[MOD] FexFX - Bigger & Longer

dlordmagic said:
Congrads with the downloads. Anyhow I have figured out the compatibilty problem with certain map types. There are a limited number of map options that can be used. There are the six defaults(Duel,Tiny,Small,Standard,Large,Huge) and there is another designed for custom sizes. Anyway in all the map scripts you posted non compatibilty issues for this you'll need to add this to everyplace worldsizetype is mentioned. It'll look like this:

WorldSizeTypes.WORLDSIZE_DUEL:
WorldSizeTypes.WORLDSIZE_TINY:
WorldSizeTypes.WORLDSIZE_SMALL:
WorldSizeTypes.WORLDSIZE_STANDARD:
WorldSizeTypes.WORLDSIZE_LARGE:
WorldSizeTypes.WORLDSIZE_HUGE:
WorldSizeTypes.NUM_WORLDSIZE_TYPES:(Dont use FXHUGE; type it as is.)

There are like 15 map scripts to change. All but the Terra Map overrides the XMLs concerning size. You'll have to make this change two to three times in some scripts. :cry:

I'm sorry, I'm not quite follwoing you on that last bit about using WorldSizeTypes.NUM_WORLDSIZE_TYPES instead of WorldSizeTypes.WORLDSIZE_FXHUGE...
Could you ellaborate on that a bit?
 
V. Soma said:
Playing the 1000 turns Grand on noble, large map, with the Inca
I got to Gunpowder in 700, and start learning Steam Power in 980...

And I do all this being 4th in score...

Some tweaking of the beakers is still needed... :)

Why does this make me feel like my skill with this game is lacking?!

Good job but man!
I am being OUT researched something hideous here!
As it stands everyone in my game, everyone is at most 2 techs above me...and we are just about to start laying down railroad tracks in the 1800s...

If I scaled back to some level where what you are describing is not possible then I'd really be screwed...I dont get it...

perhaps its about map size...there are some variables in map size that affect multipliers...
I based my map size on huge...

Which I THINK slows things dow to account for increased resources and longer game play...Afterall who playes a Quick game on a HUGE map?
 
FexFX said:
I'm sorry, I'm not quite follwoing you on that last bit about using WorldSizeTypes.NUM_WORLDSIZE_TYPES instead of WorldSizeTypes.WORLDSIZE_FXHUGE...
Could you ellaborate on that a bit?


I checked out the modders guide to Civ 4. I clicked on the Civ 4 Python API. There is a section called legends. One of those is Worldsizetypes. It look likes like this: WorldSizeTypes:

-1 = NO_WORLDSIZE
0 = WORLDSIZE_DUEL
1 = WORLDSIZE_TINY
2 = WORLDSIZE_SMALL
3 = WORLDSIZE_STANDARD
4 = WORLDSIZE_LARGE
5 = WORLDSIZE_HUGE
6 = NUM_WORLDSIZE_TYPES

This is the python syntax for worldsizetypes. It will still say FXHUGE when you load the game. This change to the map scripts will allow the scripts to accept FXHUGE as an option.
Allowing the world to generate like its supposed to do. Its a flaw with there Def GridSize formula(namely its in the dlls) which at the moment cant be edited to reflect worldsize names. I am trying to work on a python script to resolve this particular problem but for now to get an extra map size option
to work with those scripts type NUM_WORLDSIZE_TYPES into the scripts. One note Tilted Axis is a square map so h and w need to be the same. The other which is mirror has two sets of worldsize types. One set h>w the other w>h. Unfortunately adding an 8th map size is not workable just yet. Since you just use a seventh option that wont be an issue. Hope that helps. If not I will be updating my version 1 Xhuge and Giant mod to reflect this but there are 15 map scripts to change so itll take awhile.
 
This is definetly the best Mod at the moment. I really like epic games, where I have a *lot* of turns. The original game was much to "fast" for me 8-)
Please continue the good work, it is appreciated! 9-)

PeAcE
 
dlordmagic said:
I checked out the modders guide to Civ 4. I clicked on the Civ 4 Python API. There is a section called legends. One of those is Worldsizetypes. It look likes like this: WorldSizeTypes:

-1 = NO_WORLDSIZE
0 = WORLDSIZE_DUEL
1 = WORLDSIZE_TINY
2 = WORLDSIZE_SMALL
3 = WORLDSIZE_STANDARD
4 = WORLDSIZE_LARGE
5 = WORLDSIZE_HUGE
6 = NUM_WORLDSIZE_TYPES

This is the python syntax for worldsizetypes. It will still say FXHUGE when you load the game. This change to the map scripts will allow the scripts to accept FXHUGE as an option.
Allowing the world to generate like its supposed to do. Its a flaw with there Def GridSize formula(namely its in the dlls) which at the moment cant be edited to reflect worldsize names. I am trying to work on a python script to resolve this particular problem but for now to get an extra map size option
to work with those scripts type NUM_WORLDSIZE_TYPES into the scripts. One note Tilted Axis is a square map so h and w need to be the same. The other which is mirror has two sets of worldsize types. One set h>w the other w>h. Unfortunately adding an 8th map size is not workable just yet. Since you just use a seventh option that wont be an issue. Hope that helps. If not I will be updating my version 1 Xhuge and Giant mod to reflect this but there are 15 map scripts to change so itll take awhile.

