[Warlords] Composite XL More of Everything!

Lachlan said:
;) You will see it :D :D :D

Thanks :) Its a known issue I have impaler and Kael looking into it.
Should be fixed in .7....
Its just a display issue and is a Firaxis bug not a Impaler bug like I originaly thought...
 
Hey Bro, i noticed that when i was playing and got a boat, that when i clicked on AUTO it would not go anyplace, it would remain in town, and you had to manually move it? Might have been just a glich, never know, but i thought i would pass it on anyways.
 
Ket said:
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...
I delete that but still have problem with interface
maybe its because i have instaled civ4 in folder d:\games\Civ4...
 
@Strategyonly

I've heard of that issue with auto-explore and auto-improve getting stuck in regular warlords/civ 4... I'll keep an eye out for it in the mod and see if anything is causing it...

@Volo25

Ok that should have no effect (the c: issue) please do this for me, do the exact same thing that I asked Brun58 to do reguarding turning on logging and send me your logs so that I can take a look at them...

I think its somewhere on page 9 or 10 the instructions of how to edit the ini file and what logs to send.
 
Sorry if this has been asked before, didn't feel like reading through the dozen pages.

Do you have plans to include Dale's Combat Mod or even just the ranged artillery parts of it in this mod at some point?
 
Exel said:
Sorry if this has been asked before, didn't feel like reading through the dozen pages.

Do you have plans to include Dale's Combat Mod or even just the ranged artillery parts of it in this mod at some point?

Stack attack never...
Ranged Possible
Missiles, I just added it...

Unfortunatly DCM is way to instable and Dale is not supporting it.
The system was not meant for Stacked Attacks once the community starts fixing the code I will consider other things...
 
Volo25

Ok man I checked the logs it looks like the cvpath.py file still has that link that needs to be deleted. Did you forget to save the file first?
 
Ket,

The Religion Advisor screen needs widened...at least on my screen size as No State Religion is pushed off the right edge.
 
Ket said:
Religion -
Religion Spread is being modified. First of all the "Early" religions (Buddhism, Shinto (for now, we will more than likely move shinto back to a more historic time period and add Zoroastrianism as the 3rd early religion) and Judaism ) will have there spread rate changed to 75%.

I think Eusebius did a fantastic job of getting religions to spawn at reasonably historical times; by that, the three early religions should be Judaism, Zoroastrianism, and Hinduism (Really all around the exact same time, 2000-1500 BC). Buddhism, Confucianism, and Taoism would all be "founded" in the 500-0 BC range, and Shinto(as we know it today, and as a distinct belief system)/Christianity/Islam all fall in the 0-1000 AD range. I like the idea of having lower spread rates for the early religions, but I think another good thing would be to have much more expensive missionaries for them.

Ket said:
That is being changed spread will happen reguardless if a city has a religion although it will be harder for it to spread into a city with lots of religions.

Will that take into account the existing spread rate? If not, spread should be slowed down for *all* religions to prevent complete saturation in every city.

Ket said:
Spiritual will have a +33% bonus to religion spread. This will not show up on tooltips in any way shape or form that I know of. Unless I can get Impaler to add it into the "Traits" mod. Which is possible but regardless when its posted in the build notes rest assured that its there.

If it makes it into Traits, it would definitely be used. I think that is a potentially useful tag, especially if it allows negative spread modifying (Do civics already have that sort of tag? If not, why not?). I think its a very good addition, tho, even if it isn't documented "in-game".

Ket said:
A new wonder will be created: Crusades... This will be buildable by any religion (sorry its not historic, but lets face it... is Ghandi using nukes realistic? I am open to suggestions on how to make this better) This will only be buildable if you are in the "Militant Civic" and it will open up at Theology

I think it might be better to make it a National Project, and call it Holy War. The reasoning behind this is that there wasn't anything particularly special or "wondrous" about the crusades, so to speak, as holy wars have been a common occurrence in history, and have not been exclusively waged by any one side. Also, I'd hate to think that I can "Rush" crusades with an engineer, it seems silly (so I'd say it should, at least, be a World Project, like Internet). Since it is reliant on the Militant civic, it makes sense. Ghandi choosing the "militant" civic would be ahistoric, so a Militant Ghandi declaring a taoist crusade against the heathen buddhists isn't really *more* ahistoric, just in line with the bizarre alternate timeline.

For an approach to what the wonder does, using existing tags:
1) Increase military unit production 25% in this city (or 10% all cities, for a new [?] tag)
2) Provide all units built here (or in all cities, I think FFH has this tag) with "Fervor" promotion (+5% Combat Strength, +20% Attack Strength, something like that)
3) -15% WW all cities

Of course, if its a nat'l project, it might need toning down from those stats, a bit. Obsolescence should definitely go with a Military tech based on those stats, gunpowder most likely.

Ket said:
Type 2 this is the one im not 100% sure if I will be able to do.
Some sort of tactical limited range nuke, since the AI will never load it onto a sub or aircraft or missile ship it will just be launched from a city and have limited range.

