Vincentz Infinite Projects [VIP MOD]

If Militia is only meant for city defense then they should start with the city defender promotion. Then coupled with their limited movement they would become the city defense you envisioned. I actually do use them on the battle field. Of course the AI doesn't.

3b) I think Guilds civic is quite powerfull. +1 Specialist can be a very nice addition to early built cities.
I must play way different than you do, because NONE of my early cities ever has a specialist. Unless you meant your 1st built/core and well developed cities.

4) 100% Growth for Industry, Tradeposts and Cottage2Towns is pretty powerfull in itself.
And what does 100% growth actually mean in terms of Production, etc.? A Cottage becomes a Town in 25 turns vs the normal 50? I just don't understand this use of the term "growth" then.

I'm Very glad Rev is Not a part of this mod. IMHO there are too many Mods that use it and they All start playing the same way. This is because Rev takes control and they lose their initial identity that the Modder started the mod out with. As a Standalone Mod Rev is a Fine Mod, but I disagree that it belongs in every Mod.

JosEPh :)
 
If Militia is only meant for city defense then they should start with the city defender promotion. Then coupled with their limited movement they would become the city defense you envisioned. I actually do use them on the battle field. Of course the AI doesn't.

I must play way different than you do, because NONE of my early cities ever has a specialist. Unless you meant your 1st built/core and well developed cities.

And what does 100% growth actually mean in terms of Production, etc.? A Cottage becomes a Town in 25 turns vs the normal 50? I just don't understand this use of the term "growth" then.

I'm Very glad Rev is Not a part of this mod. IMHO there are too many Mods that use it and they All start playing the same way. This is because Rev takes control and they lose their initial identity that the Modder started the mod out with. As a Standalone Mod Rev is a Fine Mod, but I disagree that it belongs in every Mod.

JosEPh :)

Militia is not really a citydefender, neither is it an attacker. It a bunch of "normal" people who take up arms (what ever they can find, which is usually from the era before) when in need. I made it because of two reasons 1. Civ needs a unit that can be drafted that doesnt require any resources. otherwise it will crash when doing so. 2. If an AI is being captured and it looses weapons production/strategic resources then because all the other units have requirements it would go back to producing archers and clubmen. If in f.ex. the industrial era, that would just look wrong.
I am kinda of happy that people actually found other ways to use it, but since it is untrained civilians I wont give it any promos or more movement (other than whats given by the buildings)

The first thing I build in a new found city is usually a monument/elder council. the later gives the option to select a scientist. with guilds it will give that extra scientist "for free".
Later it becomes very usefull, when building a theatre and the Artist + theatre culture will make the border expand quite fast. If having Imperial cult there is unlimited priests that will give +1:hammers: and +1:gold: so the initial build will be faster, and the cost of settling a new city will be smaller.

the 100% boost does exactly what you say. When building industry/tradeposts/cottages it will make them grow alot faster giving the bonus (but also the chance of finding/producing sweet stuff in heavier industry improvements)

I do miss quite a few features from RevDCM, but I guess youre right about the generic feel most mods get. I also do miss a few things from BUG, but some things I think is better not to have on screen (it gives to much info which results in too much optimization, optimization, optimization. and leaves the "roleplaying" and immersion out. Example : Great General : "oh if I just get 2 more xp I can pop a GG!"... sometimes its more rewarding/fun getting a GG without knowing the exact time of his arrival.)
I do miss the F5 screen though. It was soo much more informative, and I might try to implement it.

nah. never mind the last part:

import IconGrid_BUG
import AttitudeUtil
import BugUtil
import BugDll
import PlayerUtil
import UnitGrouper
import UnitUtil
 
This is my last save from my Version 077 game plus 2 screenshots for you to look over. I know we are on 078 now but I thought you might want to see. I used the Epic Warmonger so it will give you a view of how the timeline Was progressing for that speed.

It's been a Fun game. I lead but Mangammal (Sp) and Washington are not that far behind. In fact both have Huge armies. The smaller empires are being absorbed by the Big 3 at this stage, 2062AD.

JosEPh :D
 
New 079 game, 7AI, Fractal Map(really sucky map), Huge 12p, on Epic Warmonger, current time 390BC.

The Research speed is Waaay too slow, 800 years to get 1 tech (16 turns), really?!

2 cities at 600BC? Growth way too slow too. The 1st 8000 years are click turn/click turn/click turn. Build a worker and it takes 16 turns to build 1 path on 1 tile? 1st worker takes 20 turns to build, that's 1000 years to build and 800 years for 1 path early game.

And the Barbs and animals. I had an early warrior with 5 promotions, I pillaged all of Stalin's lands with that one warrior, but when I went back out into the wilderness between our Empires I got attacked every turn by invisible animals. I took refuge on a Jungle Hill by a river to heal/fortify. In 5 turns the warrior was dead, at least 1 animal attack/turn most were multiple and the turn before he died 3 successive attacks by Tiger/panther/bear.

After I researched Archer the barbs began to attack in waves of 2 and 3 units a turn on my 2 cities. I couldn't get any tiles improved because every time I'd start working a tile with 2 workers they had to run back to a city for shelter. You need at least 2 worker working together to get anything built/improved in any semblance of reasonable time. I know there are worker improvements down the line but with 50years/turn at game start even with the 10,000BC start the years/turn are too many, go by to swiftly. So the 1st 4000 years are gone in a blink and you will still only have 1 city because you are just getting the tech for a settler by then.

