[MOD] Composite Mod by Exavier

I think all the bugs should be taken care of it (found it though waiting for a reply to my PM :p) and made sure the game won't explode in a giant fireball because of it (for all those that didn't experience the bug it was very, very annoying ;)). Also, I don't want a repeat incident of the last mod where there was a big "bug" resulting in all the people who downloaded it needing to download it again (was very annoying for me and my dial-up of doom :wallbash:) and besides it means a few more hours (or days) of fun with the current one:D!
 
@khakhan007 - working on it... laptop is in recharge mode atm lol... wish the thing would charge when its plugged in an turned on... but thats why it needs to go to the repair shop :p

@The Condor - lol condor that only happened to you because you downloaded it before I even had the alert that it was updated posted :p

@Thalassicus - The suggestions are nice but when you get 3-4 posts that are 30 lines long about the specifics of military equipment it eats up alot of thread space... Hence why I didn't mention it earlier is i don't mind a little bit of it :)
 
VERSION UPDATED!

v1.7 Has been released...
Changelog on main page rewritten (thats how many changes I made)

Highlights...
-31 New Technologies for an expanded Industrial-Modern era
-New naval components for new eras
-Mylons Culture Mod Added
-All speeds exept quick adjusted for new tech tree.

There is 1 small bug from the culture mod but it doesn't effect gameplay... it just spams the Event Log with a number whenever you open a city window :p

Other then that I am about 12 Graphics short of having graphics for every new tech (I shamlessly ripped the ones i have off a text based game website) :p

Let me know what you think...

ALSO I created a deticated e-mail address (found in readme and on front page) for Bug Reports... Please use it as it will get to me much faster... Thanx :p

Enjoy your weekend... Now my PC is out of commission for about 3 weeks. :cry: :cry:
 
The historical role of the U-boat was as an Atlantic commerce raider. I believe that it would a great addition to this fantastic mod to some how reflect this. Since cargo ships(not troop transports) are not represented in Civ 4 by an actual unit, a rule to represent commerce raiding would have to encorporate a new idea which has nothing to do with combat strengh. Perhaps something like: If an enemy submarine was left unharrassed on an enemy trade route during war- there would be a negative modifier applied to the enemy's trade route income. I think it should be a signifigant negative- after all, the Germans sunk a titanic fortune in cargo during each World Wars. The English/American eventual triumph in the campiagn in the Atlantic was an essential part of the Allied victory. If this aspect of 20th century warfare was encorporated into Civ 4, it would also expand the role of destroyers and cruisers.
Also surface ships deployed in high numbers should be able to conduct a naval blockade. In the First World War, the battle of Jutland was fought with the intension of putting an end to the English blockade of Germany. One of the most signifigant reasons why the German public was no longer able to continue the War in 1918 was that four years of blockade had left them starving and without other essentail and non-essential goods.
 
Nice :). Sad that my mod couldn't get it :p. Maybe I should try to add it?
I will miss you Exavier even though we only did chat for a few days.
 
Hi. Enjoying the mod, but I think I may have found a bit of a bug in the city view screen - sorry if it's already been reported



See the bottom right corner. The score display shows through the city screen. I can't see any details on my Great People points, it's also nearly impossible to manually set which specialist you want. I also can't see any details about luxuries and food resources in the top right.

This didn't happen at first, but reloading the game doesn't seem to help it.

It also really lags when opening and closing the city screen.

Any ideas?
 
@Marshall Thomas - hehe working on that a little bit... Well not me but a friend. He sent me a script that I am going to take a look at that allows ships to actually blockade buildings in cities... Can't wait to get it in lol...

@Zuul - Oh trust me I am not going anywhere... Even my PII Machine can get on the internet... I just can't really work/test my Mod on that machine lol.

@Spearthrower - I know about the lag when opening the city screen... The city is accessing about 4 different python scripts for the changes that where made to it... It slowed it down a little.

As for the bug I am not sure what would cause that. Its nevered happened to me or Condor (my tester) and he has had beta versions for about a week or 2... What language version of the game are you running? I know someone earlier reported strange things happening with that score chart under the Frech Version... But i have never run accrosst it.

Do me a favor... Send me a saved game to the e-mail address in the readme file (or changelog on the first page) and I will take a look at it...
 
Exavier said:
@Spearthrower - I know about the lag when opening the city screen... The city is accessing about 4 different python scripts for the changes that where made to it... It slowed it down a little.

As for the bug I am not sure what would cause that. Its nevered happened to me or Condor (my tester) and he has had beta versions for about a week or 2... What language version of the game are you running? I know someone earlier reported strange things happening with that score chart under the Frech Version... But i have never run accrosst it.

Do me a favor... Send me a saved game to the e-mail address in the readme file (or changelog on the first page) and I will take a look at it...

