will be in the next version.
 
oops... missed this post... sorry!
Officer Reene said:
*snip*

I suggest this neat little map script called Smart Map:

http://forums.civfanatics.com/showthread.php?t=154989

it lets you vary the size of the map... (even larger than most comps can handle!)

other options include:

coastal or land start for players
size of ocean
amount of hills
amount of lakes/rivers
amount of forests/jungles
amount of goody huts
amount of bonus resources
type of land masses
(and much more ...go to the link for further details)

*snip*
I'll take a look at it, and see how it compares to the one that goodyhut suggested. If they both prove to be useful (and assuming their compatible), I may put them both in... Thanks for the tip!
 
goodyhut said:
I actualy got SmartMap already, it is a nice map script. I am using it all the time. The sixmapsizes mod works with it too but you have the same problems with the bigger maps you do with SmartMap, but I found that running the sixsmapsiizes mod to be using a little less mormory for it's Xtra Huge and Gigantic sizes. It's a cool little mod and I definitely would recomend using it with smartMap if you are going to try a Xtra Huge map.

I can run SmartMap with any of the mods because it is a Script and not a mod. The delima I am having is having to choose which mod to run when I want to run all 3! Thus, my suggestion to merge them.
I seemed to have missed something: When you say that you don't know which one to choose when you 'want to run all 3', which 3 are you refering to...?
 
Fitchn i like your mod alot.


However i have a few minor complaints that for some reason detract from the experience for me.

Is it possible that you could give every new civic its own icon? Along with new technologies and other stuff?

Not only that can you make it so the civilopedia actually displays the information about every new unit/building/civic/tech.

And you dont have to write it yourself. You can just copy and paste information online and put it in for the relevent civolopedia entry.

And one last thing. Could you change the building pic for some of the new buildings/wonders to something more suitable? It seems many of them are just obelisks when shown on the map.

And i dont like the icon showing a question mark. I dont know how hard it is to make up an icon or borrow from other mods but it would be greatly appreciated if you could fix this in the civilopedia.

These are all minor complaints. But i am a nitpicker and fixing this would let me enjoy the mod much more. Maybe you could do this in your next patch? :)
 
Xanikk999 said:
Fitchn i like your mod alot.

However i have a few minor complaints that for some reason detract from the experience for me.

Is it possible that you could give every new civic its own icon? Along with new technologies and other stuff?

Not only that can you make it so the civilopedia actually displays the information about every new unit/building/civic/tech.

And you dont have to write it yourself. You can just copy and paste information online and put it in for the relevent civolopedia entry.

And one last thing. Could you change the building pic for some of the new buildings/wonders to something more suitable? It seems many of them are just obelisks when shown on the map.

And i dont like the icon showing a question mark. I dont know how hard it is to make up an icon or borrow from other mods but it would be greatly appreciated if you could fix this in the civilopedia.

These are all minor complaints. But i am a nitpicker and fixing this would let me enjoy the mod much more. Maybe you could do this in your next patch? :)
I'm glad you like the mod, and thanks for the feedback! As for your suggestions, I have every intention of fixing these! Every item/feature that was added with CivMore will have it's own icon, civilopedia entry, and graphics (where applicable); the current icons and obelisks are simply placeholders. I wanted to put the bulk of my work into the gameplay elements first, then the interface elements. Rest assured, these will start to be replaced with the next major release and forward.

Is there anything else that you see that could be changed or improved? Any particular feature(s) that you like? Thanks again for the feedback!
 
fitchn said:
I'm glad you like the mod, and thanks for the feedback! As for your suggestions, I have every intention of fixing these! Every item/feature that was added with CivMore will have it's own icon, civilopedia entry, and graphics (where applicable); the current icons and obelisks are simply placeholders. I wanted to put the bulk of my work into the gameplay elements first, then the interface elements. Rest assured, these will start to be replaced with the next major release and forward.

Is there anything else that you see that could be changed or improved? Any particular feature(s) that you like? Thanks again for the feedback!

For some reason i thought you were going to blow me off. Its good that your taking my consideration into account. Let me go load the mod again and see if theres anything else i can suggest. :)
 
Heres a personal suggestion.

I usually dont like re-skins because they look too much like the original leaders however some of them are very good. Like robert the bruce and henrique of portugal.

I think that for the re-skins that dont look that unique like the washington reskins for numerous leaders for example, could just be replaced by a high quality static image of the leader.

Static images dont bother me at all and they look better for leaders who cannot be reskined accurately. However id still keep some of the reskinned leaders who do look ok.

Just some leaders like the canadian leaders for instance just look to much like the original leader. So maybe a static portrait would look better.

I cant say this for everyone but i really have no problem with static portraits.
 
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