[MOD] Sevo's CivFanatics Fusion 2.0

Rabbit said:
The problem with this, as was pointed out on that MOD's thread, is that the AI will not know about, and hence won't use, the ability to destroy buildings - that gives players a somewhat unfair advantage.

I'd missed that, in the thread you mention. I withdraw my suggestion for its use. :)
 
jollyroger3 said:
I've tried to play Warlord, standard map size, 18 civs (max allowed), no barbz, city convert after conquest, permanent alliance, normal game speed an I MUST say the game is greatly balanced, even the date i appropriate to the tech tree :goodjob:

I'm still playing this game, but next will be with Noble difficulty :D

Sevo - is there any chance you will add Polish civ to your mod ? There is a mod "Poland" or so, I'll find it for you if you would be interested and very kindly ask you to add it to next Sevo's mod ;)

I'd really LOVE to see two modifications from Exaviers mod in yours:

1. A Tactical ICBM - it has 1 square range and can be loaded on Nuclear Submarine, it costst 250 Shields (available at the same time regular ICBM is)

2. A Nuclear Submarine - a ship created to carry and hide ICBM's from other players - for me important as a historical unit, which took a great part in cold war...

Could you consider addinth these 2 units ?

I think the idea of a tactical nuke is great. This should be the first nuke available, considering it took considerable time to develope a missile that could strike from anywhere to anywhere in the world. ICBMs should come later in the game and cost significantly more to build. Maybe as much as a wonder, considering the great amount of engineering that has to go into building such a device (comparable to the Apollo program). By the way, it would just be a tactical nuke, not tactical ICBM, as ICBM is an intercontinental ballistic missile.
 
homersheineken said:
Nevermind, i was using an older version....D'oh!!!

Although i still don't get the odds....no biggie....Anyone know how to get em back??

Hm. Were they added in 1.52? I think they were. The main screen in my mod my be an older version. Lemmie check it out.
 
borsaid said:
I think the idea of a tactical nuke is great. This should be the first nuke available, considering it took considerable time to develope a missile that could strike from anywhere to anywhere in the world. ICBMs should come later in the game and cost significantly more to build. Maybe as much as a wonder, considering the great amount of engineering that has to go into building such a device (comparable to the Apollo program). By the way, it would just be a tactical nuke, not tactical ICBM, as ICBM is an intercontinental ballistic missile.

I named it Tactical ICBM for a reason. It can still strike anywhere on the map :(
Fraxis got the bright idea of hardcoding about 80% of the Nuclear weapon controls so I can't limit the range, adjust the destructive power, or remove the restrictions (I hate not being able to detonate them in my territory... shoulding it be my choice whether i want to or not?) :mad:
So my units are changed as much as i possible could without access to the core files :p

Only things that can be changed are Cost, Blast Radius, SDI Interfearence, Bunker interfearence :(
 
Sevo said:
Hm. Were they added in 1.52? I think they were. The main screen in my mod my be an older version. Lemmie check it out.

They included it in 1.52. They would show the odds of winning 96% for example, not just the power v. power. If you can get it back that would be great, but like i said no bigge.
 
Here you go Sevo...

You can get the Tree Nursery Mod I merged in HERE.

Here is the code for the Nuclear Submarine and the Tactical ICBM (just copy them into the apropriate files)
Code:
---===CIV4UnitInfos.xml===---

		<UnitInfo>
			<Class>UNITCLASS_NUKESUBMARINE</Class>
			<Type>UNIT_NUKESUBMARINE</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_RESERVE_SEA</DefaultUnitAI>
			<Invisible>INVISIBLE_SUBMARINE</Invisible>
			<SeeInvisible>INVISIBLE_SUBMARINE</SeeInvisible>
			<Description>TXT_KEY_UNIT_NUKESUBMARINE</Description>
			<Civilopedia>TXT_KEY_UNIT_NUKESUBMARINE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_NUKESUBMARINE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bRivalTerritory>1</bRivalTerritory>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bInvisible>0</bInvisible>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bCanMoveImpassable>1</bCanMoveImpassable>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_MISSIONARY_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_SPY_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_RADIO</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_FISSION</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_URANIUM</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
				<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>200</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iMinAreaSize>20</iMinAreaSize>
			<iMoves>6</iMoves>
			<iAirRange>0</iAirRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<iCombat>32</iCombat>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>50</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsDefense>0</iHillsDefense>
			<TerrainNatives/>
			<FeatureNatives/>
			<TerrainDefenses/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_TRANSPORT</UnitClassType>
					<iUnitClassMod>100</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_BATTLESHIP</UnitClassType>
					<iUnitClassMod>50</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_CARRIER</UnitClassType>
					<iUnitClassMod>75</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_SUBMARINE</UnitClassType>
					<iUnitClassMod>-25</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>SPECIALUNIT_NUKE</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>5</iCargo>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>8</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.75</fMaxSpeed>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SUBMARINE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<Button>,Art/Interface/Buttons/Units/SUBMARINE.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,6,9</Button>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_TACICBM</Class>
			<Type>UNIT_TACICBM</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_NUKE</Special>
			<Capture>NONE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ICBM</DefaultUnitAI>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_TACICBM</Description>
			<Civilopedia>TXT_KEY_UNIT_TACICBM_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_TACICBM_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bInvisible>0</bInvisible>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNukeImmune>1</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ICBM</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqBuilding>BUILDING_NUKESILO</PrereqBuilding>
			<PrereqTech>TECH_ROCKETRY</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_FISSION</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_URANIUM</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>250</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<iAirRange>1</iAirRange>
			<iNukeRange>0</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<iCombat>0</iCombat>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsDefense>0</iHillsDefense>
			<TerrainNatives/>
			<FeatureNatives/>
			<TerrainDefenses/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>40</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>10.0</fMaxSpeed>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ICBM</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<Button>,Art/Interface/Buttons/Units/ICBM.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,8,6</Button>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
		</UnitInfo>

