[MOD] CivMore

Leatherneck said:
I noticed on custom game setup that regardless of the level you play the AI are set to Noble. I've restarted the game a couple of time and each time they are at Nobel. Normally they change as your setting changes as I'm sure you know.

Thanks!


really? mine never change when I switch levels...

dont know if they need to because in that handicap level it lists the AI's restrictions/bonuses.... so im not sure if they need to change in that screen :crazyeye:

....or my AI's getting a very very strong advantage over me... :lol:

Im not sure .....
 
Officer Reene said:
really? mine never change when I switch levels...

dont know if they need to because in that handicap level it lists the AI's restrictions/bonuses.... so im not sure if they need to change in that screen :crazyeye:

....or my AI's getting a very very strong advantage over me... :lol:

Im not sure .....

The .40 ver I had of CivMore what ever level I choice was the level the AI got too. Now if you are playing higher levels it might make it more fair since the AI gets so many bonuses over you. I play from Warlord to Prince+, mostly Noble and Prince so it's not a big deal I just happened to notice it when I went to select my man JC ... that would be Ceasar, LOL and the level was already on Warlord and I noticed that all the AI's were on Nobel ... kinda jumps out at you, The current game I'm on Noble so whoopty-do everyone is the same.

It was my hmmmmmmm:hmm: moment.

Right now I have Barbs coming at me from every direction due to my aggressive expansion. Must ... build ... fog ... busters.
 
I`m more than likely doing something wrong if someone can tell me what I did. I tried the patch but keep getting 2 errors. both are xml errors on loading. one says tag:buildingclass_civ_wonder in info class was incorrect current xml file is:civilizations/civ4civilizationinfos.xml the next one is building_mall in info class (same exact as above) err, what did I do wrong? I took out the old civmore and re-dl`d the 40a and then the patch. Only reason I wanted the patch was for the 2 specialists I couldnt add or subtract from as well. Thank you for any help.
 
vicdad999999 said:
I`m more than likely doing something wrong if someone can tell me what I did. I tried the patch but keep getting 2 errors. both are xml errors on loading. one says tag:buildingclass_civ_wonder in info class was incorrect current xml file is:civilizations/civ4civilizationinfos.xml the next one is building_mall in info class (same exact as above) err, what did I do wrong? I took out the old civmore and re-dl`d the 40a and then the patch. Only reason I wanted the patch was for the 2 specialists I couldnt add or subtract from as well. Thank you for any help.

Hmm... I'm suprised that noone else reported this error! The civ4civilizationinfos.xml file should not have been included in the patch... it included some stuff that I was working on for the next release. To fix the issue, use the file from version 0.40 (or, when patching to 0.42, delete this file from the patch before copying the files over). This error should not affect the game at all though, other than the annoyance of having the error pop up upon loading the mod.

Let me know if that takes care of it.

Thanks for the feedback!
 
That worked like a charm. Thank you very much for such a fast reply. I took the file from the .40 and no errors.. Thank you again, I very much like your mod. And with this handy little fix i`m off to make war with someone:)
 
keldath said:
is it multiplayer compatible?


it most definitely is! :goodjob:

(Just make sure all the peeps playing have the mod in their mod's directory and load up that mod before playing :crazyeye: )

keldath said:
...did you make some modification to the ai?

He only did minor stuff...

(so it would work better in AI) :)


keldath said:
...and are you gonna make a walord compatible?


I think he's working on that now! ;)
 
thanks reene...

gosh... id love to know what are the changes to the ai.

say... from what you say i understand you pkayed this -
so,

what are your exprience from the ai? did it had war with each other often? was it aggressive?

i thought perhaps merging my 5uu with this mod.
 
keldath said:
gosh... id love to know what are the changes to the ai.

well most of the AI stayed the same

the only thing was giving the GG unit AI_Scientist intelligence since there was no GG AI (this was before Warlords Expansion)

I dont think he change anything but that....

but I could be wrong

keldath said:
say... from what you say i understand you pkayed this -
so,

what are your exprience from the ai? did it had war with each other often? was it aggressive?


same as any setting you use in the beginning of the game setup as vanilla civ ;)
 
rockinroger said:
have been playing your mod awhile love it. keep up the good work

Thanks for the feedback... Glad you like it! Much more to come...!
 
keldath said:
i like this mod a lot - its indeed more of civ :)
Thanks; glad you like it!

and are you gonna make a walord compatible?

