[Warlords] Composite XL More of Everything!

Ket said:
Testers/Balance
Arlborn, Uniquemind, GRM7854

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! :eek: :eek: :eek: :eek: :eek: :eek:

LoL I did came so latye in the project, didnt expect any memory of me :P

Nice to know hehe, I dont know anything about modding, ut Im always glad to help in nice projects..I dont have much time anymore(university + baby 0.o), but right now Im interested in 4 mods here 0.o..Yours, amra, the keldath addons and sevo(waiting for warlords :P) amd the Ai project..SO I dont have much time, but Im always checking, downloading and testing new versions :)

keep up the good work ^^
 
this has evolved into one of the great mods out there. great work. i like the expansion of aircraft and technology, not to mention your changes to civics.
 
Ket said:
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!

How do we get to these options? I played a quick game and it didn't seem to default to Slow Cultural Borders or GP Pooling. How do I change this :confused:? I checked the custom options and didn't see anything but the normal stuff.

Everything else seems to be working well, I didn't see any errors except the civics text missing things. I will keep playing and report any probs, suggestions, etc I find!

Great Mod! Can't wait for the next release(s) :D!
 
@PatrickDockens:
Maps should be kept in the private folder, only due to the fact that they will crash a non 24 civ modded game.

To get to the maps its the last option Custom Scenario.

The options are under custom game at the bottom. One has a display problem (TXT_KEY_) The other is fine. Also you should see Religious Victory.

These options are only there in doing a custom game or custom scenario.

@Spartan117
Thanks man... Keep following us it only gets better :)

@Arlborn
OF COURSE I WOULD GIVE YOU CREDIT!!!!!
:)

@Darke
LOL! :) Thanks
 
There are some bugs in this game, and you noticed one of them is a TXT_KEY error on that thing and the blank one as well. I also notice this annoying description bug on some units that continue to say "replaced (unit) by" and don't say what replace it. I also notice that the David, the isreal leader also have the (our empire) speech error as well, fix that please.

I also want to request that you add in a stacking promotion just like Fall from Heaven, when we upgrade our units with another version, but they stack together then stand-alone.
 
You noticed one of them is a TXT_KEY error on that thing and the blank one as well.
Yes this has continued to plague us, it will be fixed.

I also notice this annoying description bug on some units that continue to say "replaced (unit) by" and don't say what replace it.
This is a side effect of Ethnicly Diverse Units. Its actualy correct. Since say there are now multiple ethnic groups for units. The name of the unit is unchanged. For Example each ethnic group has a different settler, the unit name is still settler but there are multiple classes of them pointing to a seperate graphic file. If you go to the pedia you will see what I am talking about multiple units unique to certain groups. Its logged as a bug anyway as it is slightly annoying but its on a low priority.

Which reminds me of another bug Isreal, Cherokee, Portugal do not have there ethnic groups set. I'll fix that in .6


I also notice that the David, the isreal leader also have the (our empire) speech error as well, fix that please.

CRAP!... Good catch.... Chances are its happening to Cherokee and Portugal as well.

I also want to request that you add in a stacking promotion just like Fall from Heaven, when we upgrade our units with another version, but they stack together then stand-alone.

I dont play FfH so I am not 100% sure what you mean. Zuul did a promotion system that added a function called "Stack Aid" where combined forces where given bonus based on there unit type. Thus making some strategy choices with combined arms tactics. Is that the same thing as what you mean? Unfortunatly that project was abandeoned the code is for 1.61 and has not been ported to warlords, nor will it come even close to running in warlords. That being said I am planning on enhancing the promotion system.

I'm also looking to do hero's and medals.
 
that will be useful as well, i like to see the medals and heros as well in this game, depending how useful the medals are.

Anyways, Please add in the thing that i request so that my screen won't be covered up with freakin stacks all over the screen.
 
Ket,

I had a moment to fire up the mod and play a couple of turns, it looks great, you've added some extra content that really looks to spice up the gameplay.

One thing I did notice, however, is that Canada has 2 UU's... this seems slightly unbalancing as all the other civ's only have 1, but perhaps there is a reason for it. I did want to point it out just in case it was inadvertent.

Thanks,
ripple01
 
Ok we are obviously talking about seperate things.
 
ripple01 said:
Ket,

I had a moment to fire up the mod and play a couple of turns, it looks great, you've added some extra content that really looks to spice up the gameplay.

One thing I did notice, however, is that Canada has 2 UU's... this seems slightly unbalancing as all the other civ's only have 1, but perhaps there is a reason for it. I did want to point it out just in case it was inadvertent.

Thanks,
ripple01

Many Civ's have multiple "Flavor" UU's The Mounties have the same stats as there counterpart (Cav) just different graphics. The Real UU is the Canada Corps. Unfortunatly the way that the game displays that info is slightly misleading.
 
Did settlers spread religion in the last build? Both of the early religions (Judaism/Hinduism) seem to utterly dominate, which everyone sticking to one or the other throughout the game (without human intervention of course). I imagine you eventually plan on integrating EWB or aspects thereof, but until then would it be possible to lower the spread factor for Hinduism/Judaism? Especially across borders, anyhow. Last game Hinduism spread to my capital the same turn it was founded, and every subsequent city founded immediately got Hinduism due to settler spread, which added a much unneeded (and unbalancing) cultural boost to a human player.
 