---===CIV4UnitClassInfos.xml===---

		<UnitClassInfo>
			<Type>UNITCLASS_NUKESUBMARINE</Type>
			<Description>TXT_KEY_UNIT_NUKESUBMARINE</Description>
			<iMaxGlobalInstances>-1</iMaxGlobalInstances>
			<iMaxTeamInstances>-1</iMaxTeamInstances>
			<iMaxPlayerInstances>-1</iMaxPlayerInstances>
			<DefaultUnit>UNIT_NUKESUBMARINE</DefaultUnit>
		</UnitClassInfo>
		<UnitClassInfo>
			<Type>UNITCLASS_TACICBM</Type>
			<Description>TXT_KEY_UNIT_TACICBM</Description>
			<iMaxGlobalInstances>-1</iMaxGlobalInstances>
			<iMaxTeamInstances>-1</iMaxTeamInstances>
			<iMaxPlayerInstances>-1</iMaxPlayerInstances>
			<DefaultUnit>UNIT_TACICBM</DefaultUnit>
		</UnitClassInfo>

---===CIV4GameText_Civilopedia_Units.xml===---

	<TEXT>
		<Tag>TXT_KEY_UNIT_NUKESUBMARINE_PEDIA</Tag>
		<English>*****Not Finished</English>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_UNIT_TACICBM_PEDIA</Tag>
		<English>*****The use of atomic bombs at Nagasaki and Hiroshima at the end of World War II changed the world's standards for measuring military power. Nuclear weapons can eradicate ground forces and armored divisions, and flatten cities with their awesome explosive power. In the years following World War II, arsenals of nuclear weapons were rapidly built by opposing nations, each fearing the capabilities of the other. This massive arms buildup has acted as a deterrent to full-scale war, since all the governments involved are aware of the consequences should such a war take place. The threat imposed by the huge nuclear arsenals of the world powers may one day be eradicated by the development of the Strategic Defense Initiative, or SDI, a system designed to destroy enemy missiles in flight before they can reach their targets.</English>
	</TEXT>

---===CIV4GameText_Strategy.xml===---

	<TEXT>
		<Tag>TXT_KEY_UNIT_NUKESUBMARINE_STRATEGY</Tag>
		<English>*****Not Finished</English>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_UNIT_TACICBM_STRATEGY</Tag>
		<English>*****Not Finished</English>
	</TEXT>

---===CIV4GameTextInfos_Objects.xml===---

	<TEXT>
		<Tag>TXT_KEY_UNIT_NUKESUBMARINE</Tag>
		<English>Nuclear Submarine</English>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_UNIT_TACICBM</Tag>
		<English>Tactical ICBM</English>
	</TEXT>

EDIT: sorry i forgot you asked me in PM and posted them here lol... oh well :p
 
Exavier said:
Here you go Sevo...

Thanks. No worries. Saves me rebuilding the wheel on the nuclear subs. Thanks!

With regards to all those interested / concerned about adding a religion mod to the game, I think I finally worked out what I'm going to do.

I like the way the religions are now--that is, intentionally undefined. I can make a militant Jewish Theocracy if I want. I can my "Hindus" eat cows. But I agree with the overall feeling that the Religion Civic options are inadequate for giving your religion a flavor.

So what I'm working on right now is a series of religious "flavors" that will let you indelibly brand your religion a specific way. A "Fanatics" option will unlock religion specific units like those I pulled out of Lost Units, another "Harmonious" religion might increase health and happiness, and another "Frugal" option might boost your commerce and trade. There will be drawbacks as well: the Fanatics are war-minded, so maybe they don't produce great people as quickly. That kind of thing. When you found (or aquire) a new religion you'll have the option to define it for your people and gain the benefits/drawbacks so long as you keep that religion as your state religion, but once you've chosen you can't go back--people tend to be reluctant to reinterpret what their religion means! If you want to change your religion from war-oriented to culture oriented, you'll have to find a new one and change! :o

This in my mind is ideal because you don't have to race for the tech for a religion that happens to have the unit/upgrade/feature you want. You can discover, or even aquire from another civ, a religion and then decide how your population is going to interpret and benefit from that religion.

