[MOD] Composite Mod by Exavier

Awesome thanks a lot bud. Now get off your computer and don't come back until tomorrow! And if you don't have a hangover and an inexplicable pair of women's underwear on your floor I will be sorely disappointed in you!
 
What are you talking about?
 
@keldath - The 3 Civs that were added as thanks are human playable only. So if you or anoither human doesn't pick one they will never be randomly chosen by the AI. The AI still will interact with them as normal as I based them off an existing civ.

Nergal - Japan
Condoria - Arabia
Sinful Order - Mongolian

So when playing them you will have the same enemys as the country they take after. You know where they say "You are our worst enemy" :P

Yes I plan to add more... hehe you think i would stop now? :P

@Draax - I wish i had that kinda luck. Actually my New Years Eve up untill this post has been nuking a friend in Civ4 with my mod :P
Also I got your PM about the City Name bar being too small. I am not sure what happened there as thats what it looked like after the v1.52 game patch. I am wondering if it has something to do with the older version of Civscale i used. I will look into it.

@Condor - yea i have problems looking at the larger units as well after playing with the reduced ones so long.
 
Thanks for all your hard work. I doubt I'll play the vanilla game again. A couple of things (I'm using 1.52):

- the unit icons could be just a touch bigger. The 30% smaller might look better at 25% smaller instead.
- the "transport aircraft" contains exactly the same details as the "bomber" when hovering over its icon in the build list
- the first air units (light aircraft and zeppelin) are available BEFORE flight is discovered. This may be a game issue, but it's worth thinking about.

Can't wait to see what's included in the next update!!!
 
1) No, either 30% or normal take it or leave ;).
2 & 3) So?
 
@Snaerff - well 30% is a rough estimate actually lol. Basicly Civscale (the program i used to make the changes) is nothing more then a slider bar with no real markings exept for lines so you know how far you moved it. So i moved it and took a guess :P

The Cargo Plane contains the exact details as the bomber because thats what the unit was created from. I am actually further on content than I am on Discriptions. I think i am going to try and get all the descriptions caught up before the next update so there might not be one for a week or 2.

I know that the Biplane and Zepplin apeare before Flght is discovered. The reason is because these units were pulled as is out of the Lost Units mod with no other alterations. I noted in the changelog by these units that they will probobly be modifyed at a later date.

I plan to modify a few areas of the tech tree at a later date so that Discovering Flight gives you the biplane and zepplin and a different tech gives you the Fighter/Carrier. But when i actually do that I also plan to expand the WW1 to WW2 area of the tree to allow for some naval units in that era (i don't like the idea of Wooden Ships to Modern Destroyers). But I have been procrastanating on that due to lack of ability to add new models to the game (I am up to 8 new unit models waiting to be converted and 4 more being designed). Though it doesn't look like i will be able to do that till the SDK is released probobly the end of this month if Fraxis holds true :)

@Condor - No talking down to ppl in my thread... only i get to do that :D
 
edit: nm found a current version of civscale
edit2: Ok here's what I found out playing with civscale.

If you don't like the size of the city billboard (the food bar and the production bar), open the following file:
....\My Documents\My Games\Civilization 4\MODS\Composite Mod v1.5ng\Assets\XML\Misc\CIV4DetailManager.xml

The tag you want is CITYBILLBOARD_SCALE. There's a key for min distance and one for max distance I guess. The first number in the key is the zoom. Leave it alone. The second number is the billboard size. Play with the values a bit until you get what you like. Couple of points to remember: you can change this file on the fly which is pretty darn nice. Just keep alt tabbing out of civ4 and changing your key value in notepad (don't forget to save -- ctrl+s ftw). Another tag I found was CITY_LAYOUT_SIZE which is cool because I like my cities big.

