[SDK/MOD] Throughout the Ages v1.0

Tilarium said:
I might be the only one and/or really stupid but I can't build farms. Says I need civil service or something first but I can't find that anywhere... I wanna build farms darn it... sense I don't know how to world the XML stuff to mod 4 like I could 3 I need help. Either how I get this civil service thing or how do I go into the files and mod it so I don't need this civil service thing and can build farms from the begining like normal. Thanks


Kyle

edit: Never mind, I DLed the patch at the bottom, DLing the right one, that should fix it


Actually that patch has to do with python files. The problem you are having isn't actually a problem. It has always been like that even in the original Civ 4.

Farms can be built after agriculture, however, you start with that in this mod, but, there is stilll civil service which is founded in the classical era. It's effect is that Farms spread irrigation. So, you can only build farms next to a water source before researching civil service. ;)
 
Agent 009 said:
Actually that patch has to do with python files. The problem you are having isn't actually a problem. It has always been like that even in the original Civ 4.

Farms can be built after agriculture, however, you start with that in this mod, but, there is stilll civil service which is founded in the classical era. It's effect is that Farms spread irrigation. So, you can only build farms next to a water source before researching civil service. ;)
And if you want to build it wit out iragation at all get biology
 
Ok good news guys.

I PM'ed Kael and he was more than happy to help me out with the terraforming thing. His mod has that with a different name and of course it also has a build forest capabilty as well.

So, I will be implementing both of these functions for the new update along with a few other things already mentioned.

Of course in my mod there is already a tree nursery. However, the problem with it currently is that it operates like a cottage and only grows into a forest after 25 turns if a city works the tile it is occupying. So, basically it is impossible to build a forest in a tile that is out of the city working area. It will be possible with this new feature. ;)

This was something that I've wanted for quite a while and well as a direct result I was never even using the tree nursey. :p

Special Thanks goes out to Kael for this. Kudos. :goodjob:


EDIT: More good news. :D

Rabbit White helped me figure out how to change the modern nif model to point to a different texture file. So, I saved the new nif as fut_eu.nif and it is now using a new eu_fut_building.dds file. Basically, this will allow the modern and future eras to use the same 3d building model, yet use different textures so that it appears as if the buildings are changing when entering the future era. :D
 
This might be a stupid question, but I have other maps in my public maps folder like earth maps and the firaxis created europe and east asia maps. How do I use those maps when using this mod? Am I missing something obvious?
 
ss4johnny said:
This might be a stupid question, but I have other maps in my public maps folder like earth maps and the firaxis created europe and east asia maps. How do I use those maps when using this mod? Am I missing something obvious?

TBH I am uncertain. I haven't used any custom maps myself yet, however, I believe you could use them by selecting the desired map after loading the mod. To do that you must start either a scenario, or possible a new game or custom game. The maps should show up in one of those menus. Try that and hopefully it will work. ;)

Sorry it took long to reply but my PC processor decided it wanted to blast up past 50 degrees Celcius and well it ended up corrupting the windows folder and I had to reinstall everything. :wallbash:
 
ss4johnny said:
Another question, I had a city with Buddhism and Hinduism and then discovered Judaism in that city and somehow I wasn't Hindu in that city. Is that normal?

No you must be mistaken, load your gme again and check all your cities. The ones that are hindu and buddist, and look for another with judaism
 
has anyone tried this in MP?

I find all the mods used in this mod had trouble in MP due to Out of Sync errors... (python coding)


The mod looks cool but I need a mod that works in MP...

any input would be appreciated :mischief:
 
Officer Reene said:
has anyone tried this in MP?

I find all the mods used in this mod had trouble in MP due to Out of Sync errors... (python coding)


The mod looks cool but I need a mod that works in MP...

any input would be appreciated :mischief:


Is it the multiplayer speeds that are not working? Or is it the when the game itself when linked with other PC's during a MP match that gives those errors?

====================================================================================================

Now, so you all know, after 10 hours of reinstalling windows and everything else, I am back to working on the next patch. So far this is what is done:

- 2 new worker build options. (Terraforming, and New Forest) New forests will be able to be planted with a new tech called forestry, and Terraforming will be enabled by a new (future era) tech called Terraforming, which will be after genetics. I will add these two techs later today. ;)

- Rescaled all units and gave the ships a better scale as well. (The Early ships are no longer big and bulky in comparison to the modern ships.)

