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Mods to be included

Discussion in 'Civ4 - World 2009 Mod' started by NikNaks, Dec 16, 2008.

  1. NikNaks

    NikNaks Chieftain

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    Update: Here's what's included in the current WoC SDK:
    • Immigration Mod
    • Trade Goods
    • AIAutoPlay
    • Unit Statistics
    • Revolutions
    • Better AI
    • Super Spies
    • Solver's Patch
    • Dale's Combat Mod:
      • Scorched Earth
      • Air Missions
      • Ranged Bombardment
    Then, we need to merge in:
    • Influence Driven War
    • Route Restricter
    • Conqueror's Delight
    • [Unit Fuel]
    Currently in the XML we also have:
    • Nuclear Arsenal Mod
    If anyone has any other ideas as to what else we could add, please post!
     
  2. DVS

    DVS El Presidente

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    Great list, I'm not going to be able to match those but I'll post what I can come up with. I agree we should try to include every one of those, each one changes the gameplay for the better IMO. We'll have to decide exactly what aspects we want to include from that Conqueror's Delight mod.

    UPDATED

    Ok so most of mine are covered by RevolutionsDCM and WoC.

    The only ones left (I think):

    • AIAutoPlay- Allows you to have the AI take over your civ for a set number of turns. Mainly to help us develop, but we may want to leave it in.
    • Blue Marble?- Everybody seems to use it.

    I'll keep looking around for others as well.
     
  3. DVS

    DVS El Presidente

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    I have a couple of ideas for changes we should make, but I have to search to see if there are already mods that accomplish them. Some I think could be covered by the ones you posted. Others I'll try to list.

    -we need to handle our barbarians (insurgents). I'm thinking something that spawns some sort of invisible hut (for example) that instantly spawns a bunch of units, and keeps doing that until it is discovered. Something like this was suggested elsewhere in our forum. We could have it so sometimes these appear in mountains and are impossible to remove, so you just have to kill the insurgents until the hut runs out. These should start in places like Iraq and Sudan, and then should spawn up in other areas that get invaded. Ideally their strength should be related to the resistance in the occupied cities.

    It would be amazing if we could create something that would allow a destroyed civ to return if a certain number of its old cities are reclaimed by these insurgents.

    -Sound. Am I the only one who finds the battle victory sound annoying? If I am we'll forget it, but if others agree, we should have a poll to decide a sound to replace it. I will look around to see if there is a good sound mod out there. Maybe it's just my settings. The battle sound and especially the victory sound are obnoxiously loud compared to sounds of say a battleship moving. Anyway this is probably not too important for most people.

    -Weren't we discussing a nuke mod to include in another thread? I'll look for it.

    Ok I've found the M.A.D. Nuke mod. This is not the one I remember discussing, and I'm not sure if that is exactly how we want our nukes to play, but I certainly love the targeting screen.
     
  4. DVS

    DVS El Presidente

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    Ok these are just ones that I find interesting but am not sure about.

     
  5. Mattygerst

    Mattygerst Chieftain

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    The Improved AI Mod?...

    Anything to help out the AI in wars is a must, in my opinion.
     
  6. Agent327

    Agent327 Observer

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    IMO, just for the map GEM is a must.
     
  7. NikNaks

    NikNaks Chieftain

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    @JEELEN
    Is there actually a mod we need to go with the GEM map? AFAICT all the changes are irrelevant for our mod, as we'll have to implement them differently anyway (e.g. double movement).

    @Mattygerst
    I'm pretty sure the WoC updates their SDK with the Better AI mod pretty frequently.

    @DVS
    All those are great, and we can use them all provided someone with SDK know-how can merge them into the WoC. AIAutoPlay is included already.

    Oh, that insurgents idea is great :goodjob:
     
  8. DVS

    DVS El Presidente

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    Ok found the other nuclear mod, you mentioned it in another thread NikNaks:


    Hopefully we can include both of them.
     
  9. DVS

    DVS El Presidente

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    What about Dale's combat mod? Has anyone played with this? I haven't.

    It seems it would eliminate the need to include the bombing mission mod I mentioned earlier, and possibly the scorched earth mod as well.
     
  10. NikNaks

    NikNaks Chieftain

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    Yeah, all of those are included in that package, although I remember there being problems with it before. I'm going to contact Dale about it.
     
  11. Joecoolyo

    Joecoolyo 99% Lightspeed

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  12. DVS

    DVS El Presidente

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    I would like to see this included as well. Have you played games with this mod and seen it work? Does it happen to the AI? I'm going to try it out to see how it works.

    I love the revolution idea. Although it looks like we will only have two available civs to spawn in a game, either from a revolution or from a player making a puppet state.

    I would vote on forgetting about the barbarian city part, the DynamicCivNames part, but keeping the rebellion and tech diffusion.
     
  13. NikNaks

    NikNaks Chieftain

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    Yep, that sounds good to me. We could always add a few more civs who can be formed through this, but aren't on the original map.
     
  14. Joecoolyo

    Joecoolyo 99% Lightspeed

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    Yep, it happen to the AI too. I once saw a massive German Empire (actually didn't see it, because he was on a different continent, just his city names) be torn apart by 3 revolutions. With the Dutch, Holy Romans, and Byzantines
    all claiming German cities.

    There only might be 2 civs to spawn, but when the game runs out of space for civs, when a revolution happens barbarians appear instead of a civ. Which I like because those barbarians could be like "guerrilla" troops within your territory. It even tells you (I have seen it in my games) "They have been fed up with your empire. They will fight you even if they have no flag to rally around."
     
  15. Mattygerst

    Mattygerst Chieftain

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    Just a warning (though, Im sure you're aware):

    Some of the mods you guys mentioned are not compatible with BTS...or the 3.17 version...so be careful not to get burned putting a mod in that isn't going to run with BTS or the updated BTS version.
     
  16. NikNaks

    NikNaks Chieftain

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    I'm hopeful that if/when I get around to merging them, the non-3.17 parts will get omitted as I move the code.
     
  17. DVS

    DVS El Presidente

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    As Mattygerst points out, the fuel mod does not function properly, so unfortunately we can't include that one.

    If anyone else sees a mod suggested that the AI doesn't know how to use, please speak up.
     
  18. NikNaks

    NikNaks Chieftain

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    Okay, that's a shame. We really need to get someone to code the AI for that, then.

    In other news, I'm going to start putting the latest releases of these mods in the workshop.
     
  19. NikNaks

    NikNaks Chieftain

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    Okay, I have found that the following meet our entire requirements of the mods listed so far:
    • World of Civilization:
      • Immigration Mod
      • Trade Goods
      • AIAutoPlay
      • Unit Statistics
      • Revolutions
      • Better AI
      • Super Spies
      • Solver's Patch
    • RevolutionDCM:
      • Revolutions (duplicate)
      • Dale's Combat Mod:
        • Scorched Earth
        • Air Missions
        • Ranged Bombardment
      • Influence Driven War
    Then, we need to merge in:
    • Global Warming Mod
    • [Unit Fuel]
    I'm currently merging in MAD Nukes and the Nuclear Arsenal mod, so those should be in by tomorrow, hopefully.

    UPDATE: MAD Nukes, Nuclear Arsenal and Route Restricter all in; just waiting for compiling.
     
  20. DVS

    DVS El Presidente

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    Great stuff bro, one question though. Isn't the BUG mod already merged into ours?
     

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