Vincentz Infinite Projects [VIP MOD]

Thanks for the info ^^ I'll make sure to keep in mind to keep some engineers/GG in case of war to make those weapon producing buildings. Not knowing that it would not be so easy to aquire arms I just carelesly settled or joined generals - old habits die hard hehe :D
The idea about barbarism is a good one but maybe You can expand that idea and make monarchy civs hate (-5) republic/democracies , everybody but other facist civ hates (-5) facists, communist hate (-5) free market civs, emancipated civs hate (-5) slavers and dislike (-2) other and enviromentals hate corporate civs for abusing planet resources ;) etc. What do You think ? Im not much of a modder so I don't know if it could work ;)
 
Thanks to Platyping its not really a problem with settling GP anymore. If you need one that is already settled, you just click him, and pay 100 gold :D

http://forums.civfanatics.com/showpost.php?p=12484868&postcount=807

I think too many modifiers would make it difficult to make, but I like the idea.
I looked up "FavoriteCivic" in the gamecore files, and it was found 99! times in 7 different files... (I was hoping I could copy that function and that it would have been 3 or 4 places in 1-2 files..... :(
 
Thanks ! Awesome - works like a charm ! :D
 
You could use the anti-fave civic thing with Atheism with Theo-loving civs (ie Izzy or Saladin) and slavery with Freedom-loving leaders

EDIT I see I've been beat by Adam :D
 
Sorry to double-post but...

Today I was thinking that I could go through and using good-ol copy/paste I could add some civs.. so I have to ask.. what civs do you guys want? :D I'm not too good at adding graphics though so I'll ask very nicely for someone else to do that if I do the rest.

So... what civs do you want? I was thinking Judea (David Spi/? and Solomon Spi/Org) but who else?

I was also thinking of replacing Arabia's UU and making Camel Archers open to everyone, with -1 str from Horse Archers and req. Camels like the other camel units.. and maybe something similar with Ballista Elephants and adding a few more Elephant units.. big problem there being graphics..
 
ok, so observations so far on my MON game playing as 'Liz.

Settings: Giant/B&S w/MulIsl/Max Civs/RB/LR/MP/Epic Spd... Currently in Med Era.

Overall the game is progressing nicely. While first in score, the game isn't a runaway by any means.

1) Map; I'm liking it. especially the way the hills/mtns are depicted. Additionally, the coast and ocean are pleasing to the eye. Resources are avg, but using the GP (since 'Liz is PHI), I've managed to get lucky on a few critical necessities. Really enjoying this concept.

2) Barbs (RB chk'd); I'm loving the challenge, especially since the barb xp has been upped. Makes the decision on whether to use a injured unit or not critical, especially if it's a lvl 4 or better. I also like the visibilty modifiers as well, since this makes sure you have to maintain more than a couple of defenders, fast movers especially. On the downside, with RB checked, the AI doesn't adapt as fast as the human. Six civs have been ghosted by barbs so far, 3 of which I wouldn't have expected (Spain, Greece, Egypt). Ironically, Lincoln and Sitting Bull are doing fine (PRO). The other thing is poofing barbs deep inside of your cultual borders. If you have a solid CB, that should mean everything inside of your CB should be visible. Barbs magically appearing two tiles away from your cap shouldn't be happening if you have a large enough CB.

3) Diplo: Religion seems to play a key factor in positive relations, with trade being a secondary. This is the 2nd game in a row where I have gained reli 1st, spammed missionaries, and have all nearby civs stay pleased or better with me. I'm thinking once I start crowding another civs border, that this may change, because SB went from friendly to pleased when I popped a city on his southern border (of course it may be that he caught my spy as well). Map size also may have something to do with this as well, since there is plenty of room for growth.

4) I agree about the water techs, as sight modifiers are crucial off the coasts. Having triremes with no visibility until they're lvl 4 is proving somewhat costly due to rampaging pirates.

5) ECO/TECH: I really like this aspect. You have to carefully manage this, AND maintain a solid military. Which means you can't maintain a high sci slider. This is where your GP are critical, and you have to weigh the costs of insta tech, or using them for a long term gain. PHI seems to have the advantage so far, especially if the Parthenon and National Wonder get built early enough. It isn't a huge advantage (so far), but it is definitely noticeable.

