[MOD] Composite Mod by Exavier

@exavier...
well i thought you did forgot it...
though i had no idea what to look for or where... im proud of myself that i fixed it :)
a week ago i could barley understood what an xml.....

anyway - an hour ago i thought im going crazy - i have two cpus at home - so i wanted to try the mp for the first time - when i went to the lan game - no matter what i did the hosted game couldnt be seen in the other cpu!
i tried everything - by mistake! i found out that the cause to that was tje ini file!!
here:

[CONFIG]

; This mod is only for single player games
SinglePlayerOnly = 0

; Set to 1 to disallow use of WorldBuilder scenarios - THIS LINE MADE THE DIFFERENCE!!!!!!

IgnoreWorldBuilderScenarios = 0

; Allow public maps to be used with this mod
AllowPublicMaps = 1

; Mod Image file
ImageFile = 0

; Name of Mod
Name = Composite Mod by Exavier

; Description of Mod
Description = TXT_KEY_COMPOSITEMOD_DESCRIPTION

i was sure all my work was for nothing!!!but i was saved!

why am i adding? because i like alot of new stuff - though not all... basicllly - i just think that this game is verygood - if nit the best but - it lack of a lot of units and techs...
so i guess if your working on a tech tree... that will complete the mod ...
wait... there more relligion and civics to be altered....ok forgot what i wrote...
its addicting!!!!!! :)
 
@keldath - and now you understand why I work so hard on my mod. To me its a very addictive (and cheap) hobby. In fact i have to say I enjoy programming more then actually playing (or at least it seems that way lately) :crazyeye:

hmm I dono what your having problems with in the way of the worlbuilder save... Works fine for me.

My tech tree is comming along nicely... I just wrote the entire layout, research point cost, and prerequisits into XML format today while I am at work... I was seriously bored... especially since i just rewrote 54 technologies in about 8hrs. Only things i have left to do with it before release is Discription/Stratagy/Pedia/Quote files and assign units to the tech tree (I actually used my own naming scheme even for existing techs to make it easier for me to lay out)

Granted i can't see what it looks like ingame untill I get home and load it into the game :P
 
@Exavier I just played a game through and it was very nice (but on quick I didn't get to all the techs:P). However, it was a pangaea so I haven't test naval units yet but so far so good :).
 
exavier
well indeed its very enjoyble to to this work...

your lucky you have time at work... im working and thinking what to do next...

hey i come across a new mod - gender mod - check it out - its a new civic - very easy to integrate.
and another a religion victory - also nice.

regarding the worldbuilder - i dont know to what does it reffers in the game - but it affect the multiplayer game - without that lune in the ini file you just cant play on mp, most other mods - like sevo - dont have this line on their ini file. i made a few tests....


and bout your tech tree - your going pretty fast there... i wonder if i should waitfor your release... do you have some estimation about how much time?

well imgiong to sleep... keep up the holy work :)
 
@keldath - well thefirst part of my tech tree I hope to have done by the end of this week... I need some ideas for ancient to steam power techs as i think i am going to rewrite that era too if i get enough suggestions... if not i will jsut use the default early game techs.

As for the actual release... whenever i get it finished... you don't realize just how much stuff a tech links to (think adding Civilization)... whats bad is thats PER TECH... and i just created roughtly 54 techs (including the ones that have the same name as existing techs).
 
Exavier said:
I need some ideas for ancient to steam power techs as i think i am going to rewrite that era too if i get enough suggestions...

Ok, here is some suggestion for ancient tech/units:
Ancient units:

1. Normal catapult modification - reduce strength and add city attack bonus instead, remove splash damage. As it is catapulta is primary attack unit on the open terrain - not realistic.
Catapult upgarde to Heron catapult.

2. Cataphract
http://en.wikipedia.org/wiki/Cataphract
- require horse archery, construction, Iron, horses, basically improved horse archer. Can use reskinned knight graphics.

3. Elefant modification - remove ability withdraw from combat. In real history elefants withdrawl from combat was catastrofic for the rest of the army.

4. Heron catapult - original catpult (may be stronger ?) with splash damage, useabale on the open terran and against cities. Require Heron turbine, copper

5. Heron hand ballista, use crossbowman graphics (reskin ?) - archer with splash damage.
Require Heron turbine, copper, iron

Ancient techs:

Ancient clockwork :
http://en.wikipedia.org/wiki/Antikythera_mechanism
require mathematics
allow building "clockwork workshop", with production and/or scientific bonus
allow Antikythera (require copper) world wonder which allow galley enter ocean squares.

Heron turbine (Heron aeolipile):
http://en.wikipedia.org/wiki/Heron_of_Alexandria
require construction, Ancient clockwork
allow Heron Catapult, Heron hand ballista.

just my 2 coppers.
 
