Officer Reene
It hates you all
MY MULTIPLAYER MILITARY MOD
UPDATE VERSION: 1.02
Version 1.02
------------
Summary:
This Version includes 3 new National Military Wonders. (Including Custom Models and Sounds)
Existing Buildings and Wonders were tweaked in order to diversify certain military aspects of this mod.
Some Tech Costs were reduced.
Bureaucracy Civic was changed to better fit this mod and balance it with respect to other civic choices.
Credits were updated to include new contributors to V1.02 and to correct incomplete credits in V1.0.
More Custom Maps were added.
Some other minor tweats and corrections added.
Some Custom Building Models were added to existing Custom Wonders/Buildings (Check out Civilopedia for Models)
Detailed Information:
NEW NATIONAL WONDERS:
Boer Commando Camp
+1 GG Coinage
+4 Culture
+7 XP for Mounted Units Only
+5 XP for Land Units Only
Free Flanking I Promotion
Requires Rifling Tech
Requires 1 Boot Camp
Requires 3 Military Recruiting Stations
Cost: 700
Colonel Chamberlain's Command
+1 GG Coinage
+4 Culture
+5 XP for Gunpowder Units Only
Free Guerilla II Promotion
Requires Black Gunpowder Tech
Requires 1 Weapons Range
Requires 3 Military Recruiting Stations
Requires 1 Military Recruiting Station in City
Cost: 350
Soviet Red Fleet
+1 GG Coinage
+4 Culture
+10 for Naval Units Only
Requires Nautical Engr Tech
Requires 1 NROTC in City
Requires 2 Military Reserve Base
Cost: 800
BUILDING/WONDER CHANGES:
- Chief of Naval Operations
- REDUCED to 2 NROTC Requirements
- Gunship Combat School
- REDUCED Tech Cost to 400
- Naval War College
- REDUCED to 2 NROTC Requirements
- Admiral Horatio Nelson Naval Academy
- REDUCED to 2 Lighthouse Requirements
- Arc De Triomphe
- Extra +5 XP Bonus to Siege Type Units Only
- National Epic
- Extra +4 XP Bonus to Archer Type Units Only
- Barracks
- Extra +2 XP Bonus to Melee Type Units Only
TECHS COST REDUCED:
- Musketry: 1500
- Military Science: 7000
- Military Combined Arms: 10000
- Military Power: 9000
MISC:
- Bureaucracy Civic
- CHANGED -10% Culture to -15% Research
- Ambush III Promotion
- Replace Mounted Attack Bonus with Gunship Attack Bonus +10%
- ADDED Zuul to Credits
- Promotions and Promotion Buttons
- ADDED strategyonly to Credits
- Nazi Flag
- Custom Maps Pack:
Homer 128X80 Standard
Gryphon 80X128 Standard
Fantasy Island Floating Continent_Final_FantasyIII 80X60with starting points 90X56(Clean)
Heroes III 80X60
Dune Caladan 55X45
Sleepy Eye 35X25
Fall of Atlantis 54X40
Atlantis 57X39
- ADDED Scizor2120 to Credits
- Industrial Trait Mod
- ADDED jdog5000 to Credits
- TechCost Mod
- ADDED asioasioasio to Credits
- Various Building Models
- ADDED Sevo
- Various Building Models
- ADDED INFO:
(Missing from Version 1.0)
Any Civilization to discover Religion receives TWO Missionaries after 1st Discovery
Jungle now yields production when chopped (Less than Forest Yield)
4 Plot Spaces are now needed between EACH CITY
Peace Treaty is now for 20 Turns (Instead of 10)
NOTE: THIS IS NOT FOR THE WARLORDS EXPANSION
This Mod was created for a better military experience in Civilization 4. This mod was specifically designed to work in mulitplayer and to allow a better balance between military units and gameplay.
Although this Mod is based on realism, due to the restraints of mulitiplayer capabilities and code, this Mod is not realistic in comparision to real life. Basically some of the changes/additions make better and balanced gameplay, but may not be absolutely comparable to their real life counterparts. This is the limitations of working with the code/files and mulitiplayer options.