6) UB/UU's: These seem to work at an improved percentage that the AI uses quite well. Mansa got the Vedic event, so I was curious to how he would handle it. Using "chipotle" so I could see the map, Mansa used his Skirmishers to great effect. Additionally, 2 of his cities were building Mints. But I'm still curious as to why an AGG civ got taken out by barbs, so on my next game I think I'll play closer attention to what each civ is doing (take notes as well :)).

7) I rarely if ever manage to get to the FE as well (ROM AND, RI mods being the exceptions) in most mods. However, this seems to be one of the rare mods that may be an exception. So eventually fleshing out the future era may prove to be quite fun.

I'm really enjoying this mod a great deal, and I would definitely rank this up there in my top 5 of constant play. Keep up the good work :goodjob:
 
Sorry to double-post but...

Today I was thinking that I could go through and using good-ol copy/paste I could add some civs.. so I have to ask.. what civs do you guys want? :D I'm not too good at adding graphics though so I'll ask very nicely for someone else to do that if I do the rest.

So... what civs do you want? I was thinking Judea (David Spi/? and Solomon Spi/Org) but who else?

I was also thinking of replacing Arabia's UU and making Camel Archers open to everyone, with -1 str from Horse Archers and req. Camels like the other camel units.. and maybe something similar with Ballista Elephants and adding a few more Elephant units.. big problem there being graphics..

Henry the VIII. That fat bearded ego maniac and I have some unfinished business :mad:
 
I was thinking more Civs than leaders but I cvould probably finaggle that in
 
I was thinking more Civs than leaders but I cvould probably finaggle that in

Lol, np. I have a personal grudge vs him in some of the other mods I play. As for civs, any is fine. I always enjoy new civs in the mix.
 
Okay I flipped through the Civs section in the downloads and I'll make these civs:
Judea
Confederacy
Iroquois
Iran
Brazil
Mexico
Poland
Hungary
Aborigines
Austrailia
Polynesia


Also I will
Change Roman Praet to Legion
Add Henry VIII to England
Change Persian Immortal to Spearman
Change Camel Archer from Arab UU to normal unit
Make Arab UU ?
Change Khmer Ballista Elephant to normal unit
Make Khmer UU Chang Suek (Knight)
Any suggestions for an Arab UU


I'd also suggest adding either Varietas Delictat or Dumanios' unit graphics.. but as I said I can't really do adding graphics.. it never works for me
 
Okay I flipped through the Civs section in the downloads and I'll make these civs:
Judea
Confederacy
Iroquois
Iran
Brazil
Mexico
Poland
Hungary
Aborigines
Austrailia
Polynesia


Also I will
Change Roman Praet to Legion
Add Henry VIII to England
Change Persian Immortal to Spearman
Change Camel Archer from Arab UU to normal unit
Make Arab UU ?
Change Khmer Ballista Elephant to normal unit
Make Khmer UU Chang Suek (Knight)
Any suggestions for an Arab UU


I'd also suggest adding either Varietas Delictat or Dumanios' unit graphics.. but as I said I can't really do adding graphics.. it never works for me

Arab UU: Mubarizun, Elite combat unite. Starts with Combat I. Or Rashidun Calvery (Lt, Cav) starts with flanking I. http://en.wikipedia.org/wiki/Rashidun_army
 
@Drakarska : For best results for PHI try the carpenters guild if You have spared some forests - it's awesome - like having a national park in every city with guild hehe ;)

I was trying to make earth map for this mod - started with The_J's mod "Realistic starting points" (the idea of it is that You can choose any leader and any civ You want and still You will start in Your historical place) but the map refused to start civs in their historical places, any idea why ? I've edited python file CvManageEvents.py with just a notebook is that enough or do I need some tool for it ? Maybe it should be compiled ? Anyway after I will got this sorted out I will add those new resources to the map/maps (I can make more than 1) and Vince can have it if he would like to have an earth maps in this mod.

