Vincentz Infinite Projects (VIP) [Modpack]

I noticed in AND that RoM Unitinfos and Buildinginfos are being overwritten. What changes did you make in those? So I can make an AND compatible version.

In those? Nothing; except commenting out some help text; they are functionally identical. The real changes are all the in "Afforess" folder.
I also thought about stealing (I mean borrowing ;)) your DLL as there are sooooo many things I'd like to mod that is only possible with AND. (well, it actually dates back to Jooyo putting in a bit of smoke in my industry chimneys :smoke:).

I know what you mean. ;) The first taste of freedom and you can never go back.
BTW I did a massive rework on the Guilds. They are more balanced, better looking, more diverse etc etc. I'd also prefer to have the max 3 guilds/civ, otherwise they dont get spread around so much, and some of the big civs will take most of them.

Great, I'll work up a new version without your resources, but with some of your other changes.
But... In the end when I'm done testing, adjusting, balancing my mods, I think it would be better if AND ate them, as it is more user friendly to have that big one, instead of 20 small modmods.

Ever think of modmoding for AND instead of RoM? :deal:
 
Pleeeese? I know you want to vincentz! :cool: All the cool kids are doing it.

Oh great, I'm not cool. Again! Until I can figure out why the movies (national and shrine) are not working in AND plus get used to some of the non-optional stuff which I currently hate, I am working on RoM only.
 
Oh great, I'm not cool. Again! Until I can figure out why the movies (national and shrine) are not working in AND plus get used to some of the non-optional stuff which I currently hate, I am working on RoM only.

No, you ARE cool.

You make at least two different versions or at least acknowledge a potential problem or compatibility of your modmods with AND. So to me you are cool because your modmods are coolly made. I even play with "Better Images" by you in AND. It makes my Trade Caravans look better and unique instead of being same as Great Merchant.

So, to summarize: you are cool but more slow to assimilate your work into AND, is all.
 
Updated to 1.61.

Sorry for the mess with people who installed the 1.6.
The 1.61 (Full and vanilla) uses the installpath for RoM 2.9 for my RoM "vanilla" mods: 007, Agent, Special Agent, Warlords, Junglecamp and Industry (Builds and Custom Units)

Also changed the Guilds to use 1 resource only, as AND used Smart Medicine and Biofuel for some mods. It should now work with AND and RoM without having to change any original files. There is however one mod in AND that is incompatible with VIP. Dont remember the name, but adds an extra resource Wool.
 
is this fully modular?
 
100%
The folders are :
....Civilization4\Beyond the Sword\Mods\Rise of Mankind\Assets\Modules :

Custom Units :
Warlord, 007, Agent, Special Agent
Builds :
Junglecamp, Industry
Projects/Vincentz :
Corporations, Guilds, Improve, Promo, Silent Hunter, Spysat, Thor

Just delete one if you dont like some of it, they are not interconnected.
 
OOPS! You forgot schema files for your units.

EDIT:

Wait, I may be in wrong. Are you telling me that I'm supposed to have to be still having the original files in RoM and your changes are to overwrite whatever needs overwritten?
 
yeah, its a mess, I'll admit it.

I'll upload a 1.7 later today with all the files also fixing the build button for junglecamp, and making changes to cottage->town improvements. Instead of being a gold improvements they will now be giving a little bit of everything. The tradeposts will then be the new gold improvement. Makes sense to me :

Cottage : +1 :food: +1 :commerce:
Spoiler :
Originally in the Middle Ages, cottages housed agricultural workers and their families. The term cottage denoted the dwelling of a cotter. Thus, cottages were smaller peasant units (larger peasant units being called messuages). In that early period, a documentary reference to a cottage would most often mean, not a small stand-alone dwelling as today, but a complete farmhouse and yard (albeit a small one).

