[MOD] Composite Mod by Exavier

Exavier

Destroyer of Worlds
Joined
Nov 14, 2005
Messages
906
Location
Phoenix, Arizona, USA
Composite Mod
by Exavier

This mod started as just simple changes I made for my own personal amusement but it seems that several people were looking for similar things so I decided to release it. This mod is a collection of changes including adding some units into the game that I personally missed (and others) as well as incorporating modifications other people have created as stand alone mods. After talking with a few people who tryed it originally I got some more suggestions and from there this has turned into a running project.

All the new units in the game are used by the AIs and this mode is also functional in a MP enviroment. Please note that this mod is probobly not considered balanced by a longshot but I am always looking for suggestions to improve it.

Credit for the individual parts of this mod are given to their respectible modders at the bottom of the changelog. I hope noone gets too mad at me for the borrowed content lol. Though there really are very few combination mods out there.

Updated Last: 01/20/2006

Current Version: v1.7
Language Compatability: English
Part Language Compatability: French, German, Italian, Spanish (Some interface options not finished yet)
Patch Compatability: v1.52
MP Compatability: Yes
Download Mod (2.931mb)
Download Mod (Normal Graphics Version)
Note: NG version may not be compatable with normal release for MP games. (Untested)

Current Version: v1.6
Patch Compatability: v1.52
MP Compatability: Yes
Download Mod (2.931mb)
Download Mod (Normal Graphics Version)
Note: NG version may not be compatable with normal release for MP games. (Untested)

Current Version: v1.5
Patch Compatability: v1.52
MP Compatability: Yes
Download Mod (4.210mb)
Download Mod (Normal Graphics Version)
Note: NG version may not be compatable with normal release for MP games. (Untested)

Older Version: v1.3
Patch Compatability: v1.09
MP Compatability: Yes
Download Mod (3.761mb)

In case the above links don't work (My host killed me for bandwith usage) here is an alternate.
Alternate Download Location (No v1.6 yet)

Installation: Unzip this into the "civ4_install_folder\Mods\" folder. After thats done load the game, Go to the Advanced Menu, and choose Load a Mod. It will have the game reboot with the loaded mod. Then play as normal. For MP all players in game must have this mod.

Spoiler Composite Mod Changelog :

Code:
Composite Mod v1.7

Patch Compatability: v1.52
MP Compatability: Yes
Full Language Compatability: English
Part Language Compatability: French, German, Italian, Spanish
	Note: Applies to Unit/Tech names and Interface Options Only.
	Note: Due to PC Issues Some interface options didn't get translated this release.

Installation Instructions:

1)Unzip this into the "civ4_install_folder\Mods\" folder. 
2)Load the game. 
3)Go to the Advanced Menu.
4)Choose Load a Mod. 
5)Select Composite Mod v1.7.
6)It will have the game reboot with the loaded mod. 

Then play as normal. For MP all players in game must have this mod.


Please Direct Comments and Suggestions to:
http://forums.civfanatics.com/showthread.php?t=147560

Bug Reports to: (Please include Mod Version, Language Version, Screenshots, Saved Game if needed)
compositemod@hyperimpact.net


-------==== Overview ====-------

15 Mods Merged
5  New Civilizations
26 New Units
3  New Buildings
31 New Techs
30 New Promotions
12 Gameplay Changes
7  Interface Changes

-------==== Planned Next Version ====-------
Changes delayed due to rushed release caused by PC issues.

-Translations Haulted at about 80% completion
	New Unit/Building Names - Complete
	New Technology Names - Complete
	New Civilizations - Delayed
	Interface Changes - Delayed (May have some translations from makers of those mods)
-Military Bases Mod
	Delayed for testing purposes.
-Zuul's Promotion & Traits (Newest Version)
	Delayed for time/testing purposes
-Ice Breaker Mod
	Delayed for testing purposes
-New Technology Graphics
	About half the new Technologies still lack graphic Icons
	Delayed for time purposes
-Pedia Discriptions
	Have to redo all Descriptions from previous version to make them more readable
	Delayed to give me something to do while my PC is in the shop :(

