Vincentz Infinite Projects [VIP MOD]

sort of. If u use the generator for Earth2, you will get earth shape, but not original positions.

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Crap! Well, at least I have the chance of testing Task-force #1 :mischief:

Thought Isabella were going to surrender and therefore make peace with Stalin, Frederic and Mansa, not peacevassaling and make me go to war with my neighbors.

Hopefully my southern friendship with Darius is strong enough.

Spoiler :
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Hey Vincentz, I finally upgraded to Win 7, so I wiped out my old drive and reinstalled everything.
I wasn't sure how long til the next version would be finished, so I downloaded the .91.
I was wondering if in .92 something was going to be done about the Dog Soldier?
Comparing it to a Vulture that costs the same and has the same base strength, but the Dog adds +50% more vs melee, +1 more speed and does not require metal.
This makes the Vulture extremely worthless by comparison. In CIV4 BTS, it's value was that is had a higher base strength.
Will it be bumped +1 more strength or the Dog Soldier go down to it's base strength?

Also, where can I find the version of VIP mod I have?
 
Hey Vincentz, I finally upgraded to Win 7, so I wiped out my old drive and reinstalled everything.
I wasn't sure how long til the next version would be finished, so I downloaded the .91.
I was wondering if in .92 something was going to be done about the Dog Soldier?
Comparing it to a Vulture that costs the same and has the same base strength, but the Dog adds +50% more vs melee, +1 more speed and does not require metal.
This makes the Vulture extremely worthless by comparison. In CIV4 BTS, it's value was that is had a higher base strength.
Will it be bumped +1 more strength or the Dog Soldier go down to it's base strength?

Also, where can I find the version of VIP mod I have?

Thanks for the heads up on vultures. Its stuff like this I would never have caught :D

I up the Sumerian Vultures so they are mean 9 strenght elite warriors. (I kinda like tha UU are a bit better than the rest so Dog Soldiers maintains their +1 strenght)

Im not sure what the last question is :confused:
If its the version I have, then its 0.93 which I havent uploaded yet. Im slowly working my way up the tech tree readjusting things in modern era. I dont think I've made enough changes so far for another upload, especially considering there havent been any crashes or gamebreaking bugs.
But I would strongly recommend 0.92 beta instead of 0.91. There is a world in difference with the gamecore.dll. Especially in industrial & modern eras.

When I finish my current game I'll add a few buildings and upload 0.93.
Buildings planned :

Healers Hut (health 2, healing 10%)
Art Gallery (Culture 50%)
Sewage System (health +5)
Plumbing (health +5)
Museum (increase science 25%, minor culture +3)
Clock Tower (reduce maintenance 25%)

anything else?
 
hey vincentz,

well, ive began minor work on the modmod, which now has a name = vipk2
(k = keldath and k=kmod cool huh ?)

i now starting to add some of platypings python mods, then gonna add some more parts.
after that, im going to think about addng more unit classes.


:)
 
World Peace at last. While the last many hundreds years have been at war, it was mostly Pope's Orders or the peace vassalage of Isabella that brought it. However, with the war against the germans (+vassal Roman) and russians (+vassal Mali) I send Every Single Unit to the front (and barely made it). All cities had 0 units on them, even islands that was bordering furious AIs were empty, and yet the AI didn't grab the opportunity and declare war at me.
While that might have been the end of me, the result was that I now have Germany's mainland and all of Mali's cities along with Khmers, Sumerias and Japans lands that I took earlier, and is heading towards a sure victory (except Darius seems to go for a Culture Victory).
I have so few units left after the war, that I haven't even got enough for 1 unit per city.

According to my calculations, I'm 3-4 techs ahead. Naval Aviation and Radar being the only 2 I know for sure, while Mech Warfare and Modern Seismology is only known by a few (I didnt get 3 Gorges :(). BTW those 4 are nice techs to be ahead in case of war (Battleship, Carrier, Tank and AA Halftrack) :lol:

Conclusion : The AI should be faster/better at declaring when it can have opportunity for succes. Maybe just make it more aggressive/unpredicable would work, as I wouldnt have moved all my units and thereby got world domination (I'm not close at Domination Victiory though).