Okay, I think I get it.
Wow, that's messed up that you can only add one map size tho!
So the "extra" map size then is "NUM_WORLDSIZE_TYPES"...and then the text tag in Wiorldsizeinfo renames it for the interface
gotcha.
damn now I wish I hadn't deleted all those maps I "fixed" a week ago since all that was wrong was the tag name. Yah, I had all fo the ratios down to multiples based no the original map sizes, so I made not of the H=W on the square maps, and the reduction to H in the Ice Age, etc etc...

BAH!
 
Thank you for the 1000 turn game. Please consider melding it with yours or others mods for more wonders-civics-civs-etc and so on. I play your mod exclusively, but for the life of me, I cannot add into your folder any other mod to co-exist for play.
 
plan9A said:
Thank you for the 1000 turn game. Please consider melding it with yours or others mods for more wonders-civics-civs-etc and so on. I play your mod exclusively, but for the life of me, I cannot add into your folder any other mod to co-exist for play.
Hmmm
I dont know why that would be.
As long as the other mods dont modify the same files they should work together just fine!
???:confused:

Also the next mod I am working on may not even have a mode smaller than 1000 turns...heck it may not have one as small as 1000 turns...
 
large map, noble:

in 1520 I am learning Rocketry, yet I am NO leader in tech!
Mansa Musa and Bismarck are just as good...

It wil be a difficult and big run for SS victory...

I am kind of weak in military, in gold,
in nearly everything I am plain mediocre...

We shall see...
 
1600

I have my first tank.
I have bettered my treasury.

But Bismarck have finished Apollo in 1588!
I have now 14 more turns to reach that...
 
Heh, I won it (I was with the Incans)! :)

I don't understand Bismarck, why did not he attack me?
I was 7th in "soldiers".
Well, maybe because we had Def. Pact? :)
BTW I had not seen many units in his frontier cities...

Mansa eradicated Monty - but what was the use?
It all was to slow him down in the SS-race.

It was a good game, all the way down through my homelands vast jungles :)
 

Attachments

  • FX-noble.JPG
    FX-noble.JPG
    10.8 KB · Views: 390
Whoa!
Looks like I've forgotten to look at a few places!
I have only been checking my download numbers between here and Apolytons complimentary thread!
I forgot to check the Apolyton Directory, and Filefront!
Adding those in this mod has been downloaded 1018 times!!!
:eek:
 
Strakha said:
Just to clarify, I did replace the original game files, I didn't put them in any mod folder. I tried using both mod folders, but neither worked. I think this is a reasonable method as long as you're careful about backing up files, and accept that if anything goes wrong you'll need to do a reinstall. A small price to pay for using this mod ;)

I came back to say though, what a wonderful time I'm playing this mod :) I'm playing an epic grand game, large continents, with 5 AI factions and myself as Gandhi. I've found myself on a relatively small continent with the Romans. So far things are peaceful, and are likely to stay that way since we are all Hindus. Had an entertaining battle with the barbarians that I've almost finished defeating - they kept setting up home at places I wanted to build cities which is handy, less settlers to train :) Can't wait to see what the other continents look like.

So far, I think the pace of the game and unit production speed are perfect. Thanks for making this game a whole lot better for me.

I have the same exact problem as Strahka and Mattjek have had. Is there another approved solution that has been determined other than overwriting the game files?
 
spankey said:
I have the same exact problem as Strahka and Mattjek have had. Is there another approved solution that has been determined other than overwriting the game files?

Nothing yet...I am seeing some other odd behavior while working on mods whihc leads me to believe that Civ needs another patch to stabilize its modability a bit...
 
To resolve the problem of researching some techs way too fast, I have merely modified the erainfo.xml file. Increasing the <researchpercent> has helped tremendously.

Great mod by the way!
 
Rocoteh said:
I just made a 5-star vote on this thread.

Its worth it!

Rocoteh

Thanks!

As soon as I finish my current run through, I am gonna work on the next revision.
This one should solve many of the small issues people have found.
 
I have finished putting together the Sequel to this mod.
I am looking for some people to test out the tech rates before I release it.
PM me if you are interested!

FexFX--Bigger-&-Longer-II(v1.0) currently includes:
. .Enlarged FX Huge to 40x25.
. .Fixed map scripts to allow all map types to function with FX-Huge.
. .Re-balanced map size research modifiers to fix disparity in research levels.
. .Rebalanced Great People to allow research, project rushing, and culture to be proportional to extended game length.
. .Rebalanced Great People Cost to be more proportional.
. .Added 20 new Great Person names in each category.
. .Made minor modifications to research levels in each Difficulty Level resulting in slower research at all levels of play.
. .Modified Research modifiers by era to slow things down a tiny bit more in the late game. Industrial, Modern and Future have been changed.
. .Followed the proper schema for Tag naming and Help files this time.
. .Performed minor rebalancing of Barbarians. Should be a tiny bit harder now in FX-Epic and FX-Grand games.
. .Changed Main Interface screen to make Time and Year both be constantly displayed whether the clock option is checked or not.
. .Adjusted Camera Zoom behavior to allow for the larger map sizes and to make zooming take a few more steps to reach 90 degrees.
 
Back
Top Bottom