[Warlords] Composite XL More of Everything!

Eldentrotter

Ok now that is weird. Something is not right....

Something is defiantly going wrong somewhere.
Do you recall who you made contact with first that you where not supposed to? Well never mind that do you have a save you can send me.

Ok don't worry I can confirm this, I just saw it happen. Now to figure out WHY

@Wotan
I'll assume you edited the right file Civ4leaderheadinfos.xml in \MODS\Composite XL\Assets\XML\Civilizations

Make sure you clear your cache.
 
Okay, first off I'm really enjoying this so far. One of the aspects I'm enjoying most is the way resources take a little longer to be revealed - can really change the dynamic of the early game if that useless bit of jungle on your border suddenly becomes a source of about 5 gem mines!

There were a couple if niggles I encountered. Firstly the domestic advisor screen no longer lets you click on a city to go to its city screen. Not game breaking, just means everything takes a little longer. Secondly (and this may be a feature!) the chariot no longer had its 100% vs axemen bonus, returning them to their previously useless role in the game. I should note that the only first hand experience I have of this is against the French who use the 'Celtic' style flavour chariot. Finally, has the tech needed for vassal states been changed? I've researched feudalism and the option isn't showing up in diplomacy.

Cheers,
Col
 
Will check into all 3 of those (Updated)
---------------------------
The chariot should be 100% I checked and they are... Its only when the Chariot Attacks Though.
Vassal States Should Be At Fuedilisim - I fixed it, it will be in the next patch
And you should be able to click to go to the city. - Might not be fixable using the customizable domestic advisor, I'll get with TheLopez on that.

I sense a patch coming out soon :)

I found the source of the Religion issue and the Contact issue, they are one in the same. I would have never caught it as I play smaller maps. This is what is causing the clumping of religion and the massive spread.

Isabella Discovers Hindu.. .Yay and there was much rejoicing
Peter builds a settler... The data that isabella settlers could have Hinduism some how gets sent to peter.
Peter plops city... BOOM instant contact and spread, converts...

So if you found the first religion, you will get contact with the next person to build a city. And I think it keeps going. I'm going to confirm this (I removed the code) and then mail the creator, I'm fairly sure i'm right about this I saw it clear as day running in debug...

I will start working on the patch with the latest round of bugs.

GRM, Colin, elderotter GOOD CATCHES! Thank you!

Ok its compounded by the fact that we are somehow sending religion over the ocean, before there is tech to do so. Its being worked on.
 
I agree, the religion thing is much dramatic, almost impossible to get some civs to become crithianists(Im not sure about how to spell it in english sorry >.<) or other late religion, they all seems to be religion-blind or something like it..Its bad to my strategy cuz I always get the late religions cuz in begining I prefer to invest in other techs..And look, inst nowdays most of the world dominated by a "late" religion? :p

Beside that the mod is excellent, no problems so far :goodjob:

EDIT


Hum, tech for vassal state = ? 0.o
 
Yes, that will be fixed in patch .6 to operate a bit closer to normal.
I've nailed down the bugs that where causing this. I sent the bug report off to Impaler and we where going to do another SDK build anyway. Just a matter of him tracking it down...

Reguarding the request for "Plot List Enhancements" like in FfH2 (The Stacks)
Sorry its NOT going to happen any time soon. It just does not work in warlords and the person who wrote it is not around any more. Everyone has had issues with it, and I did indeed include it at one point. But well it made the game unplayable as its very broken in warlords.
 
I was playing and noticed the AI doing something strange. The AI changed to organized religion when it didn't have any religion :confused:. Its a little issue, but couldn't see the value. I couldn't see all of its towns so it may have had some reliogion spread to them, but it hadn't converted, so what's the point?

Also, The Art of War, does it seem a little overpowered? I got it while in the middle of a war and already had several units with 2-3 promotions, when BAM! I suddenly had several with 4-5 promotions without even fighting! I loved it (Several War Elephants with five stars!!!), but I would never end up with that normally. I easily had more promotions than any AI, but then again I was playing on Noble, so on higher levels it may seem a little more balanced, eh? Maybe make it easier for all units to get promotions, like 25% more experience from battle instead?
 
Ket said:
Reguarding the request for "Plot List Enhancements" like in FfH2 (The Stacks)
Sorry its NOT going to happen any time soon. It just does not work in warlords and the person who wrote it is not around any more. Everyone has had issues with it, and I did indeed include it at one point. But well it made the game unplayable as its very broken in warlords.

What are you talking about Ket? I converted PLE to Warlords a while back... though there were a couple of lingering bugs, I can fix those and post the resulting mod to the files database if you want. Let me know through a PM on your decision.
 
Just a laugher from the religion problem - am playing Aztecs - founded Judaism and shortly after the Barbarian State produced the city of Apache - it was of course Jewish from inception. Just a humorous note. Great mod - I have turned off religious victory untill the patch.
 
Great Mod, it turns out, suprisingly, that my problem was my own stupidity. Yes, I am shocked too! I was editing the correct file. FYI, the problem was that I "unzipped" the file with one too many folders outside of it..... all the files were there but the needed paths were one level off.... so it sort of worked but not exactly.... but I was in a hurry, very eager to play, and it was late, and there was that whole alien abduction thing.... very distracting. Anyway, its working fine, and I really don't have time to talk about it cuz I have to get back to playing! Thanks again for this great mod.
 
I will wait this 0.6 version which coming soon :) !
 