Spoiler :
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edit : granting Independence to Old Sury and Old Sumeria (I didnt have enough units to protect them) it showed that I was in fact only Radar ahead.... :D

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Changed the calendar a bit in the end, so atleast in my current game it is somewhat correct :

Code:
10K-5K 		100y 50t 	5000y
5K-1K 		50y 80t		4000y
1k-1AD 		20y 50t		1000y
1AD-600AD 	10y 60t		600y
600-1600	5y 200t		1000y
1600-1800	2y 100t		200y
1800-1920	1y 120t		120y
1920-2010	1/2y 180t	90y
2010-2050	1/4 160t	40y

before :

Code:
10.000 - 4000 BC - 100y 60t
4000 - 1000 BC - 50y 60t
1000 - 200 BC - 20y 40t
200 - 600 AD - 10y 80t
600AD - 1600 AD - 5y 200t
1600 - 1900 - 2y 150t 
1900 - 2010 - 1y 110t 
2010 - 2160 - ½y 300t

Spoiler :
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"We choose to go to the moon. We choose to go to the moon in this decade and do the other things, not because they are easy, but because they are hard, because that goal will serve to organize and measure the best of our energies and skills, because that challenge is one that we are willing to accept, one we are unwilling to postpone, and one which we intend to win, and the others, too."

Spoiler :
attachment.php
 
Hi again Vince ! Well done ! Can't wait for 0,93 ;) I've been using 0,91 so far and Im very satisfied with Your mod ! Congratulations and Thank You !
In my current game I was involved in a series of Jihad wars as Ottomans resulting in vassaling my entire continent ^^ Just a backwater American civ is left to conquer to win domination but Im postponing that on purpose to see what's going on beyond industrial era (and to test that new units ! ^^) I have discovered a pretty good way to get access to green warlords :D One of my vassals is Zara and his fav civic is theocracy which gives acces to blue warlords that I later capture when he moves them about hehe - He was just keep building them and I was there to intercept - got myself a sweet setup: sun tzu+pentagon and Zara's (15 !!!) captured warlords upgraded to colonels (+2XP each) which nets +30 XP !! Another +10XP for naval units (academy+drydock), not to mention thocracy of my own xD AI moves those guys rather carelessly if You ask me ;) I dont complain since I got my uber units "factory" thanks to this ! :D
Another thing I have spotted there was Dido found taoism (on some far island colony) - I was suprised that a couple of turns later she got taoism in all of her cities and converted ! o.O How did that happened ?! Is there some magic algorythm there ?
Anyway I'll be waiting for the 0,93 ^^

edit: correction - well not all of that 15 generals was from Zara but most of them ;) some I got from combat experience and evacuation from razed-to-be enemy cities ;)
 
yeah, the green warlords +2 are too powerful so I downgraded them to +1 Military instructors instead. Maybe downgrade the numbers they can build as well, as late era warlords can be build 4 or 5 each iirc. The AI tend to put those captured ones in cities as well, so I guess it works both ways (I captured a city that gives units with 27 XP, and the pic is a newly captured Viking Elite Training Camp ;)*)
I also downgraded some of the promotions, as the AI is never that good at keeping its Veterans, and those veterans can usually make the difference in Vanilla (I used to have a small taskforce wiping out entire civs). This is however a bit more difficult with the defender withdrawal in 0.92, as you never know when your unit have to battle 2 enemy units in one fight.

I want to downgrade some of the late era planes, and give AA capabilities to more units, so steamrolling with Strategic/Tactical Bombers is a bit more challenging.

Spoiler :
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About Dido. Maybe she had one of those events that makes you able to convert all or some of the cities by paying some gold. Or perhaps one of the quests.

