[MOD] FexFX--Bigger-&-Longer(v1.52.0) -=New and Improved=-

I tried several, but i like this one because it doesn't alter the balance of the game, no units the AI is having a hard time, no techs or buildings the AI doesnt use properly or anything else that disturbs game balance :)

Still, i cant wait for a distant future version (SDK where are you!) with the extended tech tree and such ;-)
 
This mod is absolutely GREAT. I do not understand why this sort of range was not part of the original game.
 
solops said:
This mod is absolutely GREAT. I do not understand why this sort of range was not part of the original game.

Thank you for the kind words friend!
:)
I always thought these numbers should have been part of a customizable interface to begin with...
Perhaps with the SDK a front end could be written allowing on-the-fly changes at the start of each game...
 
I really really really wish I had found this mod sooner!!!

I tried simply boosting my map size...........
iGridWidth>952</iGridWidth>
<iGridHeight>940</iGridHeight>

but the game is now crashing virtually *every turn*
I can manage to get to end of turn and save
but then somewhere in moving units around crash city
and reload and try to make it to end of turn again.....

I'm in 1590's researching computers to get modern armor
on a hub style map with me running mongols
against 18 other *very pissed off* ai's

I've managed to take down 5 of them so far but
the game just won't go any further...........:(

so I'll start trying this and see how far this goes ;)

antipyre
 
After playing a couple of times on the longest settings I have some observations.

1. Should units be a teeny bit cheaper? I like the game lasting longer and the tech eras lasting longer too. However, it takes forever to "save" up for a war. I certainly would not want units to be as cheap as they are in the stock game, but would it be good for them to be a teensy bit less expensive than they are? Would the AI benefit?

2. Tech research speeds up dramatically as soon as banks and universities are discovered. By the time I get to chemistry, I'm popping out a new tech every 8-12 turns. I recommend additional research slowdowns in the late-mid and late game.

3. make it longer :p
 
solops said:
After playing a couple of times on the longest settings I have some observations.

1. Should units be a teeny bit cheaper? I like the game lasting longer and the tech eras lasting longer too. However, it takes forever to "save" up for a war. I certainly would not want units to be as cheap as they are in the stock game, but would it be good for them to be a teensy bit less expensive than they are? Would the AI benefit?

2. Tech research speeds up dramatically as soon as banks and universities are discovered. By the time I get to chemistry, I'm popping out a new tech every 8-12 turns. I recommend additional research slowdowns in the late-mid and late game.

3. make it longer :p[/QUOTE

1. The problem is if they wre much Cheaper the AI would bankrupt themselves by building too many units.

2. I am tinkering with this.

3. Done...
 
Bilas said:
Yes what happened to the updated version? Was it scraped?

Thanks,

Bilas

Not scrapped, just put on hold for a bit...
Its still comming.
 
rather irritating to re-boot the game both when loading the mod
and re-starting the saved game - please, will this be fixed?

been mucking around with other's mods namely greenmod and some
other terraforming mods -

trying to set up a custom map - title says it all

"The-Elven-Word-For-World-Is-Forest"

now all I have to do is figure out how to give all those barbarians
spock ears - and make them respawn every time someone
cuts down a forest.

<evil grin>
antipyre
 
Hm, I'm playing a game on multiplayer using FX Marathon with the Sevomod; I've got a feeling that culture is a lot too easy to acquire. I have greatly outgrown my enemy (I'm right now at about 2500 points while he's at about 1100), I have huge functioning cities, my capital has too many superspecialists to display, and I'm still having a hard time getting a space victory before my opponent gets three of his cities to 95000 culture.
 
antipyre said:
rather irritating to re-boot the game both when loading the mod and re-starting the saved game - please, will this be fixed?
That's not a FexFX thing - that's unfortunately the way Civ4 handles all mods.

But why don't you simply type in the mod in civ4.ini (look for 'mod=') so Civ4 will start with the MOD loaded?
 
Any word on the update?
 
Is this mod currently compatible with the 1.61 patch?
 
With the new patch the game speed slows temendously when you view inside a city.
 
Have upgraded Civ IV to V 1.61 and now experience error messages with original (1.8?) version of TAM.

I see you are planning an upgrade for 1.61 in the near future. Looking forward to being able to play your MOD again with the newest version of Civ IV! :) :cool:
 
Did the 1.61 patch change anything significantly with regards to the turns, iow. is this mod still relevant for the *real* civ experience?
 
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