[Warlords] Epic mod

am having major prob with game crashins as soon as theocracy is used....i crashed several tyimes when changing to it....then reloaded and gave the tech to isabella and next turn crashed again.....
 
am having major prob with game crashins as soon as theocracy is used....i crashed several tyimes when changing to it....then reloaded and gave the tech to isabella and next turn crashed again.....
Apparently the changes I made for Theocracy Civic didn't work correctly even though the civilopedia showed correct information from the new tags.. I changed Theocracy back to previous version so please download this fix
 
First I want to say this mod is like at least 3 expansion packs and I thank you.

Now for the issue I play the Great plains map on the huge setting almost always. The problem is I have played through the map at least 5 times with gun powder and usually quite abit further and the sulphur resource is never anywhere on the map not even enemy territory. I can't make any gun powder units also I played this map with my brother on a lan game and it was there. I was just wondering if anyone else had this problem and if so could we get a quick fix.

TYVM for your time on this wonderful mod once again!:goodjob:
 
First I want to say this mod is like at least 3 expansion packs and I thank you.

Now for the issue I play the Great plains map on the huge setting almost always. The problem is I have played through the map at least 5 times with gun powder and usually quite abit further and the sulphur resource is never anywhere on the map not even enemy territory. I can't make any gun powder units also I played this map with my brother on a lan game and it was there. I was just wondering if anyone else had this problem and if so could we get a quick fix.

TYVM for your time on this wonderful mod once again!:goodjob:
Ok, I'll look into it. Thanks for reporting it. I've usually used continents, archipelago or fractal maps and haven't had problems with resources on those so it might be problem with great plains map generator.. we'll see.
 
Ok, I'll look into it. Thanks for reporting it. I've usually used continents, archipelago or fractal maps and haven't had problems with resources on those so it might be problem with great plains map generator.. we'll see.

I have played several other maps and never have the problem on my game it appears to just be great plains and like I said I usually use the huge or large map size not sure if that matters for editing don't have the skills or patience to learn how to code so I appreciate those who do. Thanks for speedy response by the way.
 
Apparently the changes I made for Theocracy Civic didn't work correctly even though the civilopedia showed correct information from the new tags.. I changed Theocracy back to previous version so please download this fix

ty so much for the fix.......deleted all and reinstalled after first patch and currently playing that so will install fix and try latr...btw your mod is like having civ5 out alrdy way better then original matter of fact cant even finish the multi game i was playing wit gf because of it
 
I have played several other maps and never have the problem on my game it appears to just be great plains and like I said I usually use the huge or large map size not sure if that matters for editing don't have the skills or patience to learn how to code so I appreciate those who do. Thanks for speedy response by the way.
Great Plains map does use different system for placing resources. I spent couple hours last night on modifying it and got new map script which places now Sulphur, salt, cotton and rarely coffee on Great plains map. Salt is placed mountain area, sulphur east, north and west (random) and cotton mainly east. :) Just grab the attached zip file and unzip it to Warlords CustomMaps folder. When you start new game or custom game there should be new choice Epic_mod_great_planes available. This map script won't work on Giant or Gigantic map sizes but should work on all other choices (tested standard, large and huge). This script should work also with mods that use the same resources ie. with mods that have combined Green Mod's resources. Getting it to work on giant and gigantic map sizes requires much more complex editing and I doubt my skills are high enough for that job so I leave that task for more advanced python gurus.
 

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Hey man. This is the first mod I've tried for Warlords, and is so great will possibly be my last.

Just a few bits of feedback, mostly about balance :-

Pyramids -> Telepathy Civic : Early on in the game gives a massive advantage. Although I love the idea that building the pyramids suddenly causes all my citizens to become psychic, I think the bonuses may need to be toned down - I fear the game I don't get the pyramids first!

Shaft mines can be built on a forest without destroying the trees - not sure if this was intentional.

I have researched the terraforming tech, but can't seem to find any units who can do it.

Skyscrapers/international ports seem a little overpowered too. Currently in 1906, I have 90% culture and 0% science. I'm still discovering a new tech each turn, and my income (currently around 50k) increases by around 10% per turn.

As I said, though, best mod I've played. I hope and pray Sid has a copy and is making notes for the sequel.

