[Warlords] Composite XL More of Everything!

Impaler[WrG] said:
:king: I second that, a nudge like -1 Happiness would be good. I'm also reminded of the concept used in SMAC of limiting the max output of each yeild early in the game.

P.S. I find the Fishnet/hammer bonus with Oligarchy realy weird and illogical, could it be changed to something else?

The A.I. seems completly oblivious to anything except + Gold......
I had a test build where I used Religion to block, had to have a religion had to not have a religion, well in this test build Panthism needed no religion.
Not 1 A.I. adopted a state religion all game other than good ol Isibela And Henrique

It was not untill I made Militant the OMFGWTFROFLBBQ!!!1111 defacto war civic that it started to shift around. PLEASE TGA SAVE US!

Limit does happen and I made some of the changes with that in mind.
Late cottage for one is a major limit. Then the progressive hammers on workshops, lumber mills ect ect that firaxis built into the system, which I think works pretty well...

Speaking of which Desert Windmills Yea or Nay?

Yea we can change it, Aussie had changed it from Horseback Riding/Pasture cause the feedback he got was that most Oligarchies started in the med and where ocean based traiders.

http://en.wikipedia.org/wiki/Oligarchy

Ive been considering bouncing it...
 
Ket, thanks for your wonderful work! First time poster here and your mod has forced me to dust off my civ4 cds. :)
 
This may have been posted before - forum going really slow and don't really have the time to go through all the posts but I'm having sever problems with this mod - the info panel at the bottom of the screen ( one with promotions etc) keeps completely disappearing which is a definite game killer for me as you can't tell any unit to promote goto or anything involving the buttons :( this seems to happen if you reload a game and happens everytime it seems
 
I just noticed while playing as egypt that the Pantheism monument bonus doesn't apply to obelisks; I haven't tested it but I would wonder whether this is the case for all UB / Civic relationships. Are civic tags tied in specifically to buildings rather than building classes?

Desert windmills would be good, but only in the modern era. It would help reduce the impact of GW on game flow, while still making it pesky to deal with. One change that was proposed elsewhere was allowing windmills to carry irrigation, if that isn't already in.

For Oligarchies: perhaps the bonus should be shifted to building based rather than improvement based. Give an extra trade or commerce bonus for cities with Courthouses and/or Harbors.
 
aXIL: 2) Ok open up CvPath.py its located in
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Mods\Composite XL\Assets\Python\INIParser

Scroll down to the bottom of the file and delete this
if (activeModName != None):
_test()

Save and load up warlords and load mod...
 
GRM7584 said:
I just noticed while playing as egypt that the Pantheism monument bonus doesn't apply to obelisks; I haven't tested it but I would wonder whether this is the case for all UB / Civic relationships. Are civic tags tied in specifically to buildings rather than building classes?

Desert windmills would be good, but only in the modern era. It would help reduce the impact of GW on game flow, while still making it pesky to deal with. One change that was proposed elsewhere was allowing windmills to carry irrigation, if that isn't already in.

For Oligarchies: perhaps the bonus should be shifted to building based rather than improvement based. Give an extra trade or commerce bonus for cities with Courthouses and/or Harbors.

Will look into the UB situation, it might be exactly that.

Still compiling info on Global Warming, I might have it change to plains instead of desert
 
I've tracked a few text display bugs which are putting things like +4397967231 in various places, its caused by using <element/> rather then <element>0</element> in the XML in several places. Magelons Voyage and the Concription Civic fall under this group. Militant Civic has correctly formated XML but I found that the combination of

<bStateReligion>1</bStateReligion>
<iNonStateReligionHappiness>1</iNonStateReligionHappiness>

Is probably at fault as Firaxis never intended both to be used together, changing iNonStateReligionHappiness to zero will resolve the garbled text. I'm fairly shure this was a typo, I dont see why Militant religions should have Non StateReligion Happiness. If you had intended it to be a -1 then I'll have to go do some work in the Dll to get it resolving properly.
 
Ket said:
For P.A. you have to play custom game or custom scenario and select the option to enable them. They do not enable automaticly on play now...

Thanks :)! I do like the diplomatic side of things. And getting a PA was like a reward for good diplomacy!
 
Hi!
I just downloaded your mod, unzipped it and put the complete folder in to following directory: C:\Programme\Firaxis Games\Sid Meier's Civilization 4\Warlords\Mods
Then I started Warlords and loaded the mod. But then there was missing text in the menue.

Please help.

Carlito:(
 
This very common error is almost always due to an extra folder layer wraped around the extracted content. Your pathway is probably something like...

/Mods/CompositeMod/CompositeMod/Assets

It should be

/Mods/CompositeMod/Assets
 
First of all, I greatly appreciate all of the hard work that has gone into this product. As a software developer myself, I can only begin imagine the headaches you have gone through with configuration management and trying to maintain the unwieldy code base.

With that said, I installed the mod over the weekend and ran into a couple of issues:

1. When I would enter the city screen, the leader score board would never completely disappear. Rather, one or two entries would stay on top of the city screen. This didn't impact game play, but it was very annoying.

