My Multiplayer Military Mod

Credits:

Officer Reene: Creator of My MP Military Mod

Officer Runne: MP Playtesting and Mod Ideas


SPECIAL THANKS TO:



Fitchn: CivMore Mod, Advice, Modding
(He encouraged me to make my own mod :D)

Exavier: Composite Mod
(His Mod inspired me to start modding - By finding out how to eliminate Global Warming and allowing for Complete Kills by Air Units. Once I figured this out I began XML Modding :p )

Jeckel: Advice and Python Coding Help

Snaitf: Great General Mod, Show Attitude Mod
(The Great General was the reason I started this Mod :) )

strategyonly: Nazi Flag, Custom Map Pack, Playtesting

Sto: Advice and Python Coding Help

TheLopez: XML and Python Advice




CREDITS AND THANKS:


Agent 009: Various Reskins of Vanilla Units

asioasioasio: Various Building Models

ayse: Imperial Guard Skin

Chamaedrys: Holstentor (city gate), Neuschwanstein Building Model, Various Buttons

Chalid: Settler Wagon

C. Roland: Various Building Models

Duke van Frost: Various Building Models, Various Buttons

Gerikes: Python Coding Advice

Hadrean: Modern Stadium Model, Asphalt Paved Roads

hrochland: Prague Castle

jdog5000: TechCost Mod

jojoweb: Various Building Models

kodzi: POW Camp Building Model

Master Lexx: Green Mod

MaxRiga: Unit Models, Nazi Flag

Scizor2120: Industrial Trait Mod

sepamu92: Arabian Swordsman Unit Model

Sevo: Various Building Models

seZereth: NIPPON & CATHAY Armies vol1 various Unit Models

snafusmith: Erhardt WW1 Armoured Car Unit Model, German WW2 Infantry: Waffen SS Unit Model

Splinter13: Tank Factory Model

surt: Smart Map Mod

TheFourGuardian: UN Resolution Mod

woodelf: Various Building Models

Zuul: New Promotions and Promotion Buttons



Modders Please Read Spoiler!

Spoiler :
If I didnt give you credit, or you do not want to use your stuff in my mod, please pm me and I will honor your request (or give you the proper credit) in the next mod release

If you have any ideas for this mod...
(mod component/graphics/images/xml/python ideas) please comment in the thread! Feedback always welcome! :)


 
NOTES

Buildings put in different Techs to balance Techs (not one tech get 5 diff buildings)

All Custom Texts/Images have been updated. (Please advise if I missed any! :D )

Alternative Folder (ALT Files Folder)
This folder contains edited versions of the modded files:

CIV4CivicInfos.xml (Civics File): Removes Military Cost Penalty

CIV4ImprovementInfos (Improvement File): Removes Extra Gold Bonus

CIV4BonusInfos.xml (Bonus File): Removes Extra Bonuses on Terrain

Simply Replace all these files with the originals in this mod to reduce the extra bonuses/penalties

Also to use the Smart Map Mod/Script (Also in the ALT Files Folder) place that file in the PublicMaps Folder in your main directory
Choose Custom Game and make sure to choose Smart Map as the Map Option. (For More Info check out the readme file)

Great General Custom Names
Spoiler :
Just for kicks I added many fictional names of my favorite characters from books, TV, and movies, as well as including real famous/historical people. :D If you don't like my list, can always edit them out in the CIV4UnitInfos.xml. :p


Allows more City Specialists

Allows more GP Coinage

4 Plot Spaces are now needed between EACH CITY

Peace Treaty is now for 20 Turns (Instead of 10)

Religion Earlier Starts
Christianity - Priesthood Tech
Islam - Horseback Riding Tech
Confucianism - Pottery Tech
Taoism - Sailing Tech

Any Civilization to discover Religion receives TWO Missionaries after 1st Discovery

Jungle now yields production when chopped (Less than Forest Yield)


Nazi Civilization
Leader = Hitler
Waffen S.S. = Marine
Wehrmacht = Infantry
S.S. Half-Track Vehicle = Mechanized Infantry