Thanks, and keep up the *great* work.

Mrhyms
 
Pyramids -> Telepathy Civic : Early on in the game gives a massive advantage. Although I love the idea that building the pyramids suddenly causes all my citizens to become psychic, I think the bonuses may need to be toned down - I fear the game I don't get the pyramids first!
I've noticed this too but haven't decided how to change Pyramids effects. Been kind of hoping to find out a way a better way to limit what civic options wonder could give access to. That way I could leave out telepathy civic from Pyramid effects. But it seems I don't get this kind of solution in time so I need to figure out alternative effects for Pyramids, like giving certain building to all cities.

Shaft mines can be built on a forest without destroying the trees - not sure if this was intentional.
Not intentional, I have to check why it doesn't cut forests. Probably one boolean has 0 instead of 1 in xml file...

I have researched the terraforming tech, but can't seem to find any units who can do it.
Hmm, should be doable with workers and pioneers. Seems I have forgotten check them if those improvements are on workers build list. Had removed them in early versions since I hadn't combined python changes for terraforming but since I got python added in last version these were supposed to work correctly. Clearly a bug. :mischief:

Next version will have few new improvements as well: Bunker (like modern day fort), Hybrid Forest which is an upgrade to Treefarm (idea from buildings in SMAC).

Skyscrapers/international ports seem a little overpowered too. Currently in 1906, I have 90% culture and 0% science. I'm still discovering a new tech each turn, and my income (currently around 50k) increases by around 10% per turn.
Skyscraper was tuned down in 1.0.2. I'll have to check International port for next version. Skyscraper's current effects will change at least once more when this mod is converted to BtS.

Can you say what were your game settings on that game? World size, game speed and difficulty? All those affect to research times and I may have to change few modifiers to balance research speed. And if you could tell me at which year you get to the Future tech? I'm also interested Industrial and Modern time building/unit costs.. I've had a feeling that costs are too low but I can't be sure until I get some feedback about them.

Culture amounts will change too on later versions since I changed start year to 6000BC and wonders will double culture amounts every 1000 years so clearly they give much more culture per turn on modern time than they used to.

As I said, though, best mod I've played. I hope and pray Sid has a copy and is making notes for the sequel.

Thanks, and keep up the *great* work.
Thanks for feedback :)
 
Truth be told I can't remember exact settings, but I almost always play on the longest possible game speed (Marathon?) - and was slumming it on Warlord difficulty.

As for the skyscrapers - may well have been an accidental exploit :- I had financial trait, and around 90 cities (huge map) - income was around 3000/turn. Could afford to buy a skyscraper in one turn - income up by around 400. A few turns of that I could buy 2 skyscrapers a turn. Then, not long after, 3 per turn. From then on it became exponential very quickly.

I also noticed, though, that with the civic (Theocracy?) which gives infinite priests, all of my cities seemed to have stopped growing as soon as I switched to that civic, and instead pumped out nothing but priests - didn't notice for a few centuries (ahem) but I must have had over a couple hundred specialists which would have contributed...

(Would attach the save, but 1.3MB)

Fingers crossed for the speed mod combintion (is that Future Tech for Mods?) - only found it today so had to switch back to vanilla warlords for awhile. Will be back on Epic before too long though ;-)

Keep up the good work!

M
 
The game now loads the new map without issue and I can start to play at the end of the first turn though it closes the game and returns me to desktop. It gives no error messages or even crash sounds. I was using the Huge setting on the map. I have the newest warlords patch installed 2.13 could that be the problem I am having with the new fix? Hope to hear back soon!
 
Pyramids -> Telepathy Civic : Early on in the game gives a massive advantage. Although I love the idea that building the pyramids suddenly causes all my citizens to become psychic, I think the bonuses may need to be toned down - I fear the game I don't get the pyramids first!
I changed pyramid's effects so that it will give all Religion civics. Historically this makes sense since there were conflicts in ancient Egypt several times because of religions (I've seen few documentaries about this).

You mentioned also word psychic and I have to mention now one thing, I really liked in SMAC how you could have units that have psychic attack ability which bypassed normal attack/defend values. Maybe someone could figure out how to make psychic attack strength in Civ4. It could work as morale value from ancient to modern time and when near future techs are discovered with psychic abilities there could be new unit types which would use psychic strength in attacks - telepaths and other mindcontrol units, enslave your enemies units with mindcontrol and so on...

