Vincentz Infinite Projects [VIP MOD]

that's reefs man...

speaking of- maybe you could import Civ V's Great Barrier Reef graphic?

Unfortunately because of "layering" I cant get the buttom of the stones to be under water, so getting GBR from Civ5 would just look silly.
But com'on, they are not THAT bad are they :lol:

Despite all the good work that are put into this mod, technologies comes waaay too late. Like writing, bronceworking and others that were known in civs +4000 years ago.

Spoils it all for moi, going back to the bronce-age mod in civ5:undecide:

what gamespeed/mapsize/difficulty did you try?
I did notice that techs overall are a bit slow compared to their "original real life" values.
I also had another describing that problem, and also same when doing AI runs (though adding a human player usually speeds up teching ;)), so I'm gonna make all teching 25% faster. Hopefully they will fit better as usually I enter Medieval at around 900AD-1000AD and it should be around 500AD. Also most religions come "too late".

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

And a little screenie from "Battle of Dijon". Its the third time Genghis come knockin', and this time I'm alot better prepared.

Spoiler :
attachment.php
 
Despite all the good work that are put into this mod, technologies comes waaay too late. Like writing, bronceworking and others that were known in civs +4000 years ago.

Spoils it all for moi, going back to the bronce-age mod in civ5:undecide:
...
Sure to each their own. I approach mods with an open mind, for each author has a vision of what they'd like prominent in their mod. Have a look at some other mods here, they all try to be unique in some way. Some are very true to history, others a mix of reality/fantasy, and even others which are purely fantasy/fantastic.

Be sure to check out this post, it's filled with an updated mod list here at civfanatics. :thumbsup:
 
Glad to hear about the faster teching!
Another thing I think could be "fixed" is the slow spreading of religions, due to the fact that leaders seem a little more reluctant to give open borders (which is realistic), but for several games I played it practically ended up with each civ having its discovered religion, and some having none. So I think that just letting missionaries "ignore" open or close borders would lead to more interesting diplomacy, and more realistic religion spreading.
 
Glad to hear about the faster teching!
Another thing I think could be "fixed" is the slow spreading of religions, due to the fact that leaders seem a little more reluctant to give open borders (which is realistic), but for several games I played it practically ended up with each civ having its discovered religion, and some having none. So I think that just letting missionaries "ignore" open or close borders would lead to more interesting diplomacy, and more realistic religion spreading.

I noticed the same thing, and came to the same conclusion.:lol:
Alternatively it calls for Advanced Diplomacy, which have open borders (military units), trade agreement (trade routes) and Right of Passage (civilian units) instead of just open borders.
But for now, I think Missionaries gets <bRivalTerritory>1</bRivalTerritory> (same as scouts already have).

However... Limited Religions is on per default, which results in a civ cannot pop 2 religions, and if map is normal or large, then civs almost gets 1 religion each, resulting in a relative hostility, which results in no open borders.
I've added a non.limited religions in VIPLoader.

____________________________________

I've also added a significant "tax" (civic upkeep) that scales with cities (some) and population (alot), to avoid steamrolling. The upkeep (which is already in BTS, but is very small) is in 4 levels. High, medium, low and none. Some of the starter civics will have none, while some of the obvious expensive and powerful will have high.
I always hated the steamrolling effect in civ series, and this is one way avoid the "I captured civ X's land and cities and now I got double of tech, money, units etc".
The normal maintenance (city, #of city and distance to capital) is just too difficult to balance for that effect.

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

When playing I noticed the gab between arquebussiers and Musketmen is HUGE. I might try to level units out a bit. Being 1/2 an era behind shouldnt lead to 100% defeat.


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

I wish I had a better AI when it comes to campaigning :( While it does a pretty decent job massing an army, it does a terrible job evaluating if it can get any succes attacking :

Battle of Kassite. I had quite a good intelligence on the Hammurabi, so I knew excactly where he was going to strike and had gathered all my strongest military there.
Spoiler :
attachment.php


But he was VERY unsuccesful (warning VERY long picture) first part is my counterstrike, second part is his initial attack.

Spoiler :
attachment.php
 
Suggestions to new unit strenghts up to Automatic weapons
While I really liked the strengths of units, it was just too easy (boring) to go to war against a civ that was an era behind, so I wanna change the unit strenghts.
Any comments/suggestions are (as always) very welcome :D
The unit costs will also be adjusted accordingly (to x10 of strenght on normal speed)
Layout is name - strenght before - strenght after

Spoiler units sorted by TYPE :
Code:
*****Footmen*****
Scout			1	2
Club			3	3
Javelineer		4	5
Archer			5	6
Spearman		6	7
Axeman			7	8
Swordsman		10	9
Warlord Chief		10	10
Crossbowman		9	10
Pikeman			11	11
Longbowman		12	12
Maceman			13	13
Heavy Swordsman		15	14
Warlord Captain		15	15
Arquebusier		18	16
Musketeer		30	20
Warlord Colonel		40	21
Grenadier		35	24
Rifleman		40	26
Trench Infantry		50	30
*****Mounted*****
Chariot			6	6
Camel Rider		7	8
Horseman		8	9
Horse Archer		10	11
War Elephant		12	12
War Camel		17	17
Knight			18	18
Cuirrasier		25	22
Cavalry			45	28
*****Siege*****
Ram			3	4
Catapult		5	5
Trebuchet		6	7
Bombard			15	13
Cannon			35	19
Artillery		45	25