At this rate I'll still be in the Medieval Era in the 20th Century AD. Like the 077 game I posted above. Industrial Era in that game at 2062AD!

Maybe Normal plays better? Epic is out of kilter.

JosEPh :/
 
thats very strange coz I didnt change any factors regarding research/workerspeed/barbs/unit- and building speed. Could it be the fractal. I hate that map, as it gives too much water, but it shoudnt change the above things.

All I did with the calendar was to fix a turn number that was wrong, and make sure the LaterEraStarts would be at fitting years, with some units and buildings, but if you started at Ancient, that shouldnt matter at all.

My current game (on normal though) is the other way around, coz me and #1 are both financial which strangly gave +2 :commerce: for every 3 :commerce: on the tile. We have around 1.000 points while the top 6 have 500-800 points around 1000AD. I did start on a perfect island though, and with 4 scouts overseeing the entire island from the early beginning, I havent seen 1 barb by using that tactic.
 
Notes on my current game:
I have oil with a well on it, but I'm not generating oil. (scratch this, I just needed combustion)
The Artists' Guild Musicals don't seem to work.
The calendar seems like it is too fast, but only for me! I'm in the midst of industrialization (albeit without coal and oil) and it is only the 14th century. I would like to note that the other nations seem to be right on target techwise and I could have just gotten lucky with my start, I took over a continent with enough room for about 18 cities and have been steam rolling forward ever since.
 
I don't see a single rubber on my entire world, I'm not sure if I'm just really unlucky or if it isn't there.
Also I noticed that synthetic rubber requires natural rubber, shouldn't it require oil? Synthetic rubber was really important during WW2 when the Axis controlled most of the natural sources.
 
no rubber? thought I made it strategic resource, will double check.
yep, synth rubber was also used as a substitute for natural rubber under WWI, so I guess I was pretty much asleep when assigning rubber there.

btw, the getting to industrial era early. Were you a Financial civ?

----------------

Changed req for Rubber Plant from Rubber to Oil
Changed +1 :commerce: / Clerks Guild Hall to +5% Global Great People modifier
Changed name of Explosives Plant to Arsenal
Changed name of Weapon Smith to Armory

-----------------

checked the game Im playing for rubber, and nope, no rubber except for 1 that "grew" in one of my plantations. strange... must have come after I added the last resources. will fix it.
 
I'm not a financial Civ.

My loving overseas mega-colony plantationed up a source of rubber for me, now I can build cars and tanks like a proper superpower.

I just went through a massive war with the other superpower (Celts, who vassaled the Sumerians, Mongols and Native Americans) in the world. I went straight away to beating up the Mongols who were on the other side of the isthmus linking me to the rest of world. My weak allies the Aztecs were getting beat up as I slowly assaulted the Mongols and bombed the crap out of them. When they lost about half their cities, I started airlifting troops up there to help them and fighting a guerilla war. By the time I broke through the Mongols I stormed into the Sumerian lands and they folded, the Celt SoDs had turned back and started to attack my Mongolian holdings, reclaiming two cities in the process. This allowed me to push my growing guerilla forces and forces fresh from the Sumerian campaign into Celtic lands. After I broke the Celt SoDs I started to reclaim my (newly conquered cities) and push straight into the heart of their nation with the bulk of my army. They capitulated shortly after.

Yee haw! Technological superiority is fun.
 
Hmm.........Whats Up?!

JosEPh
 
Cool. Rl has been a ***ch around my house of late.

Thanks.

JosEPh
 
What xml files do I need to adjust to change the production time for units and bldgs on Epic speed? Especially from Ancient thru Medieval Eras. After that things get back to a better pace.

JosEPh :)
 
Does your mod do like mine does (well AND) go to months/year after 1 BC? Cause am having a problem with the turn times listed on the interface, mine went from -12000 to -6000 in 100 turns, i hope i explained this good enough?
 
does not seem that I can avoid it

AppName: civ4beyondsword.exe AppVer: 3.1.9.0 ModName: msvcp71.dll
ModVer: 7.10.3077.0 Offset: 000078b1

not sure if it has anything to do with BUG being installed... but will uninstall it now and attempt another game...
 
OK - it seems to be related to the time.

I am playing a giant map 18 civs, marathon speed, so at BC 4000 it seems that month of January appears, and every second turn the GUI disappears... and the game crashed by BC3950... a few turns into this type of behaviour. Both games the same.

So I guess it is not BUG (mod), as I uninstalled it and restarted my PC in the meantime, and both games crashed at the same stage, and had the same GUI disappearance act every second turn after 4000 BC... so there must be some bug related to marathon speed and the way it is implemented.
 
Vincentz has set this mod up tp play at Normal speeds and has not ironed out the slower speeds yet.

I can tell you that on Epic you can play to game end. Although the 1st 4000 years you will progress much slower than you would like. It takes 800 "years" to build a worker for example.

JosEPh :)
 
BTW Vincentz, I have a solution to the problem of out of date processes (Culture, Science, Wealth) showing in game. It is currently Python and determined by parameters but I am sure you could easily convert it to C to work in your mod. PM me if you would like the information. ;)
 
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