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[ MOD ] Grave's Mega Mod ** UPDATED TO v2.0 **

thanks GraveEatr for the consideration in changing Gandhi's fav. civic to Pacifism!!!...v2.0 looks great...
 
[to_xp]Gekko said:
version 2.0 is AWESOME. I'm happy to see you've managed to fix ALL bugs in 1.0 :)

edit: too bad that if I try playing with your Realism timeline , every city gets set to legendary culture on turn 2 with an astonishing 2 culture score...

I noticed the same thing with the Realism speed... I was doing all my testing on Marathon speed. Here's how to fix it:

DOWNLOAD THIS FILE.

It can fix the following:

Legendary culture bug removed
- I neglected to add the CIV4CultureLevelInfo.xml file into v2.0.

Tweaked the Factory/Forge/Mfg Plant settings (again)
- I did this because late in the game if you had a Factory AND a Mfg. Plant you would build things at a disgustingly fast pace! This is something I never took into consideration! :eek:
- Forge is now +25% Production (same as before)
- Factory is now +25% Production, +50% w/ Power
- Mfg Plant is now +0% Production, +75% w/ Power

Instructions for install:

Just unzip into your MY DOCUMENTS/MY GAMES/SID MEIR'S CIVILIZATION 4 directory, and everything will be fixed as needed.

I fixed the Mega Mod v2.0 in the original thread to reflect the above fixes. Only download this fix if you download the previous v2.0!

(If you like building things really really fast late in the game, do not install the Civ4BuildingInfo.xml file).
 
[to_xp]Gekko said:
also, it seems you changed the industrious trait to +1hammer to any plot that already produces 3+ , instead of the default bonus for wonders... but this is not reported anywhere it seems :D

That was one of the original changes in Galindus' Mega Mod. ;)
 
:D
GraveEatr said:
That was one of the original changes in Galindus' Mega Mod. ;)

Really? It is not reported anywhere though.

some suggestions to make this mod ultimate?

1) add Snaitf's Great General ( you should ask Exavier about this one, since in his mod he tweaked it: the original version spawns waaaay too many great generals)
2) Kgrevstad in his (her?) realism resurrected mod tweaked deserts to be smaller than vanilla. Imho it's a nice touch.
3) maybe set industrious back to normal? I like wonders :D
4) checking if all the small mods included in this package are updated to latest version would be nice. I guess I'll do this myself and post about it later.
 
- Required to build Transport, Destroyer, Battleship, Submarine, Nuclear Submarine, Carrier, AEGIS Cruiser

one suggestion

Docks - Required to build Transport, Destroyer, Battleship, Submarine, Nuclear Submarine, Carrier, AEGIS Cruiser

it would be more logical.

otherwise great work
 
HI nace mod.Thks for you hard work.

One suggestion:
change the reguires forge for WW The Statue of Liberty, the technolgie Corporetion make absolute forge. No time for buld the WW, and the forge is absolute....
 
another little bug : when starting a custom game, the 2 bottom checkboxes added in 1.52 have no text ( one is "reroll random seed on reload", latter I cant remember) .

a mod that should be included ( it is also included in Sevo's mod) is 12monkeys's fix for air patrol animation http://forums.civfanatics.com/showthread.php?t=147340


mods that change gameplay and need updating:

-update culturaldecay by Bhruic to latest version http://forums.civfanatics.com/showthread.php?t=143051

-update techconquest by Bhruic to latest version http://forums.civfanatics.com/showthread.php?t=140959

-update Abbamouse's realistic religions to latest version http://forums.civfanatics.com/showthread.php?t=141585

Interface mods that need updating:

-update Modified Special Domestic Advisor by 12monkeys to latest version http://forums.civfanatics.com/showthread.php?t=148109

-update exotic foreign advisor by Requies to latest version http://forums.civfanatics.com/showthread.php?t=146687

OR, instead of the last 2 points, you could simply merge alerum68's awesome Succession Game Safe MOD Pack Tweaked interface, which includes EVERY interface improvement made so far :
http://forums.civfanatics.com/showthread.php?t=151020

:goodjob:
 
This is what I like to see!

I'll look into updating as many of these add-on mods as I can.

I already finished up on the Tech Conquest... I'll look into the others.


Thanks fellas!
 
GraveEatr said:
This is what I like to see!

I'll look into updating as many of these add-on mods as I can.

I already finished up on the Tech Conquest... I'll look into the others.