Hamlet : +1 :food: +1 :hammers: +1 :commerce:
Spoiler :
A hamlet is traditionally defined ecclesiastically as a village or settlement that usually does not have its own church, belonging to a parish of another village or town. In modern usage it generally refers to a secondary settlement in a civil parish, after the main settlement (if any). Hamlets may have been formed around a single source of economic activity such as a farm, mill, mine or harbour that employed its working population. Some hamlets, particularly those that have a medieval church, may be the result of the depopulation of a village.

Village : +1 :food: +1 :hammers: +2 :commerce:
Spoiler :
A village is a clustered human settlement or community, larger than a hamlet with the population ranging from a few hundred to a few thousands (sometimes tens of thousands), Though often located in rural areas, the term urban village is also applied to certain urban neighbourhoods, such as the West Village in Manhattan, New York City and the Saifi Village in Beirut, Lebanon, as well as Hampstead Village in the London conurbation. Villages are normally permanent, with fixed dwellings; however, transient villages[1] can occur. Further, the dwellings of a village are fairly close to one another, not scattered broadly over the landscape ('dispersed settlement')

Historically, villages were the usual form of community for societies that practise subsistence agriculture, and also for some non-agricultural societies. In Great Britain, a hamlet earned the right to be called a village when it built a church.[2] In many cultures, towns and cities were few, with only a small proportion of the population living in them. The Industrial Revolution attracted people in larger numbers to work in mills and factories; the concentration of people caused many villages to grow into towns and cities. This also enabled specialization of labor and crafts, and development of many trades. The trend of urbanisation continues, though not always in connection with industrialisation. Villages have been eclipsed in importance as units of human society and settlement.

Town : +1 :food: +2 :hammers: +2 :commerce:
Spoiler :
In English and Dutch, the meaning of the word took on the sense of the space these fences used to enclose. In English that was a small city which could not afford or was not allowed to build walls or other larger fortifications, and built a palisade/stockade instead (many early English settlements in North America used stockades.) In the Netherlands, this space was a garden, more specifically the richer ones which had a high fence or a wall around them (like the garden of palace 't Loo in Apeldoorn which was the example for the privy garden of William and Mary at Hamptoncourt). In Norse/Norwegian tun means the (grassy) place between the farm houses.

In Old English and Early and Middle Scots, the word ton, toun, etc. could refer to kinds of settlements as diverse as agricultural estates and holdings, partly picking up the Norse sense (as in the Scots word fermtoun) at one end of the scale, to fortified municipality at the other. If there was ever properly any distinction between toun (fortified municipality) and burgh (unfortified municipality), it did not last in practice as burghs and touns developed. For example "Edina Burgh" or "Edinburgh" (called a city today) was built around a fort and eventually came to have a defensive wall.

In some cases, "town" is an alternate name for "city" or "village" (especially a larger village). Sometimes, the word "town" is short for "township." In general, today towns can be differentiated from townships, villages, or hamlets on the basis of their economic character, in that most of a town's population will tend to derive their living from manufacturing industry, commerce, and public service rather than primary industry such as agriculture or related activities.


While the Tradeposts will be
attachment.php


Trade Post : -1 :food: +1 :commerce:
Trade Market : -1 :food: +2 :commerce:
Trade Center : -1 :food: +3 :commerce:

with +1 :commerce: from Patrician and Bourgeous civics and +:commerce: from routes.

I also changed the farm to give +1 :food: with Road, Paved Road and Modern Road.
 
I wonder if Farms should give unhealthiness... they do produce a lot of pollution...

I like your rebalancing of cottages and trade posts. I was just going to make it an install option on it's own, but I like the changes to much, it is going into Better RoM. ;)

(I tweaked the trade posts to give 1 commerce with Coinage and Free Market, but I haven't playtested those to see how or if they are unbalanced)
 
well i shall wait for this new version before i start my next game/ instlal stuff

also how much conflict does this have with A New dawn.
 
well i shall wait for this new version before i start my next game/ instlal stuff

also how much conflict does this have with A New dawn.

