Vincentz Infinite Projects [VIP MOD]

I just tested 0.92 and can confirm it doesnt show up in LAN. I'll try to dissect it and see why that happened.



That was the drawback of openborder missionaries. Religions have always held civs together in civ4, which is why I like Limited Religion, as it makes fractions. Though in my current game (with the standard game options) there have been several wars, and a ongoing world war between 3 fractions for the last hundred+ turns.
Maybe its also because I have lots of AI on map (=less space for expansion), which makes them a bit more aggressive.



The extra features (custom gamecore.dll) is part of the 0.92 beta. I've worked a bit further on it (removed the MP-log filler a.k.a. Collateral Damage Randomizer) and will upload a 0.93 soon'ish. (when I got the LAN bug sorted out)

BUG is not compatible as it is. Maybe I add K-mod, which have some of the features. But tbh, the only thing I really miss is the icons at scoreboard showing attitudes.
The reason for not adding BUG as a base, goes way back where I did some memory testing, and went for the ultra light solution, which btw, still results in the mod being playable on lowend machines on large+ maps well into the modern era without minute long turntimes and Memory Allocation Failures.

:confused: I have/playing v.92 beta and those options didn't show up in my custom game. Are we talking editing the custom dll to get it to show up in the options menu? or is it already supposed to show?

no worries about BUG, it's just one of those comfort things. K-mod might be interesting, and definitely take this up an insane notch or two. But didn't Karadoc say he was thinking of that for a modmod? and while were on the subject of modmods, what are your plans for the future of VIP? because looking through some of the modcomps, some of the following would be an interesting addition;

1) Advanced Diplo 2
2) Enhanced GP
3) Usable Mtns

Just naming a few out there as I was curious what your long term goal (yes, I am a fan of your mod :goodjob:) was for your stellar mod. Given the fact that Karadoc has entered (you sly dog you) and shown interest, maybe getting Stolen and Platy to show up would be an epic tri-fecta :).
 
it wasnt karadoc, but keldath ;)

The option is on the buttom of the options.

What is the enhanced GP? If its the Happy / Healthy functions for GPs, then I had it installed in an earlier version of VIP, and is definately going to install again.
Usable mountains could be sweet. only thing is the graphical side of it, which kinda requires mountains are flat'ish, so the units dont stand vertically (I heightened the hills in 0.92 and sometimes units are standing on a veeeery steep hill). But maybe in a limited version for sure. I still miss mountains from civ2.

I had a plan long ago about making upgradepaths for buildings (ie. fishing village -> harbour -> port -> commercial port)

I also wants to add some diplomacy features. Not sure if its going to be advanced diplomacy, but I do like the different "open borders" type of arrangements. But one thing I really miss when playing is : Yes/No/NEVER!
meaning : Yes=+1 diplo, No=-1 diplo and NEVER!=-3 diplo but +1 diplo for AI concerning.
Ie. Ragnar ask to declare war against Cathy, Yes and No is same same, but NEVER gives -3 diplo hit with Ragnar BUT +1 diplo improvement with Cathy.

I also want a more barbaric approach in the beginning. Maybe instead of getting the choice of war and peace when you meet, you would automatically have war, and then after the 10 standard turns, peace can be negotiated (if its for both partys interests ofcourse).
Another angle to do it was to start game with a very negative diplo modifier which over time (or regarding to civics) will disappear.
Ie. Barbarism would give -5 diplo hit to all leaders.
 
it wasnt karadoc, but keldath ;)

The option is on the buttom of the options.

What is the enhanced GP? If its the Happy / Healthy functions for GPs, then I had it installed in an earlier version of VIP, and is definately going to install again.
Usable mountains could be sweet. only thing is the graphical side of it, which kinda requires mountains are flat'ish, so the units dont stand vertically (I heightened the hills in 0.92 and sometimes units are standing on a veeeery steep hill). But maybe in a limited version for sure. I still miss mountains from civ2.