PS. Would You guys like that ? ;) btw. You know of some good tool for editing maps ? :D
 
@Drakarska : For best results for PHI try the carpenters guild if You have spared some forests - it's awesome - like having a national park in every city with guild hehe ;)

I was trying to make earth map for this mod - started with The_J's mod "Realistic starting points" (the idea of it is that You can choose any leader and any civ You want and still You will start in Your historical place) but the map refused to start civs in their historical places, any idea why ? I've edited python file CvManageEvents.py with just a notebook is that enough or do I need some tool for it ? Maybe it should be compiled ? Anyway after I will got this sorted out I will add those new resources to the map/maps (I can make more than 1) and Vince can have it if he would like to have an earth maps in this mod.

PS. Would You guys like that ? ;) btw. You know of some good tool for editing maps ? :D

I use civ 4 map editor, Mapview 2.0, and word++ when I'm creating scenarios for my boys. That's about the extent of my skills. As for maps, I've tried tweaking GEM 50+ as well as a couple of others. But I think Vinz has some special mojo because I can't get any custom maps to work. BTW, I would definitely love an Earth map, historic start.

Edit; I usually go Apoc, Black, and Gold if I'm running a PHI civ, as I like to specialize my cities. I've notice around IndEra that GP's start popping really quick.
 
Sorry to double-post but...

Today I was thinking that I could go through and using good-ol copy/paste (1) I could add some civs.. so I have to ask.. what civs do you guys want? :D I'm not too good at adding graphics though so I'll ask very nicely for someone else to do that if I do the rest.

So... what civs do you want? I was thinking Judea (David Spi/? and Solomon Spi/Org) but who else?

I was also thinking of replacing Arabia's UU and making Camel Archers (2) open to everyone, with -1 str from Horse Archers and req. Camels like the other camel units.. and maybe something similar with Ballista Elephants and adding a few more Elephant units.. big problem there being graphics..

(1) unfortunately its not just copy paste. I made quite a few changes to Leaders diplo and behavior (Forgetting declarations against them, making open borders at pleased etc etc. Best way is to make a winmerge with a Vanilla civ to see what changes I made. (Though I'm going to make more changes with 0.93)
(2) Or keep Arabian Camel Archers, and add a "normal" camel archer.


ok, so observations so far on my MON game playing as 'Liz.

Settings: Giant/B&S w/MulIsl/Max Civs/RB/LR/MP/Epic Spd... Currently in Med Era.

Overall the game is progressing nicely. While first in score, the game isn't a runaway by any means.

1) Map; I'm liking it. especially the way the hills/mtns are depicted. Additionally, the coast and ocean are pleasing to the eye. Resources are avg, but using the GP (since 'Liz is PHI), I've managed to get lucky on a few critical necessities. Really enjoying this concept.

2) Barbs (RB chk'd); I'm loving the challenge, especially since the barb xp has been upped. Makes the decision on whether to use a injured unit or not critical, especially if it's a lvl 4 or better. I also like the visibilty modifiers as well, since this makes sure you have to maintain more than a couple of defenders, fast movers especially. On the downside, with RB checked, the AI doesn't adapt as fast as the human. Six civs have been ghosted by barbs so far, 3 of which I wouldn't have expected (Spain, Greece, Egypt). Ironically, Lincoln and Sitting Bull are doing fine (PRO). The other thing is poofing barbs deep inside of your cultual borders. If you have a solid CB, that should mean everything inside of your CB should be visible. Barbs magically appearing two tiles away from your cap shouldn't be happening if you have a large enough CB.

3) Diplo: Religion seems to play a key factor in positive relations, with trade being a secondary. This is the 2nd game in a row where I have gained reli 1st, spammed missionaries, and have all nearby civs stay pleased or better with me. I'm thinking once I start crowding another civs border, that this may change, because SB went from friendly to pleased when I popped a city on his southern border (of course it may be that he caught my spy as well). Map size also may have something to do with this as well, since there is plenty of room for growth.

4) I agree about the water techs, as sight modifiers are crucial off the coasts. Having triremes with no visibility until they're lvl 4 is proving somewhat costly due to rampaging pirates.