The file is away.
I use the English version. I've never seen this happen before either. As far as I know, I havent changed anything dramatic in the main game files..... *shrugs* I always tend to find the bugs if they're there.

Cheers for looking into it - really enjoying this game actually.... glad I didnt play a Philosophical Civ though!! ;)
 
Hey, just want ot start by saying great work!!! I was just curious if you have thought about bringing back some of the old spy unit abilities. I really liked the ability to steal technology that is no longer available. It was a great gamble, either you were succesful, failed or were caught red handed. I think this would also be a great oppurtunity to use our collective immaginations to make some possible upgrades and abilities for this unit. Other options like sabotage research? There could be some really creative penalties associated with detection, depending on religeon, status as ally or enemy, the civics involved. I know nothing about modding, so I don't have any idea of the limitations you deal with, but it might be something worth looking into. For people like myself who like to play with no tech trading, stealing is a GREAT option. I do really like the idea of gaining some tech from taking over a city.
 
@Spearthrower - hehe ok thanx... will take a look at it later tonight after laptop recharges lol

@martin026 - hehe glad you like it. Unfortunatly Spy Missions and Spy Mission Costs are hard coded... noone is able to change them atm... Hopefully when the SDK come out we will be able to as I would like to make them more useful as well.
 
hi exavier

great work on this mod, its really good. you had some nice ideas for the techs.

but i think ill wait for your next version , until you finnish the grafics and giving eath tech a building or a unit, not just for connecting other techs.
plus i look forward for the new promotion 0.7 to be integrated.

well done man.
keep up the good job.
 
hi all

Just Registered...

thought this mod look cool...

is there any way to make this part of the original stuff so you dont have to reload the mod everytime you play?

I know it would replace some original files but I like to play streamline and get right into it instead reloading a mod

(I just want a list of all the files it would copy over so I could back up those files)

any suggestions?
 
In your CivilizationIV.ini file (a link to which is found in the install directory), make sure you have the following:
Code:
; Specify a Mod folder (Mods\Mesopotamia), '0' for none
Mod = Mods\Composite

--Kristine
 
KGrevstad said:
In your CivilizationIV.ini file (a link to which is found in the install directory), make sure you have the following:
Code:
; Specify a Mod folder (Mods\Mesopotamia), '0' for none
Mod = Mods\Composite

--Kristine



Thx Ill try that
 
By the way, I couldnt find it in any change-logs, but did you put any new map scripts in? That file I sent you has one of the most bizzare continent shapes I've ever seen - kind of like a huge volcano crater in the west.
 
@keldath - hehe thanx but there won't be an update for at least 2-3 weeks... I am stil going to be working on XML code and such on another PC but i can't do any real testing (unless i send code to condor constantly) untill i get my laptop back from Toshiba...

@Officer Reene - what KGrevstad said but you might want to type in Composite Mod v1.7 just to make sure you load the right version (if your running more then one)... I'd give my PC a heart attack of i just put in Composite as I have about 8 versions of it total in my \Mods\ folder :p

I keep a copy of every version i have released just in case I have to go back and look at something (or accidentally delete a file i needed).

@Spearthrower - No I didn't make any maps script changes... Are you running anything in the CustomAssets folder? Cause if you have a new map script or something in there from another mod that might cause problems (might also be causing the problems with the score list but i havn't looked at it yet).
 
Exavier said:
@Officer Reene - what KGrevstad said but you might want to type in Composite Mod v1.7 just to make sure you load the right version (if your running more then one)... I'd give my PC a heart attack of i just put in Composite as I have about 8 versions of it total in my \Mods\ folder :p

I keep a copy of every version i have released just in case I have to go back and look at something (or accidentally delete a file i needed).



cant use mod v1.7 because I need the Harkkonn mod to run the game...

right now he only has the mod updated to patch 1.09

I will wait for his mod get 1.54 (or whatever the new version is) 'compliant' before I switch over... or I cant play CIV!

and that would be a crying shame...

but anyway...

thx for this composite mod

it looks great!
 
@Officer Reene - um my mod is game patch version 1.52 compliant... however if your still running version 1.00 or 1.09 of the game the only version you can use is v1.3 (I think) thats still up for download on the main page of this thread... I left that version there just in case someone hasn't updated to v1.52 game...

Honestly have you tryed the game with v1.52 game patch? They made alot of changes to how the game runs and made it alot more stable. If you haven't i would give it a try :)
 
Woohoo i found the space to back up all my data before I send my laptop off... My dad bought a new 80GB HD for his PC and I hijacked it :lol:

hmmm think Civ4 will run on the PC i am putting it into?
1 GHz AMD
512mb Ram
Nvidia TNT2 Graphics :)eek: When was the last time this PC was upgraded)

I am still gona try :crazyeye:
 
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