Heya GRM... Lets debate this one a bit shall we....

Settler and Unit Religion is new as of this build. Spread Rates have not been modified in the slightest (all set to 100). Durring the Autoplay and Manual play I did not notice spread out of line. But thats ok.... It might be it might not be.
Honestly I was looking for other things, and could have missed it. .5 had some nasty python issues that where never resolved...

****side note...speaking of randomness****
(Although I did notice 50% of the time global warming hit on that first nuke, im looking into it)

Anyway

I did notice the A.I. sticking to Religions a bit more, this I feel is "Good Thing"
Unless there ignoring one they founded.

Ok so you spread an AI religion getting them closer to Religious Victory, and giving them a gold boost in exchange for some culture I can live with that.
This causes Theocracy to be a viable alternative to Oligarchy (Remember the Civic Tree is not necessarily linear where one leads to a better one, but situationally dependent). If indeed they are packing up I say thats a nice boost to spiritual (I did have slated that spiritual gets x2 spread as a change I may cancel that)

The Settings for on unit birth getting a religion is 50% it randomly chooses one based in the city of birth unless there is a state religion then it has a 70&% chance. If your In Theocracy the building city will 90% spread state religion if it has it.

Now I added Shinto into .6 and its working fine. Its another early religion the tech that "founds it" is 1 off of Mysticism this should help spread things around a bit.

Just so I can look at a similar dataset (although it wont be the same of course) Random or Pre-Generated Map, Size, Speed and Difficulty.

Late religions are going to need to go missionary or crusade to break the early lock of course after a certain point religious victory is very difficult to acheave without conquest... Hence why the crusade wonder will most likely make it in by Version 1.0

Those are my thoughts, fire away with the counter points....
 
That all makes a good deal of sense. Having a third religion early on will help even things out; it will be even better if you put zoroastrianism in there, as well. I like the idea of needing to "crusade" to make the newer religions break the hold of the older ones, but having 7 out of 8 civs with hinduism as their state religion before 2000 BC seems a bit much. Would it be better if there be more "pagan" civs before the burst of religions in antiquity? It would certainly help immersion, and having everyone get plusses in diplomacy for having the same religion is pesky.
For spiritual having increased spread: Seems good to me, provided you halve the current spread rate :p .
In regards to changing traits and what they do: I'd say that the unmodified traits are already pretty imbalanced, and certain traits have too dramatic an effect on gameplay. Someone with aggressive, protective, or imperialistic on a one-civ island has basically just lost a trait for the better part of the game, someone with financial has a trait and a half, someone with spiritual had better be having a revolution every 10 turns or they aren't getting their money's worth. One alternative to making spiritual "increase" spread rate would be to give spiritual cheaper missionaries.
The "global warming" mechanic never made sense to me. Maybe it should be in a modcomp of its own, but I think a better idea would be a "doomsday timer" where every nuke (as well as every completed manhattan project) adds 1-3 counters to a little clock in the corner of the screen, and if it reaches N counters (scaled to map size) then "nuclear winter" sets in, pulling tundra out from the poles and desert out from the equator. That way there isn't an X% chance of terrain death, but rather a visible cap at which it occurs.
I would also actually prefer it if AIs were a bit less gung-ho about immediately switching to a religion they founded, thereby getting them declared on and quickly conquered by their neighbours. Is it possible to get the AIs to prioritize missionaries from a religion they have the holy city for but which they do not have as their state religion? Because it would be nice if the AI was smart enough to handle that using the same basic strategy as a human (spread first, then convert).
 
I'm gonna run some test games tonight under the shinto build and try to get some hard numbers....

Toss some logging in and see whats going on under the surface. Spread sounds like its being too effected.

The rate for a Unit to spread is very much lower...

Base 20% Must sit fortified in a city for 5 turns.
If the player who's city its sitting in is in theocracy its -5 to spread, if he has a state religion its -5 if that city has that state religion its -5 and remember its only approx 50% of units that even get a religion

On paper these numbers dont seem *that* dramatic
 
Maybe I am missing something... its late... but I have edited the XML files to change a leader trait, but the change does not show up in the game. Is there something special I should know about where files are in this mod?
 
Hey, starting playing again and saw this mod. Downloaded and played a game today. Loved it, but there was 1 or 2 small problems in my opinion. first - i set it at epic and huge. There were 2 continents - seperated by a mighty ocean with no islands - 2 mighty oceans actually. By roughly 1750 bc I had contact with 8 of the other 10 races...even those across the ocean that no one had the technology to cross. I founded Hinduism - everyone but Israel converted, which gave me a Religious victory by like 1700 BC. The other thing - in watching the replay it seemed as if there was a staggered settlement of the continents - not all Races started at the same time. I saw a barbarian state city form, expand and then Kyoto of the Japanese formed right next to it and was conquered immediately. Not sure if that is good or bad - if it happened to me it would be bad...lol. All in all I liked it alot...just got a Religious Victory before I was ready to win the game...was hoping for many hours of fun - got an hour and 1/2.
thanks for the mod.
 
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