[Warlords] Composite XL More of Everything!

Hi there!

This mod is great... but to make it amazing can somebody please add the GeneticEraV0.2 mod to it? It would be amazing to have all this PLUS more resources and future technologies.

I tried adding myself, but I'm desperately hopeless at modding and programming. Can someone help me? Otherwise can somebody explain to me how to merge orcombine mods? I've looked through the forums but although explanatory, they didn't help me that much. Eg. I downloaded Civ4modder and it doesnt work on Composite XL mod for some reason (gets stuck in the civilopedia.py).

Can someone help me in this? I'd be extremely grateful! Congrats for this splendid mod though!
 
Rabbits EDU is in the game allready
 
Generaic Era completly imballances the game.... city's that can grow to 200 and produce wonders in 1 turn...sorry no thanks...

I mad add era's tater...
 
Sill, I explained how to fix this on page 10
 
Week away maybe...
I've been down for 24 hours, and I have a busy week at work...
Definatly not till this weekend...

I have another supprise for the modding commuty as well
 
Ket said:
Generaic Era completly imballances the game.... city's that can grow to 200 and produce wonders in 1 turn...sorry no thanks...

I mad add era's tater...

I actually thinks its a great idea IF balanced, what shouldent be so hard. Perhaps it wont work that good in quick or normal game, but in the longest games I believe it can work really well, just nerf somethings to balance things. It could be a "very short" era, where things would walk pretty fast(but not as fast as 200 pop in 1 city lol, as I said needs balance) because of the so advanced tecnology!

Or at least you could add 1 or 2 ideas from there at least? :P <<love CIVcalltopower as well lol>>

Anyway great work, I saw no problems with the mod so far :)
 
yes I agree... rather than that stupid part of the Genetic Mod - the 200-size city, (which to be honest I didn't even have half a mind to try out and in fact didnt know about ;) ) it has a couple of reall good features, like building cities in the sea, tons more resources and a good technology tree, especially for space race victory requirements.

It also gives a nicer and futuristic look to the game, and I think adding the Genetic age to this mod would be a great plus, not a minus. Of course, one has to tweak a couple of features or 2 - the wonder-in-a-turn thing is ridiculous, I agree.

Also, can someone devise call-to-power features? The genetic age mod doesnt have them, but I remember having hydronpics farms in the future of the game - I think they'd be interesting to include in a possible future mod.

I am still playing my first game with this mod, and its going amazingly well :) I especially like the Great Prophet features and the wonders added! The armies look great too!

Keep up the good work!
 
Im working on it... But it will be post 1.0 stuff, pre 1.0 stuff is prett packed.
 
Ket said:
Sill, I explained how to fix this on page 10


Ket-

Perhaps you should add "clearing the cache" to the installation instructions listed on the first page? I and I suspect others, follow those to a T. Putting it there should reduce the likelihood that this questions pops up again and again.

thanks again,
SS
 
I don't think incorporating Genetic Era is a good idea, but 1 extra row of 6-7 techs added to the end of the tree would be good. Give each one a spaceship part and a "super-" Building/ImprovementModifier/Unit to make the endgame more interesting and sensible (And adding 50 years). I happen to like the spaceship victory, but it irks me greatly to be working on the thing when I'm in the real-world equivalent of the 1950s on the tech tree. I'd rant, but its best that things remain ontopical. If you need ideas for techs/tech-bonuses, I can help, but that should almost certainly come post-1.0, like you said.
 
heya, I tried using your mod, unzipped it to the M:\Program Files\Firaxis Games\CIV4\Warlords\Mods, using a custom name, it does launch just fine but there is no unit description, I mean almost everything is blank however the core game is fine, works as intended.

Dunno whats that, maybe you can help pls ?

edit: by core game i meant un modded game.
 
It must be names Composite XL
 
GRM7584 said:
I don't think incorporating Genetic Era is a good idea, but 1 extra row of 6-7 techs added to the end of the tree would be good. Give each one a spaceship part and a "super-" Building/ImprovementModifier/Unit to make the endgame more interesting and sensible (And adding 50 years). I happen to like the spaceship victory, but it irks me greatly to be working on the thing when I'm in the real-world equivalent of the 1950s on the tech tree. I'd rant, but its best that things remain ontopical. If you need ideas for techs/tech-bonuses, I can help, but that should almost certainly come post-1.0, like you said.

Yes I would love to hear them plus I convered over AndyTerry's XX and The Cold War over to warlords and and working on adding it to cover wwI, wwII and TCW and they may come in handy for that.
 
wotan321 said:
So tell us about this "regicide" component you are working on...

Regiice works 100%...
Its for the Shogun mod....

If your dyamo is killed you loose the game...
 
sillyspheres said:
Ket-

Perhaps you should add "clearing the cache" to the installation instructions listed on the first page? I and I suspect others, follow those to a T. Putting it there should reduce the likelihood that this questions pops up again and again.

thanks again,
SS

Good Call...
 
GRM I assume we can put you officaly as part of the design team for this mod?
 
.7 is being pushed back to the second week of october...
PLEASE play .6 and post feedback so that we can make .7 kick some major ass.

Here is my thoughts on this...
1) Civ Gold 4.0 (Warlords) will not be out till then and thats slated to go in via .8
2) I'm still having nuke issues with .7 which i need more time on

Essentialy I want people playing .7 while I'm busy adding 40 new civs, UU's and UB's...
 
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