Vincentz Infinite Projects [VIP MOD]

Just came back from a veery long break.... Looking forward to see what's new with VIP :O So how's everybody ? I wonder if there has been some changes to the futuristic era tech tree or maybe a manual to go with the mod ? ( I would appreciate a World Map as well xD ) Well I guess I just have to download it and see for myself. :)
 
WB Adam. Lots of changes to VIP, especially graphics and stack size limits. As to future era, other than the 1 SS vic I had, none of my games have lasted to the to the FT era, so not sure yet.
As to a WM scenario, I've slowly been working on one ( as Vinz hasn't had time to create one, real life and all that jazz) but it's been in stages. My best advice for that one, is to DL the world map by Genghis Kai, and use WB to create a custom scenario. Not sure when I'll have mine done, because for some strange reason, real life keeps interrupting me as well. Oh well, lol.
 
Hey Drak ! ^^ Thanks for replying. It would be awesome if You would create WB scenario - I would DL it instantly ;) and yeah there are a lot of changes since I was last playing VIP :)The mod looks and feels great ! The graphics are very pleasing to the eye althoug I had to take a moment to adjust and recognize terrain types (was using detailed terrain so far but this setup is great as well) - oh and I love the water tiles ^^. The main manu music is "The Call of Cthulu: Shadow of a Comet" ? (it sounds familiar thoug) xD I like the font as well. The devil is in the details and it makes me glad to see even such small things are polished. I just began to play yesterday night so I'm not even past neolithic yet but duty calls xD I'll try to give any more feedback on gameplay and mechanics later. All in all great job Vinc ! Keep it up if You have the time. I hope Your side projects will not distract You for long and VIP will not get abandoned ;)
 
VIP will never get abandoned ;) Just interrupted by life sometimes :D Im just arriving at the future era in a game on Gigantic map that must have lasted atleast 1 year, maybe more (im a slow player.) And future era does seem very empty :(
Not sure I have the time or energy to do anything about it though, as I have started working as an Online Marketing Data Technician with specialty in Programming. (which is by far the longest title I ever had in my life ;))
I do take some screenies sometimes though :

The "Pearl Harbour"-stack used by the english. 5! (five!) carriers on one tile. In general all the AI have been VERY happy with carriers, and almost all the groups of ships have a carrier attached.
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In '87 i discovered Computer Networks, and in '87 someone stole Computer Networks from me. With the changed rules (the bigger you are compared to the others, the less commerce you get) its really still a techrace even arriving at the future era, and I have made quite a few Vassals to survive economical.
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Its not uncommon to see wolfpacks of missile-subs (Attacks submarines) roaming the seas. And its not uncommon that a nation declares by dropping 10-20 Tactical Nukes from these wolfpacks
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As mentioned above.... Global pollution is not that bad though, and with 100+ nukes dropped, I only had 2 or 3 places that changed into a desert.
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Donno if there is anyone out there who will actually read this, now civ6 have been out for a while, but posting anyway ;)

Changed the rangestrike, so if attacking a city that have defenses left (%) then the rangestrike will hit the defenses instead of the unit until all the defenses are down (0%).
Considering adding a penalty for the distance, but at the moment there isnt any.

Randomized Airunits Airbomb and Airstrike damage

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I follow your thread too.
 
Same here, and good to know.
 
Well, its nice to know civ IV isn't completely dead :D

Polishing a bit in the modern era. The planes have been reconfigured. System goes:
  • Fighter (For each step : Range +2, Strength +15)
  • Attack aircraft (For each step : Range +3, Strength +15)
  • Bomber (For each step : Range +5, Strength +15)

Aircraft costs in hammers is strength x30 (most normal units is x10)

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Let me know of any bugs or suggested changes you have come across, I might upload a 1.3 soon if anyone is interested.

edit. oh and the reason why I started out with the reconfiguration... The F117 isn't an actual fighter, but an attack aircraft, even though it have th F instead of A, so I changed it even thought the Strike Fighter is also a fighter/bomber role.
 
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oh btw. for all those asking about the future era throughout the years.... Im working on a new UN vote: Execute order 66!
Its basically a future era vote that will divide all players into 3 fractions when the vote is put forward:

1 Those who vote yes becomes locked at Fascism and will get the Empire units
2 Those who vote no becomes locked at Technocracy and will get Trade Federation units
3 Those who vote NEVER! becomes locked at Democracy and will get Rebels units
The 3 factions will then get a big diplo penalty towards each other faction (or atleast the rebels vs empire, leaving trade fed. neutral).

I already implemented the units :)
 
Ohhhh! Evil... Me likey :D
 
I never choose Fascism. Perhaps, because of it's inherent bag-guy-ness, but now I'll have to. Just to see a few storm troopers or Tie Fighters flying around. Of course, the Storm troopers probably start with -2 First strikes. ;)
 
Yeah, I was originally just going to add a few generic spaceships, but when I saw the star wars unit packs in downloads section, I thought: what the hell, its not going to be very fitting with MLRS, M1 Abrahms and Apache helicopters one year, and the next its Tie fighters and X-wings, but the epicness of doing fights between rebels and empire was just too tempting. And it just got upgraded a bit :
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I made a quick test where the Star Destroyer was changed to Unitcombat_helicopter with UnitAI_Combat, _Carrier_Sea and _Attac_City. On top of that it CanMoveAllTerrain, have an Airrange of 5 (Rangestrike) and can carry 5 Airunits, and the best part: The AI used it somewhat correctly (very small test though)


edit: Upgraded sizes a bit ;)
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Simply awesome
 
Wow, looks great:goodjob:
When are you going to release update with these star wars ships?
That is a good question. There is a lot more to it than just putting the unit graphics into the game,but I was planning to upload when the strengths, techs and roles were done on the units, but before I started the actual coding.
Hopefully by the end of this weekend, but honestly, something always gets in the way, so is "soon" a good enough answer? ;)

There is also the problem with sea units on land, meaning that especially the SW carrier and transports needs some new AI coding. Cant remember if there already is a mod that is optimized regarding sea units going into land effectively, but I prefer to make my own, so I can tune it better ;)
 
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