-------==== Speed Changes ====-------

-Normal
	Normal Speed
	Turn Count Adjusted for Modified Tech Tree
	Total Turns: 710
-Epic
	Research Doubled
	Normal Speed Construction
	Turn Count Adjusted for Modified Tech Tree
	Total Turns: 1400	
-Marathon
	Research Tripled
	Normal Speed Construction
	Turn Count Adjusted for Modified Tech Tree
	Total Turns: 1700	

-------==== Gameplay Changes ====-------

-Soldier Citizen
	+1 Hammer
	+1 Coin
	+3 GPP (General)
-Agressive Trait
	Added more types to the trait
-Global Warming
	Has been disabled for now (I think)
-Unit Upgrade
	~50% Reduction in Cost
-National Wonders
	National Wonders per city increased to 3
-Unit Allegence
	5% chance of unit changing sides instead of dieing in combat
	20% chance of generating a Slave if Slavery Civic Enabled.
-Tech Conquest
	When conquering a city you steal a random tech the enemy has that you don't
	however you may not get the entire tech but part of it so it makes researching it easier.
-Holistic Culture
	Added in Culture changes from Mylon's Mod to make culture a little more diverse.
	NOTE: Due to these changes Culture Victory is MUCH harder.
-Tech Tree Rewrite
	Added 31 New technologies to the game to provided expanded Industrial/Modern play
	NOTE: Due to these changes Space Race Victory takes longer to achieve.

-------==== Interface Changes ====-------

-Unit Graphic Reduction
	Reduced unit graphics by 30%
	Excluded from "NG" version
-Building Demolition
	While in City screen press ctr+D to demolish a building
-Score Graph
	Added in the Proper Score Graph minus the research graph.
-Homegrown Clock
	If clock is turned on it shows up next to the date instead of toggling between the two.
-Sevo's Pedia Modifications
	Added Sevo's Pedia layout modifications
	Includes Unit Upgrades Page to see how things upgrade
-Foreign Advisor
	Added in a more useful Foreign Advisor screen set.
-Civ Attitudes
	These are now displayed onscreen at all times in the Score chart.