Im thinking about give Airstrip and Airport 0% chance of survival when capturing city. While not being very realistic, it makes it more of a challenge to capture entire enemy lands (have to wait until city comes out of disorder and then build airstrip.)

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edit : the funny thing about the Vikings was, that I tried 2 times to invade him earlier, and failed miserably both times. My 21 units (3 transports with 3 cargo upgrades) just vanished. I didnt really understand why until now :lol: This time I used apostolic palace and all my vassals to fight him, then sending 3 Carrier Task Forces to soften him.
 
I think it's a good idea to nerf that instructors a little - especially when (with migrating great people) You can also move them about to another cities too ;) (for example when building up elite navy forces or just moving them closer to the frontier cities etc ;) ) I hope that this migrating will be implemented in 0.93 regardless ;)

I have not yet reached airplanes yet so I really cant say - hopefully I will play test some of that biplane goodnes soon ^^ ;)

Oh and about air baloons - maybe thay can get some later upgrade too ? ;) I was thinking about some scouting jeeps (or those armored cars ? ;) ) or something to go with mechanized transportation to continue the scout->explorer->baloon line ;)
 
They do get upgrades. It was a component I made for Rise of Mankind, that I completely forgot about :
Spoiler :
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What I tend to do, is to make some units "Special Forces", so instead of using Offensive or Defensive promotions, I use the Special, and give the unit lots of visibility and movement, and then its a "Scout" unit. Snipers are especially good this way, as they can only be spotted by few units (though AI really like the sniper unit too)
 
don't use the in game updater, download from the forums and run it!
 
It says that sniper is invisible to most units but I wonder what units can spot them ? Besides his obvious offensive capabilities I figured that sniper can be a pretty good defender too ;) As for promotions I figured that combined espionage and fast forward war is my thing so I went for combination of offensive and special promos to go for commando. It is a must for the "guerilla"(not the promo - just description of their job ;) ) warlords so they can hide and strike from enemy cities behind enemy lines even before DoW (without commando they are too slow on enemy territory) and spies can bust defenses by forcing a city revolt that combined with fast moving cavalry with commando can wreak pretty impressive havoc ! :D
My path for the cavalry would be offensive -> combat I -> march -> special -> commando than the only step forward is to make them early tanks with march and commando yaaay ^^ :D
 
Mine stubbornly refuses to upgrade to 3.19, no matter what I do. :(

Do you have a downloaded version. I read someplace that the 3.17 that follows with the download is not really 3.17. So try to install 3.17 again (possibly a special 3.17 for that download) and then install a normal 3.19. But as mentioned, never use the (broken) ingame updater. It has been broken in almost 8 years now ;)

It says that sniper is invisible to most units but I wonder what units can spot them ? Besides his obvious offensive capabilities I figured that sniper can be a pretty good defender too ;) As for promotions I figured that combined espionage and fast forward war is my thing so I went for combination of offensive and special promos to go for commando. It is a must for the "guerilla"(not the promo - just description of their job ;) ) warlords so they can hide and strike from enemy cities behind enemy lines even before DoW (without commando they are too slow on enemy territory) and spies can bust defenses by forcing a city revolt that combined with fast moving cavalry with commando can wreak pretty impressive havoc ! :D
My path for the cavalry would be offensive -> combat I -> march -> special -> commando than the only step forward is to make them early tanks with march and commando yaaay ^^ :D

Scouts, Explorers, Air Balloons and Snipers can see Snipers, though there is also a promotion (Hunter) that allows to see snipers.
The snipers cant defend, as they cant be spotted by attackers. I did experience after taking some cities, that enemy snipers would remain hidden in the city (I think) and attack my units outside of it. I was thinking about this (Sniper Alley) when I saw it. :eek: Since then I always bring snipers when sieging a city ;)
I wasnt even aware it was that "easy" to get Commando :lol:. It have to be a bit harder I think. Maybe change Special with Mobility for the requirement. Would make sense too I think.
Also, in my game I noticed how powerful March was together with Apothecaries Guild. Gotta have a look at it too ;)
 
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