My Mod is out!

tchristensen

Emperor
Joined
Jul 21, 2010
Messages
1,241
Location
Grand Rapids, Mi
ExtremeMod




Additions and Changes:

Tweaks: Tweaked dozens of controls and options.

ROADS & Paths: Several new roadway systems in the game including a path for very early resource connections. Atlantean Roads, like a Roman Road but better. Sea Lanes improved.

Handicap: Once again re-adjusted all levels of handicap in the game. I would still recommend playing on Noble or higher.

Civic: New Civic tree branch has been added to accommodate the Atlantean Magic.

Resource Bonus: A dozen new resource bonuses included including two ways to improve them: Mana Pool and Mana Tap. All new graphics associated with the bonuses.

New Technologies:
Spoiler :
Atlantean Technology I, II, III, IV, V, VI
Atlantean Navy I & II
Fey I, II, III
Underworld I, II, & III
Netherworld I, II, III, & IV


New Units:
Spoiler :
Atlantean Soldier
Bison Riders
Cave Troll
Centaurs: Light, Medium, Heavy
Demon
Dwarf: StoneThrowers, Swords
Flying Carpet
Frost Giant
Goblin
Grimlock
Hero
Illithid
Imp
Minotaur
Nautilus
Ogre
Orcs: Soldiers, Spearman, Magi
Rhino Riders
Satyr
Sauron
Skeletons: Archers, Swords, Spears, Cavalry
UFO
 
Congrats! :goodjob:
 
Mabye you should upload it on the CFC database.
 
Congrats!!
 
Maybe you could add a link to the opening post (other than the signature one, because that will change once you change your signature). And I'm also curious about what the contents of your mod is? Something like a list of features and gameplay changes would be nice.
 
thanks for the help. This is all new to me and have never done this before. If you notice a post in the wrong place, please delete or move it accordingly. Thanks!

How long does it take to get the approval to show on the Download Database?
 
There was a small error detected in the game that sometimes allows a giant spider to spawn in the Ancient Era.
:eek: That would be a "bug" then? :lol:
 
If you find the "bug" annoying, you can patch it with this download: http://www.atomicgamer.com/file.php?id=87774

Download the zip file and extract it to your desktop. Navigate to something like this: C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\ExtremeMod\Assets\XML\Units

Replace the file extracted with the one in the Units folder.

The bug will be gone -- for a while!!

Alternate Site with Patch Included: http://www.megaupload.com/?d=SB5T9JXD
 
A new version of my Mod is available:

Version 1.55 http://www.megaupload.com/?d=UYSZNVKC

Version 1.55 changes:

Spoiler :


+++++Aleterations+++++

Jungle has returned to its nasty disposition and will damage units travelling through the fetid morass.

Deserts and Hills are more expensive to move through.

certain ocean terrain, such as coral reefs, will now damage your boats and ships a small amount.

Changed the cost of Tropical Culture 1 to half of the original beaker value.

Turned off showing point scores. Now you must make your own opinion on the strengths and weaknesses of empires.

Made Martial Law even better for warlike nations.

Modified the way the AI conducts foreign and internal affairs. Hopefully wanting to build more colonies and make more workers. Further refinement into making the AI a bit more deadilier.

Changed the Handicap levels to be more in line with the ExtremeMod's style of play.

Mechanized Infantry was changed to requiring more appropriate technology

Changed the number of Breweries, Silversmiths, and Goldsmiths to 1; adding overall value to the building so that a single instance equals that of multiple instances of it.

Added a dozen Promotions to the DIPLOMAT unit type.

Increased the benefit of Leather Armor, Chainmail, and Platemail for better effects.

Nationhood had become less than desirable with newer additions, so adjustments were made to make it more useful

Colonialism has been changed to -90 percent modification due to distance from capital and also +2 food for Plantation.

Changed Oranized Religion, Theocracy, and Pacifism to allow greater depth of play and playing styles.

Removed The Force and switched it with "Esoterism".

If your empire has Mercantilism, Naval Base grants +2 hammers.

All aircraft now have expanded combat capabilities in line with more realistic command and control.

Camel Riders have been adjusted down to 13/2 and have had their attack modifiers decreased to 15 percent.

TradeGoods now have unique names to give them a bit more of aesthetic feel.

Blacksmith have been made cheaper and changed so that they give the city +3 hammers.

Naval and Land mines now have a per player limit, at any one time, of 10.

Added Indigenous People, a way to colonize distant lands by using the local peasentry rather than by conquest or by moving your people into the area.

Missile Cruisers now require Laser technology to be constructed.

Deleted the sniper -- in multiplayer games it caused too many crashes for its cool effects :(

Created a new unit called the Corsair which is a bit beefier pirate vessel that can be used later in the game.

Created a new unit called the Jetpack Carrier, which is a new steampunk technology unit allowing a sizeable force of jetpack knights to be moved quickly across the ocean. I wanted them to be able to be launched from the ship (in paradrop mode) but appears that is not possible.

Added back a number of different map scripts, hopefully allowing for a variety of maps.

Corsairs and Galleons when defeated in combat returns under ownership of the victor of the engagement.

All UU have been updated to be more useful and competitive with my modifications.

Increased the chance of finding Unobtanium and Liftwood.


 
Have you considered adding metal weapons like FFH?
I don't know how hard that would be but it would make quite a difference in medieval warfare.
 
Top Bottom