Spoiler units sorted by ERA :
Code:
**Ancient**
Scout			1	2
Club			3	3
Ram			3	4
Javelineer		4	5
Catapult		5	5
Archer			5	6
Chariot			6	6
Spearman		6	7
Axeman			7	8
Camel Rider		7	8
Horseman		8	9
Swordsman		10	9
Warlord Chief		10	10
War Elephant		12	12

**Medieval**
Trebuchet		6	7
Crossbowman		9	10
Horse Archer		10	11
Pikeman			11	11
Longbowman		12	12
Maceman			13	13
Heavy Swordsman		15	14
Warlord Captain		15	15
War Camel		17	17
Knight			18	18

**Renaissance & Industrial**
Bombard			15	13
Arquebusier		18	16
Cannon			35	19
Musketeer		30	20
Warlord Colonel		40	21
Cuirrasier		25	22
Grenadier		35	24
Artillery		45	25
Rifleman		40	26
Cavalry			45	28
Trench Infantry		50	30

Spoiler units sorted by STRENGHT :
Code:
Scout			1	2
Club			3	3
Ram			3	4
Javelineer		4	5
Catapult		5	5
Archer			5	6
Chariot			6	6
Spearman		6	7
Trebuchet		6	7
Axeman			7	8
Camel Rider		7	8
Horseman		8	9
Swordsman		10	9
Warlord Chief		10	10
Crossbowman		9	10
Horse Archer		10	11
Pikeman			11	11
Longbowman		12	12
War Elephant		12	12
Maceman			13	13
Bombard			15	13
Heavy Swordsman		15	14
Warlord Captain		15	15
Arquebusier		18	16
War Camel		17	17
Knight			18	18
Cannon			35	19
Musketeer		30	20
Warlord Colonel		40	21
Cuirrasier		25	22
Grenadier		35	24
Artillery		45	25
Rifleman		40	26
Cavalry			45	28
Trench Infantry		50	30
 
Other changes :
Airstrip is new building at flight.
Airport is moved to Aviation and requires airstrip in city and min. 2 airstrips per airport.
Airport and/or airstrip is needed in city to be able to transfer planes to. This should encourage use of ground artillery as newly captured cities will most likely not have airstrips or airports, so the range of planes will be limited. (before it was : Airbomb city to ruins, capture with ease, move planes into city, airbomb next city to ruins etc etc. Now it is : Airbomb city to ruins, capture with ease, either (A) wait untill city is not in revolt, then build airstrip or (B) use ground artillery to continue campaign).

However, before it was 100% certain that airports would be destroyed. I changed that to 50% (maybe 33%?) for it to survive.

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

edit : I also lowered the buttom of the stones used for reefs, so hopefully noone makes fun of my reefs anymore :lol:
Spoiler :
attachment.php
 
ah. now I understand why people are commenting the reefs.

Its NOT this I want to illustrate :
Spoiler :
reef_1.jpg

its THIS :
Spoiler :
capehorn.jpg


:lol::lol::lol:

is there a better word than reef? It seems to be there is a common understanding that it is coral reefs instead of ....(?) reefs.
 
ah. now I understand why people are commenting the reefs.

Its NOT this I want to illustrate :
Spoiler :
reef_1.jpg

its THIS :
Spoiler :
capehorn.jpg


:lol::lol::lol:

is there a better word than reef? It seems to be there is a common understanding that it is coral reefs instead of ....(?) reefs.

Gotta love semantics! :popcorn:
 
Rocky reef? especially if you have coral reef and rocky reef, to help illustrate the difference
 
Any chance you could combine Geomodder's Ethnic citystyles with this mod? I think they would look great with your palaces.

Im gonna have a look at it and see if I can extract some of it.
Im not going to use it all, as the mod size is around 33 megs, and the entire VIP mod is around 80 megs, so it would increase with more than 40% just for new citystyles ;)
(I have been working REALLY hard at keeping VIP as small as possible. The Corp, Guild and new Wonder "Movies" are around 129kb each and the intromovie with sound and all is around 4 megs)

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

I fixed the missing icons and the Nat.Lib. and Com.Net. project "movies" (its just stillpics)

Spoiler :
attachment.php
attachment.php
 

Attachments

  • NatLib.jpg
    NatLib.jpg
    168.9 KB · Views: 230
  • Netcom.jpg
    Netcom.jpg
    112 KB · Views: 226
You could do something like this:

One set for

-European civs
-Middle Eastern Civs(India would also be here)
-Far Eastern Civs
-Native American civs
-Meditarean Civs(Greece, Rome, Carthage, Byzantines)

This would include era changes of coarse. Another option would be to include the citysets as a separate download. Just idea.s
 
You could do something like this:

One set for

-European civs
-Middle Eastern Civs(India would also be here)
-Far Eastern Civs
-Native American civs
-Meditarean Civs(Greece, Rome, Carthage, Byzantines)

This would include era changes of coarse. Another option would be to include the citysets as a separate download. Just idea.s

yeah, i thought about just extracting the citysets (the mod is much more than that), but while Native Americans kinda have the most unique "buildings" I think it somewhat doesnt fit in a civ context, as the Natives where pretty much in Neolithic Era when they where "discovered" by Europeans. Even up untill the end('ish) of the 19th century they were still nomadic.