No conflicts, except that you may need to remove Guilds from AND or from VIP because they are different at present. Afforess said he will make Guilds the same as Vincentz' in his later version of AND.
 
Separate question:

Do some corporations in AND and ones in Vincentz' pack have anything in common?

In other words, can I install both of them together or do I need to choose either of them?
 
also how much conflict does this have with A New dawn.

The only conflict I noticed is with the AND mod that gives Wool Resource and my Guilds. Also the Corporations and the Guilds are both in VIP and AND. I would select the Corps from AND and the Guilds from VIP as I havent made a revised version of my corps.

Separate question:

Do some corporations in AND and ones in Vincentz' pack have anything in common?

In other words, can I install both of them together or do I need to choose either of them?

I think the AND version is better ;) My next project is to pick up my corporations and make them a little bit more diverse plus adding a couple new ones. The thing about the corps is it is a LOT of work that has to be done for just adding 1 new corporation so I constantly find other projects to fiddle with.
 
The only conflict I noticed is with the AND mod that gives Wool Resource and my Guilds. Also the Corporations and the Guilds are both in VIP and AND. I would select the Corps from AND and the Guilds from VIP as I havent made a revised version of my corps.

I would recommend that AND players use AND guilds over VIP, just because yours will break the resource limitation due to wool.

Basically, the rule of thumb, everything in AND works fine, but outside of that, user beware! ;)
 
I would recommend that AND players use AND guilds over VIP, just because yours will break the resource limitation due to wool.

Basically, the rule of thumb, everything in AND works fine, but outside of that, user beware! ;)

Nope, Afforess.

I'm playing with Vincentz' latest Guilds version. It no longer adds any more resources. It just use Wool, that's it. That mean we are at the limitation, not over. My UI's symbols are not out of whack so it works :). That is how we know whether or not we are over resource limit, if the UI symbols are out of whack. I don't even want to use Hydro's modmods so I'm fine :).
 
Nope, Afforess.

I'm playing with Vincentz' latest Guilds version. It no longer adds any more resources. It just use Wool, that's it. That mean we are at the limitation, not over. My UI's symbols are not out of whack so it works :). That is how we know whether or not we are over resource limit, if the UI symbols are out of whack. I don't even want to use Hydro's modmods so I'm fine :).

It does add 1 resource, which makes it incompatible with Hydro's modmods. That may be fine for you, but I can not have incompatibilities in my own mod. Built in failures is a recipe for disaster. Also, Vincentz guilds are more restrictive. In Vincentz's version, you need to have the guildhall in the same city as the main guild building, and they are both wonders. Go over the wonder limit, and you are SOL. Mine just requires you have the main guild building in your empire. Also, some of my guilds give handy commerce and yield boosts without messing with resources. Other than that, I don't see any dramatic differences. I seriously hate messing with Corporations and Religions due to the TGA, so I am just going to leave mine as is, unless there is some key feature I am missing. ;)
 
It does add 1 resource, which makes it incompatible with Hydro's modmods. That may be fine for you, but I can not have incompatibilities in my own mod. Built in failures is a recipe for disaster. Also, Vincentz guilds are more restrictive. In Vincentz's version, you need to have the guildhall in the same city as the main guild building, and they are both wonders. Go over the wonder limit, and you are SOL. Mine just requires you have the main guild building in your empire. Also, some of my guilds give handy commerce and yield boosts without messing with resources. Other than that, I don't see any dramatic differences. I seriously hate messing with Corporations and Religions due to the TGA, so I am just going to leave mine as is, unless there is some key feature I am missing. ;)

Gotcha.

Thanks for taking time to explain stuff :). Now my options are clearer and clearer :).
 
Well once Afforess finishes his "Goods" system I can change my wool resource into a "good" rather than a "resource". As well as other BtS and RoM resources becoming "Goods" thus opening up many resource slots.

Personally I think Afforess did a good job with the AND Guild system. However I could see it expanding back to its original idea once the "Goods" system is put into place.
 
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