-------==== Unit Changes ====-------

-Aegis Cruiser
	35 Strength
	Detects Submarines
	Air Intercept 50%
	Starts with Sentry 1 & 2
-Amphibious Assault Craft
	10 Strength
	5 Cargo Capacity (Land)
-Attack Submarine
	Submarine
	28 Strength
	+200% attack vs Amphibious Assault Craft
	+100% attack vs Transport
	+75% attack vs Carrier (Non-Nuclear)
	+50% attack vs Nuclear Carrier
	+50% attack vs Battleship
	+50% attack vs Dreadnaught
	+25% attack vs Cruiser
	+25% attack vs Cruiser (AA)
	+25% attack vs Nuclear Submarine
-Battleship
	25 strength
	15% city bombard
-Bazooka
	20 Strength
	First Strike Immune
	+25% hills
	-50% vs Gun Units
	+50% vs Armor Units
-Bomber
	+50% Attack vs Melee/Mounted
	-50% Attack vs Subs
	+20% attack vs Carriers
	Kills units now
-Camel Bi-Plane
	Added from Lost Units Mod. (Strait Merger, Subject to change)
-Cannon
	Tech requirements changed to Engineering and Gunpowder
-Cargo Plane
	5 Cargo Capacity (Land)
	Rebase Any Avalible City (Open Borders for allied cities)
-Carrier
	20 Strength
	5 Cargo Capacity (Fighter)
-Cruiser
	30 Strength
	30% air intercept
	15% city bombard
-Cruiser (AA)
	30 Strength
	45% air intercept
	15% city bombard
	AA Zone of Control (Fires on nearby aircraft)
-Cruiser (AS)
	30 Strength
	20% air intercept
	15% city bombard
	+150% attack vs U-Boat
	+50% attack vs Attack Submarine
	+75% attack vs Nuclear Submarine
	+150% Defence vs U-Boat
	+50% Defence vs Attack Submarine
	+75% Defence vs Nuclear Submarine
-Destroyer
	20 strength
	10% city bombard
	10% air intercept
-Destroyer (AA)
	20 strength
	10% city bombard
	25% air intercept
	AA Zone of Control (Fires on nearby aircraft)
-Destroyer (AS)
	Detects Submarines
	20 strength
	10% city bombard
	1 Cargo Capacity (Fighter)
	+100% attack vs U-Boat
	+25% attack vs Attack Submarine
	+50% attack vs Nuclear Submarine
	+100% Defence vs U-Boat
	+25% Defence vs Attack Submarine
	+50% Defence vs Nuclear Submarine
-Dreadnaught
	40 Strength
	20% city bombard
-Great General
	Discover Military Tech
	Supercitizen +2 hammer +2 coin
	COnstruct Military Academy (+2 xp at that city)
-Gunship
	New Skin
-Howitzer
	Upgrade from Artillary From Lost Units Mod. (Strait Merger, Subject to change)
-ICBM
	Increased cost to 1000 Hammers
	increase blast range to 2 (Don't get hit by one)
-Ironclad
	Increased movement to 3
-Japaneese Zero
	Nergal Industries UU
	+50% vs Naval
-Jet Fighter/Fighter
	Recon can spot Subs
	Kills units now
-Kobukson
	Korean UU
	Replaces Caravel
	+25% Withdrawl Chance.
-Mark V Tank
	20 Strength
	Starts with Pinch
-Nuclear Carrier
	25 Strength
	5 Cargo Capacity (Fighter)
-Nuclear Submarine
	Submarine
	32 Strength
5 Cargo Capacity (Tactical ICBMs)
	+200% attack vs Amphibious Assault Craft
	+100% attack vs Transport
	+75% attack vs Carrier (Non-Nuclear)
	+50% attack vs Nuclear Carrier
	+50% attack vs Dreadnaught
	+25% attack vs Cruiser
	+25% attack vs Cruiser (AA)
	-25% attack vs Attack Submarine
-Patriot Mobile SAM
	28 Strength
	70% Air Intercept.
-Privateer
	5 Strength
	First real wooden combat ship
-Ship of the Line
	10 Strength
	Upgrade from Privateer
-Slave
	Randomly Generated Unit w/ Slavery Civic Enabled
	Recieved from Combat
	Can rush buildings and build improvements.
-Stealth Bomber
	+50% Attack vs Melee/Mounted
	-10% Attack vs Subs
	+40% attack vs Carriers
	+20% attack vs Battleships
	Kills units now
-Tactical ICBM
	Single square blast
	200 Hammer cost
	loadable on Nuclear Subs (designed to saturate SDI)
-Transport
	16 Strength
	8 Cargo Capacity (Land)
-U-Boat
	Submarine
	18 Strength
	+200% attack vs Amphibious Assault Craft
	+100% attack vs Transport
	+50% attack vs Carrier (Non-Nuclear)
	+50% attack vs Battleship
	+25% attack vs Destroyer
	+25% attack vs Destroyer (AA)
-Vulture
	Sumeria UU
	Replaces Spearman
	2 First Strikes
	+100% vs Mounted
-Zepplin
	Early Airship from Lost Units Mod. (Strait Merger, Subject to change)

-------==== Building Changes ====-------

-Bomb Shelter
	Reduced effectivness to 50%.
-Forts
	Uses Fort Bonus 1,2,3 to grant extra bonuses to stationed units.
-Integrated Steel Plant
	National Wonder (3 Limit)
	Requires Factory
	Provides two Steel Resorces
-Manufacturing Plant
	Requires Power
	Requires Factory
	+100% Production
-Missle Silo
	Required in city before said city can build ICBMs.
-SDI
	Efficiency reduced to 60%
	Cost raised to 2500 Hammers.
-Tree Nursery
	Turns into a forest after 25 turns.

-------==== Promotions ====-------

-Accuracy II: +15% City Bombard Damage.
-Ambush II: +30% vs. Armored Units.
-Arctic Combat I: +20% tundra and ice defense.
-Arctic Combat II: +30% tundra and ice defense, double movement in tundra and ice.
-Attack I: +15% attacking.
-Attack II: +15% attacking.
-Attack III: +20% attacking.
-Charge II: +30% vs. Siege Weapons.
-City Raider IV: +35% city attack, +15% vs. Gunpowder Units.
-Combat VI: +15% strength, +10% heal friendly lands.
-Cover II: +30% vs. Archery Units.
-Desert Combat I: +20% desert defense.
-Desert Combat II: +30% desert defense, double movement in desert.
-Fieldsman I: +15% grass and plains (should have better icon and name).
-Fieldsman II: +20% grass and plains defense, double movement in grass and plains.
-Flanking III: +15% withdrawal chance.
-Formation II: +30% vs. Mounted Units.
-Medic III: Heal same tile +10%, adjacent +5%.
-Pinch II: +30% vs. Gunpowder Units.
-Sentry II: +1 Line of Sight
-Sentry III: +1 Line of Sight
-Shock II: +30% vs. Melee Units.
-Speed: +1 Movement for Mounted and Armor units (need Sentry III or Combat4).

