[Mod] Mylon Mod - New Culture Model, Terraforming, and more!

seamus75 said:
So far I am loving this MOD far more than any I've downloaded so far. I was a "Realism MOD" junkie until progress seemed to halt - no offense to the author.
As noted above I too am missing text, but you say that is fixed in next update - kudos.
Some concerns I've had so far:
AI is building far fewer cities because their cultural borders are so large - I was able to wipe out two civs altogether in only a few turns since they only had 2 and 3 cities respectively
Also it seems the AI is generating GP's a lot faster than I - but that could be attributed to my style of play
Offered Terraforming for research in the late classic age - highest known tech was Theology. Granted it would have taken 100+ turns to research but to learn Terraforming before Machinery, or Scientific Method, or Biology even seems wrong.

I love the Inquisitor, however I feel that she (icon is female) is somewhat incomplete. If you're going to be evicting heretics and destroying their places of worship should there not be a monetary gain due to looting and property siezure? Also the forcable conversion of heretic should cause negative reaction among all other civs who share the heretic religion, as well as among citizens of the city.
In the vein of the Inqusitor I was thinking of a Jyhadist unit that could covertly convert rival cities. May be a bit unbalancing, but with proper restrictions it could make for very interesting gaming. Depending on the level of each civ's religiousity (ie # of religious buildings) there could be a chance to detect attempted conversion. Failure would result in war with that particular civ & a serious reduction in relations with all other civs of same faith.

Don't get me wrong - I love this MOD - just some very minor critiques.

You asked which other MODS would be good for inclusion - well IMHO the addition of the "Random Events MOD" would be stellar.

Thanks - Seamus

Yeah, I'll admit, the latest release was a bit rough on the edges (I separated the text files from the original ones and missed a couple and/or added a lot of stuff without the accompanying civilopedia entries). Plus there's the issue of the tech tree...

In my testing, the AI doesn't build any fewer cities. Part of the issue is maitenance costs are higher for cities, so the AI should very well be building fewer cities until later in the game where they can afford it.

This mod nearly doubles the potential of food and since the city radius isn't any bigger, this means more specialists and in turn more great people.

One of the shortcomings of the mod is a lack of new artwork, so I have to reused a some model or another for the inquisitor. The spy may not seem to be the best model, but I wanted to be PC and not re-use one of the missionary models. :)
 
Some mods that would be nice to have in.



High priority:


RealFort Mod:
http://forums.civfanatics.com/showthread.php?t=140957

Snaitf's Great General:
http://forums.civfanatics.com/showthread.php?t=145525

Random Events Mod:
http://forums.civfanatics.com/showthread.php?t=142157

Snaitf's Demolition Mod:
http://forums.civfanatics.com/showthread.php?t=144423

Lost Wonders Mod:
http://forums.civfanatics.com/showthread.php?t=143251

Lost Units Mod:
http://forums.civfanatics.com/showthread.php?t=140601

Moderator Action: Promotion and Traits:
http://forums.civfanatics.com/showthread.php?t=142086

MOD: Caravans and Supply Trains:
http://forums.civfanatics.com/showthread.php?t=144726

TechConquest Mod:
http://forums.civfanatics.com/showthread.php?t=140959

CulturalDecay Mod:
http://forums.civfanatics.com/showthread.php?t=143051

Tiger!:
http://forums.civfanatics.com/showthread.php?t=141711&page=2




Low priority:

Moderator Action: SettlerReligion
http://apolyton.net/forums/showthread.php?s=&threadid=144922

abbamouse Realistic Religions mod including Zoroastrianism:
http://forums.civfanatics.com/showthread.php?t=141585

The Great People Mod:
http://forums.civfanatics.com/showthread.php?t=138868

A "Special" Domestic Advisor:
http://forums.civfanatics.com/showthread.php?t=145285

Monument:
http://forums.civfanatics.com/showthread.php?t=144408

Moderator Action: simple reminders:
http://forums.civfanatics.com/showthread.php?t=144612

Tradeable Mod:
http://forums.civfanatics.com/showthread.php?t=140958

Hall of Fame Screen Showing Win/Loss State:
http://forums.civfanatics.com/showthread.php?t=144679




And of course add new many civilizations. :)


Oups the list became pretty long. Allmost too much to add for one person. But anyway the list might help some anyway.

I really like your mod and the high cost on cities.

Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889

Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889

Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
Lachlan said:
Can you add "Caravans mod" and "more civics mod" of Civ fanatics

It would be cool to make trade with a caravan like in Civ 2

And "Super Civs mod" ? And what about splitting Civs ? If a civ with no science or culture is negative should split in two or three parts

More variety should be cool ....

Problem with vanilla leaders of Civ 4 : some have blanks or decaled eyes ...

At least : what do you think of a standard world map for your mod ?

Sorry, but I won't be adding the caravans mod. Cities can already produce wealth and these caravan units would increase micromanagement. The supply units would merely encourage wonder rushing (something that was supposed to be changed in Civ4), and otherwise increase micromanagement.

I would like to add a different civic system, maybe something like Alpha Centauri where civics altered a set of sliders which in turn had fairly wide effects and either the civics included special effects or certain "breakpoints" on the slider had these special effects, or both, but I don't have any solid ideas on this just yet. I may "borrow" some ideas from the existing civics mod, but this isn't a high priority.

Inquisitors won't be a means of looting one's own cities. It may alter happiness and also count as an atrocity, which is another planned feature.