Fingers crossed for the speed mod combintion (is that Future Tech for Mods?) - only found it today so had to switch back to vanilla warlords for awhile. Will be back on Epic before too long though ;-)
Speed mod is included in BtS CCCP which I'm going to use when this mod is converted to BtS.

The game now loads the new map without issue and I can start to play at the end of the first turn though it closes the game and returns me to desktop. It gives no error messages or even crash sounds. I was using the Huge setting on the map. I have the newest warlords patch installed 2.13 could that be the problem I am having with the new fix? Hope to hear back soon!
Check this thread. My mod will only work with Warlords 2.08 version and I doubt there ever will be version for Warlords 2.13 version since I don't know if there ever is going to be CCCP dll for v2.13 so I can't update my mod to v2.13.
 
great, the more I hear that everyone is converting to BtS, and abandon Warlords and refuse to update to the latest version, the more I really want BtS, which I'm getting tommarow at best buys (cause that's their release date).
 
Any news on when this will be compatible with beyond the sword?
It should be here in stores on this friday (27th) and besides BtS, I will need new DLL file from CCCP mod and was hoping it will be available also this week. All this would mean that I could start converting mod to BtS on weekend or next week and I'd assume it will take about week from that point before I get first BtS release ready. Until I have those both I will continue to update this mod for Warlords (only for version 2.08 if there won't be updated cccp dll for v2.13).

great, the more I hear that everyone is converting to BtS, and abandon Warlords and refuse to update to the latest version, the more I really want BtS, which I'm getting tommarow at best buys (cause that's their release date).
I would update this to latest version if only I get v2.13 dll file for mod. I've asked it from Impaler[WrG] and I'm waiting now for his response.

I have been making changes to mod and I probably can release v1.1 for Warlords 2.08 on this weekend. I just need to run few test games and see if all the changes are working correctly.

So far I've made these changes:

Version 1.1
-------------
Added
- New unit category: Hi-Tech units (near future units)
- New unit category: Animal units, all dog units belong here now, limited access to promotions (what you can teach to animals)
- New Unit: Special Infantry (req. superstrong alloys), Hi-tech unit, invisible to most units
- New unit: Special SAM Infantry (req. superstrong alloys), Hi-tech unit, invisible to most units
- New Improvement: Hybrid Forest, (req. Planetary Economics and Treefarm)
- New Improvement: Bunker, +60% defense, 75% air defense
- New Bonus: Steel, required for most industrial/modern time units
- New building: Paradise garden (req. Weather Control)
- New building: E-Bank, req. digitalized property
- New building: Design Studio, req. 3D Modelling
- New building: Cloning laboratory, +25 science, +25% great person
- New building: Steel Mill, provides 1 bonus Steel from Iron + Coal
- New building: Arcology, req. Megastructure Engineering
- New Project: First Cloned Mammal, enables Cloning laboratories for all players
- New Wonder: Circus Maximus, +1 extra happiness from Arenas in all cities
- New Tech: Megastructure Engineering
- Icon for Ceremonial Altar
- Icon for Performing arts center
- Icon for Paved roads tech
- Icon for Canal systems tech
- Icon for Port
- Icon for Treefarm and Hybrid Forest
- Icon for Superstrong Alloys tech
- Icon for Desert Windmill improvement
- Icon for Nano Electronics tech
- Icon for Compulsory Education tech
- Specialbuilding type Pantheon, enabled at Mathematics
- Specialbuilding type Chapel, enabled at Liberalism
- New invisible unit group: Camouflage which works like submarines, these units are invisible to most units. Some Hi-Tech units are now invisible

