[Warlords] Composite XL More of Everything!

Ket

Composite Of A Composite
Joined
Jul 26, 2006
Messages
900
Location
Austin, TX


Composite XL - Version 0.6.1 Public (Updated 9/22/06)
For Civ 4 Warlords 2.0.0.0
Powerd By The Civ 4 Community Core Project
Built On Ket's Unaltered Game play with Flavor Framework




Version 0.6.1
Due to a small problem with the patch and installation we have re-uploaded the file, if you are having a problem such as no interface or can not get the mod to run please re-download the file.

DOWNLOAD LINK:
http://www.filefactory.com/file/0b24d2/

Overview
So unplug the jukebox, and do us all a favor, that music's lost its taste so try another flavor....

You want MORE, you want LARGER, you want BIGGER, you want OPTIONS, you want BALANCE, you want a CHALLANGE?

Harder, Bigger, Better, Faster, Stronger, XTRA LARGE

VISUAL CHANGES

FLEETS AND FORMATIONS
Screenshots say it all...


Game Play Changes

EXPANDED TECH TREE 15 New Tech's Complete Rework Of The Tree
This is not the tech tree you know, greatly expanded to accommodate the numerous units, building and wonder additions. The tree is also laid out in a logical progression of ages as you can see in this screenshot; this allows us to balance in new techs with ease.(Not All Techs Are Shown)



NEW UNITS - NEW AIR COMBAT
197 Units, Some Flavor, Some New Units and Classes ranging across all era's tear up your enemies warriors with your War Dogs. Defend your shores with mines. Take the fight to the Air with a completely new air system, aircraft spread out over 6 tech's from Biplanes to Strike Fighters, Aircraft gain experience and have there own promotion sets.(Not All Units Are Shown)



WONDERIOUS WONDERS
More new wonders than you can shake a stick at. Some with effects you've never seen before. Other wonder effects changed....
Build The U.N. and watch your diplomatic relationships go up. Build the Art of War and WATCH every unit you control on the board get two free promotions of your choosing. Build Leonardo's workshop and get a free Scientist/Engineer/Artist and Priest in that city. Check the Pedia for more.(Not All Wonders Are Shown)



NEW CIVILIZATIONS
Canada, Cherokee Nation, Israel and Portugal complete with sounds, Unique Units and Unique Buildings.

NEW RELIGIOUS VICTORY AND RELIGIOUS ENHANCEMENTS.
Spread your religion with your missionaries or your units. Settlers and Units now have a religion based on there home city. If they base in other cities they can spread the religion to other cities including your opponents! Unlike missionaries you don't know which religion from the city they where created in they are carrying. Civics such as Theocracy enhances your chances to carry your state religion. Religions clash with other religions to many religions and its possible that one will remove another. Added Religion Shinto.

CIVICS THAT MATTER
A completely and totally re-balanced Civic system. Phase II of Aussie_Lurkers Civic Balancer is currently in place. Through game testing we have re-balanced some of the Civics. Take the good with the bad, most Civics have a downside, balance the needs of your nation against the downfalls of the specific Civic.

HARDER SPACERACE
Getting to space was too easy; this is going to require a good deal of effort on any player who is looking to REACH FOR THE STARS


ENHANCED BARBARIANS
Barbarians can now get great generals on the upside you now get great general points for killing them and wild animals. Watch out for the pirates!


ENHANCED CULTURAL MODEL
Culture over trade routes, borders over oceans, decay and conquest of a city does not destroy its culture... TONS of enhancements to the culture system

BETTER SPEED
FX Endurance and FX Marathon for enhanced game play.

ENHANCED DIPLOMACY
An enhanced diplomatic model based on a few things.. no more leaders getting mad at you cause you declared war on there friend when they are not really there friend. Better memory decay. Some buildings and wonders cause diplomatic effects.

ENHANCED ADVISORS
Customize your city advisor the way you want it, with the details you need to see, your foreign advisor is also changed for the better.

BALANCE
No change was made without balancing it against the system. It’s easy to add 500 units into the game (although time consuming) making sure that the changes do not cause an imbalance in the system is another. If the A.I. can't do it, we don’t add it.

TWEAKS
More tweak than a night driving interstate trucker. Some of the more important ones to note. Nukes *can* destroy any building or unit and are more deadly. Guilds enable technology trading. Monarchy allows cottage building. Pottery enables wine. Forest and Jungle can not be roaded until bronze working. Tech tree has had major changes. Check it the first few times you play.


