[MOD] CivMore

zulu9812 said:
I don't have a problem with FileFront either, but if people are having problems, there are tried and tested hosts that can be used.
Fair enough. I'll probably go ahead and mirror it onto 3ddownloads as well. At this point, though, the next release is right around the corner, so I'll wait until I've got that one finished to do so...

Thanks for the input!
 
Officer Reene said:
do you mean the next version or this one?

I didnt see another extra building except the military academy/grange :confused:
With the exception of the Great General (since you have to pay for the upgrades), each of the Great People have a fifth option, all buildings, that each require a specific tech first:
  • Great Agriculturalist: Botanical Garden (requires Biology)
  • Great Artist: Art Museum (requires Liberalism)
  • Great Engineer: Masonic Hall (requires Liberalism)
  • Great Merchant: Commodity Exchange (requires Corporation)
  • Great Prophet: Religious Pilgrimages (requires appropriate religious tech)
  • Great Scientist: Science Museum (requires Scientific Method)
The Great Prophet's new buildings are perhaps my favorite, as it essentially turns the Great Prophet into an Uber-Missionary, able to spread any religion to any city without fail (including civ's with which you do not have open borders)! This can be particularly nice if you don't want to have to wait for the founder of a specific religion to spread it into your cities... you can do it yourself! This also becomes more important with the introduction of 7 unique religious wonders, and the religious victory condition. In addition, the pilgrimages spread the religion, provide +1 gold, +1 GPP, and +1 Happy (if the given religion is the state religion). But I digress... :D

Any questions...? :p
 
chipper_30 said:
Yeah! I win 1st hang! :king:
The problem happened I think 2 turns after I launched my first caravel in the ocean, but I doubt it has anything to do with it... I can't think of anything else.
The debug message was from windows, asking me if I wanted to use Visual Studio to debug, while civ4 was hanging as if the time between the 2 turns was taking forever...
It's possible that civ4 is just put on hold for debugging informations but would simply crash if I didn't have VS.
Unfortunatly, I cannot test the save file that you uploaded, as I have a more recent version of CivMore :(.

Does this error happen consistently? Does this happen every time you run the mod? Are you able to run Civ4 Vanilla without any errors? Do you have any files in your CustomAssets folders that might be conflicting with the mod?

I know I did have one CTD with v0.30, having to do with a missing unit art define tag for one of the civ's UU. It has been fixed in the next version, but for now you can get around it by not selecting that civ. If you still continue to get the error, try it again once I release the next version, and I will be sure to test it then using the save (assuming it still happens). Thanks again for your efforts! :goodjob:
 
fitchn said:
With the exception of the Great General (since you have to pay for the upgrades), each of the Great People have a fifth option, all buildings, that each require a specific tech first:
  • Great Agriculturalist: Botanical Garden (requires Biology)
  • Great Artist: Art Museum (requires Liberalism)
  • Great Engineer: Masonic Hall (requires Liberalism)
  • Great Merchant: Commodity Exchange (requires Corporation)
  • Great Prophet: Religious Pilgrimages (requires appropriate religious tech)
  • Great Scientist: Science Museum (requires Scientific Method)
The Great Prophet's new buildings are perhaps my favorite, as it essentially turns the Great Prophet into an Uber-Missionary, able to spread any religion to any city without fail (including civ's with which you do not have open borders)! This can be particularly nice if you don't want to have to wait for the founder of a specific religion to spread it into your cities... you can do it yourself! This also becomes more important with the introduction of 7 unique religious wonders, and the religious victory condition. In addition, the pilgrimages spread the religion, provide +1 gold, +1 GPP, and +1 Happy (if the given religion is the state religion). But I digress... :D

Any questions...? :p


yeah I figured it out later...