I also want to add random events. Volcanos, earthquakes, sticky political situations that break open border agreements... Meteors that crash in destroying a building. Neat stuff like that which keeps the game interesting. :)
 
Yeah ignore these suggestions, but do add some other Mods in it ! Those you want.
 
Sorry, but there are so many new things....... the problem is, they are all called Baumschule (tree nursery) no salt no pearls....... with ctrl-r it just shows a pink circle and they all have the textures of clam. . maybe it just works on the english version..... and the civilopedia is really chaotic now, everywhere just an empty picture and name: Baumschule. Maybe you forgot some picture? you know a ressource has 2 icons, on in the big atlas file and one with itself alone somewhere else.
 
@ Mylon- Great mod with some refreshing ideas. I have experienced a repeatable hang up in three attempts to play this mod, different from Civ4's usual issues. I have been able to repeat this when trying to fortify certain units in a city in at least two completely seperate games. BTW, Civ 4 is not completely stable on my machine, as I have to play the world size on "standard" and use outdated Nvidia drivers to make it work.

As to suggestions, I like the economics-driven expansion limits in place with this mod. But, how about integrating the lost units and wonders mods, as well as the great generals mod? More choices can only make the game more interesting.
 
Same here, the game crash (infinite loop i think), when you fortify a unit (or switch to another), in around mid game I think.
Too few buildings to build until you can build things like research, so you have to keep building units you dont need (in the capitol and maybe the next biggest).
 
I've noticed it crashing too. I have a save file of a worker who, once I given an order to or switch to another unit and finish that unit's turn, the game crashes. I've played another game until fairly late and have not noticed any crashing (however, the game ran very slow inbetween turns, took up to 2 minutes to execute a turn with 7 players on a standard map). Given that the new cultural model can cause some 200,000-1,000,000 calls to the changePlotCulture() function, this is to be expected, especially on maps with very little ocean.

I'll work on the mod some tomorrow and try and get a release out. I doubt I'll be able to fix the crashing issue, since I don't have a clue what's causing it -- I'm pretty certian that the XML cannot crash the game and 99% of the python executes between the end of a turn and the start of a turn, so that's not likely to be the case either.
 
I haven't had any crashing problems, but there is a slow down. That however happens with every variant of Civ IV I play.

I have a question &/or suggestion. The traits of the spiritual leader give the benefit of no anarchy - okay - but since anarchy doesn't last more than a turn how is that any kind of bonus? Is it possible to change the benefits of the spiritual trait to something with a greater impact? Perhaps unlimited missionaries, or faster build of missionaries & inquisitors. Who knows.

Mylon if your going to work on a new release & of course if you have the time, how bout integrating some of the other MODS?

Thanks - Seamus
 
I like the idea very much! I have downloaded the mod and will try it out in a minute (on an Atlas map of course :cool: ). Does it include one of the longer/slower game mods?
 
Okay, things are looking up. I finally got the destroy building mod to work, which means I can include some buildings with mixed effects and people won't have to feel as guilty about building the OnlyOnePer3Cities type buildings.

Also, this mod doesn't include any specific game length changing mod, but uses changes of it's own. Techs are slowed down for later eras and build/unit costs are increased slightly. The number of turns is also increased.
 
Good for you, for tackling something of this scale. I think this mod has a lot of potential, even if I disagree with a lot of choices.

The most challenging aspects will be game balance and strong AI.

Things to avoid:

- one path on the tech tree that's usually better than another
- a single technology that can sway the game too quickly
- a unit with no counter-unit
- the balance between the major strategies of civilization:
>>> early expansion
>>> cottage-heavy
>>> specialist-heavy
>>> aggression-heavy
>>> religion-heavy

Good luck, man.
 
Mod updated to v0.28.

Added a neat mechanic that I can re-use later: Instead of being obsoleted, buildings can "morph" from one form to another. This is used to give breweries a limited +1 health until Medicine, when they are "transformed" into a similar building.

Also, buildings can be demolished. Hit "ctrl-D" while in the city detail screen, pick one from the drop down list, hit "okay", and poof, the building is gone. This is meant for casinos and jails when they're not needed, and for the one per 3 city buildings and national wonders so they can be relocated if circumstances change.

dh_epic said:
Good for you, for tackling something of this scale. I think this mod has a lot of potential, even if I disagree with a lot of choices.

Mind telling me what you disagree with and why? If you can make a convincing argument, I might change my ways. :)
 
Thought you might like to know... I like your Mod so much I put a link to this thread on the homepage of my project :goodjob:(this one)
 
<i> + (Low priority) Fixing the UN. Adding more resolutions, making it less like a global dictatorship that forces people, and possibly adding features that would make it more fun. Quite likely steal some Planetary Council measures from SMAC if possible. </i>

Hey, you can simply steal my UN modification if you want. It simply makes all options available and makes it a more or less choosing what civics are ok, and which are not.
 
Well, I'm hoping for some bigger changes to the UN. I've been having some problems finding info on SMAC so I can, ah, "borrow" ideas, like from the planetary council. I may just install it again so I can make use of the incredibly detailed in-game-help files.

SMAC is still such a great game. It has a hyperlinked Civilopedia, the Planetary Council, the first civic model which is still pretty interesting (though Civ4 seems like it can be more dynamic), and of course, satellites.
 
Mylon, i remark that the caravan mod is now well balanced ;)

I took the 1.0 version and it worked !

Yu could use this units for commerce only
 
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