NEW GAME PLAY OPTIONS
From the custom game screen control some add on options. Currently supporting Slow Cultural Borders and Great People Pooling. More being added. Your in control now!

MAPS
One of the few mods to offer maps, we have combed the darkest corners to find some of the best maps out there. Some with 24 Civ's some with 12 there are a wide variety of maps included to enhance your strategic game play. Included:

Rhye's Earth Map 24 Civ's For Warlords
Rhye's Earth Map 23 Civ's For Warlords (No Celts)
Pantastic Huge 24 Civ Earth Map
Pantastic Huge 23 Civ Earth Map (No Celts)
24 Civ Radical Earth 52X32!!! (Great for slower systems)
Syntera 15 Civ TINY Earth (Tera Style)
12 Civ Small Europe: This is my favorite don’t be mistaken there is plenty of room to expand. It plays very much like a board game and is one of the best maps I have played.

Please note: These maps are specially modified to work under the conditions of having 24 civs in the game. This is changed in the SDK and compiled into the .DLL that ships with the mod. Trying to use thse specific versions of the maps in other mods may or may not work which is why we have put them in the PrivateMaps folder.
Also note: Using maps with an extended .DLL (24 civs 32 civs whatever) require special editing. You can not just use any map with this mod or any other mod using the extended civ's mod, without making some special modifications.

Installation: (Format OF Install Instructions From Amra)

Extract this file to your Warlords "Mods" folder within the game directory. For example, C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\MODS. It should create a folder called "Composite XL" that will include all of the modpack files. In game, click on "Advanced" and then "Load a Mod" to play. If you want this mod to load automatically every time you play Civ4 then edit the "CivilizationIV.ini" file in your "\My Documents\My Games\Warlords" directory. Search for "Mod = 0" and change it to "Mod = Mods\Composite XL".

VERY IMPORTANT STEP FOR GREAT PERSON MOD:

Run GreatPersonArtPath.bat in the modpack directory to set the GP Mod art path. This only modifies one file called "cvGPArtPath.py" located in the "Composite XL\Assets\Python" directory but is important for the mod component to work properly.

Please note that Multiplayer requires all players to have the same version of this mod installed and loaded when playing.

7-Zip
We have switched to 7-Zip for file compression the file extension is 7z. 7-Zip reduced the file size by about half compared to WinRar. The latest versions of Winrar or WinZip should handle this file without a problem you can also download 7-Zip for Free at http://www.7-zip.org/

Public Beta Notice
Please note this is a public beta, it may be in some places rough around the edges. We do strive for crash free game play and in general we have very few critical bugs and the ones we do let out we patch quickly. That being said we encourage you to post you comments and feedback about the game and even your ideas. We do have a development path to 1.0 but there is always room for more. Please check the version.txt readme.txt and forum posts regarding known issues before posting a bug report. If possible screenshots and or game saves are always helpful.

The Composite XL Team
Ket, Impaler[WrG], Roamty, Ocedius
Maps
Strategyonly
Testers/Balance
Arlborn, Uniquemind, GRM7854
Special Guest Appearance
TheLopez, Keldath, Amra, Aussie_Lurker, Wyz_Sub10, SeZereth
*Please see credits for a full list of contributors*



 
Known Issues:
- A few late added units do not have there formations set to display in 8+1 or 9+1 they display as default units in regular warlords.
- Text Key for when being asked to change Civics are out of date, or incomplete or just not there.
- Parts of Cultural Influences specifically culture over trade route is not functional due to a python error that TheLopez is debugging.
- Not all wonders have movies. I am working to get at least a static image to display and the stats to show. .6 Introduces some temporary static images.
- Non Fatal C++ exception dealing with invisible units. May ship .6 with it.