Since you are expanding the Air techs, it might be good to make this a "strategic bomber" and skin it with either the Tupolev or B-52 based on civ (I'm pretty sure both units have been made in unit mods). Thus, the first nuke only represents pre-cold war capacity (terminal WW2), and second nuke represents the bombers that nuclear powers kept in the air at all times during the CW, loaded with nukes and an officer authorized to "drop zee bomb" in the event of a loss of contact with strategic command.

Ket said:
Type 3... ICBM....
Comes Later now, requires Nuclear Power... It also requires the building of a new building. Nuke Silo, the silo causes
+10% War Weary in the town its built in. And a +1% Global WW (I may tweak this) it also causes -3 unhappy and has a 1% chance of "explosion/meltdown"
Each ICBM has a 1gold extra drain....

The percentage chance of explosion/meltdown is both annoying and unrealistic. I think the global WW might also be too much. I'd instead boost local WW even further (+35% or more), and create a national limit of 3-4 silos if possible. This way, the computer doesn't ruin itself with WW, and the human player has a few interesting tradeoffs to make (since building it in [near] a big city means faster nuke production, but a *lot* more angry citizens). If possible, make the AI in the MAD mod strongly prefer cities with nuke silos, and furthermore prevent the rebasing of missiles into non-silo cities.
 
GRM7584 said:
I think Eusebius did a fantastic job of getting religions to spawn at reasonably historical times; by that, the three early religions should be Judaism, Zoroastrianism, and Hinduism (Really all around the exact same time, 2000-1500 BC). Buddhism, Confucianism, and Taoism would all be "founded" in the 500-0 BC range, and Shinto(as we know it today, and as a distinct belief system)/Christianity/Islam all fall in the 0-1000 AD range. I like the idea of having lower spread rates for the early religions, but I think another good thing would be to have much more expensive missionaries for them.



Will that take into account the existing spread rate? If not, spread should be slowed down for *all* religions to prevent complete saturation in every city.

Are you still seeing insane spread rates? If so then yea we will do something across the board. I do so love Eusebius's work, I'm just worried about bringing in the world views and the issues into this till we both stablalize a bit. I need to figure out the python for the religios screen though to get the next religion to sit on the bar. I'll be looking into it.


If it makes it into Traits, it would definitely be used. I think that is a potentially useful tag, especially if it allows negative spread modifying (Do civics already have that sort of tag? If not, why not?). I think its a very good addition, tho, even if it isn't documented "in-game".

Impaler is working hard at the traits system once we get a full cut, we will see what is best to move in. A good deal of the time you and Impaler match thoughts. So.... I see good things. Speaking of FfH I so love the Insane trait in FfH2... Kael has been giving me help in the SDK and Python, as a matter of fact the new spread model is something he found.

I think it might be better to make it a National Project, and call it Holy War. The reasoning behind this is that there wasn't anything particularly special or "wondrous" about the crusades, so to speak, as holy wars have been a common occurrence in history, and have not been exclusively waged by any one side. Also, I'd hate to think that I can "Rush" crusades with an engineer, it seems silly (so I'd say it should, at least, be a World Project, like Internet). Since it is reliant on the Militant civic, it makes sense. Ghandi choosing the "militant" civic would be ahistoric, so a Militant Ghandi declaring a taoist crusade against the heathen buddhists isn't really *more* ahistoric, just in line with the bizarre alternate timeline.

I *think* I can disable rush on a wonder. The biggest problem with projects is that I loose all my fun new tages. I'm fairly sure all the stuff Impaler added in and the civics stop on the wonder is all only for wonders, plus the diplo coding of the wonder (which reminds me I need to get some sort of test to see if thats working). I do though see your point.

I'm fairly certain that Terra Cota army and the Christ Redeamer statue will make it in to .7 which i would like to release right about the same time that Civ Gold Warlords hits, we've got the Art for Christ Redeamer and Impaler is determined to make WLTKD useful, and I'm hopeing we found an artist for Terra Cota. Roamty made a cool wonder movie for Silk Road.

For an approach to what the wonder does, using existing tags:
1) Increase military unit production 25% in this city (or 10% all cities, for a new [?] tag)
2) Provide all units built here (or in all cities, I think FFH has this tag) with "Fervor" promotion (+5% Combat Strength, +20% Attack Strength, something like that)
3) -15% WW all cities

Of course, if its a nat'l project, it might need toning down from those stats, a bit. Obsolescence should definitely go with a Military tech based on those stats, gunpowder most likely.
Scientific Method is to late huh? Yea gunpowder works. I so want the Inquisition if so only to have the pedia text about nobody expecting it. I already have "Gentelman you cant fight in here this is the war room!"

I've heard rumors that thelopez is doing a remake of the inquisition mod, great more stuff the AI wont use. I hope he does somehow add it to the A.I.

Since you are expanding the Air techs, it might be good to make this a "strategic bomber" and skin it with either the Tupolev or B-52 based on civ (I'm pretty sure both units have been made in unit mods). Thus, the first nuke only represents pre-cold war capacity (terminal WW2), and second nuke represents the bombers that nuclear powers kept in the air at all times during the CW, loaded with nukes and an officer authorized to "drop zee bomb" in the event of a loss of contact with strategic command.

