[MOD] Composite Mod by Exavier

You added any new promotions, or are just waiting for me? :p I'm finished tomorrow, but I want to add any new ones if you made some. Got 16 new ones and counting. :)

You got any radar land unit with long sight?
Maybe add the future stuff that are only in prototypes now, like unmanned planes and super fast subs, exoskeleton soldiers.
 
Zuul said:
You added any new promotions, or are just waiting for me? :p I'm finished tomorrow, but I want to add any new ones if you made some. Got 16 new ones and counting. :)

I'm awaiting your new version before I integrate it into my mod.

--Kristine
 
hey!

another quastion - to what does this refers to?
if ((not CyGame().isNetworkMultiPlayer()) and (pCity.getOwner() == CyGame().getActivePlayer()) and isWorldWonderClass(gc.getBuildingInfo(iBuildingType).getBuildingClassType())):

do you know? its from the python file - eventmanager
 
@Zuul - Only thing i added different then yours is a 3rd Sentry Promotions lol... As for more units in the last release I had a cpl new ones (well stats and skin wise, 1 new one with a model that came with patch v1.52 for use in scenarios). Future plans are being worked on atm... I have to get my tech tree integrated first and I seriously need help with the graphics for the techs :P

@KGrevstad - hehe he hasn't released an update in a looong time though i guess he has one comming soon. I merged them in when his first came out... saved me from creating new ones :P

@keldath - hehe glad it worked... will check it out :P
 
@keldath - I will make a list of the files it touches but I am not going to make it seperate... it hits at least 20 files i KNOW of from errors I have gotten... needless to say the tech tree will blow out any resorce, civic, religion ties (not to mention building and units) in the game... they will need to be remapped to proper techs.

Its alot of work :P
 
@FlowingBits - In the release version I reduced the unit graphics by about 30% to help with system preformance and because i thought they were 2 enormous :P

The Normal Graphics version doesn't have the 30% reduction (it took about 15-20 ppl to request it before i released it). now i update it just like i do then ormal one. other then that there are no differences.
 
Exavier said:
@FlowingBits - In the release version I reduced the unit graphics by about 30% to help with system preformance and because i thought they were 2 enormous :P

The Normal Graphics version doesn't have the 30% reduction (it took about 15-20 ppl to request it before i released it). now i update it just like i do then ormal one. other then that there are no differences.
Actually I was wondering about this - when you say "reduced graphics by 30%" what exactly are you referring to, number (of units), size, texture resolution or something else?
 
He is refering to the units are thirty percent smaller. They look smaller;).
 
@keldath - I have no idea what that referrs to... I can't read python without looking at the entire script lol... and even then its quite vauge.

@FlowingBits - hehe np :)

@Rabbit, White - I reduced the actual size of the models ingame. If you load up a normal game of Civ4 and look at the units, then load up the normal release of my mod (not the NG version) you will notice a difference. Its something i did before the v1.52 patch to help slower vid cards (and it worked for several ppl) when it came to the latter game eras... Now i just have a hard time looking at the normal graphics :P
 
Ok here is tonights update on the changes that are taking place for v1.7... :P

Tech Tree Status

I have managed to get everything converted into the new tech tree (exept anything that doesn't show up as Icons). I will now have to begin deleting techs to see if i get any errors and correct those... As you can see i re shuffled several things around in the new tree. The noticable ones being the starship parts lol.

Also i added a new national wonder... Steel Plant. you can have up to 2 of them at any one time and they provide you with 2 Steel resorces (non-map spawnable). These resorces are needed in ALL Modern Ships (Adv Naval Assembly and up).

I also added a Manufacturing Plant thats similar to the factory and moved the Coal Plant to requiring a Factory + Electricity :)

hehe ideas are always welcome :)
 
Exavier said:
@Rabbit, White - I reduced the actual size of the models ingame. If you load up a normal game of Civ4 and look at the units, then load up the normal release of my mod (not the NG version) you will notice a difference. Its something i did before the v1.52 patch to help slower vid cards (and it worked for several ppl) when it came to the latter game eras... Now i just have a hard time looking at the normal graphics :P
Ah, so that's why I didn't notice any difference, I already did this myself with that scaling tool (can't remember the name) that's floating somewhere around here. :) I am surprised though that it actually helps with performance (I know I didn't notice a difference), unless of course scaling the units down forces the engine to use a lower LOD level.

Switching topics... I apologize if I'm a bit behind but what's the idea behind the revamp of the tech tree? Balance it out, slow it down (I noticed it's mostly modern day), accommodate new units?
 
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