.6.1 Changes
Spoiler :

Version .61
Fix - Sound For Shinto Religion (Thanks GRM7584)
Fix - Wonder Movie Test For Springfield
Fix - Barbarians
Fix - Slowdown @ Classical
Python - Version Control In SevoPedia
Fix - Graphic For Shinto
Fix - Began Religion Screen Change

Removed Religion Decay, it will unfortunatly not be back

..6
Religion - Shinto Added
Fix - Ocean Trading @ Optics
Fix - Vassal Trading Enabled
Re-Add - Air Force SDK Change
Re-Add - Pirates Mod
Update - Regiments & New Units (Flavor) Unit Count Now 197
GFX - War Elephant Size Reduction
FIX - TXT_KEY In Options For Slow Culture Growth
FIX - Isreal Diplomacy Text [OUR EMPIRE] Fixed
FIX - Parthanon No Longer Obsolete's
Merged - Roamty Duplicate/Art/Springfield/Movies Fix
Python - Religion Decay
MAP - Radical Earth 18 Civ 64X40
MAP - 11 Civ Europe 61x45
Python - Culture Decay Back On
Python - Plot List Enhancements
SDK/Python - Raze City Mod
SDK/FIX - Impalers IsConnected Return Bug Squashed
SDK/Python - Customizable Domestic Advisor Zoom Fix
Python - Cultural Conquest
Civics - No Religion @ Free Religion
Civics - 1Happy Per Mil @ Heredatary Rule
Civics - Oligarchy +33% Maintance Number Of Cities
Civics - Police State +1 Happy Per Mil Removed Barracks Bonus
Civics - -25% Weary @ Militant, Upkeep High, 15% Population Free Units
Civics - Panth Gold Bonus 10% (AI LOVES IT TO MUCH!)
GFX - All Tanks Reduced in Scale a bit, Mark V reduced a good deal.
Map Script - Earth2 By GRM7584
Tweak - Nukes Toned Down

Major Change... Cities with multiple religions can experience a religious decay where a non state religion is removed.

Major Change... Large Cities no longer instantly raze, it takes time for a city to raze and each turn some of its buildings and population are destroyed but only if a military unit is in the city... Capture back the razing city to stop the raze function... !r! means city is razing ?r? means city is stalled in razing for lack of military units.

In an attempt to get GRM7584 wonderful Earth2 Map Script some exposure and get him to finish it :) we are including it until he tells me to take it off ;)
To use it in a normal game move it from PrivateMaps to your PublicMaps folder.
Discussion Thread: http://forums.civfanatics.com/showthread.php?t=184377

 
Credits:

I pillaged and scrounged from everywhere so if I miss someone along the way please forgive and tell me and I will make the correction as soon as possible. The biggest credit of all goes to the ENTIRE community of modders who without them this would not be possible. I have never encountered such a tight knit, well behaved, and helpful group of folks.

Influences:
Sevo, Amra, MaxRiga, Ocedius, ArbitraryGuy, GarretSidzaka, Rhye, Isak, Thamis, Plotinus, Gaurav, Fitchn, FexFX, AndyTerry, LordOlleus, Houman, Player1 Fanatic, Impaler[WrG], Gnart, DearMad, TheLopez


Additional Civ's
Portugal, Canada, Israel, Cherokee - Wyz_Sub10, Amra and The Civ Gold Team.

Python And SDK

TheLopez
- Great Generals From Barbarians (Now Built Into The CCCP no python required)
- Cultural Influences (Slow Borders Now Built Into The CCCP, With Game Option Toggle)
- Customizable Domestic Advisor
- Dawn Of Man Update
- Air Forces Mod
- Route Pillage Mod (Now Built Into The CCCP)

Other Mods By TheLopez Mods Not Included (Yet) But Built Into The CCCP
ImprovmentsOutsideBorders, Add/Remove Traits by Python, Building Resource Converter, Water Animals

Roger Bacon
- Flying Tag (Built Into The CCCP)
- Defensive Camera Zoom (Built Into The CCCP)

Lunar Mongoose

- Upgraded transport bug fix (Built Into The CCCP)
- MP Camera fix (Built Into The CCCP)
- First strike fix (Built Into The CCCP)
- Intercept Domain Blocking Fix (Built Into The CCCP)

Jdog5000
- AI autoplay (Not Active But Built Into The CCCP for TGA's AI Project.)

Impaler[WrG] (All Built Into The CCCP)
- Happyness/Health Commerce
- Trait Diplomacy Bonus
- Trait Vote Modifier
- Trait FreeSpecialist Bonus
- Specialist Commerce/Yield Changes with Tech
- FreeBuildings with Tech
- Specialist Commerce/Yield Changes with LocalBuildings
- Building FreePromotions
- Building FreeCommerce on Construction
- Building Distance/Number Maintance Modifers
- Building UpgradeCost Modifier
- GreatPeoplePointPooling (controled by GameOptions)

Graphics

Gedemon - Formations, Unit Animations, Fleets Converted To Warlords
Elohim - Fleets and Naval Size
Rabbit, White - EDU
A hundred Unit Makers...

