[MODPACK][Warlords]Kets Unaltered But Flavorful Gameplay Modpack Version 1.0

Just saw that to. I wonder how many turns it takes to move a ship from Europe to the America's
 
Downloading it now, have a question though.

Is there any way for it to run without using those premade map?

I just like the other features, been figuring on how to merge all those interesting mods myself, except that I would prefer to play on AI random generated maps in my game.

Please tell me which files that need to be edit or remove in order for me to play with the mod.

Thanks in advance.
 
The maps are just an option. You can play on Randomly generated maps using any map script you wish. I included the maps cause they where cool.
 
Wrong URL for Patch
Correction!

PATCH 1.2
Please download this patch and unzip/unrar it into your Kets Unaltered Gameplay folder when asked if you wish to overwrite files say yes. Patch sync's python directory, add's era graphics, puts back in attitude icons.
Patch is at http://www.filefactory.com/file/f1cee5/
Patch 1.1 is now obsolete as patch 1.2 includes it.
New Patch link please re-download if you already tried to get 1.1
 
Hitler should have been removed....

I did not want to alter base gameplay and I felt that adding new leaders would do so...
 
Ket said:
Hitler should have been removed....

I did not want to alter base gameplay and I felt that adding new leaders would do so...

but I like to play as him :( is hitler removed in the patch? if so can you make him a add on?
 
There might be problems when playing him, mostly due to diplomacy text being removed. I know I remember removing him though, so its possible that that change got nuked, and he will be fine..

I'll leave it alone for now...

I was debating on including him when we did the additional civilizations add on.

Such a controversial leader.... Of course Stalin is included and how many Jews, Czechs and poles did he slaughter not to mention Russian...
 
Ket said:
There might be problems when playing him, mostly due to diplomacy text being removed. I know I remember removing him though, so its possible that that change got nuked, and he will be fine..

I'll leave it alone for now...

I was debating on including him when we did the additional civilizations add on.

Such a controversial leader.... Of course Stalin is included and how many Jews, Czechs and poles did he slaughter not to mention Russian...

He is missing if you go Single player>play now but if you go Single player>custom game, he is very last on the list :)

I played all thourgh with hitler, won by conquest, no bugs that I saw, he plays just as a vanilla character would (that I noticed). this mod is one of the few ones thats not litterd with bugs :)

Edit: also im now patching it to v1.2 tell you if theres any bugs
 
Awesome!

I can't promise to keep it completely bug free :)

Its about to become the basis for my other mod, surprisingly though that mod was first. I learned a lot of what not to do. That one plays amazingly well but its not as polished (some text errors)

I suggest playing the 12 player euro map thats included its one of the best euro maps I've played and it feels like a board game.

I've played it twice, once as england and once as Rome england can get 4-5 cities easy (which is rare for a euro map) and Rome got 7 cities before Alex thought he could take me. OH that reminds me, need to put in the unique names for the preditorians...

More to do for 1.3
 
Yep...
Although there are very few SDK changes in this one (about 4) most of the SDK work is going in the other one (renamed Composite XL)

I need to get a change log from impaler and merge in his CCP code and then I'll send it to you via email.
 
Formation Changes:

I am toning down the formation's a bit to a 7+1 or 8+1 system instead of a 11+1 system.

We will have specific formations for:

Horde Units (Warriors, Axemen) (will stay at 11+1 I think)
Poleweapons (spear, pikes)
Archers (Archer, Longbow, Crossbow)
Early Cav
Late Cav

This will include new Half Circle Formations and New Fortify Formations as well as tweak out the formations for better look.

Should be in @ 1.3 or 1.4
Changes will migrate through to "Composite Mod"
 
I posted a small Unit Size Tweak in the thread for my composite mod.
You're more than welcome to grab it there and put it in.
 
i have been trying to play this mod with a scenario called earth 15ce fro warlord , but i get game crush when i try

you have any clue on why ?
 

Attachments

@Carn
Yes, the only maps that will work with this mod or any mod made using the 24 civ change are ones that have been edited slightly so that instead of 18 civs they have 24 civs even though some of them are off.

(It's in the "Known Issues Section")

Try playing this mod's 12 Civ Europe

@Kel
YES standalone is a good idea.
 
I get asked that a good deal....

Ok we're actualy talking about 3 mods

KUGWF 1.2

Kets Composite .35
Composite XL .5

KUGWF 1.2 Does not alter the base gameplay of Civ4 the tech tree, unit stats, and overall gameplay is not effected by the mod. I have made and will continue to make add-on packs for it that may alter the game play but they are optional to use.

Composite .35
It MAJORLY changes game play, its closer to sevo mod or civ more... Its goal was to add in a good deal of cool stuff from many sources.

Composite XL .5
Currently only in test version and available to team testers. The base that KUGWF became was so good that I decided to stop working on composite .35 and build what was going to be composite .4 into a brand new mod that uses all the enhancements and visual changes in KUGWF and then takes all the game play (tech tree, new units, rebellions, lots of Air Unit changes, wonders with effects that as of yet have never been seen before). I am trying to get a public version out by this weekend. Things are going very well in testing.

Essentialy there was a LARGE request for all the cool game enhancement features of the original composite (new advisors, flavor units, unit stat tracking, new maps) but without the changed gameplay (new techs, new civics, new units, new buildings, new wonders, major gameplay changes (barbarians give general experience, culure grows differently))
In the process of doing this I realized I had made some major mistakes in the origianal composite mod that caused the code to be difficult to work on, so I decided to create a framework for my mod to be built on.

The result is 2 mods with different goals... Both of them look great, both of them play great, both are light on bugs (although there are some in both) neither of them crash. One of my favorite games to date in Civ4 was my 1.0 test game using the 12 Civ Euro map that is included playing england
using this mod.... (And I like the larger mods like Sevo, Total Realism, Mongoose, Civ More) I was so supprised that I enjoyed it so much.
 
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