-Exceptional: +15% strength, +5% withdrawal chance, heals +5% neutral lands.
-Extraordinary: +25% strength, +10% withdrawal chance, heals +5% neutral lands, heals +5% enemy lands, 1 extra first strike chance.
-Fort Bonus 1: +10% Strength, +10% Healing
-Fort Bonus 2: First Strike Immune, +1 Line of Sight
-Fort Bonus 3: +1 First Strike Chance, 10% Withdrawl Chance
-Hero: +35% strength, +15% withdrawal chance, heals +5% neutral lands, heals +5% enemy lands, 2 extra first strike chance.
-Legendary Hero: +50% strength, +20% withdrawal chance, heals +5% neutral lands, heals +5% enemy lands, 3 extra first strike chance.

-------==== Civilizations ====-------

-Sumeria: Mining, Agriculture: Vulture UU (Replaces Spearman)
	Leader: Gilgamesh
		Oranized, Creative

-Korea: Fishing, Hunting: Kobukson UU (Replaces Caravel)
	Leader: Wang Geon
		Agressive, Organized
	Leader: King Sejong
		Philisophical, Creative

-Nergal Industries: Fishing, Mysticism: Japanese Zero UU (Replaces Fighter)
	Leader: Exavier Macbeth
		Aggressive, Philisophical
	NOTE: This Civ is the Mod Creators Custom Civ, AI Use is disabled (will interact though)

-Condoria: Mysticism, The Wheel: Fast Worker UU (Replaces Worker)
	Leader: Overlord Condor
		Philisophical, Spiritual
	NOTE: This Civ was created for The_Condor for his help with testing, AI Use is disabled (will interact though)

-Sinful Order: Fishing, The Wheel: Keshik UU (Replaces Horse Archer)
	Leader: Sinner Dragoon
		Aggressive, Financial
	NOTE: This Civ was created for Sinner Dragoon for his help with testing, AI Use is disabled (will interact though)

-------==== Mods Incorporated ====-------

-Lost Units
-Great General
-Building Demolition
-Promotion & Traits 0.4
-RealFort
-Sevopedia v1.91
-Unit Upgrades Pedia Mod
-Exotic Foreign Advisor v0.93
-Tech Conquest v0.3
-Holistic Culture v0.32
-Proper Score Graph v1.8
-Homegrown Simple Game Clock Mod
-Show Attitude Mod
-Sumeria Civilization
-Korean Civilization

-------====Credits & Thanks====-------

-Exavier (me)
	Composite Mod
-Kolyana
	Testing
-The Condor
	Testing
-Sinner Dragoon
	Testing
-Frontbrecher
	Lost Units Mod
-Snaitf
	Great General Mod
	Building Demolition Mod
	Unit Allegence Mod
	Show Attitude Mod
-TheDarsike
	Building Demolition Mod
-Arkeide
	Building Demolition Mod
-Rezaf
	Forestry Mod
-Zuul/Uthar
	Promotion and Trait Mod v0.4
	Tech Graphics: Automatic Weapons, Radar, Telephone
-Bhruic
	RealFort v0.4 Mod
	Tech Conquest v0.3
-Mylon
	Holistic Culture
-Sevo
	Sevopedia v1.8
-Vovan
	Unit Upgrades 'Pedia Mod
-Requies
	Exotic Foreign Advisor Mod
-LittleRedPoint
	Slave Generation w/ Unit Allegence Mod
-ulfn
	Proper Score Graph
-Homegrown
	Simple Game Clock Mod
-Jecrell
	Korean Civilization
-Monkspider
	Sumeria Civilization
-Rhyes
	Flag Graphics Pack
-krowtrobot
	Japaneese Zero Skin
-feando
	Gunship Reskin
-MeteorPunch
	WW2 Destroyer Skin
	WW2 Battleship Skin
	WW2 Transport Skin
-Thalassicus
	Tech Tree Ideas
-TheBladeRoden
	Tech Tree Ideas


Spoiler Composite Mod Thread Recap :

Code:
Comming Soon
 
You're right, it's exactly what I was looking for! I'll be trying it out on my next game. :)
 
First of all, thanks for the fantastic mod.

