[MOD] CivMore

fitchn said:
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...?

In my earlier post and in a pm I sent you I metioned that i would like to see 2 other mini mods that I want to use merged into civmore. That way I can run Civmore AND get the addvantages of those mods. Just a suggestion, but I hope you like it :) .

I put the links to the other 2 mods in my original post, that was a couple of days ago.
 
fitchn said:
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...

yeah... all of the above.... last time when I switched to 1.52 I had alot of problems with it...so I'm gonna wait till all (if any) bugs appear...

also since I modified your mod and still play testing it... I want to see my additions work...

also I have to modify your NEW version... to add my additions... and figure out what you did to make it 1.61 compatible... so that's gonna take time
(not to mention Im alittle burnt out at modding (ala cut and paste) (i wish they'd put all (or most) xml files in one file... like all the building aspects..including the art/building info/text in the same file... of course that may be coding issue...and since Im not a coder....)


fitchn said:
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.


have fun messing with the atlas files... I couldnt get it to work

I was able to get the unique/my custom unit/building pic to work in city specialist/great specialist view, city bar view, city production view.

The ONLY pic I could not mod is the "offscreen" and "production created" pop up pic

those are assigned by the atlas....

- I tried to expand the atlas pic to make new columns and rows... but that distorted the pic references (made the pics smaller and the buttons show more smaller button pics)

- I tried to add the pics to the "blank" (black) parts of the atlas and refer to new columns and rows... but that didnt work

- the only way I think it works (havent tried it) if you replace an original pic,
but since I dont want to REPLACE the originals, only ADD my custom stuff, I didnt use this option... (or refer my new custom pic to an old pic... but again what's the point...and I think that messes up the pics anyway)

It may be a coding/modding issue... so if you figure out how to do this... it would be great! :goodjob:

I am not worried since it's only two "events" where it shows the blank icon....



fitchn said:
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 wouldnt mind... but yeah see what the others think...
because I dont mind the large size... and if I need to I just "re-mod" your mod like I did for the static pics :mischief:



fitchn said:
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...!


I felt that there were not enough Great General Coinage producing buildings and that the vanilla CIV Lacks military part of it...

I believe these buildings help make it more military for people (warmongers) like me! :D

I did edit the stats of each buildings since playtesting (and some other additions) to reduce some stuff to make it better gaming experience (But I didnt post because I figured this is your mod thread... not mine! ;) )

if you want to use or examine my stuff I could send you the files (just my additions and you can cut and paste how you see fit)

I am still thinking about adding more buildings/editing my current customs...

but I need to do more research... or take a break! :lol:


anyway keep up the good work... hail to the :king: baby!

and since I got the buttons down (except for the atlas part) I can custom some of the button pics for ya...

NOTE: I have had some problems with ALPHA CHANNEL dds files.... in MP ...
therefore I dont use ALPHA CHANNEL in my dds button files...

I dont know if this effects the game... however the only dds file that I know it effects is the flag banner (I created 2 civs for my bros and I's personal use)

so I created that.... and only that in ALPHA CHANNEL dds (because the the "see-thru" properties of the flag banner)

if any knows any problems with no using ALPHA CHANNEL please advise :)


any way I digress... I can help you fitchn make buttons... but my borders are rudimentary (square-ish) since I am too lazy to make the rounded borders...

of course you dont have to use any of my additions or suggestions :p


(I also figured out how to make "static" pic wonder movies and can add to the civopedia too! :goodjob: )

hope this helps ya! (Im addicted to modding now!)
 
Xanikk999 said:
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. :)

I try to make a reasonable attempt to at least acknowledge any (relevant) posts, if nothing else. Let me know if you come up with anything else...
 
Xanikk999 said:
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.

The re-skinned leaderheads are a part of the Civ Gold mod; I just included them as-is. I agree with you on their likenesses, but until someone figures out how to make a new leader model, I don't see any way around this... In the mean time, I'm probably going to just rely on the creators of the CivGold mod to improve them.

As far as the static images are concerned, I may be releasing a 'CivMore Light' version of the mod down the road, using static leaderheads instead (see my reply to Officer Reene several posts up for more info).
 
goodyhut said:
In my earlier post and in a pm I sent you I metioned that i would like to see 2 other mini mods that I want to use merged into civmore. That way I can run Civmore AND get the addvantages of those mods. Just a suggestion, but I hope you like it :) .

