Vincentz Infinite Projects [VIP MOD]

Thanks for that, I'll try it.

Also, congratulations on almost 3,000 posts.

Edit: Also, the free great engineer and merchant on Metal Casting and Trade respectively seem to be broken; despite repeatedly researching them first and double-checking that no AI got them before me (even on difficulties where the AI researches slower than you) I never seem to get the great people and have to spawn them in with worldbuilder manually. What's going on?

You need to make sure you have built the Palace, and the Throne room. I had the same issue until Vinz explained it to me. Downside, if you tech something first, and don't have them built, you lose the freebie GP's :(.
 
You need to make sure you have built the Palace, and the Throne room. I had the same issue until Vinz explained it to me. Downside, if you tech something first, and don't have them built, you lose the freebie GP's :(.

Seems like a silly limitation. Why's it there?
 
Seems like a silly limitation. Why's it there?

Hmnn. Depends on your point of view on what you define "silly" as.

As to your question, building your seat of government ( I.E. Palace/Throne Room) is a primary purpose in this mod. In addition to lowering your support costs, and assisting in generating GP's, the Palace also unlocks some specialty buildings. Vinz's 'Pedia can give you a lot more details if you give it a perusal.
 
Seems like a silly limitation. Why's it there?

Its actually because of game limitations. If given a free unit, it is always put in the capital, but since there is no capital in VIP before the Palace have been built, then game doesnt know where to put unit (Great Person) and therefore doesnt put it anywhere.

I removed them in current version because of this.

edit... : and here is latest version : VIP 0.99 download
 
Hey Vinz, just a quick question; Would the 50 civ dll modcomp be compatable with your mod with out to much editing? I've rolled some fairly awesome maps recently (giant), and there's a whole lot of space left over for more civs to make things really interesting :). Just curious.

Oh, just noticed new update. Will have to try after current game, kudos.
 
Crap, lol. figured when I took a peek under the hood. Ok, well, if you get bored and want to increase civ count, I'll be more than happy to test run :)
 
Well... if you wanna mod more civs in, I could make a guideline. There are quite a few changes to civs from vanilla to VIP, but I already made some modular ones.
I could surely use the assistance ;)

My plan was to make an addon Civ pack, as it would prolly take up more space than VIP alone with the extra civs. But my daughter has come to the "need constant supervision or she will do something bad" age, so my focus is kinda switching back and forth, and not optimal for modding.
 
Well... if you wanna mod more civs in, I could make a guideline. There are quite a few changes to civs from vanilla to VIP, but I already made some modular ones.
I could surely use the assistance ;)

My plan was to make an addon Civ pack, as it would prolly take up more space than VIP alone with the extra civs. But my daughter has come to the "need constant supervision or she will do something bad" age, so my focus is kinda switching back and forth, and not optimal for modding.

Sure thing. Send me the guideline whenever you get the time, and I'll see what I can do. I'm already working on a GEM TSL map for Sword of Geddon over in the Quot Capita thread, might as well see if I can do something similar for your mod.
 
Well. good news ;)
Daughter got a place in nursery from 1st of november, so hopefully I can get a bit of time civ'ing ;)
Secondly I had some computerproblems for quite a while. Sometimes I pull my computer apart to clean for dust (its a 7 year old antiquity), and well, ever since I bought it, it really needed some thermal paste on the CPU/Heatsink. Lately it overheated until a degree where it would just shut down after reaching around 80+ degree celsius. Today I finally bought some thermal paste and after applying the max temp only reaches around 50 degrees now :D
It also results in a waaay faster computer since before it would lower the processor when getting too hot. So... back in business ;)
 
Yay and congratz bro. Looking forward to whatever you have up your sleeve :).
 