I had a plan long ago about making upgradepaths for buildings (ie. fishing village -> harbour -> port -> commercial port)

I also wants to add some diplomacy features. Not sure if its going to be advanced diplomacy, but I do like the different "open borders" type of arrangements. But one thing I really miss when playing is : Yes/No/NEVER!
meaning : Yes=+1 diplo, No=-1 diplo and NEVER!=-3 diplo but +1 diplo for AI concerning.
Ie. Ragnar ask to declare war against Cathy, Yes and No is same same, but NEVER gives -3 diplo hit with Ragnar BUT +1 diplo improvement with Cathy.

I also want a more barbaric approach in the beginning. Maybe instead of getting the choice of war and peace when you meet, you would automatically have war, and then after the 10 standard turns, peace can be negotiated (if its for both partys interests ofcourse).
Another angle to do it was to start game with a very negative diplo modifier which over time (or regarding to civics) will disappear.
Ie. Barbarism would give -5 diplo hit to all leaders.

Crap. Meant Keldath. Ok, so I s**k @ names :blush:. I'll double check my custom games screen, but I don't remember seeing that option,

Enhanced GP link http://forums.civfanatics.com/showthread.php?t=494561 Platy has a few good modcomps that I've tried, and they add a nice flavor to the games. Check 'em out.

I like the bldg upgrade paths, as I play ROM AND a lot as well, and that was a nice touch. As for diplo, IMO civ always needed more diplo options, I mean you are supposed to running an empire after all, so nice idea.

Barbs; I almost always play with RB checked, and found that they are a good way to slow your expansion AND make sure you keep your borders defended. I like your idea, maybe up the xp cap for barbs as well, especially early game. Makes you more wary of losing a lvl 6 unit w/promos, so this could be a good way for warlords to be useful.

Overall I'm really enjoying playing your mod, as it's breaking me out of my comfort zone and I'm having to pay closer attention to the smaller details (the Gandalf'ing of barbs was a biggy :eek:).
 
Not a bad word about Karadoc - He did a pretty amazing job with the K-mod, but tbh I would rather have keldath modmodding on VIP. Especially if - nudge nudge wink wink - he would shape the future era, which atm stands pretty bare. :D

Btw, I think I already upped the XP cap on barbs to 25 iirc.

And yeah, there are soo many good modders still messing around with this 8 year old game. The other day Platy fixed the foreign resource screen, which had me bugged for years. :lol:
http://forums.civfanatics.com/showthread.php?t=496922
 
I think the unit naming would require too much work, but I really like the migrating great people.
However, I think being able to migrate Great Generals would become too much of a player exploit, as the AI have a tendency to store GGs as Military Instructors. I'll try to install as is, then we can see if its going to be too powerfull.

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edit : mmmmmmmmmmm, it is sooooooooo nice!!! Finally the GP can be used and then later used for other purposes. I always had a big stack of GP, coz, just in case I needed one. Now they can settle and actually be useful. Thanks for pointing me in the direction :D

I merged it for anyone who wants to try it out :D
 

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I think the unit naming would require too much work, but I really like the migrating great people.
However, I think being able to migrate Great Generals would become too much of a player exploit, as the AI have a tendency to store GGs as Military Instructors. I'll try to install as is, then we can see if its going to be too powerfull.

You can always add whatever restrictions you like.
For instance, allow it only in cities built by ownself. Then you won't be able to rip the poor AI of all its GGs and relocate to own cities.
 
yeah, well, I have come to terms with myself that being able to move GGs is not really a bad thing, especially when the AI captures and "sets them free", as I have lots of buildings that only GGs can build. So I guess its a win win situation. Besides, its not really that many even in modern era (in my current game its 4 foreign GGs I can set free, but 3 of them is actually in a good city.
 
edit : mmmmmmmmmmm, it is sooooooooo nice!!! Finally the GP can be used and then later used for other purposes. I always had a big stack of GP, coz, just in case I needed one. Now they can settle and actually be useful. Thanks for pointing me in the direction :D

I merged it for anyone who wants to try it out :D

Awesome!! :goodjob:
 
Just downloaded the mod ^^ I have a couple of questions:
1) Is there any manual or a readme that explains all features of this mod ?
2) Is there any good earth map for it ? ;)
 
Okie dokie, barb question for your Epic Greatness :king:

What is your parameters for barbs appearing deep inside a civ's CB?