This is going to take a lot of work because I want to do it right, but I think it will be a well-balanced addition that will make the game more fun. One of the things I enjoy is the "story" behind the civ I'm playing, and this will help flesh it out.

Anyway, it'll be fun.
 
hehe i just hope i got every entry right. as you can see i am lacking in discriptions for them. Those will be added in the next version of my mod as I have yet to write any descriptions for new units I make.

I hate doing descriptions :p
 
Sevo said:
I like the way the religions are now--that is, intentionally undefined. I can make a militant Jewish Theocracy if I want. I can my "Hindus" eat cows. But I agree with the overall feeling that the Religion Civic options are inadequate for giving your religion a flavor.

So what I'm working on .....
.
.
.
This in my mind is ideal because you don't have to race for the tech for a religion that happens to have the unit/upgrade/feature you want. You can discover, or even aquire from another civ, a religion and then decide how your population is going to interpret and benefit from that religion. ...

:eek: thats a great idea - absolutely the best way how religion should work in cIV :goodjob:
cant wait...
 
GIR said:
:eek: thats a great idea - absolutely the best way how religion should work in cIV :goodjob:
cant wait...

not only that but that is how Firaxis designed religion and the game to work. Remeber, they want US to recreate history. Nice ;)
 
I love this MOD, thanks for all the work put into combining all these!!

I just wanted to know why there was certain changes with some of the units, like mechanized infantry's new strength is 26, its old was 32. It seemed to me that it was better left at 32.

Also, what happened to Navy Seals, whats the point of giving the U.S. an older UU, were these changes an idea for better game balance?

-Ryan
 
New version is posted. 2.01. 3 minor bug fixes--mostly what you guys have hunted down for me above. The % combat odds not showing up was actually a result of an old XML file...it's hard coded in the C++ and the tag got lost since I was using an old version. This also fixed another error in the combat bonus list. Let's see...also fixed the cultural decay problem pointed out by Mr Zak; at least I think it's fixed...it's not erring anymore, but I haven't specifically checked to be sure culture is in fact decaying yet. So much to do...so few hours between my real job (that mainly exists to pay for my internet uplink) and bedtime!

Anyway, should be compatible with 2.0 beta and 2.0 beta-c; at least it is on my current saved games.

keldath said:
great mod - maybe you can use fx bigger and longer mod for you next version - it would be great - more speed option and world size. :)

I actually looked into it earlier tonight and I liked it a lot. Has he worked out the late game issues?


ecc said:
I just wanted to know why there was certain changes with some of the units, like mechanized infantry's new strength is 26, its old was 32. It seemed to me that it was better left at 32.

Also, what happened to Navy Seals, whats the point of giving the U.S. an older UU, were these changes an idea for better game balance?-Ryan

Well, the mech infantry is now lighter as there are more late game units floating around. I'm still "playtesting" (aka...playing) for myself to see how the new units are all working. If we hate it I'll change it back, but I think it was originally changed by the Lost Units designer as part of his overall schema. With regards to the Navy Seals--I kind of agreed with him that it was a lousy unique unit. What I really want to do is bring back the superior USA airpower...that really defines the military strength of this country over the last...well, since the mid WWII era. It would be a late unique unit, but if powerful could be decisive in late battles.

On the plus side I finally wiped out Alexander. Whoa Japan!:clap:
 
Really ignorant question..
If you install one of these 'mods' you can still select to play the game in its original form at startup. Is that right?
Some of them sound really fun, but I'm afraid I'll overwrite the original Civ4 and not be able to play it again without the mod.
 
Sevo said:
What I really want to do is bring back the superior USA airpower...

Why not to make stealth bomber UU for America ? No one else have them in real life. The rest can get advanced prop bomber (until new models will be avalable with jet bombers). The SEAL can become normal unit, modern infantry or combat divers(modern marines)...Modern infantry can get city defence, city attack and forest bonus, while mech infantry bonus against modern infantry.
 
Great work Sevo..I'm testing your 2.01 with the 1.3 Realism Map Niust.

Please don't stop.
 
maybe it is because i ues an old savegame, but:

i cant see the Tuna, Book and Anticient Tempel resource ICONS in the city screen.

and could you plz include this 'feature' from GreenMod?:
QUOTE:
removed the max 6 specialits shown in city screen
If you now settle more than 6 great persons in a city they will be displayed into the city screen, but at least you know they are there.

edit:
and from Mylon Mod the tallest bulding wonder:
QUOTE:
+ (New) New World Wonder (sorta). World's Tallest Building. +2 happiness for the continent, +5% global culture for the civ that builds it. Every time this building is built, the previous one is destroyed. A taller building can always be built.

i think the idea of a tallest building wonder is great!
 
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