[MOD] Composite Mod by Exavier

@geebo - For scenerio maps (user created maps) you never get the option to disable a specific victory conditions exept in MP games... granted there is a way around this... open the map file in Notepad (or other text editor) and delete the victory conditions you don't want out of the top of the page.
 
@EXAVEIR
hi whats up :)?
so i saw yout post regarding the techconq - but this one i kinda like... its pk i dont wanna take it off. im now deleting anything when i insert new mods.
thanks anyway.

on another thing,
in the next level mod - most of the new nations have the same flag - how do i change each flag - cause when you play you just dont know who is who - its anoying.

now i added 2 more mods - the shinto religion and gender mod - they are pretty good i like them.

say... how about if i post your modifeid mod that i did? but only if i have your blessing and under your thread - what do you say?
 
@keldath - I am not sure about the flags in the NEXT LEVEL mod as itsn ot my mod so i dono how they are imputed... and if you mean they show up all white or all black its cause he broke something :P

As for your modifications of my mod feel free to post it (though I dono if i would post it in this thread as the link would vanish quickly). Its up to you... I'm busy planning for my next update... (keyword is PLANNING) :lol:
 
mmm.. i saw some solution that didnt work for me...

anyway im having trouble with pyton files, i cant merge complicated stuff like
greenmod or cultural decay mod,
im affraid idd change sothing and at one point of the game - it will go crashing on me...

quastion - if i just add text from one pyton to another - in the same spot - it may create duplication? is it a good idea ?
mainley the problem is with maininterface.py or event manager - or datastorage.

can you help?
 
oh man...

you mean i have to change.. play a game and see if it goes well?...that will take forever......
why couldt the make it simple....what a crual world....

wow that is one big tech tree...... impressive....
itreid to add a tech - shinto religion mod - but the tech wont show up on the tree - where can i edit that?
 
Hi,

well, I just saw your new tech-tree and I love it. But I got a few questions concerning it and the gameplay.
- What will these new techs bring in term of advantages/weaponry ?
- Romanticism ???
- Concerning the gameplay, maybe you already thought about it, but IMO it should be possible to create spies earlier in the game (spies always have existed in human history, no ?) and then, we could be able to steal technologies for a certain amount of money/gold (as it is in reality...)

What do u think about it ?
 
@keldath - The tech tree is a NIGHTMARE!!! believe me when I say this. It links to somewhere around 30 different files in 1 way or another. the basic ones it uses are:
CIV4TechInfos.xml
CIV4UnitInfos.xml
Civ4BuildingInfos.xml
and the appropriate TEXT XML files... but it also links through civics, bounses, improvements, religions, specialbuildings, ect... I would start by looking at files the changed to see what has changed about them if your trying to add stuff...

As for the python i haven't do any freelance python editing yet so I have no idea... I only seek out differences in files (usually comparing them to the core game files if the changes arn't clear) and hope for the best :P

This seems to be a common practice with most modders as I have noticed as well... :rolleyes:

@s3d - Thanx for the ideas. I'll take a look into them today and see what i can come up with. though i may just leave the older techs alone (exept adding a few) because to me they do seem rather balanced. (as in what else could be added?!?)

@Agt_SMITH - the expanded tech tree is designed to give more room for future improvements to the game. Basicly if you look at the current tree in my mod (the one i expanded a little) you will notice that things go out of date often and you usually get several things with each advance (some of them that should imo require something else first). So this new tree lets me break things up and more them arround pluss it gives room for more additions (still waiting on a 3D Model converter lol) when we can add them.

As for new weaponry I actually had a few ideas when making this tech tree that might be interesting. right now the upgrade paths are from ship to new ship or unit to new unit... I am thinking about setting up multiple upgrade paths for the same unit (which requires me to program the same unit in multiple times). What this would mean is this... You build your WW2 naval fleet. U-Boats are discovered and so is Aeronautics (better planes)... now your navy is at a disadvantage so you have a cpl options. take your WW2 destroyer and specialize it... Upgrade it on the AA side to handle plane intercept better or specilize it as an anti-uboat ship (makes it see subs) but reduces its AA ability.

Will make it so that you can upgrade and specialize ships as new abilitys and techs are discovered :)

Romanticism was just a tech name someone put up in the suggestions that I figured someone might want to tie something to... I honestly don't know what to tie to it :P

I agree that spies need some work but all the spy missions are hardcoded and can't be changed... I probobly will be placing them somewhere else in the tech tree but as for the rest of it I am kinda stuck :(
 
Figured i'd keep you guys updated on new changes as I make them as I am not going to be releasing another version untill I finish this dang tech tree :P

I am in the prossess right now of making a legitimate modern navy to fit in my tech tree (Naval Ship Codes Included)

Current ships:
SS U-Boat
--Submarine
--Requires: Naval Assembly, Shortwave Radio
--Requires: Iron and Oil

LHA Transport (Amphibious Assault Craft)
--Requires: Naval Assembly
--Requires: No Resorces
--Holds 5 Units

DD Destroyer
--Requires: Naval Assembly
--Requires: No Resorces

DDE Destroyer (upgrade from DD)
--Sees Submarines
--Requires: Naval Assembly, Radar
--Requires: Iron and Oil
--Hanger space for 1 plane (to simulate early catapult launched bi-planes)
--Losses most of its default AA ability for anti sub bonuses.

DDR Destroyer (upgrade from DD)
--Requires: Naval Assembly, Aeronautics
--Requires: Iron and Oil
--Increased defence against aircraft.
--AA zone of control (intercepts planes in 9 squares)
--NOTE: DDR technicly means Radar Picket Destroyer but i needed an AA variant :P

BB Battleship (Upgrades from Ironclad)
--Requires: Naval Assembly, Artillary
--Requires: Iron and Oil

CL Cruiser (Upgrade from any DD)
--Requires: Adv Naval Assembly
--Requires: Oil

SSN Attack Submarine (Upgrade from Uboat)
--Submarine
--Requires: Adv Naval Assembly
--Requires: <unknown> and Oil

CB Cruiser (Upgrade from CL)
--Sees Submarines
--Requires: Adv Naval Assembly, Integrated Circuits
--Requires: <unknown> and Oil
--Bonuses vs subs at the cost of AA abilities

CLG Cruiser (Upgrade from CL)
--Requires: Adv Naval Assembly, Jet Flight
--Requires: <unknown> and Oil
--Increased defence against aircraft.
--AA zone of control (intercepts planes in 9 squares)
--NOTE: CLG actually is a Guided Middle Cruiser but again I needed an AA boat :P

BM Monitor (Upgrades from Battleship)
--Requires: Adv Naval Assembly, Integrated Circuits
--Requires: <unknown> and Oil

SSBN Nuclear Submarine (Fresh Build Only)
--Submarine
--Requires: Adv Naval Assembly, Integrated Circuits
--Requires: <unknown> and Oil
--Cargo for 5 Tactical ICBMs


AEGIS Cruiser (Fresh Build Only)
--Requires: Adv Naval Assembly, Fiber Optics
--Requires: Aluminum and Oil
--King of the modern seas (as its the last ship you can unlock do I need to say more?)


hehe tell me what you think. the Notes in a few of the ships are for those Navy buffs that want to critisize me for the use of the Types :P
 
actually, im still not seeing it. Open game, press exit, then world builder should be there?

ive been having problems installing it, so maybe the files corrupted, blah
 
Back
Top Bottom