Yes Yes I like I like....B-52 is allready in Tuploev is in but not active, I can do this easily. And then Range say 8 Missiles. Again I would use nuke and cruise carrier units (subs, Ticogonderoga (b.t.w. am i supposed to change Agias to Tico class?) if the fricking A.I. would use them. We have enough advantage over the A.I.

The percentage chance of explosion/meltdown is both annoying and unrealistic. I think the global WW might also be too much. I'd instead boost local WW even further (+35% or more), and create a national limit of 3-4 silos if possible. This way, the computer doesn't ruin itself with WW, and the human player has a few interesting tradeoffs to make (since building it in [near] a big city means faster nuke production, but a *lot* more angry citizens). If possible, make the AI in the MAD mod strongly prefer cities with nuke silos, and furthermore prevent the rebasing of missiles into non-silo cities.

Ok I'll nix the meltdown...+1%Global WW? VS. A higher Local WW... Hmmm
Well I was not going to limit the silo's cause the silo's are needed for the ICBM to be built in the city in the first place, so placing a national limit on them would mean you could only have 3-4 cities cranking out... Err wait OK I see your point!!!!!! Now that I wrapped my head around it I like it.

Let me explain what I know about WW... Its a number that is divisible by some factors the WW is not for every 10 ww you get 1 unhappy the number is closer to every 100 WW but its not exactly that. Its confusing. So a 1% WW does not necessarly translate to +1% unhappy people.
That being said we have a litteral TON of ways to mitigate WW if the player so chooses or if the A.I. ever gets out of panthism...

B.T.W. do we see the A.I. makeing slightly better civic choices yet?


I like the rebase idea as well, i'm glad you cought my trade off concept.
I think I can stop transfer to non silo cities.
Damn this system just SCREAMS give us SLBMS...
 
TAfirehawk said:
Ket,

The Religion Advisor screen needs widened...at least on my screen size as No State Religion is pushed off the right edge.

yea, I just started working on that :)

I'll add it to known issues.
 
Ket said:
Unfortunatly DCM is way to instable and Dale is not supporting it.
The system was not meant for Stacked Attacks once the community starts fixing the code I will consider other things...

SevoMod just included ranged attacks without stacked attack from DCM, so it's very possible. As I've understood the ranged attack works fine, it's the stack attack that causes some problems - or so I've heard.
 
I didn't really know the mechanics of WW...if it doesn't hinder the AI too much it doesn't seem like an issue, I could just see problems arising from an AI which builds silos in every city on a larger map when it really isn't needed, so that's another positive to limiting the number of silos, apart from the strategic element.
For Subs, I am wondering if the AI uses fireballs in Kael's mod effectively. If it can, and if getting the AI to use transported missiles is impossible or near-impossible, it might suffice to give nuclear subs a "Launch SLBM" ability that creates an SLBM unit on the same spot and has to be "reloaded" at a city after firing. The same technique could also be used for Modern Cruisers/Destroyers, but as I said, it would be dependent on how the AI dealt with the FFH coding for ability-based unit creation.
Next game I will take note of spread and AI civics; with spread I was mainly concerned about the "it can spread to cities that already have religion" aspect, which I would assume raises the average number of religions per city dramatically and would thus require spread reduction to compensate.
Would it be possible to get the religious screen to scroll horizontally, or split into two rows? EWR's ends up rather cramped and frumpy looking, I'm not sure if other approaches would make things better or worse.
 
I'll post a message to Kael, and I will post a message to the general creation forum to see if we can get some help on those issues.

:)
 
GRM7584 said:
I didn't really know the mechanics of WW...if it doesn't hinder the AI too much it doesn't seem like an issue, I could just see problems arising from an AI which builds silos in every city on a larger map when it really isn't needed, so that's another positive to limiting the number of silos, apart from the strategic element.

I agree with that point of view, I believe 3-5 would be good..
 
Ket, it's a minor thing & may have already been mentioned but on your main page none of the screen shots enlarge to let people see all the cool stuff you've done. :D
 
Hey, first like to say this is a great mod. It really improves on so much and theres very few problem/glitches I've noticed playing it except one thing. Alot of the Civilizations (America, English, Germany, few others) don't show there flag, it's just pure white. So if im playing with two or more of them in the same game it gets really hard to tell the diffrence between the units.

I didn't see anyone else mentioning this so im assuming it's only happening to me and the only thing I can think of that might be diffrent on my end is I'm using a 'No Cd Crack' because my computer tends to 'eat disks' everyonce and awhile.

Any help on this would be apreciated.
Keep up the good work.
 
Shifty Nine: what you are experiencing is known as the White Flag bug.
Your graphic card does not display alpha textures properly for some reason.

I'll ask Roamty if he can cook up a fix for it, I think he knows how.

Grabnar: Really??? They were thumbnails... I'll check it out thanks :)
 
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