[MOD] Composite Mod by Exavier

You should add another type of Helicopter/Gunship (the later one faster and more strength).
 
Zuul said:
You should add another type of Helicopter/Gunship (the later one faster and more strength).

Or maybe a Chinook helicopter that can carry a few squads of infantry, an artillery piece, tank, etc.
 
Another idea could be a unit that can be used to carry a single nuke around? or better yet a new plot improvement: missile silo?
 
The nuclear subs can carry nukes. But nukes has alway infinity range so there is little gain. Need the SDK to change it.
 
Exavier... Are you going to add anymore Civ's? (Carthage mod 1.3 & Babylonia) personally i think hunting and fishing techs take too long to aquire.. im quite certain it didnt take 100 years (20) turns to figure out that you could probably mow down on them.. considering we were hunter/gatherers before we decided to cultivate the land. Actually i think most of the first techs req a tad too much reserch. (my 2 cents).
know of anyway to use the mod with Atlas map generator? other wise i like. thanks for the Hard work.
 
Just downloaded your 1.6 mod, and love it!!! Great job Exavier. Just one suggestion/request, is there anyway to remove the hard cap for Xps against the barbarians? I normally like to play a custom game with Raging Barbarians checked(makes you play an entirely different stategy), but I dislike the fact, that you can't receive any additional Xps for defeating barbarians after 10 Xps.
 
chas1951 said:
Just one suggestion/request, is there anyway to remove the hard cap for Xps against the barbarians? I normally like to play a custom game with Raging Barbarians checked(makes you play an entirely different stategy), but I dislike the fact, that you can't receive any additional Xps for defeating barbarians after 10 Xps.

Go through C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods\Composite Mod v1.6\Assets\XML (that's just a cut-and-paste of what it is on my computer, but it should be about the same on yours). Open the "Global Defines" with a word editor (I use Notepad, keeps things simple). There is one line that says "<DefineName>BARBARIAN_MAX_XP_VALUE</DefineName>" and under that is "<iDefineIntVal>10</iDefineIntVal>." Change that ten to some really big number, and presto, no more XP cap (well, this won't actually remove the cap, just makes it so you probably won't be affected by it).

I'm in the same boat as you. I don't usually wage too many wars, but I like beating up on the barbarians. It got boring when I couldn't upgrade my units anymore. I took an hour one night browsing the files for a way to fix it, and I finally found it.
 
GeneralMikeIII said:
Go through C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods\Composite Mod v1.6\Assets\XML (that's just a cut-and-paste of what it is on my computer, but it should be about the same on yours). Open the "Global Defines" with a word editor (I use Notepad, keeps things simple). There is one line that says "<DefineName>BARBARIAN_MAX_XP_VALUE</DefineName>" and under that is "<iDefineIntVal>10</iDefineIntVal>." Change that ten to some really big number, and presto, no more XP cap (well, this won't actually remove the cap, just makes it so you probably won't be affected by it).

I'm in the same boat as you. I don't usually wage too many wars, but I like beating up on the barbarians. It got boring when I couldn't upgrade my units anymore. I took an hour one night browsing the files for a way to fix it, and I finally found it.
Rock on GeneralMikeIII :) Just completed it and can't wait to try it out. Thanks a million :king:
 
@Zuul - hehe maybe i will add another helicopter or two :P

@TheLopez - Nuclear Sub can carry 5 Tactical ICBMs... I don't see a real point to making them movable by anything else... waiting for SDK for Cruise Missles then it will be another story :P

Also on the tile improvement Nuclear Silo I decided aginst it when I made the city building as normal ICBMs cannot be moved from the city that built them So exept for tactical nukes there is real no reason for them to have a special tile improvement... that and you would have to station troops there to defend them... its easier to defend your nukes in a city (or a sub under an Ice Cap)

@khakhan007 - I do plan to add more civs but the tech tree just took up most of my time right now... I'll also look into making the earlier techs cheaper... might help get the game moving earlier :)

My mod should work with maps generated by a standalone editor just fine... you have to load the maps under the scenarios option... Unless i am missing info on the Atlas program... I will take a look when I can.

@chas1951 - hehe thanx. There are some reasons i haven't changed the upgrade xp cap or the barbarian xp cap from 10 is because I am trying to limit super units that would be caused by the sheer amount of time the game takes... but your free to fix it :P

@Edmund Fogg - I have no plans to add ANY religion mods to my composite mod. I personally don't follow any religions myself but I do know that religion is a very touchy subject for many people. In my opinion Fraxis did a decent job of implimenting them in the vanilla game to where they all have the same effect without any favorites to reduce conflict. I may make adjustments to the bonuses they give later but even then they will be universal and not religion specific.

NOTE TO ALL: Sorry guy/gals but my laptop (and the only PC i have that can test Civ4 files) well be going into the shop this weekend for a burnt out power circuit... My update is going to be delayed... I apologize everyone :(

I also seem to have been Blacklisted from IRC... WTH did I do?!?
 
Well my laptop may be going into the shop tomorrow or friday but I can still work on the game tonight...