Thanks fellas!

you are quite welcome. ;)
 
GraveEatr said:
One thing I have noticed... I still can't seem to get the Wonder movies to play once you build a wonder.... WTF?!?!

yep, that's kinda lame, but something I can live with. I guess you will eventually fix that :)

btw, I figured out that alerum68's interface mod isn't 100% updated. you might want to wait a couple days to include it, as he posted he is on vacation and will be back on 10th jan. I hope he is going to keep up his work soon after his comeback :D
 
STATUS UPDATE:

[to_xp]Gekko said:
another little bug : when starting a custom game, the 2 bottom checkboxes added in 1.52 have no text ( one is "reroll random seed on reload", latter I cant remember) .

I'm still looking into this...

[to_xp]Gekko said:
a mod that should be included ( it is also included in Sevo's mod) is 12monkeys's fix for air patrol animation http://forums.civfanatics.com/showthread.php?t=147340.

Done. :goodjob:

[to_xp]Gekko said:
mods that change gameplay and need updating:

-update culturaldecay by Bhruic to latest version http://forums.civfanatics.com/showthread.php?t=143051

Done. :goodjob:

[to_xp]Gekko said:
-update techconquest by Bhruic to latest version http://forums.civfanatics.com/showthread.php?t=140959

Done. :goodjob:

[to_xp]Gekko said:
-update Abbamouse's realistic religions to latest version http://forums.civfanatics.com/showthread.php?t=141585

I didn't do this one because I've modified Abbamouse's mod so much it's hardly the same. Besides, his lates version is just a very minor graphical correction that I think hardly makes much of a difference anyway.

[to_xp]Gekko said:
Interface mods that need updating:

-update Modified Special Domestic Advisor by 12monkeys to latest version http://forums.civfanatics.com/showthread.php?t=148109

Done. :goodjob:

[to_xp]Gekko said:
-update exotic foreign advisor by Requies to latest version http://forums.civfanatics.com/showthread.php?t=146687

Done. :goodjob:

In addition, I added Snaitf's Show Attitude Mod.

I also made a few more game tweaks... and I'm working on changine the Statue of Liberty's requirements for the Forges.
 
Welcome back, Galindus! hope to see you working alongside with Grave to help this modpack on the way to world domination :D

@Grave: well done man, I see you do your job hastily, LOL.

more suggestions coming:

-alerum68 has updated his Succession Game Safe MOD Pack Tweaked interface to latest versions available! this is just too good to pass out, now you can merrily merge it together with all the rest ;)
http://forums.civfanatics.com/showthread.php?t=151020


-another AWESOME mod which would be great to have is 12monkeys' Plot Enhancement: it allows you to see at a glance what units in the stack need healing, what are fortified, what have movements left, etc. http://forums.civfanatics.com/showthread.php?t=149572

-rodman49's Religious Victory ( great! ) http://forums.civfanatics.com/showthread.php?t=144052


-Cyberchrist's enhanced Wonders info ( invaluable for those who love wonders, like myself for example :D ) http://forums.civfanatics.com/showthread.php?t=145253

-since you already have one resource-mod in here, I think that adding in the extra resources by Master Lexx's GreenMod http://forums.civfanatics.com/showthread.php?t=144428
would be awesome. maybe take out sulphur, as many people noted that it's unrealistic to have it as a strategic resource, since it can be easily made artificially.

- a nice little thingy you could "borrow" :D from Sevo's mod :
"-- Explorers and Scouts can build forts and explore temples. They're a little more useful now." ) temples are a greenmod's resource, the only one that Sevo included in his mod. http://forums.civfanatics.com/showthread.php?t=151611

-some great tweaks included by Exavier in his Composite Mod http://forums.civfanatics.com/showthread.php?t=147560 :

-Missile Silo: Required in city before said city can build ICBMs. (makes sense)
-SDI: Efficiency reduced to 60%, Cost raised to 2500 Hammers. (nukes are sooo weak right now. this is a badly needed change IMHO )
-Tree Nursery: Turns into a forest after 25 turns. ( a must-have, IMHO )
-Agressive Trait: Added the free promotion to the rest of the unit types (not just Melee and Gun) ( which makes sense I guess )
-Unit Upgrade: Upgrade costs reduced by about 50% ). ( because, let's face it, unit upgrade gold costs right now are OUTRAGEOUS )
-National Wonders: Made it possible to build 3 National Wonders per city instead of 2. ( a little more freedom can't hurt )


-also, a couple of tweaks I miss a lot from Dearmad's mod http://forums.civfanatics.com/showthread.php?t=138005 :

WINERIES possible with POTTERY:
well, all it takes to make wine is the container, and pottery does just that ( amphoras anyone? ;) ) . plus, wine and alcohol in general is one of the most ancient discoveries made by man: it came waaaaaaay before Monarchy.