2. I noticed that as I switched from unit to unit that the previous unit's information did not go away. Instead, it stayed on top and both sets of information were displayed at once. This made it very difficult to read promotions and abilities.

3. Whenever a GP was born, the screen with their picture and bio would appear and hang the game for 30 seconds or so. The biopic is a nice addition, but it greatly slows down the pace of the game.


Two "feature requests"

1. I am not quite sure what all of the buttons do above the unit order's panel. I figured out that the first set controls how to render the list of units on a particular plot, but the others confused me. Is is possible to have tool tips for these?

2. Why are there 5 leaders for the Canadians? Is it because a Canadian modded the game and added them? I am all for the Canadians, but I think 5 leaders is a bit excessive considering that no other civ has more than 3.

thanks!
 
sillyspheres said:
First of all, I greatly appreciate all of the hard work that has gone into this product. As a software developer myself, I can only begin imagine the headaches you have gone through with configuration management and trying to maintain the unwieldy code base.

With that said, I installed the mod over the weekend and ran into a couple of issues:

1. When I would enter the city screen, the leader score board would never completely disappear. Rather, one or two entries would stay on top of the city screen. This didn't impact game play, but it was very annoying.

2. I noticed that as I switched from unit to unit that the previous unit's information did not go away. Instead, it stayed on top and both sets of information were displayed at once. This made it very difficult to read promotions and abilities.

Both of these things can be caused by civ's cache (or, at least, clearing my cache has fixed these issues in other mods previously). C:\Documents and Settings\USERNAME\Application Data\My Games\Warlords\cache should be deleted periodically when playing warlords mods.

sillyspheres said:
3. Whenever a GP was born, the screen with their picture and bio would appear and hang the game for 30 seconds or so. The biopic is a nice addition, but it greatly slows down the pace of the game.

I don't particularly like the GP mod component either, but you should be able to disable it without too much effort. I don't have the instructions for doing so offhand, tho :p

sillyspheres said:
Two "feature requests"

1. I am not quite sure what all of the buttons do above the unit order's panel. I figured out that the first set controls how to render the list of units on a particular plot, but the others confused me. Is is possible to have tool tips for these?

2. Why are there 5 leaders for the Canadians? Is it because a Canadian modded the game and added them? I am all for the Canadians, but I think 5 leaders is a bit excessive considering that no other civ has more than 3.

thanks!

The buttons are the Plotlistenhancement mod. There are readmes for it located in the Readme directory of Ket's mod, and you can also find the thread for it by searching for plot list enhancement on the forums.

I don't really mind the canadish rulers, it would be nice if every civ had that many but it doesn't hurt to have one civ with a lot of options. I think the leaderheads might be better used as modern leaders for other civs, tho, to help balance things out.
 
how bout workers be able to build a lumbermill. they would construct the lumbermill in forest land. it would create 1 extra commerce and hammer for forrests.


hammer
 
sillyspheres said:
2. I noticed that as I switched from unit to unit that the previous unit's information did not go away. Instead, it stayed on top and both sets of information were displayed at once. This made it very difficult to read promotions and abilities.

It happens even in vanilla I believe. Alt+tab should solve it ;)
 
number1hammer said:
how bout workers be able to build a lumbermill. they would construct the lumbermill in forest land. it would create 1 extra commerce and hammer for forrests.

Workers can already build lumbermills, but I think it requires at replaceable parts.
 
Originally Posted by sillyspheres
2. I noticed that as I switched from unit to unit that the previous unit's information did not go away. Instead, it stayed on top and both sets of information were displayed at once. This made it very difficult to read promotions and abilities.

Arlborn said:
It happens even in vanilla I believe. Alt+tab should solve it ;)

Yes, this is exactly how I solve this problem also. Do wish it would be fixed though, its slightly annoying.
 
Ket,

I think this mod is absolutely fantastic! I love the incorportation of the Lopez's Air Forces Mod. Naval promotions sound great, too. Would it be possible to reincoporate some of the other sevo/gir promotions like attack and heros?

Also, I love to play on large maps and was wondering if you could add Roger Bacon's megacity mod as and option for those of us who want fewer cities spaced farther apart?

Once again, this is by far my favorite mod! Keep up the good work!
 
Anyone else having problems with the current 61 download from Filefactory? I keep getting a 7z (v442) error this isn't a supported archive. I even paid the $5 for a premium membership to use DAP which usually provides a good d/l and still get this error on the second file d/l.

Looks like a fun mod.
 
do you have a zip version to the file, if not what do i do to extract it and what not?
 
I like the look of your mod however, I like to add more flavor units into it by adding them in the XML (Unitinfos,Artdefines, and formationinfos). I tryed to add 1 unit (a swordsman) plain unit copy into the artdefines. Then I copyed the unitinfos of the regular swordsman, and changed the name. I then went through the I get about 20 XML messages about a prob with the first line of the unitinfos. I didnt touch the first line. Is there some other process or file that I must change inorder to add in more units via Rabbits EDU like Flavor process? I notice those BAK files in there, what do they do? Any sugestions on were for me to go next. Like I said above mod looks great.
 
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