Changes i have made tonight so far... (before my battery dies on me again)

Changes to Normal, Epic, Marathon Speeds... I had to adjust all 3 to allow for my modified tech tree... Time victory still ends 2050 AD... timeline however is a little off balance for date vs tech discovered though... mainly because i did the turn counts quickly so Time Victory doesn't happen before you finish the tech tree.

Normal - 710 turns, Normal Tech Speed
(~450 turns vanilla)

Epic - 1400 turns, Research Cost Doubled, Normal Construction
(current modified game setting exept 200 turns more)

Marathon - 1700 turns, Research Cost Tripled, Normal Construction
(Similar to epic in modifications, ~1200 turn vanilla)

Cut all first tier (Mining, Mysticism, Agriculture, Hunting, Fishing, Wheel) and Sailing tech costs by 50%... As pointed out these are rather realy discoveries with no real timeline on them... Will also help get the game started faster on the linger speeds...

Again with the sad news... Unless i get a mericle I am not going to be able to get the release ready this weekend... Basicly because of work i have to play code cram sessions on saturdays and my pc will be in the shop :(
 
Be sure you backup first.


[05:05] <QiZhe> <Zuul> Exavier: "I also seem to have been Blacklisted from IRC... WTH did I do?!?"
[05:05] <QiZhe> last time I checked
[05:05] <QiZhe> CT took him off the blacklist
 
@Zuul -Not possible for me to backup... I don't have anywhere to store 30GB of backup data and I just end up corrupting DVDs when i try to stick it on there :P

But being an IT guy I know what the problem is and I am pulling my HD out of my laptop before i hand it to them... They should have no reason to touch it since all that needs repaired is where the cable plugs into the thing :P

Also CT sent me a PM with instructions on how to get unlocked but I am waiting for them to respond to my e-mail (the ppl in control of the Blacklist)... Come to think of it Auul that might explain why you were suddenly not able to transfer me those images the other day... as after I logged out I couldn't get back in...

Though what exactly I did I have no idea! :cry:
 
Will someone get this man a computer? Just make sure to upload v1.61 before you hand that sucka over. . .then you will have plenty of backups out here!
 
Technicly I have a backup... Condor is my Bug Tester... I just sent him a copy and uploaded a copy to my web server for safe keeping.

BTW don't ask him for a copy of it... He is under strict instructions not to distribute it... I will castrate him if he does :P


Oh and I have 5 computers in my house... though only my laptop is capable of running Civ4... 2 of the others are my parents, 1 of them is my Network Mainframe (dummy PC that keeps my home network clean and safe) and a Test Computer... what I use when I am trying to break windows (not hard trust me) :P
 
chas1951 said:
Rock on GeneralMikeIII :) Just completed it and can't wait to try it out. Thanks a million :king:
Tried out the change, and it works, sort of. While you can get the extra Xps over the 10 Xp hard cap, when you upgrade the unit, it reverts back to the hard cap for the upgraded unit. That unit can now exceed the cap, but will go back again when it gets upgraded again. As a control, I inserted a Navy Seal through world builder to see if it was an Era related issue. The Seal never loses its Xps, since it is never upgraded. Any ideas as to how to keep the Xps when upgrading???:confused:
 
chas1951 said:
Tried out the change, and it works, sort of. While you can get the extra Xps over the 10 Xp hard cap, when you upgrade the unit, it reverts back to the hard cap for the upgraded unit. That unit can now exceed the cap, but will go back again when it gets upgraded again. As a control, I inserted a Navy Seal through world builder to see if it was an Era related issue. The Seal never loses its Xps, since it is never upgraded. Any ideas as to how to keep the Xps when upgrading???:confused:

Yeah, I had the same problems, but Exavier said he was going to bump the upgrade cap for his next release (or maybe it was Zuul in his promotions mod...I can't remember which). Anyway, I heard the release of the mod was delayed so I checked it out myself. In the same file you edited to get rid of the barbarian XP cap, there is a line "<DefineName>MAX_EXPERIENCE_AFTER_UPGRADE</DefineName>" and under it "<iDefineIntVal>10</iDefineIntVal>." Just change that ten like you did with the one for the barbarian XP cap and you should be good to go. :goodjob:

I also found "<DefineName>ANIMAL_MAX_XP_VALUE</DefineName>" when I was looking around. The line under that lets you change the XP cap against animals from the default of 5 to whatever you want.
 
GeneralMikeIII said:
Yeah, I had the same problems, but Exavier said he was going to bump the upgrade cap for his next release (or maybe it was Zuul in his promotions mod...I can't remember which). Anyway, I heard the release of the mod was delayed so I checked it out myself. In the same file you edited to get rid of the barbarian XP cap, there is a line "<DefineName>MAX_EXPERIENCE_AFTER_UPGRADE</DefineName>" and under it "<iDefineIntVal>10</iDefineIntVal>." Just change that ten like you did with the one for the barbarian XP cap and you should be good to go. :goodjob:

I also found "<DefineName>ANIMAL_MAX_XP_VALUE</DefineName>" when I was looking around. The line under that lets you change the XP cap against animals from the default of 5 to whatever you want.
Thanks again GeneralMikeIII :D
 
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