Ok fun stuff.

1) We are still isolating and figuring out where the contact / religion bug is coming from.. I do know I have an issue that is amplifying it.

@Patrick
Noted, will look into it....

@TheLopez
Will PM

@Wotan
Glad it worked!

@Lachlan
I hope... soon...

@All
This religion and contact thing is very high on my priority list, I need to do some testing to see if it still in the 2.0.0.5 CCCP source. I know I am amplifying the effect of it, but we are still trying to find its source.
I want .6 to have this issue squashed.
 
I know I'm not a tester, but I think this is one of the best general mods going, and its worth the time... so I have been playing and noting everything I see that seems off or needs correcting. I hope I don't get on your nerves for it :D.

I got a Great General, and when I hovered the curser over the "Make a super specialist" the text box didn't say what that would do for my city (like add hammers, gold etc...).

Sevpedia doesn't say there is a movement penalty or cost of 2 for moving onto hills. This is true right? And when you get the Woodsman II promotion, there is no penalty for moving onto hills with forest. If the cost for moving onto hills is 2, then shouldn't it remain that way even though there is a forest there?

One other little thing, I was playing as the Greek Empire and one of this cities I settled was defaulted as "Thebes". Isn't this normally an Egyptian city?

Anyways, keep up the good work! These things are by no means game breakers, but I think they do make a small difference (except the Thebes thing, which I really don't care about). And the small things are what make a good mod great :goodjob:!

Keep up the good work... You are keeping Civ worth playing for alot of people.
 
@Patrick

Thanks for the kind words, it keeps a modder going!!!

I released this as a public beta in order to get bug reports both for my mod and the CCCP so by all means if you see something out of wack tell me!!!!

If i seem short or upset with an answer it is mearly that I am knee deep in attempting to lock down this Contact/Religion/Ocean bug.

.6 Is a large update....

regarding Thebes.. The answer both...
http://en.wikipedia.org/wiki/Greece_Thebes
http://en.wikipedia.org/wiki/Egypt_Thebes

It would seem that calling it Waset on the Egyptian Side would be more correct will change.
 
OFF-TOPIC: If anyone wants a NON-earth map, i made one that has 23 civs available on it, but its a 80X60 map (Heroes III) if you want to see what it looks like go to download area under fictional maps. And if you want a different one go to my signature area threads, and let me know which one you want. I will give it a shot. The one that is in the Warlords area right now is only 18 civs.
 
Okay, another possible bug. 'Something' triggered all the government civics options to become available for me (ala vanilla civ Pyramids wonder) sometime in the Medieval age. I'm not sure exactly what did this, as I just happened to glance at the civics screen randomly. Certainly neither of the two wonders I had built at the time (Sphinx and Code of Hammurabi) mentioned this as an effect, and unless some radical undocumented changes are going on I shouldn't have researched the techs to get all the goverment civics by 1000AD. Or are these all now available much earlier?
 
Parthanon now has the effect that the Pyrimids used to have, did you by chance build or concour it?

I'm going to make the concact bug my top priority for the CCCP, I think it might be due to some code that I once tried for a Silk road wonder. I never got it working how I wanted and abandoned it, I checked the code and it seems I had left in an unconditional return true in the CvCity::isConnectedTo(CvCity) function. I'm 99% shure this is the source of the issue and its gone unnoticed untill now. A new CCCP will be avalible soon with the fix.

The lack of text for the Military Instructor is probably due to the code that displays that having been steped on when I modified the Pedia help screen for Specialists. It shouldn't be hard to restore, but I might as well improve it whial I'm at it, I was planning on utilizing Experience as the 6th Commerce, it would use the "Strength" muscle arm as the icon and this would allow all your buildings to show their exp bonuses more clearly. I'll try it out and yall can tell me if you like it or not.
 
There is a problem with the Parthenon... that it becomes obsolete. It makes no sense for a civilization to "forget" the forms of government they gain with the Parthenon. And even if there is a historical basis for this, it really doesn't work in game-play. If you are using Universal Suffrage and discover whatever makes Parthenon obsolete, you go back to despotism. Luckily, I generally play Gandhi, so it's not an issue. I imagine it would be really frustrating with a non-spiritual civ.

Also, I was getting global warming in the 1700's without nuclear weapons ever being used.

The oil/uranium thing with modern navies is interesting. Not sure how I feel about it.

Lastly, it's too damn addictive. I wasted my whole Sunday playing it. You should be ashamed of yourself.
 
@Velikovsky

Good Point On Panthism, I think thats a hold over from when it was the original effect, as I'm not sure that is what was inteded.
Good Catch
Will be changed in .6

Did someone get to fission? The first player to fission gets an ICBM (to simulate, poorly I may add fat man and little boy the bombs used in WWII)
We've been noticing early global warming due to this one bomb. (The random generator here seems to be backwards I think...LOL)

Addictive... COOL... Maybe Firaxis will put me on payroll.

@Strategyonly
If its all cool with you...I will include that map in .6 :)

@All
Trying to get as many fix's and changes in as I can while waiting for the new source code fix for the contact/religion issue.

After further testing, Invisible Mines just do not work. My concept was to have a unit that if you moved into its square it would blow up, but invisible units are not engaged by the attacker. So you can just run right past them, and having mines chase ships around did not sound like a good idea.
 
@StrategyOnly Can you give me a link to the 23/24 Map you did so I can add it.
 
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