@keldath - I just looked up the files modifyed by Tech Conquest for you... Um I probobly wouldn't recommend trying to remove it. I forgot that Tech Conquest was made byt the same person as the Real Fort mod and its tied to the same files.

CvCustomEventManager.py
TechConquest.py
screens\CvEventInterface.py

Of those the first one is used by about 3-4 mods i have included and the las one is used by 2. you might need to download it to see what code was changed for it.


@s3d - Nice suggestions. I'll have to take a look at them :)
 
can someone tell me as to remove the possibility from the privateer to go to the ocean? because in 1000 already the whole world is known and is not for me a very realistic fact. I hope to have been clear and I apologize me for my language. hi to everybody
 
@Porto - While imo i like it the way it is... to change it, Find the tag <TerrainImpassables/> in the Privateer's section of the CIV4UNITInfos.xml file.

Change it to this:
Code:
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>

that will make it non-oceanworthy

EDIT: also don't spam in every thread that has the unit and post on the main C&C forums as well... it is kinda irritaing to try to answer when someone else already provided it. :)
 
It'll also make it impossible to find the answer when it's buried in 30 different threads.
 
@Kolyana - if you mean Porto's post he mad the exact same post in the main C&C Foum, the Lost Units thread, and the Realism:Resurected thread.

If you mean the other info in my thread I am working on a Thread Recap Spoiler box on the first page to make a Q & A section that way you can read everything in the thread from there (without all the useless junk) and then see if you still have questions :P

I am at work right now though... I am translating text for my new tech tree while i answer phone calls lol.


EDIT: BTW How was your vacation? :P
 
I meant Porto :)

As for the Vacation ... it was great ... really recharged my batteries, loved hanging out with the family for the first time in 2 years, and generally did me a lot of good, thansk for asking :)
 
@Exavier:1) So that's what that thingie is:P. 2)Sounds hard. 3)How do you define useless....

@Kolyana:That's nice:).
 
Hi all,

i'm new on this forum, and I'm french, so forgive me for any mistakes you could find, thx !

Well, just to tell u i'm eager to play with your mod, which seems to be even more complete than Sevo's. Indeed, i'm playing with his at the moment, but it lacks of minor things that could make the difference imo (such as the nuclear sub, or the evolution given to nuke weaponry...)
Your idea of lenghtening the time of new techs discovery while keeping "normal" the movement and unit prod is great.

Good work, and keep it up ! :-)
 
Why thanks Agt Smith and the last I saw Mr. Anderson he was taking a left on Sequioa Blvd;).
 
@The Condor - hmmm looks up useless in the dictionary and find "The_Condor"... j/k :lol:

by useless stuff i mean the general discussion and non-mod related questions i been answering on my thread (mainly from keldath). I don't mind answering them but they do tend to cover the mod related questions in extra pages :P

@Agt_SMITH - Welcome to Civfanatics :)

Actually the nuclear sub and extra nuke stuff where my first changes to Civ4 (mainly 2 days after i got the game) cause it drove me up the wall that they wern't in there. I did give Sevo all the data he would need to add those 2 items (Nuke sub and Tec Nuke) into his mod... guess he hasn't lol.

I think i am going to change the marathon speed the same way i changed epic... just because :P

And this mod is nowhere near complete. I am sure by the next update (at the rate i am going) noone will recognize my mod lol... I am also trying to add in multi-lingual support as well. though that will only be on names as I can't translate descriptions myself :(
 
Exavier played for hoursssss yesterday...its great i love the epic speed with the normal production, my only cocern is won't people discover the space race too early, im not sure yet(im still not out of BC!), maybe shortening the turns to 1000 instead of 1200 would balance it more(but i dont know how possible this is), but just my creative criticism lol, keep up the great work!
 
@geebo - If you mean discovering the space race alot earlier then a time victory is possible you probobly could... I usually don't play with that option on. Technically I cheated on the game speed... the turn count is the same as Marathon (I just did some copy and pasting).

Thats going to have to change when I release my expanded tech tree because um well... I think i went overboard... There are about 24 techs between Steam Power and Future Tech in the vanilla game... in v1.6 of my mod there are about 30 (i added 6 more)... In my modifyed tech tree (still in development but will be done before v1.7 Composite Mod) I have about 54 techs... Thats no including techs before Steam Power. :P

What i need are good ideas for more ancient-pre steam power tech ideas so i can rewrite the rest of the tech tree :P
 
nice..one question i play your mod on scenario maps, and i do not have the option to remove space race, how do i go about this? and I will try and find some info on ancient techs, being a histroy buff and political science major i will come across some aspects lol.... good luck with the rest....
 
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