Ill try to test it out this weekend (unless my own modding gets in the way :mischief: )



If I do test I'll do a modern/future start so all the techs are already there... :goodjob:
 
Jeffrodriguez said:
its working like you said but yesterday when i have continued downloading it using flash get and when I got to 31 %
Is 'flash get' a download managing/accelerating program? These types programs often attempt to download the files in numerous parts, instead of all at once; this can cause problems with certain websites, particularly when a file is only made available for a limited time or for limited access. Try disabling this software and downloading the file normally through your browser.
*snip*
i only stop downloading it for 1 hour because there is a sudden power failure please help
Again, FileFront only makes your download available for a specific amount of time; if you try and retrieve the file after the time frame, you will get the error you mentioned. Try downloading the file all at once instead of in parts.

If neither of these solves the problem, let me know, and we'll see if we can't figure something out! As I mentioned a few posts up, I will go ahead and mirror the next release of the mod on 3ddownloads.

Thanks for making me aware of your problem!
 
Officer Reene said:
All is well ;)

The Year is 1856 AD

Normal Speed

No problems whatsoever...
Good to hear that it's still working alright!

*snip*
only question I have is the Power issue :confused:

Solar Plant and Hydro Plant both provide power...

if you have one... do you get any bonuses for building the other?

or is it redundant?
They both provide power (along with the coal plant and the nuclear plant), and are redundant. However, each of the power plants have different advantages and disadvantages. More specifically:
  • The coal plant is available earlier, and is cheaper, but requires coal and adds unhealthiness to the city
  • The Nuclear plant can be used anywhere, but requires uranium and has a slight chance of meltdown
  • The Hydro plant has no risks disadvantages, but it can only be built by a city on a river, and is rather expensive
  • The Solar plant has no building requirements, except that it can only be built on the middle two-thirds of the map (which is where most cities are anyway); however, the solar plant isn't available until very late in the game, and is the most expensive of all of the power plants
For the most part, these four buildings, and thier respective advantages and disadvantages, mean that certain ones may be better for certain situations, depending on your circumstances. Note that all of these buildings and their specs are comperable to their Civ III counterparts.

Does that answer your question?

I'll keep you posted of my progress...

any word on the next release? :mischief:

(I wanna try those civlerts!)

keep up the good work :king:

The new release is very near; I just have a few minor details to work out. Specifically, I am adding a 2nd UU to each civ, and am having a hard time coming up with something for a couple of the civs; worst case scenario, I'll default to some of the generic ones that others have made, at least until I can come up with something better. All-in-all, though, the changes are quite impressive, including some more changes that (to my knowledge) have never been seen in any Civ 4 mod to date... ;) :p

*end tease*

Thanks again for the feedback and all your hard work! :goodjob:
 
fitchn said:
...For the most part, these four buildings, and thier respective advantages and disadvantages, mean that certain ones may be better for certain situations, depending on your circumstances. Note that all of these buildings and their specs are comperable to their Civ III counterparts.
Does that answer your question?


yes it does thx! :D
 
fitchn said:
Unfortunatly, I cannot test the save file that you uploaded, as I have a more recent version of CivMore :(.

Does this error happen consistently? Does this happen every time you run the mod? Are you able to run Civ4 Vanilla without any errors? Do you have any files in your CustomAssets folders that might be conflicting with the mod?

I know I did have one CTD with v0.30, having to do with a missing unit art define tag for one of the civ's UU. It has been fixed in the next version, but for now you can get around it by not selecting that civ. If you still continue to get the error, try it again once I release the next version, and I will be sure to test it then using the save (assuming it still happens). Thanks again for your efforts! :goodjob:

I tried twice and had twice the problem, so I suppose it's consistent... Vanilla runs with no problem and I don't beleive I have anything special in CustomAssets...
Anyway, it was just to help you fix a bug if there was any. I won't go further with this game as I've already started a new one, and I'm looking forward to the new version release. Thanks for the great work.
 
Well I did a little GP testing and had mixed results :blush:

I started off in Future Era...