5) ECO/TECH: I really like this aspect. You have to carefully manage this, AND maintain a solid military. Which means you can't maintain a high sci slider. This is where your GP are critical, and you have to weigh the costs of insta tech, or using them for a long term gain. PHI seems to have the advantage so far, especially if the Parthenon and National Wonder get built early enough. It isn't a huge advantage (so far), but it is definitely noticeable.

6) UB/UU's: These seem to work at an improved percentage that the AI uses quite well. Mansa got the Vedic event, so I was curious to how he would handle it. Using "chipotle" so I could see the map, Mansa used his Skirmishers to great effect. Additionally, 2 of his cities were building Mints. But I'm still curious as to why an AGG civ got taken out by barbs, so on my next game I think I'll play closer attention to what each civ is doing (take notes as well :)).

7) I rarely if ever manage to get to the FE as well (ROM AND, RI mods being the exceptions) in most mods. However, this seems to be one of the rare mods that may be an exception. So eventually fleshing out the future era may prove to be quite fun.

I'm really enjoying this mod a great deal, and I would definitely rank this up there in my top 5 of constant play. Keep up the good work :goodjob:

1) PHI tends to be overpowered. In my current game I'm Gandhi and the GP just rolls in. Especially with Pacifism and Carpenters Guild :eek:

2) Maybe I do the same Karadoc did, and let the AI be Chieftain instead of Noble. That will give them an advantage over Barbs. Some of the games I started, I had to quit because being overrun by barbs and I dont use RB ;) Maybe AGG tends to build units more, and neglect the palace construction. Gotta put some Military Weights on palace, just in case.

3) In 0.91 i think, I changed the missionaries to be able to enter without open borders. Maybe its too easy to exploit?

4) Adding +1 water movement to : Seafaring, Calendar (?), Navigation, Screw Propeller
Adding +1 water viz to Sailing

5) GPs are much more valuable in VIP than vanilla. But making them so, also tilts game balance for f.ex. PHI leaders. Though for the AIs case, I've noticed that FIN are usually going quite well.
One thing I noticed though was at 1953 AD my unit cost was 0. Have to tweak that a bit, so small civs doesnt pay a fortune, but big ones does.
Possible also make certain unitgroups cost extra (Planes, Tanks, Modern Ships)

6) Maybe AGG goes directly for Bronze Working and Military Training, and skips more important techs/buildings such as Palace. This could slow them down considerably. Maybe make AGG better against barbs.

Okay I flipped through the Civs section in the downloads and I'll make these civs:
1)
Judea
Confederacy
Iroquois
Iran
Brazil
Mexico
Poland
Hungary
Aborigines
Austrailia
Polynesia


Also I will
Change Roman Praet to Legion
Add Henry VIII to England
Change Persian Immortal to Spearman
Change Camel Archer from Arab UU to normal unit
Make Arab UU ?
Change Khmer Ballista Elephant to normal unit
Make Khmer UU Chang Suek (Knight)
Any suggestions for an Arab UU


2) I'd also suggest adding either Varietas Delictat or Dumanios' unit graphics.. but as I said I can't really do adding graphics.. it never works for me

1) As I'm still making changes to diplomacy/leaderbehaviour, I think waiting a little bit with adding new civs would be wise, as they might not be compatible in next version.
I thought about enabling Modular loading, which means that civs can be added as an extra pack. I'm going to make Siam (my wifes homecountry) as a modular civ and as a template. I'll try to add notes to the changes I make in the leaderhead file.

2) I have put a lot of work in minimizing/optimizing memory usage. Adding VD or Dumanios would be going the opposite direction. I do have plans for adding more diversity in gunpowder+ units, and might grap and steal from those two ;)

I use civ 4 map editor, Mapview 2.0, and word++ when I'm creating scenarios for my boys. That's about the extent of my skills. As for maps, I've tried tweaking GEM 50+ as well as a couple of others. But I think Vinz has some special mojo because I can't get any custom maps to work. BTW, I would definitely love an Earth map, historic start.

Edit; I usually go Apoc, Black, and Gold if I'm running a PHI civ, as I like to specialize my cities. I've notice around IndEra that GP's start popping really quick.