Daughter got a place in nursery from 1st of november, so hopefully I can get a bit of time civ'ing ;)
You are a terrible, terrible parent. You should be using this valuable time to teach her how to mod, so she's a published CivFanatic by the time she enters school. :cooool:
 
Im waiting for civ 6 with the youngest. The oldest have started to shown interest though (donno if its just so he can stay up a bit longer at night :p)

Was playing around with new terrain graphics, and decided to take them for a spin. Kinda forgot how violent the AI is. 4 wars before 100AD, all started by different AIs. :eek:
Spoiler :
S3XoEVG.jpg
 
Memo to self, regarding steam rolling
What if Commerce in not 100% own civ cities were 50+%/2

Note to self :

Instead of just a static growth, what if growth is depending on more than just food, but also influences by surplus happiness and health.
So a high difference in health and happiness increases growth.
Example :
Growth = Food-consumed + Happiness-unhappiness + Health-unhealth

Have to remove +1 happ / unit though.

New note:
Quest # of units based on mapseize, not # of civs

Fix tech fusion for projects

Reduce weight for movement in attacking stacks. Too many horsies etc

Diplomacy option -> Yes, No, NEVER!

Spies, add withdrawal rate promotions and function

Siege ranged Exponentiel not linear

Save memory of declare war/friend
 
I proudly presents the latest changes to VIP.

1) Culture from dead civs doesnt insta-disappear anymore when they are killed.
I always hated how, when capturing the last city of a civ, all the civs culture would instantly disappear.

2) Captured cities (cities with foreign culture in) produce less commerce based on the % of own culture (linear). 0% :culture: = 50% :commerce: and 100% :culture: = 100% :commerce:
Now there is really need for culture ;) Also, hopefully it prevents the player from steam rolling all over the world like a house of cards falling in the wind.

Special thanks to f1rpo and lfgr :king:

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Happily announcing yet another feature :
Spies gets XP from espionage missions. The more difficult the more XP.

XB8wmWq.png


edit :

Changed the way Improvements discovering new resources in two ways :
1) Scaled on gamespeed. The slower gamespeed the less discovers
2) Check on resource placement is possible. No longer Fur in the tropics or Bananas in the polar regions.

edit : changed Quest # of buildings and units required from # of civ to # of civ/4 +5

edit : added evasion promotion to spies = Better chance at avoiding detection. Renamed to Evasive Maneuvers I and II
 
Really happy how the new culture rule works out.
Taking down a civ might be "easy" as before, but with reduced commerce from the newly captured lands, its very hard to maintain proper research, and while rule is equal to both AI and Player, its definitely going to hit player harder, as AI have a tendency to capture, wait, capture, wait, rather than players capture, capture, capture.

oh, and check out the XP on that spy! He's gone total medieval James Bond ;)

Spoiler :
pgQvRBF.jpg


edit : found a "used" but unopened Samsung 850 EVO 250GB for $78. :assimilate:
 
dude, you removed the "always war" and "always peace" options?! Those are my favorite game modes. Could you add them back?

also, two other suggestions:
1. could you add the dotting tool back? i.e., the tool that draws a fat cross when you press alt+x?
2. could you add an option of "automatic end turn when there is no decision"? It is an option that the AND2 has, and a very nice option very needed for the VIP mod since there is not too much to do at the first a few hundred turns (because of all the added techs to research and nothing to build).

A great mod overall! And thanks a lot!
 
I'll enable the always war/peace in next version. Never used them, and didnt think anyone did ;)
Until then you can do it in
...Civilization 4\Beyond the Sword\Mods\VIP\Assets\XML\GameInfo\CIV4GameOptionInfos.xml
Just set Visible 0 to 1

1) You mean something like this :D (sending a warm thought to Ruff_hi for isolating it from BUG)
Spoiler :
4SVzrRz.jpg


2) So it automatically ends turn? But how to stop it if something happens that needs changing?
 
vincentz, thanks for showing me the work-around!

1. Yes! what did you do to get the screenshot?
2. So it automatically ends turn? But how to stop it if something happens that needs changing?
Yes, it automatically ends turn when there no decision required.

In case you want to force stop the automation (e.g., crank down research bar, or change the ongoing building sequence in a city), you can just double click on a city.

Try it in AND2. It is a handy feature that saves me a few hundred mouse clicks (at epic speed on large map). Maybe a few thousand if you play at slower speed and/or larger map.
 
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