Here is a before/after shot with the associated xml. I kept the warrior there to try to give perspective. Hope it helps:

original
Code:
	<Fader>
		<Name>CITYBILLBOARD_SCALE</Name>
		<!-- changes the size of the billboards based on the camera distance -->
		<Key>700,	 0.7</Key>
		<Key>2500,   0.85</Key>
	</Fader>
...
...
...
	<Fader>
		<Name>CITY_LAYOUT_SIZE</Name>
		<!-- controls how big a city is, in terms of numbers of plots -->
		<Value>0.7</Value>
	</Fader>

updated
Code:
	<Fader>
		<Name>CITYBILLBOARD_SCALE</Name>
		<!-- changes the size of the billboards based on the camera distance -->
		<Key>700,	 1.0</Key>
		<Key>2500,   1.2</Key>
	</Fader>
...
...
...
	<Fader>
		<Name>CITY_LAYOUT_SIZE</Name>
		<!-- controls how big a city is, in terms of numbers of plots -->
		<Value>0.9</Value>
	</Fader>


Big props again to Exavier for a great mod and thanks for mentioning civscale. If you hadn't said that I would have had no clue where to look.
 

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Why cant destroyers see subs anymore ? It seems they are construkted for that in real life ?
 
* Condor ... smart birds don't poop inside their own nest. (No point advertising something then abusing the customers!)
*Exavier ... thanks for the response. The more I use your mod the more I like it. Looking forward to the changes. :)

Is there a way to have the mod apply from initial startup, rather than having to load it each tim?
 
Sorry, I was in a bad mood:P.
 
Snaerff said:
Is there a way to have the mod apply from initial startup, rather than having to load it each tim?

In your Civ4.ini file, make sure you have the following:

Code:
; Specify a Mod folder (Mods\Mesopotamia), '0' for none
Mod = Mods\Composite

--Kristine
 
when i load the mod and restart the game i get this error message
failed to load python module cveventinterface
then when the game starts there is no interface on the screen!
i can move my settlers around ect and keyboard commands still work.
without the mod the game runs fine. the problem is specific to this mod, so the thread in the technical section which soloves the problem for 1.52 patch is not much use. any help please
 
@Draax - Thanx for the info I will definatly be going in and changing that for the next release :)

@gram123 - The reason for me removing the ability to see subs from destroyers is because I was thinking in terms of the timeline. (both RL and ingame). When the U-Boat first came out noone else had something like it and while destroyers where good at killing them with depth charges they couldn't accuretly see them. The use of spotter planes and eventually other subs were required. So I was simulating that portion of history. The addition of my Aegis Cruiser as a sub hunter was because the Aegis is one of the most high tech ships i could think of. A perfect Modern Ship IMO. It also keeps with the ingame timeline as well. You discover the Destroyer and then you discover the Subs with Radio. Its 1 feature i have no intention of changing untill i get around to remapping the tech tree a little :P

@Snaerff - NP I like giving personalized responces. Sometimes i end up repeating myself but it doesn't bother me too much as I wouldn't want to read 10+ pages of posts to get 1 answer. And yes, KGrevstad got it right. You have to make that change to the ini file :)

@mancloz - This error is caused when you have something else that is trying to modify that same python modual. Usually this is because your running a CustomAssets mod (where you put the files in the Custom Assets folder). What happens is the game loads one of them then gets confused when trying to load the other. It can also happen if you have made any changes to the python script files in the mod. Without more info I couldn't isolate it down more then that.
 
Exavier said:
@mancloz - This error is caused when you have something else that is trying to modify that same python modual.

More correctly, it's because of some sort of Python exception in loading CvEventInterface.py or any of the files that are loaded because of loading CvEventInterface.py. My experience is that it's either spelling errors or missing files. But it could just as easily be as Exavier says, that you're loading some conflicting modules.

--Kristine
 
but I would have to get up and go to my other computer to do that... its sooooo far away.... Its like a whole *gets up, gets his tape-measure and measures it* 11 feet 5 1/8 of an inch to my computer....
 
haa you cant bomb me back into the stone age in this game... that would be an improvement... I kinda got a shity start....
 
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