- Future Era City textures. (I am now using the original modern textures for the modern era and my modified modern textures for the future era.

- Reduced Global Warming probability to 10 from 20.

====================================================================================================

Things yet to do:

- Add Civilopedia entries for the new additions.

- Add Strategy entries for all new stuff. (Includes all new features this mod has to offer.)



I think that's all for now. I should have this all done within the next 4 days. (There are a lot of Strategy Entries.) :p
 
Agent 009 said:
Is it the multiplayer speeds that are not working?


I havent installed this mod yet... I am just saying the mods you used in this mod (like Exavier's Composite Mod) has caused OOS errors in MP

I was just wondering if anyone tried this game in MP with positive results...


Agent 009 said:
Or is it the when the game itself when linked with other PC's during a MP match that gives those errors?...

it is when two (or more) computers are linked in MP match you get the errors


(All the above mention mods works fine in Single Player)

I just want to know if the mod has been tested in MP successfully
 
Officer Reene said:
I havent installed this mod yet... I am just saying the mods you used in this mod (like Exavier's Composite Mod) has caused OOS errors in MP

I was just wondering if anyone tried this game in MP with positive results...




it is when two (or more) computers are linked in MP match you get the errors


(All the above mention mods works fine in Single Player)

I just want to know if the mod has been tested in MP successfully


Ahh ok I see. TBH I have no idea if it will work or not. I don't know anyone else that has Civ 4 (aside from those on this forum now) and so I was unable to test it out when I made this mod.

You could always try it out and let me know if you encounter any problems. It is supposed to be MP compatible. ;)
 
Agent 009 said:
...You could always try it out and let me know if you encounter any problems. It is supposed to be MP compatible. ;)


ah well... thx for your honesty (and quick responses) but Im already testing another mod.... and well I also added alot of my custom stuff (mini mods/mod components) to that one... ;)

If I stated testing yours... I would have to update and add my custom stuff too and then try to mod your mod to work the way I want it to...

that is too much work for me...at this moment... :blush:



so I'll still follow this thread to see if anyone has tried (successfully) this mod in MP and then make my decision to commit to it... :mischief:


until then... good luck... it looks like a cool mod:goodjob:
 
I played this for a couple of hours. Here are some comments.

I played on a huge map with 512 of ram and the mod averages like 280 of ram and can go up to something like 400 and some occassionally. Next time, I'll definitely play on a smaller map.

For some reason the barbarians had units for technologies they hadn't researched. Needless to say, they destroyed four civilizations rather quickly and one of the ones closest to those took over their infrastructure gaining a huge amount of cities and since research depends on number of cities, he could out research the rest of the civilizations and got a huge advantage.

I think the ideal length of time between researching two things is ten turns. After playing for awhile I got it down to 15 or so and that seems reasonable, but that beginning is just god awful. I'll probably start all future games at renaissance or industrial.

One problem I had with the game is that I had basically no money whatsoever until I researched wealth. Wealth is a huge advantage and with enough cities producing it, you can keep max research per cent. Another thing I noticed is that changing research percent has a huge effect on number of turns whereas if I change all of my cities from wealth to research there is barely a change at all due to the huge number of research points required to research something. I think that should be changed somehow so that the constructing research is more effective.

Another thing regarding research is that given the huge length of time between researching things, I passed some time by giving every city in my civilization every religion available and temples and monasteries for all of them. Do the monasteries have cumulative bonuses or is it only the state one or how does it work? I think also it would be better to have 4 or 5 missionaries at a time instead of 3, it takes awhile to convert all your cities for the first couple of religions.

Also, the religion civics going from pacifism to the highest level religion seems odd to me. You go from 100% bonus to great leader appearance to 5% great leader appearance and the only thing you get is 10% more production in state religion cities (which makes no sense as it is free religion). At the very least you should get 1 gold for every religion in all of your cities and I'd say a better bonus would be the 50% additional production, but in every city with three or more religions in it or something along those lines. Last but not least, I was wondering if the additional bonus to production applies only to improvements or does it apply to wonders or wealth/culture/research?

Finally, sometimes it said my opponents adopted ritualism. I have no idea why and I have no idea what ritualism is in the game. I looked everywhere for it.

I can't think of anything else, but those are the big ones. I like it except it took forever to play.

edit: Socialism/communism or whatever its called should be renamed Anarcho-Capitalism or some variant of that even though a pure free market should technically be anarcho-capitalism.
 