All UUs (except Panzer) have the same stats as their generic counterparts - Basically I just wanted unique skins ;)

Spoiler :
I added Hitler because I like to face the Nazis as enemies! Who doesn't like to kick their asses? :D



NEW SOUNDS

Most Buildings now have a distinct Drum Sound "Event"
Culture Flips - Lightsabre Sound
Declare war - Red Alert Sound
Combat Victory - Positive R2D2 Sound and Cheer
Combat Loss - Negative R2D2 Sound
Revolt Over - Court and Cheer Sound
First to Tech and Globe Circumnavigation Sound uses different "Vanilla" Civ4 Sounds
Make Peace - Taps Sound
City Revolt - Sirens Sound Added

Spoiler :
Any sounds can be removed back to default sounds by deleting sound files in mod



Most New Custom Buildings/Wonders have distinct sounds


MOD RELEASE UPDATE INFO

UPDATE VERSION: 1.02

Spoiler :
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)



NOTE: THIS IS NOT FOR THE WARLORDS EXPANSION


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)




POSSIBLE FUTURE PLANS/IDEAS:


Spoiler :
Great Admiral
More Naval Promotions
Adding Custom Buildings Models to City Plots
Adding Custom Buildings Models to New Wonders/Buildings
Applying More Mod Components - if the AI uses new mod components properly (If anyone has ideas... :) )
Increasing the Civilopedia Image (button) sizes
Military Wonders have XP for specific (armor/marine/helicopter/etc.) units.
Change Bureaucracy Civic to -10% Culture and -10% Research



KNOWN BUGS/ISSUES:

Please advise if there is any problems/solutions to my mod and I will update my mod (and this thread) as soon as I can!
Thanks in advance! :)

I am still experimenting with Tech Costs! Please advise if they are too steep in cost... or too shallow!


Spoiler :
Since there are many changes to the game, including editing "vanilla" units/buildings/etc., check all items because sometimes them may be very different from the "vanilla" verison!
Please report any modifications I have made but did not post here about it... thanks :)

No New Buildings Models in City Map.

I started using custom building models for my custom Buildings/Wonders but since my mod became more complex I have abandoned that idea. I will add some models if I see any fit, but alot of the custom Building/Wonders have generic models, or models that may not fit!

Timeline screwed up because of time limit set up

Due to the "Hard point" Tech Costs, if players are working together against the AI, there is an opportunity for the other players to make alot of gold, while one player focuses on the research.


All test show that all CIVs start off even with techs then 1 CIV (Human or AI) advances faster than others. The other Civs are at similar levels and evenly matched though. This is where the extra XP I allow with buildings/wonders/civics comes in handy. It prevents the most advanced Civs from attacking a destroying all other weaker Civs, because the extra promotions can equalize the difference! ;) (I have tested/proved this theory through many hours of beta testing!)
I hope to fix this "Tech" imbalance in future releases.

Although I gave tested at "Noble" and "Prince" levels I also edited the handicap XML file to include more "goodie" techs and settlers. On this public mod release I have not edited that file (Default Handicap values still apply in this mod)

Therefore there may be a time difference in discovering techs and modern units.

Please report any inconsistencies and I will try to resolve it in the next release.

Buildings may not correspond to correct tech due to constraints.

I did not use a lot of python edited mod components for MP issues AND I because the AI does not use them properly.

There are only Modern (Asphalt) Roads. Since there is not ancient and modern taglines for roads, I picked modern roads for all time periods.

The General Store's Model in the Civilopedia is positioned wrong. The creator of the model will fix that problem...eventually. Until then its still messed up! :p

Movies have not been added to most of the World Wonders at this time.
 
rockinroger said:
hum looks interesting, will you have ranged bombardment? will have to give this a go!!



ahh I wasnt done posting!

it's okay though :goodjob:

I'd like to add that stuff but I dont know if the AI utilizes that new (python) feature... so I wont add (or try to add, my python skills sux :crazyeye: ) anything that the AI wont understand... since that would be an unfair advantage....