Changes
- unit: ACV moved to Hi-Tech units category, upgrades to Special Infantry
- unit: ACV SAM moved to Hi-Tech units category, upgrades to Special SAM Infantry
- unit: Hoover tank moved to Hi-tech units category
- unit: Numidian Cavalry str increased from 5 to 7 (Carthage's UU, was weaker than other same type horse units)
- unit: Hoover Tank can see invisible Hi-Tech units
- unit: Artillery requires Steel and ammunition
- unit: Destroyer req. ammunition changed to steel
- unit: Battleship req. ammunition changed to steel
- unit: Submarine req. ammunition changed to steel
- unit: Aegis Cruiser req. ammunition changed to steel
- unit: Carrier req. now also steel
- unit: All Early Tank require Steel instead of Ammunition
- unit: Nuclear Submarine requires now steel instead of ammunition, no longer require Oil Products
- unit: Mobile SAM requires now Oil Products and (Aluminum or Steel), no longer require ammunition
- unit: Mobile Artillery requires now Steel instead of Aluminum
- Unit: Stealth Bomber req. now Oil Products and Aluminum, no longer aluminum or ammunition (ammunition should be abundance at the time when player can build this unit)
- unit: Hoover Tank no longer require ammunition (abundance)
- unit: all Light Tank, Tank and Heavy Tank units require now Steel and Oil Products
- unit: Armors require now Steel or Aluminum (and Oil Products)
- unit: Ironclad requires now Iron or Steel (and Coal)
- unit: SAM Infantry requires now Ammunition
- unit: All Marine units require now Ammunition
- unit: ACV SAM requires now aluminum instead of ammunition
- unit: ACV requires now also aluminum
- unit: Nuclear Carrier requires Uranium and (Steel or Aluminum)
- unit: Remote Controlled Bombers no longer require Ammunition
- unit: Battlecruiser requires now Steel or Iron
- unit: Dreadnought requires now Steel or Iron
- unit: BTR80 requires now also steel
- Building: Casino effects changed to +50% commerce, +1 happy per 20% commerce rate
- Building: Bath House +1 happiness removed and added happiness from culture per 20% culture rate (just like colosseum)
- Building: Hotel +2 happiness removed and added happiness from culture per 10% culture rate
- Building: Stable obsolete at Vertical Flight now
- Building: Mongol Ger obsolete at Vertical Flight
- Building: Armourer obsolete at Metallurgy
- Building: Skyscraper requires resource Steel, hurry cost modifier 50%
- Building: Hellenic Monastary renamed to Hellenic Gymnasia, +10 military production bonus added
- Building: Hellenic Cathedral renamed to Hellenic Pantheon, is now specialbuilding_pantheon instead of specialbuilding_cathedral
- Building: Zoroastrian Cathedral renamed to Zoroastrian Pantheon, is now specialbuilding_pantheon instead of specialbuilding_cathedral
- Building: International port no longer give +1 hammer from sea plots, +1 Coastal trade routes in all cities changed to +1 trade routes in city, +50% commerce modifier changed to +50% trade route modifier, requires 3+ Commercial ports. +25% Culture changed to +3 culture
- Building: Commercial port +1 coastal trade routes in all cities changed to +1 trade route in city where built. Requires 3+ Ports.
- Building: Guild hall no longer give +10 scientific research, instead it gives +1 science
- Building: Lab no longer give +50% scientific research, instead it gives +3 science
- Building: Ceremonial Altar moved to Mysticism, negative effects removed, culture amount 2->1 (doubles every 1000 years), is now specialbuilding_temple which means its effects will be nullified when city changes to new (state) religion and builds new temple from that religion, cost increased 35->50, can turn 1 citizen to priest. Note that Paganism civic gives +1 happiness to this building.
- Religious Building: Temples, if state religion +1 happiness from this building, culture 1->2 (doubles every 1000 years), spreads religion, req. tech Mysticism now
- Building: Cathedrals, +1 happiness even when not state religion, spreads religion
- Building: Jewish Shrine, starts golden age
- Building: Islamic shrine, +1 culture from every islamic buildings
- Building: Confucian shrine, free Morale promotion to units built here ie. +1 movement
- Building: Monasteries, spreads religion
- Building: Christian, Islamic and Zoroastrian Temple, +1 extra happiness, cost 80->90
- Building: Taoist and Buddhist Temple, +1 extra health, cost 80->90
- Building: Taoist Monastery, free promotion Martial Arts
- Religion: Judaism
- Global religion commerce: +2 science, +1 hammer
- Holy city, culture 4->3
- all cities with state religion: culture 2
- Religion: Christianity
- Holy City, culture 4->2
- all cities with state: culture 2
- Religion: Islam
- Holy city, +2 money, +2 science, +3 culture
- all cities with state: gold 1, culture 2
- Religion: Hinduism
- Holy city, culture 4->3
- all cities with state: culture 3
- Religion: Buddhism
- Holy city culture 3
- global religion commerce +2 culture
- all cities with state culture 1->0
- Religion Confucianism
- global religion commerce +1 culture
- Holy city +3 money, +1 science, 4->3 culture
- all cities with state +1 gold
- Religion Taoism
- Holy city culture 4->0, +3 gold
- all cities with state +4 culture
- Religion Protestantism
- global religion commerce +1 culture
- Holy city culture 4->0
- all cities with state +1 gold, +1 science
- Religion Zoroastrianism
- Holy city culture 4->3
- Religion Hellenism
- global religion commerce gold 1->0, science +1
- Holy city culture 4->3
- Wonder: Pyramids gives now access to all Religion Civics, not government civics
- Wonder: The Parthenon is now Hellenistic building and it spreads Hellenism
- Wonder: The Eiffel Tower, double production speed with Steel also
- National Wonder: Ironworks, provides 1 bonus resource Steel without the need of Coal and Iron. It gives access to this resource when player hasn't both resources coal and iron but has new techs that give access to units requiring steel resource (balance).
- Tech: Hypersonic Flight disabled for now. Will be enabled when community has created plane units that I can use on this tech.
- Tech: Military Robotics disabled for now.
- Tech: Artificial Organs disabled and hidden from tech tree (not used atm)
- Tech: Regenerative Medicine now leads to Cryogenics
- Icons for Hellenism
- Icon for Park
- Icon for Armourer
- Resources Textiles and Peat disabled so that pedia doesn't show these unused resources
- Improvement Treefarm +1 food with Environmentalism Civic

