[Warlords][Mod] Kets Composite Mod

Oligarchy I think going +1Hammer is a good change....
Slavery +1 Hammer as well.

Rome is an absolute MONSTER on the 12 Civ Euro map due to it being +2

I'm thinking that 2 Unhappy 5 Largest at state property is a better balance that is a monster of a civic

Serfdom, again +2 maybe we should check it at +1 for the next build
I think jurisprudence should go high upkeep
Conscription +1 +1 In accordance with the other changes.

Cash Economy Vs. Barter There kind of meant to be a give and take, one gives gold in exchange for food and production the other gives food and production in exchange for gold

Now these are specialist economy civics... and are meant to be used in certain situations. I will say that barter needs to move back to monarchy as well...ummm thats where cottages are.

Maybe an added trade route in there would help out...
Or a +% to trade routes...

Also 1 gold getting 1 food and 1 hammer might not be good. might need to be 2 gold, thus complely eleminating Cottage spam for a bit for added production.
Geeze the AI could go nuts with that though... That might INCREASE cottage spam...
 
You can't raze cities in this mod?? I didnt get a option when I defeated a city 0.o

Ps: I starteec with french in earth map23civ, did send my initial warrior to explore and prayed to dont be atked while building other lol, then I met german, no protection in the city, couldent resist and invaded it, it did raze the city automaticly. Did walk back some more, found roman and thought, why not, I had 4.4% odds to win the battle agiant their warrior and omg what a surprise, I won 0.oo, again it razed automaticly. this made me have 2 promotions, did put both in city atk lol, walked some more and tan tan, ottaman..atked their city with 29% odd and won again >.< But this time it asked me what to do..Well it didnt ask cuz I didnt have the optin to raze, only to keep it :(
 
Hi Ket...first time poster on your thread. I believe this is going to be an awesome mod. :goodjob: I was looking at your tech tree regarding advanced flight & I was wondering if this would be a good place to add a new resource.....Titanium. The REALLY advanced aircraft like the JSF-35 would require this rare metal. :D
 
hey ket, may i suggest you incorporate some of gir's addon stuff, he did an awesome job with his promotion system,

i think acctually - its one of the best modification to civ4 that available toady,

really improve gameplay.

damn! i cant wait for the new version!! i want to use with mine!!!!!!!!!!1
 
A (small, say +25% or +35%) trade route effect on cash economy would definitely make it seem more viable (really, production and food are almost always more important than commerce improvement-wise; barter is a no-brainer now, since you can grow the cottages while getting +1 food and production instead of a measly commerce, and once they hit village it switches right over to 3 commerce [If I'm remembering right...barter only effects cottages and hamlets right?]), and would probably lure more players and computers into it before the middle ages, which seems good to me. All the other civics changes will work out well, I think. I didn't mess with State Property much, but it does seem a bit hefty in appearance.
For the Pyramids thing: the only reason I consider it is making the game "possible" to finish in a vaguely historical way, even if that possibility is extreme. Having Egypt build The Great Wall of China kind of throws that off a bit :) . I think that in the big picture, it doesn't really matter; it's mainly something I'm playing around with for my own mod.
 
@Arlborn if you where playing on of the maps it might be an option in the map to raze cities. From what I understand in your post. It allowed you to raze and then it did not allow you to raze in the same game?

We are beefing the AI up as we go. Will it go for culture? I'm not sure I can accomplish that. But it is possible on paper. More work will go into this once we give Civ Gold Warlords merged in.

@Testers, Arlborn is reporting the issue on version .35 of the original mod, not composite XL but lets make sure raze works fine for XL....

@Kel Sure give me more work. :) I'm not ruling it out. Have you found a decent button graphic for the IDF. I need it for something and the one I found in some of the cold war stuff is just crappy.

@GRM Do you think the civic changes we have discussed should go in @ version .4, it should not hurt our testing of the units that much, so I would say yes. But .4 is a beast of an update with Dale's Bombardment, Missile, & MAD in as well.

@Grab I love the idea of more resources.... Advanced flight + Composites is what is tied into giving the current round of Modern Aircraft into the game.
The multi-role new Strike Fighters and the advanced soviet SU-47

The problem with new resources is that on maps that where designed for realism which I like to include the map's in the mod. There are some amazing maps in there that I want to see get more exposure. Well the new resources would not show up. So I have shied away from adding resources into the game.

@All
Our team is growing.... Our test team is about 6 people now. Our coding team can go up to 4 if needed, Our Design team has people coming in and out assisting, and I'm slacking on the units it seems. Sorry about that, but it is allowing us to get some good test work done. Which is good we needed to seriously look at balance after the Tech Tree, Buildings, Wonders, Civics and Game play change. I wonder if I can get a development forum for the projects.