(unless someone has fixed that! :mischief: )
 
I would disagree with your choice for secularism and free religion when it comes to culture, if religion is free or uncared about as far as the state goes, they can meld and create new twists (think Alexandria)
 
keldath said:
wowthis is one buetyfull work i must say.

Thank you :) I worked long and hard on it...

but of course I am open to suggestions and ideas! :D

keldath said:
...do you know how to fix oos desync in multiplayer games?

id love to see a warlord mod of this

OOS (Out-Of-Sync) Errors occur (usually) occur when python is edited to give players/AI new options that is not in the "vanilla" version...

However alot of times the python is not "MP" compatible because it does not take into account of multiple players as opposed to one human player vs all AI CIVs

unfortunately I dont know alot about python coding :sad: and from what I researched here in this mod forums.... not many (if any at all) know how to correct this... :cry:

therefore I did not use a lot of cool mod components because although they would work great in Single Player... they will not work in MP because of the OOS errors :mad:

This mod was specifically made for MP so there should be no OOS errors :p

(Please report OOS errors to me ;) )

however if anyone can code python to some of these great SP mod components where:

1) the AI properly knows how to use the new functions/options/actions...

2) Fix the OOS error in the Python coding

I would be more than happy to add them to this mod! :crazyeye:




keldath said:
id love to see a warlord mod of this

well I almost got burnt out on making this mod

(actually missed the "deadline" to release this mod BEFORE warlords expansion :rolleyes: )

but once I take a break (and work out the bugs/issues in this mod)
I will try to figure on how to make this Warlords compatible :D

NOTE: I will however work on making this mod better for "vanilla" version... in the mean time :goodjob:


Thanks for all your input...

Hope that helps ;)

(And keep on posting! :) )
 
Leif said:
I would disagree with your choice for secularism... when it comes to culture...


Im not sure what you mean about Secularism Civic and culture because there is no penalties in that civic for culture :confused:

If you could explain it more....

I'll try to answer it better



Leif said:
I would disagree with your choice for...free religion when it comes to culture, if religion is free or uncared about as far as the state goes, they can meld and create new twists (think Alexandria)

you may have a point there....

however I decided to change this civic because (like many of the vanilla civics) the vanilla CIV4 version drives you towards the last bottom civics on the list....

since my mod is based on more military... I felt this was unfair and not always strategic to pick those vanilla civics for the conquest victory....


er back to your point about free religion:


I dont totally agree with your point but I see where your coming from...

however I didnt not want to make the Free Religion Civic too powerful (and many of my custom wonders are based on State Religion, thus limiting you alot too :mischief: in that respect) and therefore tried to give it some penalties as well as bonuses

(I gave each civics different bonuses and penalties to give them more depth and allow different strategies, depending on your goals)

I also wanted to balance it where one civic was not the best choice and the others were not as good...

I hoped to accomplish a more balance civics and give the player more options to choose different civics to achieve their goals..., yet where all civics allow them to achieve their goals... but it different ways ....have I lost you yet?:crazyeye:

also I wanted each civic to give have different characteristics (penalty/bonus) therefore similiar civics werent exactly alike (thus losing the purpose of have similar civics if they had the same characteristics)

Therefore I gave free religion civic this penalty to balance it with the other civics... and separate it from other the civics

of course all these characteristics are not written in stone and can change in the future :lol:

I hope that explains it better but Im willing to debate it further if you wish ;)
 
hi reene,
thank you so much for the answers.

so,
making the mod to warlord, really isnt that bad,
its just inserting lines to every section.

you can use winmerge for instance and add the missing lines - or some other prog,

it just take some devotion.

hope you work it.

i live for mp games! :)
 
keldath said:
hi reene,
thank you so much for the answers.

NP... I love the feed back ... It makes a better mod :goodjob:

keldath said:
so,
making the mod to warlord, really isnt that bad,
its just inserting lines to every section.

you can use winmerge for instance and add the missing lines - or some other prog,

it just take some devotion.

hope you work it.

yeah lots of devotion :mischief:

there are some python things I would have to work out... that may take more time (like intergrating my Great General to the the expansion's version and intergrating vassalage option better than what I have read so far on the expansion version :rolleyes: )

so this will add to the work and devotion :blush:

Besides being a little burnt out....
...I also put a lot of time in this version of the mod and I dont want to start working on the expansion if the mod can be improved in this version....