I have a solid 15 tile radius CB around my cap, and multiple fog busters with the sight promo, and I'm still getting barbs poofing inside my CB 2 tiles away from my cap (fortunately, I kept fast movers close by). I just want to know if this is intentional (wouldn't surprise me at all Mr. Devious :)), or some random acts.
 
Just downloaded the mod ^^ I have a couple of questions:
1) Is there any manual or a readme that explains all features of this mod ?
2) Is there any good earth map for it ? ;)

Howdy Adam, and welcome. While I'm not Vinz, I can help you a little to start you on your merry world domination way :D.

1) If you look in the pedia under VIP concepts, you'll find a plethora (:mischief:) of info. A lot of stuff is different, and will throw you off your comfort zone and make you say "Oh BS" and "WTH?"

2) Not Earth exactly. There are several Earth 2's and some Terra's, but custom game maps rock in this (I really like the Big and Small, as well as Perfect Mongoose).

Vinz can probably give you more exact details, just thought I'd chime in to help.
 
Thanks :) I was just reading through pedia - I didn't found "VIP concepts" though but that's ok - exploring is a fun experience :D

Just to share a few "first impressions" :

- Love the water :)
- When Vince wrote he added a LOTS of stuff he wasn't kidding ! ^^
- I chose the map, chose the civ and ... got nuked on turn 1 - Man, how cool is that ! ^^
- Cthulhu Fhtagn !

Looking forward to exploring this mod :)
 
Trying .92 beta now- reports soon!
 
Okie dokie, barb question for your Epic Greatness :king:

What is your parameters for barbs appearing deep inside a civ's CB?

I have a solid 15 tile radius CB around my cap, and multiple fog busters with the sight promo, and I'm still getting barbs poofing inside my CB 2 tiles away from my cap (fortunately, I kept fast movers close by). I just want to know if this is intentional (wouldn't surprise me at all Mr. Devious :)), or some random acts.

Its a (positive imho) sideeffect of having limited visibillity. It will change a bit for 0.93 as the vis had to be changed a bit.

1) Thanks :) I was just reading through pedia - I didn't found "VIP concepts" though but that's ok - exploring is a fun experience :D

Just to share a few "first impressions" :

2) - Love the water :)
- When Vince wrote he added a LOTS of stuff he wasn't kidding ! ^^
3) - I chose the map, chose the civ and ... got nuked on turn 1 - Man, how cool is that ! ^^
4) - Cthulhu Fhtagn !

Looking forward to exploring this mod :)

1) Just keep looking. Maybe around version 1.0 you'll find it :lol: If you need questions answered, just ask here, or do a search in this thread. I have tried to document most changes with images and such.

2) Yeah, when i found it in the DLDB I didnt hesitate a second to use it. Its the only terrain graphic I havent changed/modified. I wonder why most mods doesnt use it :confused:

3) Remember to turn music on (Look mummy, there is an aeroplane up in the sky)

4) When I read this passage, I thought it fitted so perfectly to Civ, I just had to write it in on a loading screen and later use it as the Menu background. I love Lovecraft.
 
Report: :D
Firstly I haven't been able to try more than one so is the extraordinarily-high looking hills your fault PerfectMongoose's fault?
Spoiler :

Also, I started all alone on my continent, which means that I'm a little behind in tech ( :( ) but more importantly I haven't had anyone to war with or trade with..
Also, I have seen NO barb cities

But my tech level (and the AI's from wonder alerts) seems year-matched.

Also in the screenshot: it told me my civ had discovered vassalage when I was neither researching it nor received it- I think it may have been a random event for another civ? If so it should be reworded.

Otherwise It's been fun so far! No appearances of teleporting barbs, only a few warriors and a camel rider.

Also I've run out of buildings at this point, so I feel no guilt for running trade in all my cities to keep my economy afloat.
Spoiler :
 
The hills is my addon. I thought it gave the landscape more character.