I put the links to the other 2 mods in my original post, that was a couple of days ago.

Ahh! Got it! I caught both of the mods that you mentioned, but I didn't realize that you were refering to CivMore as the third mod... I thought there was another... my mistake!:blush: :crazyeye:
 
fitchn said:
Ahh! Got it! I caught both of the mods that you mentioned, but I didn't realize that you were refering to CivMore as the third mod... I thought there was another... my mistake!:blush: :crazyeye:

np; So, will you be able and willing to merge them?
 
goodyhut said:
np; So, will you be able and willing to merge them?

I don't think it will be a problem... :goodjob: I still have to take a look at the code to make sure that it isn't trumping something that I am doing, although I'm sure I'll be able to work something out. I'll keep you posted. Let me know if you have any other suggestions, good or bad...!
 
fitchn I am quite impressed with your mod and with your willingness to take suggestions!

One thing I noticed was that when I first contacted the male sotts leader Robert the Bruce it had the code for first contact where it would normally have the civs greeting.

Also at least one of the civs has a different color flag than thier border colors. No big deal, just thought I would mention it. I think one of them like this is Babylon.

I havn't seen any other issues besides one that you have already said you are going to address, such as the placeholder icons.

Keep up the good work!
 
fitchn said:
*snip*
I'll keep you posted.
*snip*

goodyhut, you will be happy to know that I was able to successfully add Dr Elmer Jiggle's Civ4lerts mod component to CivMore! It will be included in the next release...

I'll let you know about the map mods that you had suggested as soon as I know for sure (but it looks promising)...
 
meatwad4289 said:
Add in the confederacy and ill download.
Can you be a little more specific? Are you looking for the confederacy as a new civ, or are you just looking for a confederate leader? Or, are you talking about a confederate civic option or technology? I'm not quite sure what you're asking for...

Also, while CivMore is (obviously) about adding more, it is not about adding more simply for the sake of having more! If you could provide some sort of justification as to why it should be included (from any perspective, historical significance, strategic impact, otherwise, or some combination thereof), I will consider it...
 
goodyhut said:
fitchn I am quite impressed with your mod and with your willingness to take suggestions!
Thanks for the kind words! While I generally have an idea of what I want to with the mod, my idea of a good idea or what might be fun, may end up being no fun or annoying to everyone else; If I don't take into account feedback and suggestions of others, I'm not getting the benefit of the community! So bring 'em on...!

One thing I noticed was that when I first contacted the male celt leader (blanking on the name) it had the code for first contact where it would normally have the civs greeting.
This is probably something that I missed when I added CIV Gold; I'll look into it. Thanks for the heads up!

Also at least one of the civs has a different color flag than thier border colors. No big deal, just thought I would mention it. I think one of them like this is Babylon.
This is probably also related to CIV Gold...

I havn't seen any other issues besides one that you have already said you are going to address, such as the placeholder icons.
Good to hear! I've added icons to about half-a-dozen of the new items so far since 0.30, and hope to have a fair amount more added for the next release.

Keep up the good work!
Thanks again for the kudos! Let me know if you have any other ideas!
 
I was looking at naf4ever's Ultimate Stategy Mod and I think some of his mod would work well added to CivMore. I am including his pictures and explanations for the parts that I think should be added to CivMore:

plotlist.jpg

I added the super-cool PlotList enhancement by 12monkeys. It lets you manage stacks of units much better and apply all sorts of filters to them. Check out the readme on it for details on how to customize it.


slave.jpg

I borrowed the slavery model from Kael's Fall from Heaven. You have a 1 in 4 chance to capture slaves when you win a battle in that civic. The slave units can then be used as moderate workers or sac'd to slightly increase production of a building or wonder.


nh.jpg

All units will now receive this bonus when you are in the "Nationhood" civic as long as they are in your own territory. Excludes boats and helicopters.


wm.jpg

Watermills and workshops have gotten much needed upgrades. They will now give a bonus to your city based on how many of them are being worked within the city radius. This pictures shows an example. Workshops give a bonus to production, watermills to gold. Read the version notes for more information on them.


tradescreen.jpg

Standard tech trading (swapping techs) has been disabled in this mod. It is replaced with a unique technology transfer bonus instead that is based on open border treaties. For example in the above picture you can engage in a "technology transfer" by researching any of the techs under the "Has available for trade" section. The catch is you just have to be trading with them, hence have an open borders treaty with that person. They will also get this bonus from you when they are researching the appropriate techs so be cautious to whom you give treaties.


researchbonus.jpg

This is the technology transfer bonus you then get if you are researching a tech that someone you have an open borders treaty with already has. This replacement to tech swapping basically symbolizes things like merchants bringing back knowledge from far away lands, trade and commerce that gives exposure to new technologies and ideas, etc...


informant.jpg

The new early era scout/spy available at writing.