...and I want to see how popular is this mod... because if it's not really popular... I really dont want to waste my time in upgrading to the expansion if no one is gonna use it :p


I will probably upgrade it... but it wont be a priority if its not popular ;)


keldath said:
i live for mp games! :)

me too! I started this project so my brother (Officer Runne) and I could play a better MP game :cool:

Just keep the feedback coming! ;)

I need all the help I can get... and all third parties outside evaluations of the mod's mechanics/concepts/balance is always useful :goodjob:

also please comment if you can not "see/interpret" any image buttons and I will try to replace them with better images :crazyeye:


Thanks again for your feed back! :king:
 
;) I will test it
 
Wow a very very huge list of new buildings. Must, must try this now :p. Agh, was going to do other things today. Too addicted to this game :p.
 
I have added info to the Spoiler at the end of Post #21

I request any and all modders read it! :D


NOTE: I will Update the Spoilers in the Mod Info Posts when necessary... and I will post a new post to advise of the update!


Thank you for your patience! :mischief:
 
Zuul said:
Wow a very very huge list of new buildings. Must, must try this now :p. Agh, was going to do other things today. Too addicted to this game :p.


Yeah I made alot of buildings.... I like alot of building options for cities... :D

also check out the special Military Religious Wonders... :cool:

if you have the proper state religion you can build one of them... (or a couple if you keep switching state religions :eek: - I never tried THAT though!) you get a special military unit unique to that religion! :goodjob:


I hope you like it and thanks for your support :king:

Remember feedback is always welcome! ;)
 
I think that my flag (Swastika) is a better one, take a look:

http://forums.civfanatics.com/showthread.php?t=178362

You could even use the other one for Rommel! LOL

btw, i like your ONE person fighters, alot better than five or more of the same thing.

Infact that even looks like my old flag, that i did, LOL.
 
strategyonly said:
I think that my flag (Swastika) is a better one, take a look:

http://forums.civfanatics.com/showthread.php?t=178362

well I was not quite satisfied with the nazi flag... and how it turned out... but I wanted to release the mod sometime this century :lol:

unless you zoomed in, the unit flag was distorted... :(

I wanted to fix that...

so does your flag "look" like a swastika when zoom is out? :confused:

cause if it does... I'll use yours...

the only thing I want is a bigger white circle on the flag than your current one... perhaps you can enlarge it for me? :mischief:



strategyonly said:
...btw, i like your ONE person fighters, alot better than five or more of the same thing...


well that was to reduce lag in MP :p


strategyonly said:
Infact that even looks like my old flag, that i did, LOL.

it might... I used MaxRiga's flag icon for the nazi flag... so if he used yours...:crazyeye:


but thx for the feedback... :goodjob:

how's the game play?
 
strategyonly said:
Let see what i can do, will get back with you on this ok, and SP is fine so far but only played like 25 turns, then i had to write this, LOL. (That way i didnt forget, LOL)


I probably wont be releasing the update until I make alot of changes (or something of game imbalance has to be corrected)

so no rush on that :goodjob:

SP should work fine...

I'm really checking for 2 main issues:

1) MP gameplay and balance
Basically no OOS errors and such

2) Gameplay balance with Tech Cost

As explained in the Info Posts, I wanted to make more era type battles - but I want to make it where you reach modern armor units -and have modern armor battles- prior to a "time limit" victory

Therefore I just want to see the techs are not too expensive (where you dont get to modern units before the time runs out...

and that techs are not too cheap (where you have modern armor in the year 1600 AD!) :lol:


thanks for your help and feedback.... :king:

but dont worry... no rush on the flag thingy

I got time now that I got this mod released to the public :lol:
 
strategyonly said:
OK try this: I made the white bigger and the z also. If you want it or to change PM me.


that looks great :goodjob:

I'll add it to my next release ;)
 
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