COTTAGES NOT possible until Monarchy (was Pottery):
The economy heats up too fast too early otherwise. I figure you need a slightly better knowledge of civics before you have suburbs. (makes sense IMHO )

so, yes, I admit I'm just stealing tweaks from other guys' hard work, but at least I'm trying to only steal the best available :D
 
It's good to know I was missed :) IN all seriousness, I have a newer version of Mega Mod, but I'm not real happy with it. I've played two full games, and they were good, but were missing something. In the second, I created 3 new national wonders:

1. Equestrian Center -- Allows the builder to have the Horse resource without horses. This is available after Calendar (as that allows trading on the oceans, I figure by then, if you are trading, you will likely have traded for horses). Cost ~250 hammers.

2. Synthetic Refinery -- Allows the builder to have the Oil resource without oil. This is available after Rocketry (if you think about the synthetic manufacture of petroleum, it was highly driven by Germany during WW2 and the drive to make rockets was what propelled this technology. Cost ~750 hammers.

3. Aluminum Recyclying Center -- Allows the builder to have the Aluminum resource without aluminum. This is available after the civilization has built 3 normal recycling centers. Cost is ~500 hammers.

I didn't use these in my game, so I didn't get to play test it much. I am about to search if the AI built these to see if they would and if they did when it made sense (ie, didn't have the resource).

I also changed Railroad to require coal OR oil, and removed the resource requirements for any UU (Cossacks do not require horses for example). I thought it was really unfair to not be able to use a UU because you didn't have the resource, when in fact, it is so interwoven into your national psyche.

I made some other changes to make the lack of iron more manageable. I really like the ideas in this Grave's mod of my mod, so I am planning to give it a whirl and see how it goes.

If people are interested, I'll post my revision to Mega, but I'm not real happy with it at the moment. I like the idea of working with Graves to make the most complete mod desired!

-- Galindus
 
ggalindo001 said:
It's good to know I was missed :) IN all seriousness, I have a newer version of Mega Mod, but I'm not real happy with it. I've played two full games, and they were good, but were missing something. In the second, I created 3 new national wonders:

1. Equestrian Center -- Allows the builder to have the Horse resource without horses. This is available after Calendar (as that allows trading on the oceans, I figure by then, if you are trading, you will likely have traded for horses). Cost ~250 hammers.
Brilliant. to make it even more realistic, you could make it like this: building the Equestrian Center requires horses. this means that you have to trade for them, until you can breed them yourself in your happy empire. if your horse income is cut down during the building of this wonder, build process is stunted and cannot go on unless you get access to horse again. but if you manage to build it, you will then have a source of horses that cannot be easily pillaged, being in a city! :) this same wonder should also be made for any Biological resource like cattle, pig, wheat,rice etc. imho. it makes sense that I will try to raise my own pigs and plant my own crop if given the chance.

2. Synthetic Refinery -- Allows the builder to have the Oil resource without oil. This is available after Rocketry (if you think about the synthetic manufacture of petroleum, it was highly driven by Germany during WW2 and the drive to make rockets was what propelled this technology. Cost ~750 hammers.
Isn't there in the lost wonders mod a wonder that gives oil already? it is called Eirik Raude or something like that.

3. Aluminum Recyclying Center -- Allows the builder to have the Aluminum resource without aluminum. This is available after the civilization has built 3 normal recycling centers. Cost is ~500 hammers.
this is also nice.


I also changed Railroad to require coal OR oil, and removed the resource requirements for any UU (Cossacks do not require horses for example). I thought it was really unfair to not be able to use a UU because you didn't have the resource, when in fact, it is so interwoven into your national psyche.
not sure I like that one. I like the strategic importance of having access to different resources in each game, making it different :) ( WHEN it is realistic, of course. but training cavalry without horses wouldn't appeal me much )

I made some other changes to make the lack of iron more manageable. I really like the ideas in this Grave's mod of my mod, so I am planning to give it a whirl and see how it goes.
I feel that Bronze should be allowed to be used instead of iron as far as it was historically possible. ( i.e. no bronze ships instead of steel ships, but bronze swordman/maceman instead of iron... why not? ) with a strenght penalty of course, to simulate worse equipment compared to their Iron counterparts.

