[MOD] Composite Mod by Exavier

Exavier said:
However I did use the tool that was created by the devs of Blue Marble Terrain to shrink the units. Its possible that they may have done something to them in their mod thats conflicting with mine. (or vise versa as their mod came out first :P) This is why I don't recommend using CustomAssets mods at the same time as Composite Mod... It tends to break things.
:(


Your mod with the Blue Marble Terrain did'nt work for me at all! I just puchased the game few days ago & installed the 1.52 patch,played one evening for many hours...no problem.

So the next day I installed the Blue Marble Terrain & installed your mod. After playing a few hours the game crashes,the screen goes black & all I see is that darn in game cursor!! :eek:

I reinstalled the whole game & applied the patch ....works fine now. However I'm reluctant to install your mod...I'm used to Civ 3,it was pretty easy to set up a game to your liking.I guess I'll have to learn editing the Civ 4 game now.I just have a question,when using Civ 4 mods do they alter any installation files in the game? I was just wandering as I'd hate to be reinstalling all the time when the game works fine for me on it's own.

I'll try it out again later tonite.....Jeremy

BTW I'd like to add this game is a memory HOG! Need another 512 mb for sure..

XP 3000+ Proc 2.167mhz
512 MB Corsair XMS 2-2-2-5 memory
LeadTek GeForce 6600GT TDH 128mb video card

What is the difference between the normal graphics files of your mod?
 
@szef504 - The bombers only damaging units was a default Civ4 setting... I changed it because it pissed me off the way they made Air units practicly worthless. I mean most of the wars Since the later parts of WW2 on have seen heavy stratigic air attacks. Basides by enabling it I am further ending the single unit type Stack Of Doom as it forces you to include a few other units into your groups to keep them from being wiped out from above :P

@aqua^ - Well suggest something for the empty technologies :P

I put them in there because I didn't want to have to rewrite the entire tech tree everytime I needed more space for later additions... So I rewrote it once and left plenty of room. Now I just need good ideas of things to fill in the gaps :P

@Randall_Flagg - Hmm not sure what to say as at the moment I haven't been able to fully tinker with the Blue Marble mod to see what they did change (besides the 30mb worth of graphics it adds). Well if you mean all the gaps in the tech tree I do plan to fill them in with stuff but I need ideas :P

@AcidSphinx - hmm not sure what would have caused that... Do me a favor could you send me a Screenshot and maybe a saved game (preferrably autosave before and maby a save after the crash) to the e-mail address in the readme file (or changelog in first post) and i will take a look.

@casey1966 - Well the Blue Marble Mod is a CustomAssets mod... which I don't recommend running with my mod atm. I have noticed it causes problems due to the design of my mod which after all has been designed for MP games. Like I said I am working on making BM compatable by rearanging some of the stuff but without my gameing PC most of the development has pretty much slowed to a crawl (I burned up the motherboard and had to send it to Toshiba :( ).

As for Mods effecting the core files... Not if its installed right. My Mod is installed into the \Mods\ Folder andcan simply be removed from that folder to delete it or just not activate it in the Advanced options in the main menu... Mods like the Blue Marble Terrain are installed in the CustomAssets folder (MyDocuments\MyGames\Civ4\CustomAssets I think) and you would have to delete the files out of there to remove them... The CustomAssets Mods cannot be turned off as easily as my mod as they are loaded everytime the game is loaded.

But you shouldn't need to reinstall to remove a mod.
 
Exavier thanks for the reply,I'm trying out your mod again.Let you know how it goes.But if you could incorporate the blue terrain mod that would be great other than that it's cool. Jeremy

I was also wandering if setting up a custom game works with your mod also....just to be sure.
 
Any idea of making the privateer, somewhat like a spy. It could go around razing improvements and even attacking other naval units. If they succeed, then fine, but if not they would cause problems with the nation you used them against. Also, how about promotions for spies. Each successful mission adds to their Xps, which would lead to a higher level spy(007). Just a thought.
 
Thanks Exavier for fast reply to all of us :)
Anyway:
- (about bombers) where can I find command line about killing units by bombers?
I know it is very frustrating, but allways when bombers attack infantry, they don`t kill them all, but supress them (Monte Cassino, Berlin, Stalingrad).

- what about some units like sniper or commando?
 
@casey1966 - Custom Games should work just fine with my mod as well :)

As for the Privateer I dono how i would go about doing this as atm noone can get access to the Missions to make any changes to it. Hoping that can be taken care of with the SDK :P

@szef504 - Well the code that controls it is the <iAirCombatLimit>100</iAirCombatLimit> tags in the UnitInfos.xml file. By default it was 50 (50% damage limit). And I know bombers where never the best aginst infantry but what I have found is you win some you loose some when it comes to realism in this game. To have planes sink ships and kill armored units they have to kill everything because there is no way to change that stat based on type of oponent. So i just set it to kill :P

As for the Sniper and Commando I've looked at the threads ppl have created for both of these... Sniper I am unsure about due to the lack of bombard system in Civ4 (ranged damage that is) which makes that unit a little akward and all the ideas I have seen for commandos are horribly overpowered lol. So still deciding :P
 
Well Ex, my 1st suggestion would be the lower techs need buildings, Do not get me wrong, i love to have a big military as well as ole Monty, but having 50-60 turns with no new buildings is kind of hard. it forces you to beeline for Currency, or go bankrupt with the massive army.

No idea on any new techs, that is why i comb these boards. that way all you smart people do the great work. :)

I guess i will go in slow production down a bit and see if that will be more balanced to my taste.

But so far, i like what you have done. Just wish i knew how to put Next Level mod in with it. I am hooked on Isreal, and founding Judaism. :)
 
@wolfie - I already added the Great General and Soldier... So far I don't think i really NEED any more GP or Specialists... at least that I can see atm.