This Mod is designed for "Conquest" Victory but other victories such as "Time" and "Domination" Victory can be used.
"Diplomacy" Victory has been disabled. (See Buildings Posts/Spoilers)
This has been tested in the "Normal" Gamespeed mode with two human players for multiplayer.
The human players are not on the "Team Based" MP but they work cooperatively to win against the AIs.
Although this mod is specifically designed for MP, it will work for SP games too.
This mod has worked in both LAN and Direct IP settings.
THIS HAS NOT BEEN UPDATED TO WARLORDS EXPANSION...YET!
PART I
The main reason for the creation of this Mod is three problems I found with the vanilla version:
1) Lack of Military Aspect and Depth in Vanilla CIV4
2) Lack of Mulitplayer-friendly Mods
3) Tanks! (See Spoiler)
PART II
Some other issues:
1) No complete kill of land units by air (not gunship) units
2) Lack of Era type Battles/Wars
3) No Great Generals and lack of Military type buildings
4) Promotions were limited and could not be fully utilized
5) Global Warming
6) No Gold at the start of Civilization
7) Cities do not make money
8) Promotions - Lack of achieving XP
9) Imbalance between Units and uselessness of some units
10) Only Mines Improvements have a chance at finding bonuses
11) Lack of Military Naval Unit/Building Focus
My Mod give out ALOT of XP. The reason is two fold:
A) It allows less "Tech Advanced" Civs to defend/attack better against superior Civs. (Thus making them harder to eliminate and extending gameplay)
B) It allows players to access more promotions faster. (See spoiler)
Many of the reasons for the changes/editions will be explained in the spoilers section of each post.
Download Link and Images here:
http://forums.civfanatics.com/downloads.php?do=file&id=2824
(Continued)
UPDATE VERSION: 1.02
Version 1.02
------------
Summary:
This Version includes 3 new National Military Wonders. (Including Custom Models and Sounds)
Existing Buildings and Wonders were tweaked in order to diversify certain military aspects of this mod.
Some Tech Costs were reduced.
Bureaucracy Civic was changed to better fit this mod and balance it with respect to other civic choices.
Credits were updated to include new contributors to V1.02 and to correct incomplete credits in V1.0.
More Custom Maps were added.
Some other minor tweats and corrections added.
Some Custom Building Models were added to existing Custom Wonders/Buildings (Check out Civilopedia for Models)
Detailed Information:
Spoiler :
NEW NATIONAL WONDERS:
Boer Commando Camp
+1 GG Coinage
+4 Culture
+7 XP for Mounted Units Only
+5 XP for Land Units Only
Free Flanking I Promotion
Requires Rifling Tech
Requires 1 Boot Camp
Requires 3 Military Recruiting Stations
Cost: 700
Colonel Chamberlain's Command
+1 GG Coinage
+4 Culture
+5 XP for Gunpowder Units Only
Free Guerilla II Promotion
Requires Black Gunpowder Tech
Requires 1 Weapons Range
Requires 3 Military Recruiting Stations
Requires 1 Military Recruiting Station in City
Cost: 350
Soviet Red Fleet
+1 GG Coinage
+4 Culture
+10 for Naval Units Only
Requires Nautical Engr Tech
Requires 1 NROTC in City
Requires 2 Military Reserve Base
Cost: 800
BUILDING/WONDER CHANGES:
- Chief of Naval Operations
- REDUCED to 2 NROTC Requirements
- Gunship Combat School
- REDUCED Tech Cost to 400
- Naval War College
- REDUCED to 2 NROTC Requirements
- Admiral Horatio Nelson Naval Academy
- REDUCED to 2 Lighthouse Requirements
- Arc De Triomphe
- Extra +5 XP Bonus to Siege Type Units Only
- National Epic
- Extra +4 XP Bonus to Archer Type Units Only
- Barracks
- Extra +2 XP Bonus to Melee Type Units Only
TECHS COST REDUCED:
- Musketry: 1500
- Military Science: 7000
- Military Combined Arms: 10000
- Military Power: 9000
MISC:
- Bureaucracy Civic
- CHANGED -10% Culture to -15% Research
- Ambush III Promotion
- Replace Mounted Attack Bonus with Gunship Attack Bonus +10%
