[MOD] Mylon Mega Mod - Enhanced Cultural Model and more!

my game craches when trying to load this mod... without error msg it crach when loading the game init MP/voice "Program made an unexpected error..."
 
mylon_mega_mod_0_42 causes my installation of Civ4 BTS 3.13 to crash when I attempt to create my first city.

Problem signature:
Problem Event Name: APPCRASH
Application Name: Civ4BeyondSword.exe
Application Version: 3.0.0.1
Application Timestamp: 46f40a72
Fault Module Name: CvGameCoreDLL.dll
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 47abf6e1
Exception Code: c0000005
Exception Offset: 00122120
OS Version: 6.0.6001.2.1.0.256.1
Locale ID: 1033
Additional Information 1: 3164
Additional Information 2: f31c530d3d12785f4cca5eb2cbce0d8e
Additional Information 3: a347
Additional Information 4: 03930d71e5db62d382c397ff250b1a9a
 
Yeah, but I had to remerge the code into this. Which I've done, but I need to test it. It bugged me that I never had this crash issue before, but I upgrade to Vista and lo and behold now I get the crash.
 
Alrighty, updated to 0.43.

Just as a quick reminder: Why is Mylon Mod only version 0.43? Because there's so many features I'd want to change before I ever call it a finished product.

-Making diplomacy a more dynamic factor (so that if your status with a civ does not match your relations, bad stuff happens (like, say, unrest from those vile, vile people we still call allies), which would also make diplomacy between players matter.
-Better combat model (this will synergize well with my Final Frontier mod, which is currently taking most of my attention)
-Better Civics (Hopefully something that will make all of the civic choices attractive, not merely 1-2 civic choices.
-Better happiness/healthiness models which reward players for having surpluses. I really have no clue on how to approach this, my old mod gave out rewards, but it inadvertently made ICS more appealing.
-Different cultural model. I'm keeping the generation by ethnicity and trade influences, but having tile culture build and build is difficult to deal with. I might make it decay at a rate as much as 10% per turn, or even have differing levels of culture, like "pop" culture which is short lived but influential, and "tradition" culture which lasts longer Another area that needs some contemplation.
-More lategame stuff. Perhaps a future era where gameplay changes slightly much like how air units change combat.
-AI - I don't think the AI is any less competent in this mod, nor will it be with the above changes. But that doesn't mean it can't be tweaked to take advantage of mod features.
-Balance. All of these changes are going to need some tweaking. Like more XP required for warlords to make up for their immortality (or perhaps make them into national units that can be "respawned", and global XP could govern something else, like upgraded barracks)
 
Well, this is weird. I'm trying to tweak how GPP is handled. Make it so any GPP born increases everyone else's GPP threshold slightly, yet make it so the threshold decreases slightly each turn. While doing some testing trying to reduce the modifier by 10%, it was being reduced by 15% instead (I guess speed/worldsize related?). Additionally, when I spawned a great person, the GPP threshold increases up to what it would have been normally! That is, rather than incrementing it by the the +100 I had intended, it shoots up to 1000 (after a few have already been born).

The function called when a great person is born is supposed to add the value from the globaldefines XML * (number of great people)/10 + 1 - Or, I suppose, every 10 people causes the threshold increase to double. However, instead of adding it seems to be setting the value.

Edit: Found the problem. Turns out GPP was being calculated different than I had thought: the normal increase is applied, and then the team increase is applied as well. When added on top of a doubling of the base rate and doubling of everything else, the progression was, before cost reduction, 200, 600, 1000, etc. Now it's 200, 400, 600, etc, but with the diminishing factor in, it should settle in at a comfortable rate. As a note, I did leave in the extra cost bump, so after every multiple of 10 great people, it goes up even more.
 
sounds like a promising mod that i'm downloading and trying, any thought's on adding some minor things like dales combat mod
 
Haha, I've already done most of the work to produce a much better combat model. Most of the tricky code is already done, I only need to figure out how to handle target selection and unevenly sized armies. Click the link in my signature for where this code will be coming from. My final frontier mod uses promotions and other weird factors, but Civ4 will not require such.