I stack all cities with G Prophets

AI Results:

1)All started Golden Age
2) all made G City Specialists in Capitol
3) Made Pilgrimage in one city
4) Made more G City Spec in Capitol (about 5x+ G Prop)
5) Made Pilgrimage in another city
6) Made more G City Spec in Capitol (about 5x+ G Prop)
7) Made Pilgrimage in another city
8) Saved for future golden age

I then added G Artists

AI Results:

1) made Great City Specialists in Capitol only

(No special buildings made at ALL :sad: )


I then added G Engr

1) made Great City Specialists in Capitol only

(No special buildings made at ALL :sad: )

AI Results

Two civilizations when to War

Added both G General and G Scientist

AI Results:

1) made Great City Specialists in Capitol only
2) Saved GP to start Golden Age

(no special buildings at all; no upgrades of GG to Combat Units) :(


NOTES:

unknown if GP were used for TECH discovery..... Im not sure how to track it.... :rolleyes:

I did not test GM or GAgr in this particular game


Possibilities:

- Im not sure if the time era effected the way AI acted (not making special buildings)

- War could effect how GP were used

- Possibly AI would have made special building given enough time (and all other infrastructures were built first)

- Unsure why GProphet special buildings were made... and other special building were not... (possibly because they were the first GP and I flooded cities with them )

- We know in the past AI will make multiple special buildings in city (military academy and grange - ancient start) possibly future era effecting this.... :confused:

Positive Notes:

I did observe AI make custom buildings (manufacturing plant/sewer system) :D
AI did build my custom national/world wonders


I did not change the mod from my last GP test


well I'll keep you posted ;)
 
ok cool mod, one suggestion though, i have played about 15 games with this mod in its current form and on smaller maps someone tends to gain a religious victory very early, so my suggestion might be that in addition to the 51% needed maybe also a prereq be that all seven religions be founded first. I dont know thats all i could come up with.
great mod though very fun
 
chipper_30 said:
I tried twice and had twice the problem, so I suppose it's consistent... Vanilla runs with no problem and I don't beleive I have anything special in CustomAssets...
Anyway, it was just to help you fix a bug if there was any. I won't go further with this game as I've already started a new one, and I'm looking forward to the new version release. Thanks for the great work.
So, the mod does work for you then? It was only one game that gave you a problem? That's good to know (although, kind of strange).

Thanks for your feedback and compliments! The next version is just around the corner...:mischief:
 
Officer Reene said:
Well I did a little GP testing and had mixed results :blush:

*snip*

well I'll keep you posted ;)

It's good to know that they are building some, but disapointing to see that there are others that they are not using. I'll try adding some extra UNITAI's to the units, to see if that helps (eg, add UNITAI_SCIENTIST as a secondary for the Great Artist, in hopes that the AI will occasionally use it to build an art museum). Thanks again for your efforts!
 
davymark8 said:
ok cool mod, one suggestion though, i have played about 15 games with this mod in its current form and on smaller maps someone tends to gain a religious victory very early, so my suggestion might be that in addition to the 51% needed maybe also a prereq be that all seven religions be founded first. I dont know thats all i could come up with.
great mod though very fun

Glad you like the mod so far!

I noticed the same problem in some testing of the mod as well, particularly on harder difficulty levels. While it is definitely a good idea, requiring all of the religions to have been founded is not an option in the XML. I've already changed it for the next release to be 60% for the time being. I will continue to look into it to see if there is any way that I can have more control over the condition...

Thanks for the feedback and the compliments! Let me know if there is anything else you come across.
 
fitchn said:
It's good to know that they are building some, but disapointing to see that there are others that they are not using. I'll try adding some extra UNITAI's to the units, to see if that helps (eg, add UNITAI_SCIENTIST as a secondary for the Great Artist, in hopes that the AI will occasionally use it to build an art museum). Thanks again for your efforts!

hhmm

didnt know you could add another AI tag

maybe I'll have to try that later ;)
 
I'm looking for some feedback for the next version of CivMore, in which I have added 6 new leader traits. My question is this: should I modify the leader traits of the vanilla leaders to use some of these new traits, or should I just use them for the added leaders?

