[MOD] Composite Mod by Exavier

@keldath - Actually the custom civs i am making for me and my dev team (testers) are based off their own preference. I think mine is the only on with a new UU... Japaneese Zero (Figheter w/ +50% vs Naval)... mainly cause i saw the skin and couldn't pass it up :P

Also my mod was designed around the idea of the MP enviroment. Mainly because I get bored of SP games way 2 fast (AIs are 2 predictable for me) so I play alot of MP with friends. :D
 
Yeah, like me:o. Also, believe me I requested for my own UU (The "Ass Kicker") and Exavier said, "It would be too unbalanced":P. So I just stuck with the fast worker since Saladins' camels suck. Also, if you like Saladin check out Condoria (:hmm: I bet you will never geuss whose nation that is:p) because it takes all the best of him and combine it with the best of Gandhi for a great cultural (and military if you know how to use it right) experience:).
 
Problem with the attack promotion. If it is used on a unit that does not receive defensive bonuses (such as a knight)then the unit will not receive the defensive penalty.
 
exavier -
yeah i know -me too preffer mp... much more fun.

maybe you can assist me more :)
why cant i use any mod to play mp?
for instance - i ried working another mod on -and the game went out of sync, i find that very wierd - is there a way to make every mod compatable with mp?

anyway, are you going to release a new version soon?

oh just remmbered! on this game that i started - some city names of "gilgamesh" the sumeria'ns - where no good - their name apeared somthing like that - the_city_.... (cant remmber the rest) think its a bug...
 
keldath said:
exavier -
yeah i know -me too preffer mp... much more fun.

maybe you can assist me more :)
why cant i use any mod to play mp?
for instance - i ried working another mod on -and the game went out of sync, i find that very wierd - is there a way to make every mod compatable with mp?

anyway, are you going to release a new version soon?

oh just remmbered! on this game that i started - some city names of "gilgamesh" the sumeria'ns - where no good - their name apeared somthing like that - the_city_.... (cant remmber the rest) think its a bug...

The mod didn't work in multiplayer because like all mods everyone has to be using it for it to work and connect. Sadly, I can't help you with gilgamesh. He will be releasing the next patch (without my custom avatar!!!) in a day or two.
 
@Scizor2120 - I will have to look into it. That is one of the promotions from the Promotion & Traits mod. So beyond copy/paste I haven't tested it much ingame. Surprised he missed it but I don't think there will be much I can do about it as the No Defence Bonus flag on units is global. it effects both plus and minus defence bonuses. I could remove the flag but then armor would be able to use normal defence bonuses and probobly make them overpowered.

@keldath - Everyone in the MP game has to be running the mod to keep in sync. As for making all mods MP compatable its actually kinda hard sometimes as alot of mods are designed for an SP enviroment. Some mods while good for SP games can give unpredictabl bonuses to players in MP gams so it actually takes some testing.

As for gilgamesh I will have to look into it. I wouldn't be surprised if i messed something up :)

Also the next release is planned for within the next cpl days. I just recently changes my web hosting service over to another company and I am waiting for everything to become active before I upload the new files.
 
This mod is pretty good but I would like to rescale units... they are too small for my poor little eyes....how can I take off the unit graphic reduction of 30% in this mod?
 
@Sir Aragorn - Been explained about a page back I believe. Anyway with my next release I am going to make 2 versions. One with my 30% graphic reduction and One with normal graphic size... One thing i am going to test before I do though is if they will be compatable with eachother for MP game.
 
This mod looks fantastic, unfortunately i haven't been able to test it yet.

I think that this mod should be combined with the realism mod, that would be beautifyingly wonderful!
 
@Dawgphood001 - I don't think i'd want to merge my mod with the realism mod but there are some things i wouldn't mind pulling out of it. The thing is, Realism Mod is a dead project from what I understand. Last time i visited the thread not a single download link worked so I have no way to get a version of it.
 
If you need the mod I can mail it to you. Though I think you shouldn't merge it completely. But thera are some neat things.
 
@Mikkeman - yea please do. PMing you my e-mail. And yea i wasn't going to merge it completely as it would mess up alot of changes I have already made to similar units. but there are a few things i want out of it :)
 
Ok, I send it to you tomorrow. I have it on my laptop and I cant hook up my laptop where I am now, sorry for the delay.
 
Finally got to extensively play this, very good stuff. The only "issue" I've had with it is the city mapmarks are ridiculously small and barely readable. Otherwise, great mod. Precisely what I'm looking for.

I haven't seen this asked (though it may have been), but does the tech slow-down for Epic also make the new Marathon longer or is the change only for epic?
 
well, some good stuff to incorporate from the Realism mod i think would be the time progression and some of the unit modifications, along with other things as well.

As far as i can tell, Realism is not dead, Erendir recently gave it a revival of sorts, check the thread to see what i mean.
 
@Xavier Von Erck - city mapmarks? i am not exactlly sure what you mean by that lol. The changes I made to epic don't effect any of the other speeds. So Marathon still has the default settings they released with the patch. For the next update I have gone in and adjusted the turncount of my Epic speed to be higher so that the game lasts longer but other then that I don't plan to make any changes to the rest of the speed settings.

@Dawgphood001 - The original realism mod died... i didn't know someone else picked it up untill the other day. Actually I think the biggest thing i want out of it deals with the technology tree. Most of their unit modifications i could make if i needed to. But i'd need to play it a little bit as I have only seen whats in that thread as i could never get ahold of the files lol.

My new job is killing me so the next update is going to be delayed untill this weekend... not that its going to make 2 many changes but you never know right? :)
 
Exavier said:
Actually I think the biggest thing i want out of it deals with the technology tree.

I just went through all the files of the Realism mod yesterday, and the changes in the tech tree were not that many. Jaynus had increased the cost of all techs from the Renaissance age on, and had changed the pre-req's for a couple of techs. I compared his cost changes to the v1.52 tree and just decided to revert back to the (v1.52) values, since Firaxis also increased the tech costs. I figured subsequent testing would inform the decision to make new cost changes in the tech tree. I did retain his addition of the Nuclear Reactor tech.

--Kristine
 
@KGrevstad - maybe i was missreading the changelogs then... though i do plan eventually to add a few more techs later (probobly after SDK when we can add new models properly) so that i can add some WW1/WW2 ships into the game. I actually have the models standing by. I just can't yet convert them into the proper nif format... I can only get them converted to one version below what civ4 uses... DOH!

Anyway now that i have the files I am still gona take a look at it and see if there are any unit ideas that come in handy. As pointed out on earlier pages i am lacking in changes to the Ancient Eras :P
 
I know an idea:mischief:.

Spoiler The unit, the unit, the unit is on fire! :
The Ass Kicker:p.
 
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