I played on a huge map with 512 of ram and the mod averages like 280 of ram and can go up to something like 400 and some occassionally. Next time, I'll definitely play on a smaller map.

Yeah having only 512MB of RAM is a problem with civ 4. I can only play on standard maps myself and I have 768MB of PC3200 RAM and a total of 2GB of VRAM. It still is hard on my PC.

For some reason the barbarians had units for technologies they hadn't researched. Needless to say, they destroyed four civilizations rather quickly and one of the ones closest to those took over their infrastructure gaining a huge amount of cities and since research depends on number of cities, he could out research the rest of the civilizations and got a huge advantage.

This is something I didn't expect. I don't know if it is related to my mod or not, but I never play with barbarians. I never liked them. I also don't play with goodie huts for a similar reason with my mod. It can give too much of an advantage over the AI or visa versa. Perhaps that's why the barbarians in your game had powerful units. (Although I don't know if they can get goodie hut techs or not.)


I think the ideal length of time between researching two things is ten turns. After playing for awhile I got it down to 15 or so and that seems reasonable, but that beginning is just god awful. I'll probably start all future games at renaissance or industrial.

Yeah it is quite long at first. However, the next patch will reduce the techs points to 50000 base. That's a 50% reduction. ;)

Another thing regarding research is that given the huge length of time between researching things, I passed some time by giving every city in my civilization every religion available and temples and monasteries for all of them. Do the monasteries have cumulative bonuses or is it only the state one or how does it work? I think also it would be better to have 4 or 5 missionaries at a time instead of 3, it takes awhile to convert all your cities for the first couple of religions.

I would assume it is cumulative. Although I am uncertain, it seems logical that it is. It doesn't say anywhere that the research output of monastaries are dependant on state religion.

Also, the religion civics going from pacifism to the highest level religion seems odd to me. You go from 100% bonus to great leader appearance to 5% great leader appearance and the only thing you get is 10% more production in state religion cities (which makes no sense as it is free religion). At the very least you should get 1 gold for every religion in all of your cities and I'd say a better bonus would be the 50% additional production, but in every city with three or more religions in it or something along those lines. Last but not least, I was wondering if the additional bonus to production applies only to improvements or does it apply to wonders or wealth/culture/research?

Yeah that was a mistake. I noticed this during my last game and didn't realize I had that 100% GP birth rate. It sort of makes that civic better if each of your cities has 1 religion that is in each. (i.e. Christianity in all cities) If you had that and your State was Christianity, then you would get that 100% bonus in all cities. However, the other bonus being 5%, applies to all cities regardless of state religion. As for the production that is also dependant on state religion and only applied to buildings/wonders built within that city and not wealth, culture, or research. ;)

Finally, sometimes it said my opponents adopted ritualism. I have no idea why and I have no idea what ritualism is in the game. I looked everywhere for it.

Ritualism is the 2nd Healthcare civic. Open up the civic screen and look on the far right. It is the 2nd one in that list. ;)


I hope this answers your questions. ;)
 
Okay...
I Like this mod very very much. and Yet I have not researched a single Tech, and I will get it around 0 AD. I might never get to the point to research a second or third. for one simple reason.

One simple, precious thing I have missed since Civ III fased it out, and I misplaced my Copy of Civ II.

Despotic Conquest.

It all Started when the Civiliztion next to me compleated the Pyrimids befor I could, then settled in a certin spot, cutting me off from any posibility of settling a second city. I was small, weak, and had no chance to win the game, or so I thought.

with noting Else Left to Build, I starting Pumping out Warrior after Warrior After Warrior. soon, I Declared and Launched an invasion of his nation. my Vast Horde buffted the first wave of his avilible troops, and with sheer numbers, I over wellmed his pitiful cities defense. (+50%. not worth much when the highest unit str is 1). I kept pumping out those Warriors, and Soon overran him.

then came the peace. I disbanded most of my warriors, leaving just 15, 3 each to gaurd my cities. but the need for blood was not satisfied. I dicided to make war again and take another. this time, I began to pump out warriors out of all 5 of my cities, and the next civ Fell. another of my neigboring Civs Decided he liked my Style, and took out another nation. Leaving two.

the is very Very much fun. Right now I trying to decide weather to take out another Civ or wait till I get Bronze, then use my mighty axes to kill the rest. decisions, dicisions.

