[MOD] Composite Mod by Exavier

So the changes in Snaitf's python file are 1.09, while yours are 1.52? I guess I should copy/paste yours into my file then. I'm trying to add this to Grave's modpack, I'm pretty sure the python files in there are updated to 1.52...

edit: done and working flawlessly!!! whoo hoo! thanx a lot for your help :D
 
hehe np... glad i could help :)

I actually keep a hard copy of every mod I have merged into Composite Mod just in case a patch decides to make me rewrite my entire mod... v1.52 did that to a few files and it let me recover faster having hard copies of the individual changes each mod made :)
 
I did a BAD thing...

In the prossess of testing my new tech tree on a Normal, Standerd Map, Noble Game I discoved that it took me untill the year 2522 AD to finally unlock Future Tech...

Guess i have to adjust the game speed settings on all levels :P
 
Bah, that just means people will have to try harder ;). In fact it should of taken you till 9595 so it is a real challenge :evil:!
 
Hi , i am not quite sure if anyone else had this problem but every time i start the mod i get this " failed to load python module cveventinterface "
and when i start the game there is not a interface on the game.
any solutions ?
 
First trains should not have movement 10, but maybe 8, and some electric train tech gives +2. And later on another +2 for even faster trains.

Same with motorism should add another +1 for roads to 4.
 
@The Condor - lol

@jnkz - That occures because either your running a Mod in the CustomAssets folder thats trying to work with a similar file that i use in my mod (causing one of them to fail). Or the files failed to install or download properly and were corrupted... Or the files have been tampered with (changing 1 line in one of the python files can cause this).

Also note you do NEED game patch version 1.52 in order for this mode to run.

@Zuul - That shouldn't be that hard to change lol... I will take a look into it.
 
Is there a way I can disable all those weird new civs? I like to play random civs and I keep getting one of those. I honestly can't imagine anyone but the people they were intended for wanting to play those 'civs'... I understand you included those as a way to thank those people but it would probably have been more appropriate to include them as some sort of 'hidden' civs to be activated in the xml-files if one so desire.

I'm sorry if this has already been asked but the thread is 23 pages long...
 
@Lorteungen - I included them so that we can use them in MP games without having to run yet another version of the mod (as i already maintain 2 Live versions and 3 Beta Versions on my PC)... And with the exeption of the names of the civs they are no more or less powerful than an ordinary civ (at least I don't think so).

Anyway to disable them you can go into the \Mod\Composite Mod v1.#\assets\xml\Civilization\ folder and edit the CivilizationInfos.xml (if its not spelled that you will know what i am talking about). All 3 civs are at the bottom of the page and there is an option that (just before the techs granted) thats something like playercontrollable and aicontrollable (again not sure exact tag atm) but just change it from 1 to 0 and its disabled.

NOTE: I am at work right now and can't actually look at the files to tell you the exact tag name but if you can't find it with that I will find it when i get home.
 
One of the things I have noticed with the new naval units is that it is nearly impossible to sentry your borders. Because enemy ships can move up to 8 spaces in a single turn, they are easily able to be just outside your borders one turn, and placing troops on your country the next, despite having a number of ships protecting your borders (i have been playing islands map on noble). I am sure air units on intercept/patrol will help this, but perhaps a new naval unit with increased visibility would help alleviate this problem. I wzas playing a game where out of nowhere Ceasar was able to drop 24 troops next to one of my cities due to increased cargos in transport and lots of movement.
 
@CoheeLunden - yea i know... whats sad is i use this tactic alot :P

Actually I have 3 lvls of the Sentry Promotion so that you can make a unit that can see quite a distance. The Aegis Cruiser gets 2 by default and in the upcomming release the Attack Sub (modern non-nuclear sub) has 1 by default.

The real problem is if i cut back the movement 2 much I will get alot of players who will complain that its 2 slow just like i get a few saying its 2 fast... I just set them in the middle as I gave up on pleasing everyone on that issue :P

But in my current games the attack sub (or even in older versions a sub with Flanking 1 + 1-2 Sentry Promotions) makes a very nice lookout as pretty much all surface ships can't see them.
 
keldath said:
hi exavier how are you?

do you have a way to know what is causeing sesync in a multiplayer game?
otr where i can have an answer?

If you're talking about the sync error that I think your talking about:

Everyone has to be using the same multiplayer version and mod... If anyone has any custom assests that differ from yours it may also cause the problem.

One way to solve the problem if you just cannot figure out whats going on may be to remove the game of the person out of sync and reinstall. I had that prob after installing a poorly written civilization addon, and it fixed me right up.

Oh, and you might want to post in the technical support section instead of in mod threads... Might get you more knowledgable help.

-- John
 
@keldath - OOS issues can be caused by poorly wrtien scripts, modifications made by other players, or bad files... CustomAssets can cause it too but v1.52 game patch kinda killed CustomAsset use in MP games (much to the dismay of the Blue Marble Terrain Fans)... Only way to trouble shoot ismake sure both ppl have the exact same files and if all else fails... start slowly removing scrips from the mod untill you stop getting OOS... I had to do this once... its not fun :(

@JohnSearle - Hehe he posts here because he knows i don't mind answering his questions :)

@Tunch Khan - Not the entire thing no. Though I need to start looking for Civs to add again. Kolyana was the one that was picking out Civs for me, making sure they were complete (Pedia, Discriptions, Images, ect) but not sure where she went... Think she had PC issues after her vacation.

Anyway I do plan to add more civs but I refuse to do a complete dump of something like SuperCiv or Next Level because Its way 2 many to add at once.

Any perticular civs you would like to see in upcomming versions?
 
Hi Exavier, just wanted to ask you if the feature "gain slaves if Slavery Civic enabled" of Snaitf's Unit Allegiance was already in his default mod, or if you added it yourself...

oh and another minor issue: does the Missile Silo building link to any python file I'll have to edit if I want to add that building ( cause I don't think I've seen any AllowNukes tag into the XMLs ) . does it have any Assets/Art files too aside from XML/Art ?

thanx in advance ;)
 
@[to_xp]Gekko - The Slave script is in Python but it is slightly modified from the Unit Allegence Mod... thouhg the code for it is under the same Modification block (so if you compare my changes with his you should be able to find it).

The missle silo is just XML... basicly i just added the new building to the requirement of the missles :P
 
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