Fixed
- Guerilla 1 promotion for melee units, now they can get Guerilla 1-3 promotions
- Workboats can turn water to land, city must work on tile to complete terraform
- Workers/Pioneers can turn land to water, city must work on tile to complete terraform
- Forest cut when Shaft Mine built on tile
- Shaft mine should now always require Mine improvement first on same plot (as it should be upgrade to regular mine)
- unit Heinkel He111 requires now Ammunition
--------------------------------------------------------

I have also made list of things that might be added to this mod on later versions. I'll give you the list now and if you want to help me, you could give feedback/ideas about those things on the list. For example what should be included and what not, and why? What effects could buildings/wonders/projects etc have? Are my lists missing something important?

Techs
------------
Wireless Electricity (already exists)
Invisible materials / Optical camouflage (first cloaks already made)
Knowledge Management (leadership tech, already exists)
Multi-Cultural Leadership (already exists)
Standardized Quality Control (ISO-standards, already exists)
Controlled Gravity
Artificial Gravity
Interactive Paper (prototypes exist)
Global Governance (effective and equal way to control globalisation)
Glogalisation (globalisation on local level)
Intelligent Materials (materials that remember their original shape when heated, already exist)

Buildings
----------
Basilica (polytheism)
Philosopher's school (democracy)
Manor (req hereditary rule civic)
Prison
18-hole golf course / Country Club
Zoo
Race Track
Superhighways
Brewery
Hunting lodge
Perfumery
Soccer Field / Stadium
Monorail
Natural Gas Power Plant
Solar Power Plant
Landfill
Waste to energy Plant
Travel Agency
Marina
Convention Center
TV Studio
Cruise ship port
Movie studio
Space Port
Subway
Fusion Lab
Hologram Theatre
Robotic Assembly Plant
Info Net (GalCiv)
Virtual reality center (GalCiv)
Soil enhancement (GalCiv)
Personal Rapid Train = PRT (prototypes exist)
Zero Point Energy Source (creates energy from virtual particles)
ISO Auditing Center

Wonders
--------
Shangri La
Petra
Alcatraz
Shakespeare's theater
Great opera house
Clausewitz's on War
Big Ben
Weather Paradigm (SMAC)
Technological Capital (GalCiv)
MagLifter (shoots goods to Earth's Orbit by using magnetic levitation)
Angkor Thom, Bayon Stone Faces