Edit:
Well, It's done! all 5 other Civilization are dead, and I rulle the land. all that remain are a fes odd barbarian cities on Island off my shore. Don't have ships yet, so I cna't go kill them. ah well.

hmm there is two things I have noticed. Early game, yes, the research is a bit slow. and it only gets worse if you are forced to war.
nothing I can really recomend about that. but the solution to the second thing might help.

the Second thing, is untill I hit the alphabet, the vast majority of the turns were done doing nothing. that, could be corrected. more then half the game will be spent with your cities producing nothing at all. That, is a big problem. a Sugested solution would be to enable a Lesser form of research to be enabled at the start of the game. 25% of the Value of the hammers be converted to Research. with the Alphabet incressing this to 50%. this would both speed up research a bit faster, spicing up early game, but not really change it. at most, it would slice off 50 or so turns.

well, that's all the sugestions I can make now. tiem to finish up this game.
 
Ok guys,

Here's the most up to date news on the upcoming patch.

Additions:

- Reduced Technololgy costs by 50%. (Old values were 100000 pts each, now they are 50000. Allows for more AI players.)

- Added Terraforming Tech which enables workers to terraform the land. Tech also gives +1 health and happiness in all cities and a great scientist to the first to research it. (Terraforming tech is a future technology which is located in between Advanced Composites and Advanced Cybornetics. Requires Artificial Intelligence, Composites, and Cybornetics. Leads to Future Tech.)

- Added Build forest option. Another worker build. Like Terraforming, it can only be built within cultural borders. The result is immediate. No more waiting for the forest to mature. Cities also do not have to work the tile in order for the forest to grow.

- Added new future era city graphics. The old modern graphics are now used by the modern era, and the modified ones are used by the future era. Textures change when entering the future era now. :D

- Reduced Global Warming Probability from 20 to 10.

- Increased Cost of Apollo Program by 400. (from 1600 to 2000)

- Doubled Cost of All Spaceship parts.

- Revised Unit Costs and Bonus Prerequisits.

- New Unit sizing.

Spoiler Extended Change Info :
Extended Change Infos:

- Reduced Tech costs: I reduced the tech costs by 50% to allow more AI opponents. Use these guidelines for new games as apposed to the old method.

Map Size Choice Suggested Game Speed Suggested Target Number of Cities
------------------ -------------------- -----------------------
Duel, Tiny, Small-------------Quick--------------------5 - 10
Standard--------------------Normal-------------------12 - 15
Large------------------------Epic---------------------18 - 23
Huge-----------------------Marathon ----------------25 - 30

The amount of AI is to be used at your own discretion. Just keep in mind that you'll need the target number of cities specified about in order for the eras to match up well. ;) (Eras from Medieval and on will still be out of synch with the year number.)


- Added Terraforming Tech as stated above:

It allows workers to terraform the land. This function is only usable within the player's empire's borders. The player can terraform any passable terrain excluding coast and ocean. Valid terrain types are: Snow, Tundra, Desert, and Plains. Terraforming Snow, Tundra, or Desert will turn that terrain into Plains. Terraforming Plains will turn it into Grassland. ;)

- Added a build forest option:

This replaces the old Tree Nursery feature. The tree nursery was like a cottage which required a city to work the tile it was on in order to grow into a forest. This new feature can only be used within an empire's cultural borders but works immediately. A forest appears as soon as the worker is finished. Best for if the player wants to compensate for unhealthyness in a city or for placing forests in tiles out of the city's working area. Unlocked with Guilds. ;)

- Added New Future Era City Graphics:

Same as above. Essentially, before both modern and future eras used a modified modern era graphics. I now have a new .nif file that I made specifically for the future era. It is the modern city nif, however, it uses a different name for both the file and the dds file it uses. The result enabled me to have both the modern and future era cities to have the same model but with different textures. ;)

- Reduced Global Warming Probability from 20 to 10:

The main reason for this change is to minimize micromanagement of the terraforming feature. With the old value, players will find that they will be terraforming a lot of desert tiles when global warming starts affecting their world. Now, the global warming effect has been essentially cut in half. So hopefully, the amount of tiles changed per turn will not exceed half a dozen or so.

- Increased Cost of Apollo Program:

This was done due to the increase hammers in the game which made things easier to build. This change is minor, as stated above, only a 400 hammer increase.