I'm in the long-and-painful process of doing this right now...
 
fitchn


yeah i know what you mean by long and painfull.....:(


**edit***

i noticed that in order to play mp,
i have to delete this:?

/CivMore/Assets/python/entrypoints/CvEventInterface.py,

doesnt this work on mp???
if so, maybe you should write a note about it on the first post for all to see.

i have a suggestion,

in gir's addon for sevo,
he created a "partisan unit" eith my inspiration,

it works perfectly,

i have the python code and its easy to merge,

what do you thing on adding it to yours?

and how about missiles by dale?

one last thing - maybe using sevopedia?
 
I really like this mod, but every time I play it, starting a second city cripples me due to the immense maintenance. There's just no way that I can afford to pay 11 gpt that early in the game for a second city and expect to do anything. The one game I did try playing through, I ended up just reaching the medieval age in 1550, when other civs were discovering Liberalism. To that end, is there any way for me to reduce the city and civic maintenance costs back to their original values? Thanks.
 
keldath said:
i noticed that in order to play mp,
i have to delete this:?

/CivMore/Assets/python/entrypoints/CvEventInterface.py,

doesnt this work on mp???
if so, maybe you should write a note about it on the first post for all to see.
Yes, this is correct. Dr. Elmer Jiggle's Civ4lerts mod is not MP compatible; removing this file effectively disables it.

i have a suggestion,

in gir's addon for sevo,
he created a "partisan unit" eith my inspiration,

it works perfectly,

i have the python code and its easy to merge,

what do you thing on adding it to yours?

and how about missiles by dale?
As indicated in the first post, I am trying to stay away from any python-related gameplay enhancements/changes, at this point anyway. Perhaps later...

one last thing - maybe using sevopedia?
At this point, I am more-or-less finished with the vanilla version of the mod (though I will continue to support it). As of yet, the sevopedia is not compatible with Warlords. Additionally, I am planning on making my own overhaul of the Civilopedia (which, at this rate, may not be for a while). I may include the sevopedia in the meantime, once it is compatible.

Thanks for the feedback
 
Uniqueuponhim said:
I really like this mod, but every time I play it, starting a second city cripples me due to the immense maintenance. There's just no way that I can afford to pay 11 gpt that early in the game for a second city and expect to do anything. The one game I did try playing through, I ended up just reaching the medieval age in 1550, when other civs were discovering Liberalism. To that end, is there any way for me to reduce the city and civic maintenance costs back to their original values? Thanks.
Wow! 11gpt? I don't recall getting it that high!?!? How big is your first city? What civics do you have enabled? How many units do you have? The reason that I increased the maintenence was so that it was not possible (or, at least, not practical) to maintiain 90-100% science rate througout the game. Perhaps a screenshot of your tax screen (forget the official name off the top of my head) would help assess where the extreme costs are coming from, so that I can adjust it appropriatly...
 
AlexTheTall said:
Will this mod come on Warlords?
I've been working on just that since shortly after Warlords came out. I'm about 90% finished with the upgrade; hopefully the Warlords release will be available by the end of the weekend... Stay tuned!
 
Ket said:
Yes it is...
Does it include the various enhancements that were added with Warlords as well? I haven't tested it yet; I assume it would work, but I wouldn't think that it would have the new features.

For instance, do the unique buildings show up in the civilization pages, do they reflect that they are unique buildings for a certain civilization? Also, does the Pinch promotion properly reflect that it requires Gunpowder (eg, in Vanilla, if you made a promotion require a technology, it would say that the tech provided the benefit of the promotion, rather than access to the promotion).

If it does, I'll look into adding it (although it will probably not make it into the first Warlords release, as this will more than likely just be a version conversion, and will not have many new features)...
 
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