- ADDED Zuul to Credits
- Promotions and Promotion Buttons
- ADDED strategyonly to Credits
- Nazi Flag
- Custom Maps Pack:
Homer 128X80 Standard
Gryphon 80X128 Standard
Fantasy Island Floating Continent_Final_FantasyIII 80X60with starting points 90X56(Clean)
Heroes III 80X60
Dune Caladan 55X45
Sleepy Eye 35X25
Fall of Atlantis 54X40
Atlantis 57X39
- ADDED Scizor2120 to Credits
- Industrial Trait Mod
- ADDED jdog5000 to Credits
- TechCost Mod
- ADDED asioasioasio to Credits
- Various Building Models
- ADDED Sevo
- Various Building Models
- ADDED INFO:
(Missing from Version 1.0)
Any Civilization to discover Religion receives TWO Missionaries after 1st Discovery
Jungle now yields production when chopped (Less than Forest Yield)
4 Plot Spaces are now needed between EACH CITY
Peace Treaty is now for 20 Turns (Instead of 10)
NOTE: THIS IS NOT FOR THE WARLORDS EXPANSION
This Mod was created for a better military experience in Civilization 4. This mod was specifically designed to work in mulitplayer and to allow a better balance between military units and gameplay.
Although this Mod is based on realism, due to the restraints of mulitiplayer capabilities and code, this Mod is not realistic in comparision to real life. Basically some of the changes/additions make better and balanced gameplay, but may not be absolutely comparable to their real life counterparts. This is the limitations of working with the code/files and mulitiplayer options.
This Mod is designed for "Conquest" Victory but other victories such as "Time" and "Domination" Victory can be used.
"Diplomacy" Victory has been disabled. (See Buildings Posts/Spoilers)
This has been tested in the "Normal" Gamespeed mode with two human players for multiplayer.
The human players are not on the "Team Based" MP but they work cooperatively to win against the AIs.
Although this mod is specifically designed for MP, it will work for SP games too.
This mod has worked in both LAN and Direct IP settings.
THIS HAS NOT BEEN UPDATED TO WARLORDS EXPANSION...YET!
Spoiler :
I will update this mod to Warlords Expansion once I figure how to.
PART I
The main reason for the creation of this Mod is three problems I found with the vanilla version:
1) Lack of Military Aspect and Depth in Vanilla CIV4
2) Lack of Mulitplayer-friendly Mods
3) Tanks! (See Spoiler)
PART II
Some other issues:
1) No complete kill of land units by air (not gunship) units
2) Lack of Era type Battles/Wars
3) No Great Generals and lack of Military type buildings
4) Promotions were limited and could not be fully utilized
5) Global Warming
6) No Gold at the start of Civilization
7) Cities do not make money
8) Promotions - Lack of achieving XP
9) Imbalance between Units and uselessness of some units
10) Only Mines Improvements have a chance at finding bonuses
11) Lack of Military Naval Unit/Building Focus
My Mod give out ALOT of XP. The reason is two fold:
A) It allows less "Tech Advanced" Civs to defend/attack better against superior Civs. (Thus making them harder to eliminate and extending gameplay)
B) It allows players to access more promotions faster. (See spoiler)
Many of the reasons for the changes/editions will be explained in the spoilers section of each post.
Spoiler :
PART I 1) This Mod provides more military based Wonders/Buildings which are lacking in the vanilla version. See other posts for details.
PART I 2) I decided to most of my changes in XML so that there will not be Out-Of-Sync (OOS) errors in Multiplayer. Therefore I has restrained my changes and adding balance by changing some units that would not be realistic. It would balance the the gameplay and not affect multiplayer and therefore better suited to the main purpose of my mod. This is not perfect but it has been tested to get the best balance possible without tampering with any files that would cause MP issues.
Disclamer: We are still testing it out!