If people are interested, I'll post my revision to Mega, but I'm not real happy with it at the moment. I like the idea of working with Graves to make the most complete mod desired!

-- Galindus

I guess the two of you would get along with each other well enough :goodjob:
 
Can anybody tell me why when I run this mod I keep getting a box that pops up with a python exception message and how do I get rid of that?
 
hi grave,
abbamouse updated his religious mod again, tweaking some of the techs in order to make the various religions spark in world at kinda the same ages they actually did. it is a very nice modification IMO, anything that makes the game more realistic is welcome here. I suggest you check that out and see if you want to add this new changes to the mod. I'm sure I would if I were you :p
 
[to_xp]Gekko said:
Brilliant. to make it even more realistic, you could make it like this: building the Equestrian Center requires horses. this means that you have to trade for them, until you can breed them yourself in your happy empire. if your horse income is cut down during the building of this wonder, build process is stunted and cannot go on unless you get access to horse again. but if you manage to build it, you will then have a source of horses that cannot be easily pillaged, being in a city! :) this same wonder should also be made for any Biological resource like cattle, pig, wheat,rice etc. imho. it makes sense that I will try to raise my own pigs and plant my own crop if given the chance.

Isn't there in the lost wonders mod a wonder that gives oil already? it is called Eirik Raude or something like that.


this is also nice.


not sure I like that one. I like the strategic importance of having access to different resources in each game, making it different :) ( WHEN it is realistic, of course. but training cavalry without horses wouldn't appeal me much )


I feel that Bronze should be allowed to be used instead of iron as far as it was historically possible. ( i.e. no bronze ships instead of steel ships, but bronze swordman/maceman instead of iron... why not? ) with a strenght penalty of course, to simulate worse equipment compared to their Iron counterparts.



I guess the two of you would get along with each other well enough :goodjob:

I've been pretty wrapped with work, so it may be later in the week before I can get in a game with Grave's mod (BTW, Grave, where in NM do you live, I grew up in EP so I am an honorary NMer).

Here is my rationale on the new wonders.

1. Horses. Along with Iron, probably the most critical resource to have because of the timing, etc. I struggled with this, having thought about what you said (having to have horses to build the center), but I thought of what happened historically. Most of Eurasia had horses, most of America, Africa and Australiasia did not. If you recall, the native americans, once horses were introduced, did not just become great horsemen, but also great natural breeders of the animals in North America. Where horses were impractical primarily due to terrain (South America for example), they did not flourish.

The historical fix would be to limit the use of horses to just plains and grasslands (ie., no jungle, very little forest usage, obviously no mountains). That would become a very difficult fix.

The next historical fix would be to allow the "breeding of horses". Once known, a civilization could start with a few and within a period of time, have a normal cadre of the animals. I thought about what brought this about historically, and it was the establishment of trade on the oceans; hence the delayed (much delayed) technological need before you can strategically beat the resource need.

I also thought about the concept of "once you have horses, you always have horses".....but I thought that could become difficult programatically and it also didn't account for the fact that some effort would be required to actually breed and maintain the animals without a natural source.

I also thought about this (which I think is the best idea). If you defeat a horseman in combat, you can automatically build one (or possibly multiple) unit with the resource. (I've also thought about this with War Elephants, Pikemen, Grenediers, etc.) This would lend a whole new way to deal with the tech tree. One of the things I struggle with is this notion that I cannot figure out flight even though I see planes buzzing all around me without fully researching flight. I think that at some point in the game, having contact with a country that has a technology and seeing it (either in combat or otherwise), grants you an automatic 25-50% research boost for that technology.

2. Regarding Eirik Raude and the my refinery, my issue with Eirik is that it is a 2005 type of wonder, when synthetic oils have been available since the 1920's and 1930's. Again, this helps to strategically balance the game, still multiple techs from combustion, but at least not as far along the tech tree as Raude (which is at the end of the tree).

3. The changes I made with Iron was mostly around Pikemen, Spearmen, Cross/Longbowmen etc. only needing a hard substance and not necessarily Iron. Swordsmen and the naval ships still require Iron.

4. Regarding railroad, I am thinking that without coal as a resource, you could think about how to build rail using Oil. Again, combustion comes much later in the tech tree than Railroad, so you are strategically penalized for not having coal.

5. I like your idea of raising little piggies, etc. Keep in mind, these three wonders are just that, expensive and strategic. But I could also see building the synthetic refinery in wartime so that your oil could not be pillaged. I thought of that strategically in my game but didn't go forward as I needed miliary units badly :)

-- Galindus
 
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