I understand that the epic speed mod doubles research time- and production time is twice as fast. But does production run on normal or epic?

Also, have planes been modded to be able to sink ships?
 
Marshall Thomas said:
First of all, thanks for the fantastic mod.

I understand that the epic speed mod doubles research time- and production time is twice as fast. But does production run on normal or epic?

Also, have planes been modded to be able to sink ships?

Basicly Normal and Epic speeds in my mod are the exact same with the exeption that research costs are doubled.
Example:
Normal Game
-10 Turns to research Meditation
-15 Turns to build Settler

Epic (modifyed)
-20 Turns to research Meditation
-15 Turns to Build settler

what this does is let you play the equivilent of a normal game with extended battles in the various eras. The reason I modified the epic setting is so that Normal stays the same in case you wanted to play a faster game research wise. :)

And yes all planes exept the WW2 fighter can kill units (ships, tanks, infantry)
 
I just downloaded it and installed it and it looks great:goodjob:!
 
Personally for the subs, I'd put +50 vs carriers +75 vs battleship, but I don't konw a thing about balance issue.
Time for me to try a archepelago (sp?) map.
 
I left the actuall turn counts alone so Epic speed has the same turn counts as it does in Vanilla. Normal is the same settings as vanilla. I honestly am not sure if you can finish all the techs on my Epic setting as i have yet to finish a game with it yet :p

So if you can't let me know and i will extend the turns :p

The reason I did the bonuses on the Subs the way i did is to make ppl protect their carriers and transports more. Atm the Battleship is still the strongest naval unit in the game and with the bonuses I gave aircraft and submarines they already die fast enough :p
 
Hrmph. I approve mostly.

I disagree with giving aerial units the ability to eliminate ground units. Redline them, by all means, but kill, no.

Too many examples from history (and current day) of this simply not being the case.

However, aerials blowing up ships: A-OK.

*Question: Is this compatible with the mod that adds promotions? Forgot what the little bugger is called, but I really enjoy having a specialized Desert Corps, etc.

*Question: How likely are you to research all the techs by the end of a normal game with this mod (assuming reasonable difficulty settings)?

*Suggestion: Add the Install directions to the Readme. Might as well, since you have everything else in there :p

*Suggestion: Make the choppers compatible with RRs if possible.

I have downloaded your mod. It is, for me at least, well on its way to becoming the Rhye's Mod of cIV... unless Rhye makes a mod :p
 
Aeon221 said:
Hrmph. I approve mostly.

I disagree with giving aerial units the ability to eliminate ground units. Redline them, by all means, but kill, no.

Too many examples from history (and current day) of this simply not being the case.

However, aerials blowing up ships: A-OK.

*Question: Is this compatible with the mod that adds promotions? Forgot what the little bugger is called, but I really enjoy having a specialized Desert Corps, etc.

*Question: How likely are you to research all the techs by the end of a normal game with this mod (assuming reasonable difficulty settings)?

*Suggestion: Add the Install directions to the Readme. Might as well, since you have everything else in there :p

*Suggestion: Make the choppers compatible with RRs if possible.

I have downloaded your mod. It is, for me at least, well on its way to becoming the Rhye's Mod of cIV... unless Rhye makes a mod :p

Well the problem is you can't make aireal damage unit specific. At least that i have found. Its eather kill all units or kill no units. Personally i'd rather have them kill all to force ppl to bring AA units with their battle stacks...