@Randall_Flagg - Yea the Early game on the Epic or Marathon Settings leaves alot of downtime... I actually thought of making wealth, research, or culture avalible with an earlier tech (not all 3 but at least one of them) so that you had something to build instead of more military. Granted I do Beeline for Currency myself so i rarely notice :P

The problem with adding more buildings to the earlier ages is that if you play a Normal Speed game you would have more than you can possibly build. I think atm I am more worried about filling in the gaps I have in the later techs. But I need ideas on what ppl want to see in those spots :P
 
@Exavier -- This looks fantastic. I haven't even tried it yet, but from the changelog and the comments others have made, I will definitely download, install, and try it out over the next couple of days.

Perhaps you or someone else can answer -- how does it play on One City Challenge?

I've scanned numberous pages of the thread, but since it's currently at 30pages and counting, I don't have the energy to look through all that info to figure out if anyone has posted on this topic.
If someone has already discussed this mod in relation to OCC, point me to the proper page, and I apologize in advance.

Thanks,
scienide09
 
@scienide09 - Actually thats one thing i've never tested lol... Though I haven't made 2 many changes that would effect it differently I don't think.

Though the late game research will probobly be a pain in the butt just due to tech costs lol
 
Exaiver, I downloaded v1.7 of your mod and I think you might have left some debug messages uncommented in your release. Here are the files and line numbers:
CvEventManager.py line 215
TechConquest.py line 30
CvMainInterface.py line 2271

<Shameless Plug>Also, what do you think about throwing in the Specialists Stacker Mod in your mod?</Shameless Plug>
 
@Exavier

Well, so far the OCC is going alright. An early war with Monty set me back in research, but an eventual truce, my religion spreading to a few of his cities, and now we're best of friends. Though he surrounds my civ on three sides, at least he acts as a border guard between my city and the rest of the competition.

So far no problems or glitches with the OCC format have come to light, at least not that I've noticed. It plays well. I can't say whether it's the smaller map I'm using, or if your mod has improved memory usage/vidoe performance, but the entire game moves faster that it usually does for me. An added bonus, intended or not.

I don't know if it's been mentioned previously or not, but while looking through the Sevopedia, two entries caught my attention. Both Encryption and Romanticism have no effects whatsoever. No abilities, techs, units or buildings. Given their high research cost, I can only assume that this is an oversight. I'm not nearly that far into my game, and so I have no idea what happens if one actually researches them.

Thanks again. I'll keep playing to see how it goes.
 
@TheLopez - Hmmm I dono... Python is not my strong point so if there is extra code in there I have no clue what it does... I just merged it from the other mods :P

@scienide09 - I think it deals with a few of the less important graphics changes I made (even in the NG version) that arn't mentioned in the changelog. Fraxis has a cloud system built into the game so that when you zoom all the way out to the world view you get clouds going around the planet. Problem is these clouds are getting renderd even if your not zoomed out so its eating up avalible system resorces for nothing... So I sorta dropped them down toi about nothing to help with speed problems... Call it a stealth patch if you want :P

Actually if you pull up the Tech Tree ingame and look at the later techs you will notice that alot of them have no units or buildings in them... Several of them have happiness/health bonuses but nothing else. There are a few resons for this.
1) Modifying the tech tree was a pain. Heck the tech tree is linked to about 10 other files that I had to go in and change. So I wanted to make it as complete as I could as a tree so that i wouldn't have to modify it again. This means several techs I don't have stuff made for yet.
2) Lack of ideas for new buildings/units or other things to fill in the new parts of the tech tree. After the first cpl of releases of my mod I personally ran out of things I could think of to add (That I wanted to see in the game) so I have been working off suggestions from other ppl :p
3) Lack of time. My Laptop, the only PC that can run Civ4 out of my 5 PCs, died. Basicly I fused the powerconnector to the motherboard and the thing wouldn't charge the battery anymore. I had to send it off to Toshiba for a motherboard replacement and it takes it about 2-3 weeks. So It was eather make you guys wait or release what I had done. Release seemed to be the popular option so I did :P
 
Exavier said:
@TheLopez - Hmmm I dono... Python is not my strong point so if there is extra code in there I have no clue what it does... I just merged it from the other mods :P

Ok, I just wanted to let you know.
 
hi exavier
whats up? how your work going ?:)

well here somthing -i might be mistaken , im playing for a while now with your mods - for now i find the the most stable version that i was able to play on multi player games (your mod +next level+promotion 0.7 - that i combined) is version 1.4, for some reason - its the only one that didnt had oss desync.
just wanted to know if you fully checked version 1.5 on mp,
tell you the truth i havnt tested version 1.7 cause i rather wait awhile longer to get the full tech tree with grafichs and stuff.

thnaks in advance for you reply.
 
Do you already have holy texts in your mod? Similar to a shrine, they could only be be built by a great prophet and would drastically increase the spread rate of your religion in cities which already have at least one religion in them.

-NE
 
The OCC went well, at least until Monty eradicated Toku and went on to win a Domination victory.
I'll keep playing through, since I've progressed this far, to see if any problems arise. I don't expect any though, since others have already finished numerous games.

I think you're right -- the increased tech cost will become a problem for the OCC in later stages of the game. While my city has been able to keep up thus far (currently fission, I think), I'm willing to bet that in the near future I will be severly outpaced.
As it is, I flirted briefly with universal sufferage (after years of representation), to see what kind of difference that would make. Big mistake. The loss of +3 research/turn per specialist was really noticeable. Needless to say, I switched back to representation asap.
Is it even possible to modify late-game human player research, just for the purpose of playing a OCC game?

Thanks again for the hard work, to you and the other modders that contributed to this package.
 
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