PART I 3) The biggest problem that I had with CIV4 was tanks. Yeah that's right I said tanks! I usually play "Conquest" Victory Mode and am sick and tired of the idea that objective is to create/discover tanks (modern tanks) to win the game. I beleive that the game is unbalanced where tanks rule everything. To win the game... all you need is tanks. All the other units are not worth it. Gunships hardly stand the tank onslaught and if you can crank out tanks... you dont need any other units! So I decided to make a mod to balance out the units, reduce the absolute power of tanks and provide more era type battles.
PART II 1) I never understood why airplanes could not destroy land units. That was totally unrealistic! I fixed this and countered this by allowing more land units to gain better evasion/interception percentages.
PART II 2) I felt that crossbowman/axeman/swordsman/pikeman/etc. were useless units since once you get to musketman/rifleman they became out dated. This mod slows down the techs research for weapons techs (Gunpowder/rifling - explained in other posts) where you must create non-gunpowder units to survive and thrive. Therefore you will have more era-based battles that do not include gunpowder units.
PART II 3) I used other mod components to bring back the Great General. I was not too impressed with Warlords Expansion concept of GG but I will incoporate it when I update to the Warlord Expansion.
I also added more military buildings that give more XP and GG Coinage. Many will also provide more "Free Promotions" and focus more on miliary and war production.
PART II 4) THIS MOD PROVIDES ALOT OF XP!!! I increased all XP where more promotions are available and stronger units are produced at the beginning rather than at the end. I felt there were alot of cool promotions to get, but of them would not be used because they required alot of experience points and most military units do not survive that long to attain them. This also works two-fold because it will allow less advanced civilizations survive (and make tougher to eliminate) when facing more advanced civilizations. This will be also explained in more detail in later posts.
PART II 5) I hate global warming so I removed it. 'Nuff said.
PART II 6) Every Civilization gets 300 Gold at the start of the game. I believe that when a civilization is created, the have to produce gold to survive. Therefore starting the game with no gold seems unrealistic.
PART II 7) The purpose of making a city is to create a civilization and to produce money (Gold). Therefore, as stated in later posts, I created special building/specialists to have cities create gold as opposed to add to your civilization's debt.
PART II 8) There are alot of great promotions offered, however many them require too much experience to receive before one of the games' victories occur. I have made this mod to give out alot of XP when units are created. It balances the mod better and allow for more promotions to be readily available sooner.
PART II 9) In my experience the military units were very unbalanced. As with the tanks, I found some units too strong or too weak. One example is the swordsman. It was a useless unit, but with the changes I made (see other posts) I made it more useful. This goes for earlier siege weapons. When I played "vanilla" CIV4, I would never have to make catapults, cannons, and (most of the time) artillery. I would just crank out other melee/archery units and overwhelm the cities. Now that I have increased city defenses, balanced the units better, allowed more promotions earlier (upon construction of a unit), it is very difficult to attack cities without creating siege weapons.
I also allowed for siege weapons to be "defensive-offensive" city defenders. They still do not have defense bonuses, but you can use them to attack (and in most cases sacrifice) enemy units just outside your city. By applying collateral damage promotions, you can use these siege units to weaken your enemy stacks so that regular defenders can finish off survivors. This also make cities tougher to capture/raze! I hope to balance out the combat system and also promote using former useless military units.
PART II 10) Now Farms have a small chance of finding bonuses. (Since Farms are more prevalent than mines, farms have an even smaller chance of finding bonuses than mines do.
PART II 11) I felt the Naval Warfare aspect was lacking. I was limited to XML, but I made some promotions only for Naval Units and some buildings/wonders based for Naval Units only.
In the future I may separate the Navy from the Army by introducing the Grand Admiral and Admiral City Specialist that will only be used for Naval Options. Also I may introduce more Naval Units, depending how balanced it will be and how the feedback to this mod is given. However, for now I decided to enhance the Naval Combat through Buildings and promotions.
Some Information listed below may not be complete!
PART I 2) I decided to most of my changes in XML so that there will not be Out-Of-Sync (OOS) errors in Multiplayer. Therefore I has restrained my changes and adding balance by changing some units that would not be realistic. It would balance the the gameplay and not affect multiplayer and therefore better suited to the main purpose of my mod. This is not perfect but it has been tested to get the best balance possible without tampering with any files that would cause MP issues.