Q1 - You have to be a little more specific as I am not sure what mod your talking about. However I am not very good with python exept when it comes to merging scripts so I honestly wouldn't know if it would work untill I tryed. (which i would if i knew what mode you were asking about)

Q2 - Normal game with this mod is just like playing a Normal game without the mod. I didn't make any changes to the Normal Speed settings. I did rewrite Epic Speed so that if you wanted a longer game with more battles between techs you can have them. I am not sure if you can research all the techs by 2050 under this setting as I have never gotten there (keep making changes). I am hoping someone who lays it can let me know if it needs adjusting :p

S1 - Will do that... guess i left that out a little. Actually i had to edit the instructions into this post because they were an afterthought.

S2 - What do you mean by make Choppers compatable with RRs? Not sure i know what an RR is off the top of my head :p
 
Your mod seems to work fine with the fort mod, but it has a HUGE issue with the Gilgamesh mod. In fact, it causes units on Wooded Hills to have a -8739487239847982% defense. I generated that number randomly, but it is eerily close to the actual number.

Needless to say it bothers me muchly!

RR: Rail Roads... good thing I didn't say ATAR (All terrain as roads) :p

Currently the Helicopter Units (In vcIV) do not gain a bonus from RR. Which is kinda stupid, considering.

Its forum slang, thats all.

http://forums.civfanatics.com/showthread.php?t=142086 (Promotions mod I mentioned before)

I have a seemingly successfully merged mod of the three, but the Gilgy mod seems to be buggering the situation... I'll just delete what I think is safe to delete and re-install the essentials.
 
hmm you got the realfort mod to mesh with mine? I been trying to figure out but the copy i have seems to go in the My Documents\MyGames\ect area and not in a \Mods\ forlder... So i am having trouble figuring out how to add it in... I know very little about python so thats probobly my issue.

I can merge them if they share similar directory setup but other then i have trouble with it :p

Not sure what the Gilga mesh mod is... guess i need to look that one up :p

As for heli's working with RR I'll have to look into it a little and see what i can do with it. I'll also take a look at the promotions mod and see if i can use anything from it.

EDIT: Definatly going for the promotions mod :p
 
Heh, I knew you would like it!

The guy who did it had some sick ideas, and it was HORRID that they were getting lost on page two. The Gilgamesh Civ has caused me no end of trouble, but I think I am finally fixing it all. Apparently it overwrote the mesh I had, so I'm working on fixing that. Next time I install it, its going into a different directory...

Right now I have your mod and the RF mod meshed (not 100% if it works still yet, but I'm gonna test and rw it til it does.)
 
Yea I think the RF mod is gona have to wait on being implimented... I have been made aware of some very serious mistakes I have made dealing with my changes to nukes as well as the Great General Mod I converted in lol.

It looks like i am gona have to work on getting an update out asap before i can make very many more additions. Then again this is what testers are for and I could use a few more :p

Other then that the Mod does work (so as not to discourage its use).
 
Exavier said:
Yea I think the RF mod is gona have to wait on being implimented... I have been made aware of some very serious mistakes I have made dealing with my changes to nukes as well as the Great General Mod I converted in lol.

It looks like i am gona have to work on getting an update out asap before i can make very many more additions. Then again this is what testers are for and I could use a few more :p

Other then that the Mod does work (so as not to discourage its use).

And what serious mistakes might those be?
 
JohnSearle said:
And what serious mistakes might those be?

Well when I Combined the Great Generals mod into mine I forgot to transfer over the Building information so nothing allowed you to set Soldier Specialists and none of the wonders generated Great General GPP :p

I also had a few unit discription redirectors set wrong that seems to have generated 2 of the exact same ICBM in the build menu instead of 2 different types :p

Will have a new version within the next day or so as i want to make sure i got it right this time :p
 
Ok I got those bugs worked out and also added in the current versions of the Promotion & Traits mod as well as the RealFort Mod.

I am still missing discriptions on several of the units but I will get those added soon. For now i been trying to get more gameplay content incorporated into it :p

New Version (1.2) is now downloadable from the first post, Changelog has been modified to have all changes to date.

Feedback always welcome.
 
I downloading it as we speak and will continue to test your mods for you Exavier. A few concerns:
How do you get the tree nursery? And how do you use it?
You made a slight typo in the Great Generals capabilities;).
Did you fix that nuke problem I told you about?
Do Great Generals work now?
You should have a "changed from last mod" or "corrected errors" part to IMO.
Also, should I just delete the old mod to open up room for my memory since I don't need it (but after I finish my current game of course:)).
 
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