Maps And Map Scripts

THIS IS A WORK IN PROGRESS!!! More Comeing Its A Big List
 
Development Plan

Version .7 (Public)
----------
Break Fix's for .6
Wonder Itsukushima Shrine
Wonder Charles Linburg Trans-Atlantic Flight
Upgrade Path For All Units Checked
Naval Promotions (Possible)
Text Key Civics Clean Up
Great Doctor (POSSIBLE, Depends if AI uses it)
Great Statesman (Possible, Depends if AI uses it)
New Crusade Tech, Wonder (Ganarts) Wonder Crusade, Only in Militant Civic
New Mideval/Renisance Units
MAD
Create Tac_Nuke Switch Fusion Nuke To It
Specialist Stacker Mod
Building Silo Needed For ICBM -3 Happy
University +25 War Weary
Remove Uranium Req From Battleship And Destroyer
Subs of all classes except for SSBN Get +25/+35 against transports
Remove SSBN till I determine what to do reguarding transported nukes
Promotions Need To Be Fixed For Unit Class.
Check Physics For Uranium Reveal
Slaves!

Version .8 (Public)
------------------
Civ Gold Warlords (35-40 New Civ's)
Update all Civ's to have second UU

Version .9 (Public)
------------------
Start To Re-Add Modern Flavour Units


MAD - ON HOLD TILL FIX'S COME OUT
Missile's/Bombardment - ON HOLD TILL FIXES COME OUT
 
State Of The Mod Goes Here...

Will start at .6
 
Spoiler :

Mostly for myself and other people working on design current version list and todo...

Version .7
XML - Naval Units Can No Longer Get Defense Promotion
XML - Destroyer, Battleship and Transports Removed Uranium Req
XML - Uranium Reveals At Physics
XML - SSBN (Submarine Based Missile Launcher) Removed Temp
Building - Nuke Silo Required To Build ICBM -3 Happy +10%WW Local

+1% Global 8 Max Built
Unit - Nuke Requires Oil as Well @ Nuke Power/Rocketry +1 Upkeep
Building - University +25% WW
Unit - Nuke Bomb (Simulates Air-Carried Nukes) Range Of Bomber, Can

Rebase, Can Be Intercepted, Treated as an Air Unit. Destroys

itself on mission.
Python - Roamty Religion Screen Temp Fix
SDK - Dale's Missile Mod
SDK-Units - Inquisition
SDK - Civics Free Specialist
SDK - Favorite Religion




SDK - Unit Civic Preeq
SDK/Python - MAD NUKES
SDK - Building Civic Preq




Religion - Zorostrasim Added
Religion - Early Religion Rate Spread to 80 (was 100)
SDK - Religion Can Spread Organicly To A City with A Religion
Map - 23 Earth Balanced
Wonder/Building/Project - Crusades



ToDo:
New Crusade Tech, Wonder (Ganarts) Wonder Crusade, Only in Militant Civic
New Mideval/Renisance Units
MAD
Create Tac_Nuke Switch Fusion Nuke To It
Specialist Stacker Mod
Subs of all classes except for SSBN Get +25/+35 against transports
Slaves!

GRM Tech Tree Idea
Here are the "last 7" techs as I've set them up in my own mod, altered slightly

to better fit Composite. I haven't checked for graphics for any of 'em, but I

might be able to churn out some icons if it becomes necessary. I'll mess around

with icons next week, I remember making a lot of those things for civ3.