We currently have 3 projects
Composite XL - This one, not the .35 version that is public but XL is a brand new mod based on the work of .35

Unaltered With Flavor - KUGWF is the framework which we build on, in its own its a great mod. Its Vanilla game play without the add on packs.Currently Eusubuis is working to produce an add on pack adding his wonderful religious system in.

Seekret Project Code Named XXI'm still in planning on this. Lets just say I just asked for a diplomat unit to be created for this.
I'm not even close to ready to talk about this a good deal.

Team Members & Testers (All testers are assumed to be on the team) your more than welcome to be involved in any of the 3 projects. Although the amount of work going into KUGWF is very small as its essentially a completed mod unless we produce an add on pack, and some are in the works already.
 
UU for Isreal in another project.
:crazyeye:
 
? I didnt get Ket, Im not using this version? But I downloaded from here T.T

Anyway I did custom scenario and I FOR SURE didnt put raze off..And as I said it did automaticly raze the first 2, didnt give me any option, and in the third it gave me the pop-up, but without the option to raze..
 
We have two versions being developed, one is a much larger version of the one you are playing on. I'm looking into any raze city issues now.

:)
 
For the super-deformed 24-civ earth map, CvWBDesc might need looking at, it isn't placing any civs as far as I can tell. I tried razing cities (auto-raze and choose to raze) on a test map, and it worked just fine for me. For adding resources: it depends on the number of resources added, but it shouldn't be a big deal to realistically add a couple to the existing maps, I would think. There are usually online resource/economic maps to be found.
 
keldath said:
mmm.....idf - is a general name..... why wont you use one of my units? its more othentic...:)

Ok...
I'll use it.
 
GRM7584 said:
For the super-deformed 24-civ earth map, CvWBDesc might need looking at, it isn't placing any civs as far as I can tell. I tried razing cities (auto-raze and choose to raze) on a test map, and it worked just fine for me. For adding resources: it depends on the number of resources added, but it shouldn't be a big deal to realistically add a couple to the existing maps, I would think. There are usually online resource/economic maps to be found.

OH! yea all 24 civ maps are broken as of .3 .4 will correct that. It happened when I changed over to the CCCP code base, all the old changed got unmerged. So Unit Stats, 24 Civ and Elhohim's diplomacy change (Friendly is actualy friendly for you decleared war on our friend, not just pleased) are all non functional, this more than likely breaks the 24 map's...

Im going to be up all night trying to get the .4 test out this weekend.
 
Ket said:
...
Finally, the need for an International date line was established. Upon their return they observed a mismatch of one day between their calendars and those who did not travel, even though they faithfully maintained their ship's log. However, they did not have clocks accurate enough to observe the variation in the length of the day during the journey.[7] This phenomenon caused great excitement at the time, to the extent that a special delegation was sent to the Pope to explain this oddity to him.

.
Well, back in the old days, everything moved much slower, including light, so you see by doing such a long voyage at a breakneck rate of knots they actually shifted back in time :)
 
Marty, I'm sorry. But the only power source capable of generating 1.21 gigawatts of electricity is a bolt of lightning.
 
Ok I got all the "Base" units set in there proper place on the tech tree. I kind of announced what those changes where earlier so we could debate them.

The next step in the unit phase of .4 is the new unit's here are the classes so they can be debated.

UNITCLASS_HEAVY_BOMBER
UNITCLASS_ZEPPELIN
UNITCLASS_STEALTH_FIGHTER
UNITCLASS_ASSAULT_FIGHTER
UNITCLASS_MODERN_FIGHTER
UNITCLASS_BIPLANE
UNITCLASS_NUCLEAR_CARRIER
UNITCLASS_NUCLEAR_SUBMARINE (SSBN)
UNITCLASS_ATTACK_SUBMARINE (SSN)
UNITCLASS_AEGIS_CRUISER
UNITCLASS_FLAK_CANNON
UNITCLASS_MECHANIZED_ARTILLERY
UNITCLASS_SAM_BATTERY
UNITCLASS_PRIMITIVE_CANNON
UNITCLASS_MARK_V
UNITCLASS_CATAPHRACT
UNITCLASS_TOW_INFANTRY
UNITCLASS_ANTITANK
UNITCLASS_BAZOOKA
UNITCLASS_RAM
UNITCLASS_TANK_DESTROYER
UNITCLASS_ROCKET_ARTILLERY
UNITCLASS_WARDOG
UNITCLASS_SLAVE
UNITCLASS_JETBOMBER
 
File Name: Kets Composite 3.5 Fix.rar
Size: 0.00 MB
Description: Fix For Version 3.5
I've had a lot of trouble downloading this: been getting timeouts. I kept at it and finally got it down tho'.
 
Its also attached to the bottom of the first message... :)
 
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