Any good Earth maps with Swamps (wetlands) on them?
 
by copy/paste I meant copying the first leader (usually Alexander) and going through and changing things to make the leader what I want him to be.. same for buildings, civs, units, etc

But I'll wait.. just tell me when, I'll be busy conceptualizing :D
 
"Any good Earth maps with Swamps (wetlands) on them?"

Several actually, as my boys and I enjoy playing SA civs. Our favorite scenario is a "What if" in the Caribbean. What if the SA civs had close to similar technology as the Euro/USA in the 15th-17th century's. I can look through and post a few if your interested. They're standard BTS though, as I'm still learning how to tweak maps for custom mods.
 
by copy/paste I meant copying the first leader (usually Alexander) and going through and changing things to make the leader what I want him to be.. same for buildings, civs, units, etc

But I'll wait.. just tell me when, I'll be busy conceptualizing :D

Sure, thought you ment taking those civs in the database. Can do, just need a lot of tweaking.

"Any good Earth maps with Swamps (wetlands) on them?"

Several actually, as my boys and I enjoy playing SA civs. Our favorite scenario is a "What if" in the Caribbean. What if the SA civs had close to similar technology as the Euro/USA in the 15th-17th century's. I can look through and post a few if your interested. They're standard BTS though, as I'm still learning how to tweak maps for custom mods.

Upload what you got, maybe I can make it work.

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

Found a bug. Funny thing is, that I just discovered it in 1975AD, since its a bug that have been in VIP for quite a long time. It was possible to load everything into ships not normally capable of carrying units, but got the ability through Cargo Promotion. Fixed.
 
Hi again ! ^^ I was wondering how I can get great chiefs/captains/colonels (the green ones !!) - I cannot build them. I really want to run nobility civic but also I want to be able to build "the blue" warlords :D In order to do so I need that warlord keep building (which is available on guerilla warfare - omg sooo late !! OR it can be build by the green warlords !! yaaay) so I went on a merry rampage through some AI lands to get me a general - but it was the "ordinary great general" not the green one I needed :( Please explain how I can ever get that green dudes ? ;) Thanks !

As for the earth maps I got some working but they are missing vip resources (I need to edit them) but I was really hoping to merge this mod into Vip ^^ :

http://forums.civfanatics.com/downloads.php?do=file&id=14423 - the maps were working but I still got random starting places. I have edited that python file CvEventManager.py like the_J sugested but I was only using simple notepad to edit the file , maybe it needs to be compiled or something I dunno ? :hmm: Like I said I'm not an expert in modding.

Anywas if You like the idea of that "starting points" mod maybe You can merge it ? but there's no pressure ;) Im really enjoying VIP as it is ! ^^
 
The green ones you get by capturing (killing) an enemy (or barb) warlord.
It have to be the last unit standing if he is part of a stack, so sometimes it is worth sacrificing a unit, who will do considerably damage to the warlord, but not kill him. After the Defender Withdrawal mod, this is quite a difficult task however.

I'll have a look at the realistic starting positions.
 
Yay! If I'm not mistaken, then this is the first time in the 3 years I've been modding on VIP, that I've actually made it to Modern Era. Game is still sort of open (if my AI enemies could organize a mass declaration, I would be pretty dead, as I only have 1 unit on ALL my cities, and a small task force cleaning the Khmers.

Spoiler :
attachment.php


I'm 4-5 techs ahead most AIs (due to the Telecom Network, all the AIs are almost at the same level), and it does make it interesting to do warfare, when its against biplane bombers, infantry, armored cars and early tanks (I just got normal tanks and AA Halftracks) instead of the "tanks vs longbow" in vanilla.

The progression seemed ok until I hit industrial around 1900 AD, then everything slowed down. Either I have to decrease tech cost to half or reduce turns to 1/2 a year instead of 1 year. Or even do both. Coz getting Radar in 1992 is a bit too late :D

I've had some amazing battles, and especially my submarine force have worked wonders. Silent Hunters ftw! But I missed an early battleship and destroyer (have cruisers though) and especially an early carrier, but maybe its because tech progression have been so slow.
 
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