Some of the existing leaders lend themselves very well to one or more of the traits (eg, the English would be a prime candidate for the new 'Seafaring' trait). However, thus far I have been trying to make a point not to change the existing game whenever possible, but only add to it (so that users don't have to re-learn the game). What should I do...?

Please, Soundoff...!


(Note: if all goes as planned, the next version will be released at the end of the week)
 
just out of curiosity that means friday or monday?

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?

·The computer does not use great generals, just killed off a civ that had 2 stationed at his capitol.

·city raider, & berserker 2, for some reason I'm not able to choose them.

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.

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.

Babylon looks weird, blue borders and yellog flag (I'm colorblind so bear with me).

I would remove the cotton and tobacco resource. fmhop the game is balanced resourcewise any more will disrupt its delicate balance.

Also fort Knox gets obsolete too quickly for its price.

Great job btw I love your mod. What traits have you added?
 
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?
 
Kimbal said:
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?

It depends... some wonders give free promotions ...so some promotions can be received out of order....

I'm not sure about that particular promotion though...

Kimbal said:
The computer does not use great generals, just killed off a civ that had 2 stationed at his capitol.

this is because there is no AI tag associated with the GG...

I solved this problem by assigning AI_SCIENTIST TAG.... the AI will then use GG (and G. Agriculturist with AI Scientist tag) as a Great City Specialist... or make the Military Academy

btw this was previously discussed in previous posts.... fitchn stated he will probably change this tag in the next release ;)

I'd refer to those posts for more info... (and how to fix the problem yourself b4 the next release :D )

Kimbal said:
city raider, & berserker 2, for some reason I'm not able to choose them.

never had that problem... are you using any other mods components with this?

do you have the current 1.61 patch installed?

I havent picked city raider (personal preference) but I use berserker 2 all the time

can you explain what you mean by "not able to choose them"?
I mean does the promotion buttons appear... or not?

or the buttons appear but you they dont do anything?

or can not be selected?

FYI to get Berserker 2 you need to have Combat 1&2 and Berserker 1 first...



Kimbal said:
Also fort Knox gets obsolete too quickly for its price.



I didnt like this either so I just changed the Obsolete Tag to NONE :lol:


as for your other points ...well fitchn will have to fill ya in....

please post more info and I'll try to get em fixed.... (or at least give some possible reasons for the errors)
 
I had an infantry with combat 6 and berserker 1, and could not choose berserker 2. Could only pick it up once I promoted it to Mech. Infantry.

I could not pick city rider 4 with melee untis but had no problems with mobilized artillery.

By could not pick it up I mena button does not appear.

About cover3, pitch3.... I am not talking about freebies, they need pitch 2 or combat 4. instead of pitch2 + combat something.
 
Kimbal said:
I had an infantry with combat 6 and berserker 1, and could not choose berserker 2. Could only pick it up once I promoted it to Mech. Infantry.

this is normal.... only non-human units (vehicles other than armor/helicpoter/sea units...etc) can pick berserker2

(I'm not sure, but I believe the rationalization is that since most mech/vehicle (besides arty) can move at "2" ... human infantry/riflemen/sam units can not move as fast!)

NOTE: I personally switched it where Naval Units could have multiple attacks :mischief:

Kimbal said:
I could not pick city rider 4 with melee untis but had no problems with mobilized artillery.

hmmm dont know... but it may be the requirements of the promotion (like berserker 2)

Kimbal said:
About cover3, pitch3.... I am not talking about freebies, they need pitch 2 or combat 4. instead of pitch2 + combat something.


hmmm sorry not sure of that one...


possibly check the promotion descriptions in the civilopedia....


well maybe fitchn can fill us on the rest of the issues ;)
 
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