National Wonders
-----------------
National Football League (can be soccer or american football)
National Sports League
Computer Center (supercomputers which are used to calculate weather broadcasts etc)
National Weather Service

Projects
---------
Global Positioning System = GPS, 1993
International Meteorological Organization, 1873
International Monetary Fund (IMF), 1961
World Health Organization (req United Nations) = WHO, 1948
World Wildlife Fund (WWF), 1961
World Meteorological Organization (WMO), 1951
International Atomic Energy Agency (IAEA)
Internation Theatre Institute (ITI), 1948
International Standard Organization (ISO)
F1 GP Championship
PGA golf championship


Improvements
-------------
Ski Resort (wealth)
Wild Animal Park (on fur and deer?)
Military Bombing Range (gives 1 free promotion to siege and bomber units?)
Thermal Boreholes (SMAC)
Condensor (SMAC)

Resources
---------
Tea
Cacao
Amber
Jade
Buffalo
Rubber
Sugar Beet
Saltpeter
Olives
Oil Sand (another Oil resource, for example in Canada)
Peat (used in power plants)
Tar
Plastics
Microchips
Robot parts
Synthetic fibers
Nanotubes
Ceramic Compounds

Air unit promotions
-------------------
Improved radar
Multitargeting
Cluster bombs
Bunker busting
Nightvision
Heat-seeker missiles
Air to Air missiles

-----------------------------
I've got some other things also on my idea lists but above are those that would be easiest to add. New resources are bit problematic since I haven't figured out how to edit gamefont.tga files, tried yesterday once again to add missing religion fonts but just got the game crash.. maybe someone could help me out with those font files?
 
I changed pyramid's effects so that it will give all Religion civics. Historically this makes sense since there were conflicts in ancient Egypt several times because of religions (I've seen few documentaries about this).

BTs has a wonder that gives all religion civs....also the way the coprs run might be good idea to leave pyramids as they were......specially with the earlier start date the corps will cost ton and the added boost to economy from telepathic civ prolly would be needed and wiped out from them...idk tho tried playing again today and if your able to mostly keep the corps out of your cities or playing on a bigger map with more enemy cities its not so bad
 
nm forget i said anything...lol that first game was on easy monarch i think and i cheated greatly, normally do first time thru, just to see how the new stuff works, and had 2 corps in like everyone of my cities, ouch, but currently playing on deity, cheating slightly in beginning, and its like 12 - 1300 ad, not exactly sure, and currently making like 2k a turn due in large part to the corps, so do w/e u think works........but on the ps port of civ2 i remember the pyramids did give ya a granary in every city, mite not be such a bad idea due to the spy's actions, if you can anyways....also have an idea about a new corp.....javajoes coffee..lol.....anyways like i said b4 your mod is absolutely awesome and cant wait to play it wit bts
 
but on the ps port of civ2 i remember the pyramids did give ya a granary in every city, mite not be such a bad idea due to the spy's actions, if you can anyways....also have an idea about a new corp.....javajoes coffee..lol.....anyways like i said b4 your mod is absolutely awesome and cant wait to play it wit bts
Yeah, I remember too that in Civ2 pyramids gave granary in every city. That was my other choice when I was pondering how to change pyramid effects.

Just saw some pics about Next War unit types.. and there's probably tons of new material that I can use in my mod.. :woohoo: All this waiting time before I can start converting the mod to BtS drives me crazy! :lol:
 
Just saw some pics about Next War unit types.. and there's probably tons of new material that I can use in my mod.. :woohoo: All this waiting time before I can start converting the mod to BtS drives me crazy! :lol:


Roughly 2/3 of my way through my first BTS / Next War game :- On track to dominate the world with my 19th century steampunk mech units, but playing my usual "Gigantic Map / Marathon" settings so taking some time getting through it (although the new engine is truly marvellous in reducing "End Turn" wait times)

I was bursting with tons of ideas for new adds to Epic mod, but between your 1.1 update and all the new BTS content I need to recheck everything I thought of to make sure it would still work out...

"COMING SOON:- Zappara's Beyond the Next War Epic Mod" :king:

Good luck and godspeed with the conversion...

mrhyms
 
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