I downloaded the mod and will let you know further after I try it out some. I especialy like the tect trading idea.
 
goodyhut said:
I was looking at naf4ever's Ultimate Stategy Mod and I think some of his mod would work well added to CivMore. I am including his pictures and explanations for the parts that I think should be added to CivMore:
*snip*

At this point, I am trying to stay away from using python for gameplay related changes for two reasons: the AI cannot anticipate them (eg, it doesn't know "hey, if I do this, I'll get this extra benefit"), and they are the #1 source of OOS errors in multiplayer.

That being said, there are two ideas in your post that I will consider adding: 12monkey's plot list enhancement, and the Informant unit. I can't guarantee that these will be in the next release, but I will definitely add them to the to-do list!

Keep 'em coming!
 
I guess the tech trade part is python then :(

Well, it's great that you are considering the informant unit and the plot list enhancement! I am gonna love using this mod.

On another note I am posting in the Civ Gold forum to see if they will add the First Peoples of N.A. civs to Civ Gold. That way you can have all the First People's Civs in CivMore.

oh btw, they added a 2nd leader to Babylon, Hammurabi, it says on Civ Gold, among other changes. Will you be updating CivMore to include the Civ Gold changes as well on your next release?

Edit: I just thought of something else you might can help me with. I posted this in the Computer Talk forum but I am not getting much action there. I am trying to get a pic of the Impi, or the Mohawk Archer, or maybe another of the new unique units in Civ Gold that I can use for my custom avatar. Any ideas on how to get this?
 
goodyhut said:
I guess the tech trade part is python then :(
Unfortunatly, yes. However, as this mod progresses further, I will take a look at the SDK and see what I can implement through that...

Well, it's great that you are considering the informant unit and the plot list enhancement! I am gonna love using this mod.
Thanks, glad to hear it!

On another note I am posting in the Civ Gold forum to see if they will add the First Peoples of N.A. civs to Civ Gold. That way you can have all the First People's Civs in CivMore.
I'll take a look at it, but I think that it might put too many N.A. civs in the game. Since I am in the process of adding a second UU to each civ, adding/changing leader traits, and possibly a unique building, I will also have to come up with some for those. At this point, though, I'm going to get the existing civs up to par, before I start to add more...

oh btw, they added a 2nd leader to Babylon, Hammurabi, it says on Civ Gold, among other changes. Will you be updating CivMore to include the Civ Gold changes as well on your next release?
Absolutely.

Edit: I just thought of something else you might can help me with. I posted this in the Computer Talk forum but I am not getting much action there. I am trying to get a pic of the Impi, or the Mohawk Archer, or maybe another of the new unique units in Civ Gold that I can use for my custom avatar. Any ideas on how to get this?
Yes: Click on the 'User CP' button/link at the top of the page, then select the 'Edit Avatar' link on the left side (under 'Settings & Options'). Scroll down towards the bottom of the screen and there should be an option to use a custom avatar. Select this option, and upload your desired pick. That all there is to it!

Thanks yet again for the feedback, and keep the suggestions coming!
 
fitchn said:
Unfortunatly, yes. However, as this mod progresses further, I will take a look at the SDK and see what I can implement through that...
Sounds good.

fitchn said:
I'll take a look at it, but I think that it might put too many N.A. civs in the game. Since I am in the process of adding a second UU to each civ, adding/changing leader traits, and possibly a unique building, I will also have to come up with some for those. At this point, though, I'm going to get the existing civs up to par, before I start to add more...
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 ;)

fitchn said:
Yes: Click on the 'User CP' button/link at the top of the page, then select the 'Edit Avatar' link on the left side (under 'Settings & Options'). Scroll down towards the bottom of the screen and there should be an option to use a custom avatar. Select this option, and upload your desired pick. That all there is to it!
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:

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)

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:
 
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 :)
 
I loaded this mod but when I play it I get no interface at all.

Anybody know how to fix it?
 
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.
 
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