The barb cities will be there. donno the formula for when those are created, so it should be "vanilla" settings afaik.

The vassalage report is afaik a bug from tech by conquest. it also informs you that "nothing was found in city" when AI captures other AI city (sometimes. donno excactly what the formula is, but I think I have to uninstall Tech by conquest as there are too many bugs with it).
It COULD also be that you have built National Library and 8 civs you know have discovered vassalage.
It looks unlikely though, as you had a solo start.

I'm slightly ambivalent about the Barter/Trade/Study etc. Somehow it makes sense. The AI will do it too, and I think its nice not always have to micromanage cities, plus when they do "build processes" cities tends to grow faster (use more food tiles).
But.... in my current game, I picked "Normal speed x2 unit and building production" and that one resemples more vanilla speed. The insane unit count that "normal vip" speed can result in is also reduced, so I'm thinking about making x2 then new default and rename the other 1/2.

One thing worth mentioning is that Multiple production module is on per default, so you dont have to scare to "waste hammers". If you have multiple stuff in queue it will produce those, if you only have one the hammer overoverflow will be converted to gold.

I do have some new buildings on my mind.
 
Was playtesting some ! Awesome mod to be sure. The guild concept is great and being CRE is now worth it ! I've noticed that slavery is seriously nerfed by a slow city growth - good job ! :) Anyway I just wanted to report that I didn't got GP from being first to priesthood and no great people from getting first to metal casting (GE) and Ceremonial Burial (GN) Im sure I was first to those techs - checked in WB even ;) Also I have noticed that once I've build brewery with prophet I couldn't build shrine with the next one - don't know if that was intentional or not.

Also I got a few questions n' suggestions :D

1. About those religion rules - How does it works exactly ?
So far I've notived that I can only found 1 religion.

2. Would it be possible to choose which resuorce is discovered in worksops/industires ?
If not than maybe some random event that allows You to change them at a price ? ;) btw. what are the odds of discovering any of those resources anyway ? (so far I'm stuck in renesaince era with bows and arrows :lol:)

3. I suggest lowering naval terrain movement cost some ;)

4. The future era is pretty barren but I was wondering why didn't You used things from "Next War" - like mechs, clones and acrologies ?

Anyways Thanks for this great mod ^^
 
The early free GPs are sorta bugged, coz a capital is needed in order to award a free GP, so in order to cash in the reward you need a Palace.

1) In the VIPLoader you can change it so Limited Religions in not on. Otherwise it will be max 1 religion founded per civ. (though more than 1 can be present in citites).

2) Nah, then it would become too easy. If you need some special resources (Bronze weapons, Iron weapons, Firearms etc) then you can use a GP to build a building that provides 3 of the selected resource.
The odds for discovering a resource in an improvement varies:
1:1000 workshop and factory goods
1:2000 for camps/quarry/Weapons in workshop and factories
1:5000 for farms/pastures/mines/plantations
1:10000 for valuable mines

3) I thought about that too, but going for a different approach. Im gonna add some +1 water movement to a couple of techs. The boats, especially the early ones, have ridiculously low movement.

4) Im really really hoping Keldath will take a look at the future era :D He certainly have the expertise (Dune, Song of the Moon, Battle for Barsoom). I have been modding on the VIP for 4 years, yet I have not yet had a game where I reached Future Era. I only recently "finished" modern era.

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I'm thinking about turning up the warlevel/unpredictably a bit. I'm currently #1 on the scoreboard, and having neighbourgs that, while not hate me, not excactly like me either. However I feel somewhat safe posting only a single, rather outdated, unit in my border cities.
Having the AI (unless friendly or in less degree Pleased) being more unpredictable would certainly make the game a lot more difficult imho (?)

I also wanted to make a <ANTI-FavoriteCivic>CIVIC_BARBARISM</ANTI-FavoriteCivic> that gives a -5 diplo hit with everyone as long as Barbarism civic is enabled. That will surely spice things up a bit :D
 
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