Change:
Apollo Program: +50% Research (This city), +50% Gold (This city), +1 Happy (All

cities)

Change:
w/ Space Exploration - New Team Project:
S.E.E.D. Project: Allows construction of SS parts, requires Apollo Program (not

necessarily in same city). 1600 Hammers, no doubling

Change:
Fusion: First to discover receives Great Scientist

Replace Future Tech with:
Gene Therapy (OR Space Exploration AND Genetics)

Remove Genetics requisite from NanoTech

Cold Fusion (OR Fusion AND Satellites)
--Allows SS Thrusters
--Move: Fusion Plant

FTL Propulsion (OR Fusion AND Space Exploration)
--Allows SS Engine

Cybernetics (OR Nanotech AND Genetics)
--Allows SS Docking Bay
--+1 Production (just about any production improvements)

Strong AI (OR Globalization AND Nanotech)
--Allows SS Cockpit
--Promotion: AI Uplink, req Satellite Uplink

Supertensiles (OR Nanotech AND Satellites)
--Allows SS Casing
--Move: Space Elevator

Terraforming (OR Gene Therapy AND Ecology)
--Allows SS Life Support
--Hydroponic Farm, +X Food
--or, possibly, +1 Food all Farms

Genetic Manipulation (OR Gene Therapy AND Laser)
--Allows SS Stasis Chamber
--possibly, +1 Food for Food Improvements (Farms, Pastures, Fisheries, etc)
--Alternatively: +X Health

Last (last last row) Tech:
Future Tech (OR Supertensiles OR Terraforming OR Strong AI AND Cold Fusion AND

Cybernetics AND Genetic Manipulation)

Obviously with those changes the game would have to be extended another 50 years,

so I don't think its a necessity for this mod; one alternative would be to just

add 2 of those to the current last row and move the SS parts there.






Version .62
Fix - Remove Python Debugging On Release was causing a problem

Version .61
Fix - Sound For Shinto Religion (Thanks GRM7584)
Fix - Wonder Movie Test For Springfield
Fix - Barbarians
Fix - Slowdown @ Classical
Python - Version Control In SevoPedia
Fix - Graphic For Shinto
Fix - Began Religion Screen Change

Removed Religion Decay, it will unfortunatly not be back
 
GO GO GO MAN!!!!!!!!!!
<waiting for download>
Great job, lets see if works :>>
 
Wow, looks very nice. Might be the first warlords mod thats worth playing to me.

Im glad theres no new traits. I hate new traits. The ones in total realism and sevomod are unbalancing.
 
First Download link posted.

Xanikk, if you see something that throws balance off please tell us. We are planning on enhancing the traits and its one of the things we are trying to be careful about.
 
Great work Ket....now I don't have enough time to play keldath's and your mod both!!!!

Nice to have tough choices on such great mods...and when Sevo gets his out, well that will throw all sleep out the window :)
 
Ket said:
First Download link posted.

Xanikk, if you see something that throws balance off please tell us. We are planning on enhancing the traits and its one of the things we are trying to be careful about.

Ok, il let you know. ;)
 
Downloading, lets see if its worthy to split my time playing civ4 with sevo(plz sevo, fast warlords compatible ^^) and this one when sevo goes out hehe, but by what I saw from the last versions, Im sure it will be :goodjob:

<downloading>
 
I just tried to download it and its downloading fine. I'll have the second download link up whenever they approve the file its still pending.

Load should be crash free. Went through fairly extensive testing, we would have picked up most load crash situations. Could it be your Cache? I finaly got so frustrated with the darn silly cache in Civ 4 that I disabled it in the .ini file.

Strange Thing I DID notice earlier when trying to work on a main menu change for the Mod. I was getting a CTD when I tried to alter the main menu, so I removed all the files AND STILL got a CTD. finally I loaded another mod, quit it and then reloaded mine without a problem.
Strange Eh?
 
Ket said:
Credits:

I pillaged and scrounged from everywhere so if I miss someone along the way please forgive and tell me and I will make the correction as soon as possible. The biggest credit of all goes to the ENTIRE community of modders who without them this would not be possible. I have never encountered such a tight knit, well behaved, and helpful group of folks.

Influences:
Sevo, Amra, MaxRiga, Ocedius, ArbitraryGuy, GarretSidzaka, Rhye, Isak, Thamis, Plotinus, Gaurav, Fitchn, FexFX, AndyTerry, LordOlleus, Houman, Player1 Fanatic, Impaler[WrG], Gnart, DearMad

Portugal, Canada, Israel, Cherokee - Wyz_Sub10, Amra and The Civ Gold Team.

Python And SDK

..... Continued Been up to long..fading fast!


Ket, it looks great but did you forget someone?
 
LOL! Look at the bottom of the first post... :)

I put so much of your stuff in there, and needed so much help with the python I had to put you as a main contributor.

Don't worry I'll list out the individual mods and additions...
 
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