Tweak Mod for Xtended

Quite some progress today. I have uploaded a new version linked in first post.
new:
random good / random neutral / random evil leader selection fixed. before, no leader was selected and the civ/leader was dead from the beginning
AI tech choices improved a lot, especially luchuirp

There was AI code from older MoM versions that caused Luchuirp to go straight for the tech that gives catapults, since this is an engineering tech and luchuirp love those. The new AI tech selection should lead to better AI development overall.
 
just a note for myself: Autoplay can be started by opening the console (ö or ":" on the american keyboard) and then using command Game.AIAutoPlay 10. commands in the console can be seen by using command "help" or "help Game"
 
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version 1.02 uploaded. I have enabled the victory condition "epic destiny" again. Not sure why it was disabled, maybe some issue with a new civ. I have checked the code, it looks fine. Please let me know if you run into some issue.
 
When I run the install it automatically puts it in "C:/mods" and when I move it into the right place in the BTS mods file it seems (so far) to run ok, but only after having dozens of error alerts when I load the mod.
 
The installer is an old artifact from the pre steam era. It will only choose the correct path if it can find the civ4 bts path in the windows registry. Sadly civ4 does not support steam workshop.

What errors do you get? Maybe you have mods in the "public mods" folder where they apply to all other mods. It should not cause any harm I think.Mapscripts for vanilla civ might throw errors because there is no uranium for example.
 
There are too many error messages to list, about 65 when I tried to count, and none of them showed up until I tried this new tweakmod, Regular Xtended has been running fine.

Mostly they seem to reference xml issues or things not linking correctly.
 
Found a bug.

You cannot build nature mana nodes for some reason. I am playing as Mazatl and when I move my arcane units to a nature mana source on the map, they cannot build a node. Tested with a random other mana source and was able to build a node. Nature mana node also cannot be looked up in civpedia so I think there is something wrong with it.
 
Found a bug.

You cannot build nature mana nodes for some reason. I am playing as Mazatl and when I move my arcane units to a nature mana source on the map, they cannot build a node. Tested with a random other mana source and was able to build a node. Nature mana node also cannot be looked up in civpedia so I think there is something wrong with it.

Thanks, I have uploaded version 1.03 which has a fix for the pedia bug. I startet a game as mazatl, added nature mana, knowledge of the ether tech and an adept via worldbuilder and was able to build a nature mana node. If you still run into a situation where you cannot build a nature node please upload a savegame.
 
It's great to see you active again Sephi. Thanks a lot for this modmod!
I would like to play multiplayer with Master of Mana again.

Would it be possible to verify that in Quick speed, the resources of buildings and weapons (stone, wood etc.) cost 50% less than in normal? I'm not sure if speed is taken into account.
Would it be possible to optimize the mod please? It is quite slow compared to the base game. I don't know why, there must be some memory leak maybe.
 
It's great to see you active again Sephi. Thanks a lot for this modmod!
I would like to play multiplayer with Master of Mana again.

Would it be possible to verify that in Quick speed, the resources of buildings and weapons (stone, wood etc.) cost 50% less than in normal? I'm not sure if speed is taken into account.
Would it be possible to optimize the mod please? It is quite slow compared to the base game. I don't know why, there must be some memory leak maybe.

yes, quick speed is taken into account. discount for resources is 33% similar to research, production, etc.

the civ4 game engine is 20 years old and full of memory leaks. Not much that can be done about it except removing content.

the good news is that the next version of master of mana will not have this problem. Standalone game where code is build for speed and it uses a very powerful modern game engine (Unity). When I autoplay 400 turns to see how the world develops without player interaction these 400 turns take in total less than 5 seconds.
 
the good news is that the next version of master of mana will not have this problem. Standalone game where code is build for speed and it uses a very powerful modern game engine (Unity). When I autoplay 400 turns to see how the world develops without player interaction these 400 turns take in total less than 5 seconds.

I really like the idea of using Unity to power the game, and I am really curious about what you have created. I got interested in Unity when Old World came out and Dale's modding guides planted the seed to check it out, but I haven't taken the plunge yet until I saw your post.

Do you intend to keep the game open-source? If so, is there a repository out there somewhere with the project that we can look at - even if it is in an unfinished state?
 
yes, quick speed is taken into account. discount for resources is 33% similar to research, production, etc.

the civ4 game engine is 20 years old and full of memory leaks. Not much that can be done about it except removing content.

the good news is that the next version of master of mana will not have this problem. Standalone game where code is build for speed and it uses a very powerful modern game engine (Unity). When I autoplay 400 turns to see how the world develops without player interaction these 400 turns take in total less than 5 seconds.
WOW. This is very good news. Looking foward to this. To dream about a FFH game where you can play on the largest map, with the slowest speed....
 
I really like the idea of using Unity to power the game, and I am really curious about what you have created. I got interested in Unity when Old World came out and Dale's modding guides planted the seed to check it out, but I haven't taken the plunge yet until I saw your post.

Do you intend to keep the game open-source? If so, is there a repository out there somewhere with the project that we can look at - even if it is in an unfinished state?

The kind of productivity Unity and similar game engines offer is crazy. 15 years ago modding was the only way to get your game to life unless you were working for a big game development studio (with a few exceptions like minecraft). Things have changed dramastically.

I'll join the indie developer camp, although I am a bit late to the party. No idea how that turns out since 4x fantasy games are quite niche. Guess it is time to change that. Tolkiens books win every popularity contest, Game of Thrones was the most popular TV series before they ran out of source material. There is definetly potential and I feel FFH demonstrated that by taking it's lore seriosly.

The repository is not public because of license issues. It might not be feasable to share all code anyway. I am a big fan of open source though so I hope I might find a source sharing model that works.

Inside Unity, if you go to asset store -> templates -> tutorials and then filter for free you find a lot of stuff to experiment with.
 
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