The basic idea is when one unit attacks, all units in the attacking and defending tile get in on the action. Siege weapons get a first strike on the melee/archer units, then archer units fire, then melee and cavalry start duking it out. Siege weapon fire and archer fire after this point is a bit uncertain. And again, I'm not too sure what would happen in the event of one army that's 50% larger than the other... Would half of those extra units hang back and do nothing until an existing unit dies? I might also make it so infantry get a 25% withdrawal chance, archers and siege weapons 50% (early siege was built on site, catapults would be abandoned, later siege (except cannons?) has motors), and calvary 75%. So armies won't get annihilated, but they will get devastated.

Target selection is a bit iffy. Like, calvary might go for archers, but might not if spearmen are in the way.
 
I downloaded this and it seemed to load fine. I have a backlog of these mods I wont to try so added this to the list. One question, how exactly does production setting help you and should production and espionage settings be triggered by a tech or no? thx....
 
I'm gonna give it a look Mylon. On a totaly different tangent: any chance that you'll start working on a DSA mod for Civ 4? ^^ Our own try at it seems to have died down due to lack of time.
 
Production setting permanently boosts your hammer production by a percentage. I think it's hammers invested ^ 0.5, so with 100 hammers invested, you get a 10% boost. And yes, it and espionage should be tied to a technology.

And Bastian, what do you mean by DSA mod?
 
Started a game on monarch and noticed I could build production from the start, but if you use it you cant build anything while its set:lol:, I not sure I understand it yet. Also the city radius spreading quick is cool, but the city squares you get to work stays the same. The monument seems kind of pointless to build now, would like to see it give a great prophet pt. or something beside 1 culture point. Will report more later.
 
There's a lot of balance work to be done, for sure. Production itself is like producing forges and generally upgrading the city's production capacity. The culture radius spreads quickly, yes. It's not until about 12000 culture that a city can work 3 times outwards.

I made a new version that tones down culture generated by population to 0.25 instead of 0.5 per population point, as not to drown out the effect of cultural buildings. Also, I changed how GPP works. Now, whenever a great person is born, everyone's GPP counter increases slightly. However, everyone's GPP counter also decreases slightly every turn. I increased the base cost, and left the ramp up, so the meter should only increase by 200 early on, then increase by 400 later. But as it's always decreasing too, it should balance out.
 
Finished my first game with this mod and enjoyed it though I lost. I played on monarch level, large map, epic speed, all victories except space race, no tech brokering. Agg. ai.

I had a good start and good area to expand on a large continent. In time I had 4 early cities and added a couple more late in the game. Basically my nearby neighbor (rome) went to war with me early and often and sometimes a couple other civs joined in. They on average sent in 10 troops often with over half being seige type units. I held them off at least 5 times but this weakened my army each time and I think slowed my economy to rebuild troops. It basically became a war of attrition. It also kept me pinned in from expanding as much.

In the mean time Washington must have been able to expand on another continent (never saw his cities) and grew really powerful, he also had 4 vassels at the end. He came close to winning a diplomatic victory as most everyone was Islam. With my constant battles with rome I was set up to get killed later on even though I had several nice cities.

Sure enough 1807 Washington attacked with tons of cannons (didnt have) and calv (didnt have) , against my musketmen and horse archers, he sent in a stack of 64 units:eek: and game over. He had 3500 pts to my 1500 and he was 45% of the population. Weird thing was I was close to 2nd place behind Rome with 4 civs all bunched up, Washington messed up the balance.

I had no crashes even on a large map! I do think the game played harder than an average monarch game. I didnt notice any bugs (except never saw expanded tile working radius) , I think to gain enough income founding a religion is a must (which I didnt),and I didnt get many later wonders. Nice mod will play this again.
 
I'm really glad you enjoyed it. I made religions and corporations slightly more powerful (the holy city building or corporate headquarters also gets espionage in addition to wealth).

The expanded city radius idea is a reward for cultural civilizations. That is, since culture is rather underwhelming, it's used as a way to grow a city. Unless you build libraries, theaters, lots of wonders, employ artists, and so on, you likely won't see the larger radius. Radius 3 doesn't happen for a while, and you'll need to gain 2 more levels before you hit radius 4 (essentially, 1/3rd of the culture required for legendary).
 
Well, for an interesting mod, you need an interesting map.

Attached a minimaly modified version of Giant Earth Map 4.2.

Changes made:

- reduced to 36 civs
- changed to Huge size
- added direct mod link

Changes NOT made:

- no coffee (yet)

No tests done yet except for basic workability. Hope you'll enjoy it as much as I'll do. ^^
 

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