Disclamer: We are still testing it out!
PART I 3) The biggest problem that I had with CIV4 was tanks. Yeah that's right I said tanks! I usually play "Conquest" Victory Mode and am sick and tired of the idea that objective is to create/discover tanks (modern tanks) to win the game. I beleive that the game is unbalanced where tanks rule everything. To win the game... all you need is tanks. All the other units are not worth it. Gunships hardly stand the tank onslaught and if you can crank out tanks... you dont need any other units! So I decided to make a mod to balance out the units, reduce the absolute power of tanks and provide more era type battles.
PART II 1) I never understood why airplanes could not destroy land units. That was totally unrealistic! I fixed this and countered this by allowing more land units to gain better evasion/interception percentages.
PART II 2) I felt that crossbowman/axeman/swordsman/pikeman/etc. were useless units since once you get to musketman/rifleman they became out dated. This mod slows down the techs research for weapons techs (Gunpowder/rifling - explained in other posts) where you must create non-gunpowder units to survive and thrive. Therefore you will have more era-based battles that do not include gunpowder units.
PART II 3) I used other mod components to bring back the Great General. I was not too impressed with Warlords Expansion concept of GG but I will incoporate it when I update to the Warlord Expansion.
I also added more military buildings that give more XP and GG Coinage. Many will also provide more "Free Promotions" and focus more on miliary and war production.
PART II 4) THIS MOD PROVIDES ALOT OF XP!!! I increased all XP where more promotions are available and stronger units are produced at the beginning rather than at the end. I felt there were alot of cool promotions to get, but of them would not be used because they required alot of experience points and most military units do not survive that long to attain them. This also works two-fold because it will allow less advanced civilizations survive (and make tougher to eliminate) when facing more advanced civilizations. This will be also explained in more detail in later posts.
PART II 5) I hate global warming so I removed it. 'Nuff said.
PART II 6) Every Civilization gets 300 Gold at the start of the game. I believe that when a civilization is created, the have to produce gold to survive. Therefore starting the game with no gold seems unrealistic.
PART II 7) The purpose of making a city is to create a civilization and to produce money (Gold). Therefore, as stated in later posts, I created special building/specialists to have cities create gold as opposed to add to your civilization's debt.
PART II 8) There are alot of great promotions offered, however many them require too much experience to receive before one of the games' victories occur. I have made this mod to give out alot of XP when units are created. It balances the mod better and allow for more promotions to be readily available sooner.
PART II 9) In my experience the military units were very unbalanced. As with the tanks, I found some units too strong or too weak. One example is the swordsman. It was a useless unit, but with the changes I made (see other posts) I made it more useful. This goes for earlier siege weapons. When I played "vanilla" CIV4, I would never have to make catapults, cannons, and (most of the time) artillery. I would just crank out other melee/archery units and overwhelm the cities. Now that I have increased city defenses, balanced the units better, allowed more promotions earlier (upon construction of a unit), it is very difficult to attack cities without creating siege weapons.
I also allowed for siege weapons to be "defensive-offensive" city defenders. They still do not have defense bonuses, but you can use them to attack (and in most cases sacrifice) enemy units just outside your city. By applying collateral damage promotions, you can use these siege units to weaken your enemy stacks so that regular defenders can finish off survivors. This also make cities tougher to capture/raze! I hope to balance out the combat system and also promote using former useless military units.
PART II 10) Now Farms have a small chance of finding bonuses. (Since Farms are more prevalent than mines, farms have an even smaller chance of finding bonuses than mines do.
PART II 11) I felt the Naval Warfare aspect was lacking. I was limited to XML, but I made some promotions only for Naval Units and some buildings/wonders based for Naval Units only.
In the future I may separate the Navy from the Army by introducing the Grand Admiral and Admiral City Specialist that will only be used for Naval Options. Also I may introduce more Naval Units, depending how balanced it will be and how the feedback to this mod is given. However, for now I decided to enhance the Naval Combat through Buildings and promotions.
Some Information listed below may not be complete!
Download Link and Images here:
http://forums.civfanatics.com/downloads.php?do=file&id=2824
(Continued)