- Doubled cost of all spaceship parts:

This was done for the same reason as the Apollo Program Cost Increase.

- Revised All Units' Costs and Bonus Prerequisits:

All units costs have been changed. Units below a strength of 10, have a cost minimum of 25. Units above 10 have a 50 cost greater than the strength of that unit. i.e: Bronze Swordsman has a strength of 12 and a cost of 62. Whereas the Future Armor MkII has a strength of 250 and a cost of 300. (please note that a few unit strengths were changed. The Transport now has a strength 56, as it should. Before it was 16. Also a few others that were UU's didn't have correct strength values either.)
The bonus prerequisits have been slightly changed. Only ones that have changed are ones that has 3 prereqs. It was displaying a steel knight needing Horse, and Iron, or coal. So, in cases such as that one I have removed the horse, so that there wouldn't be any OR prereqs. The only exception to this is the privateer ship which still requires either gold, silver, or gems.

- New unit Sizing:

Basically, I have gone through each unit and made them a bit smaller with the exception of ships which in some cases are smaller and other larger. The changes to the ships was done to give them a better scale in comparison to each of them, so that the galley, galleon, and other earlier ships wouldn't look so much larger than the modern day ships. ;)

=======================================================================================================================================

Special Thanks:


Kael - For providing the coding for both Terraforming and Forest workers abilities.

Rabbit, White - For assisting me with getting the modern city nif file to view a new dds file instead of its old one.


The only things remaining are the civilopedia entries for the new stuff, and the strategy entries for all new stuff this mod has to offer. ;)
 
In my current game I have just researched rifling, and I am now researching techs at about 3 turns/tech, sometimes 2 turns (normal speed). So I'm wondering if cutting the base amount of research in half might be too much for the later techs, because right now I'm researching so fast that it seems like a new civics option becomes available just a few turns after I've got out of my last period of anarchy. Maybe this just means that I need to turn up the difficulty level a bit, but it seems like you might only want to halve the base research for the early techs, and leave the later ones alone, otherwise it might be possible to research a tech per turn by the mid to late industrial age, which I think most people would think is too fast, and this is coming from someone who loved it in CivII when I could research at about 3 techs/turn.

I am looking forward to some of the terraforming options that you are introducing in the newest update. And by the way, steel knights are awesome. When your enemy has no iron and has to fight with bronze weapons, you are unstoppable.
 
twansalem said:
In my current game I have just researched rifling, and I am now researching techs at about 3 turns/tech, sometimes 2 turns (normal speed). So I'm wondering if cutting the base amount of research in half might be too much for the later techs, because right now I'm researching so fast that it seems like a new civics option becomes available just a few turns after I've got out of my last period of anarchy. Maybe this just means that I need to turn up the difficulty level a bit, but it seems like you might only want to halve the base research for the early techs, and leave the later ones alone, otherwise it might be possible to research a tech per turn by the mid to late industrial age, which I think most people would think is too fast, and this is coming from someone who loved it in CivII when I could research at about 3 techs/turn.

I am looking forward to some of the terraforming options that you are introducing in the newest update. And by the way, steel knights are awesome. When your enemy has no iron and has to fight with bronze weapons, you are unstoppable.

Actually no... if you look at the spoiler in my last post you'll see the suggestions I am giving. Basically this will make the game exactly the same as before but with half the cities needed instead.

So, before if you were playing on marathon you needed 50+ cities to research techs quickly. This didn't leave very much room for AI opponents. (Even on a huge map) So, with this change all you'll need is 25 cities and you get fast techs like before. This will allow for more AI.

Of course you don't have to be on a huge map to play on marathon. Currently, I am running a test game to test out this patch and I am on marathon, standard map, and 5 civs. I made the map myself and it is mostly grassland. There are six 21*21 land masses and so with 6 civs, each starts on their own continent. The land is separated by coast. (I must add that the naval wars I've had so far are the best I've ever had in Civ 4. :D )

With a 21*21 section I can build 25 cities in a 5*5 pattern. (No city work areas overlap. Spaced out by 4 tiles N,E,S, & W. ) Right now I am nearing the renaissance and it is 650AD. I can get techs every 5 or 6 turns. This is pretty decent amount of turns and it will still get lower. :p

So if you are getting techs every 2 or 3 turns, then with this change you'll just have to get less cities, and play with more civs to compensate for the land. ;)
 
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