These are the Cultures I have in VIP, and adding more would be too much work, so I need to find citysets for those. (Already have for Asians and Greco/Romans)

Code:
	<ArtStyleTypes>
		<ArtStyleType>ARTSTYLE_EUROPEAN</ArtStyleType>
		<ArtStyleType>ARTSTYLE_GERMANIC</ArtStyleType>
		<ArtStyleType>ARTSTYLE_ASIAN</ArtStyleType>
		<ArtStyleType>ARTSTYLE_SOUTH_AMERICA</ArtStyleType>
		<ArtStyleType>ARTSTYLE_MIDDLE_EAST</ArtStyleType>
		<ArtStyleType>ARTSTYLE_GRECO_ROMAN</ArtStyleType>
		<ArtStyleType>ARTSTYLE_AFRICAN</ArtStyleType>
		<ArtStyleType>ARTSTYLE_BARBARIAN</ArtStyleType>
	</ArtStyleTypes>
 
I believe there are citysets for all those in geomodder's mod. Theres a Mesoamerican set and a South American(andean) set, the first of which I sort of ment when I said native american(To represent the mayans, Aztecs, Incans and whomever else you choose).

Theres an african set in there too.
 
Starting to work on the gamecore.dll again.
Also added ranged bombardments for sieges
Catapult, Trebuchet, Bombard gets range 1
Cannon gets 2
Arty and Mobile Arty gets 3
Rocket Arty gets 4

I will try to modify the function so it will be random damage instead of the fixed constant (also for airstrikes) and add the XP for airstrikes I had in the gamecore earlier. Maybe add a few more interesting things aswell ;)
 
Yay!! I just made my first succesful SDK gamecore mod :D

Some people might have noticed the Precision Bombing promotion for airplanes didnt really work.

Here it doesnt :

Code:
int CvUnit::bombardRate() const
{
	return (m_pUnitInfo->getBombardRate() + getExtraBombardRate());
}


int CvUnit::airBombBaseRate() const
{
	return m_pUnitInfo->getBombRate();
}

Well, now it does :

Code:
int CvUnit::bombardRate() const
{
	return (m_pUnitInfo->getBombardRate() + getExtraBombardRate());
}


int CvUnit::airBombBaseRate() const
{
	return (m_pUnitInfo->getBombRate() + getExtraBombardRate());
}

Extremely simple, yet so effective.

Got the XP for planes working (though might adjust it a bit, coz if a really old plane attacks f.ex. an infantry (which doesnt have interception skills) then it will still get 2 XP due to the strenght difference.

What is the most logical/prefered?

a) 1 XP for every airstrike and airbombardment no matter what
b) XP depending on unit strenght difference
c) only XP for airstriking units with interception chance (if enemy AI civ doesnt have any units with interception chance, then airunit will never get any XP, its a little bit like vanilla, except airunit would only get XP if actually intercepted, not just for attacking an interceptable unit.)


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

Im also curious about this modification that apparently should take into account that units travel either 1 (horisontal or vertical) or squareroot of 2 (pythagoras c2=a2+b2 with a and b =1)

http://forums.civfanatics.com/showpost.php?p=9437056&postcount=13

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

This is even more fun than I thought :

Vincentz Random Defense Bombard damage (a.k.a ViRaDefBoDam!)

attachment.php


Its a feature I missed since starting to play Civ4. Why did all the catapult ALWAYS hit the excact same amount.... Well, not anymore. Some even misses :D
(new formula is, instead of constant "Unitset Bombard Damage" it is now 0-"Unitset Bombard Damage".
I might increase the bombard damage (double it) for units, since the chance of doing considerably less damage to the defense is present. (overall average should hit the "old" bombard setting)

The fun starts if all modifiers would be randomized eh? You think you might have +50 against horsies, but what if it was +(0-50)% against mounted.
Could be too drastic, but will, for now, randomize plane bombardments and airstrike damage and siege range bombards.

............and ofcourse #of collateral units and amount of collateral damage. :D :D :D (Again, some of the most stupid thing in civ4 is the same same amount of units, and same amount of damage that gets hit by collateral. Strange when you think about it.
 

Attachments

  • random bombarddamage.jpg
    random bombarddamage.jpg
    137.6 KB · Views: 310
Back
Top Bottom