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[Mod] Ultra Epic 1160 Turns

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  • [Mod] Ultra Epic 1160 Turns

    A crazy long ultra epic game with 1110 rounds between 8000 BC and 2050 AD. This mod should work fine with the patch.

    Just unzip the mod in the mod directory, load it up, choose game options, making sure to pick epic speed for it to take effect.

    Tech advances are 3 times slower than the default epic and 4.5 times slower than the default normal game.

    This definately gives you plenty of time to enjoy the battles of each era.


    40 turns @ 50 years ( 8000 BC to 6000 BC)
    80 turns @ 25 years ( 6000 BC to 4000 BC)
    100 turns @ 20 years ( 4000 BC to 2000 BC)
    240 turns @ 10 years ( 2000 BC to 400 AD)
    200 turns @ 5 years ( 400 AD to 1400 AD)
    200 turns @ 2 years (1400 AD to 1800 AD)
    250 turns @ 1 year ( 1800 AD to 2050 AD)


    Only other change with the mod is the AI now doesn't get an extra explorer at "Prince" level. Gives the player more of a chance to go for the goodie huts on Prince.

    Still working on my first ultra epic game, 'Prince' setting, no tech trading, no city raizing, standard map size, 18 civs, raging barbarians, random custom continent map, random starting civ.

    I got to be Tokugawa, shafted for either chopping or early religion. So I got to work his strong aggressive and organized trait build some barracks and smash some neighbors. On the same continent were Alexander, Qin Shi Huang, Asoka, Cyrus and Fredrick.

    Played about 416 turns, now at 40 BC and researching Education (but I dont have compass or feudalism researched yet).

    I founded Confucianism by getting the Code of Laws through the oracle, and all the continent lapped it up as there was no other religion yet present.

    Took out Cyrus in a epic battle over his 3 cities with just axeman and spears vs his immortals and archers, he had 15 of each.

    When I went for poor Fredrick he had no horsies or metal, but his cities had 40 & 60% cultural bonus, catapults so far off and didnt have horseback riding yet, so I softened him up with chariots before the axeman went in.

    Just completed a few rounds back a campaign against Alexander, even though relations were good, cause he can't be trusted. Took 4 of his cities near mine, 2 good ones, his capital and 1 with 2 luxury resources. He put up a good fight as always with swordsman, catapults, war elephant and those phalanx. Started the war once I got samurai, first time to use them, and the catapults saw their first action.

    But all this time I am still number 2 in tech, unbelievable that Qin Shi Huang, can't see what techs he has since tech trading is off, but already he has galleons (astronomy) and has circumnavigated the globe, also has longbowman and pikeman (I am pretty sure he doesn't have Guilds as he doesnt have any knights out). That guy with his coastal cities, and he built the Great Lighthouse and Colossus Never been behind on tech on Prince, so it is definately tougher.

    I would attack if his army strenght wasn't number 1, I am just number 2, and he has those nasty cho-ku-nu running around, and plus his navy would blow my galleys out of the water.

    In short it is making for a great game so far.

    Tweaks I am considering based on my first game:

    1) Inital tech cost too high (will probably cut fishing, hunting, archery, agriculture, mysticism, animal husbandry, mining, masonry costs in half.

    2) Inflation rates need to be toned down as they are ramping up quickly, probably need to reduce it in half from 18% to 9%

    Just for fun for the barbarians:

    3) Reduce AI bonus against barbarians to 20% and reduce the tech penalty on barbarian research. I want to see some AI civs get destroyed by barbarians

    Please let me know any opinion or feedback if you are crazy enough to play it.
    Attached Files

  • #2
    Heh, I tried something that started at 8000 BC... gave up when I hit 10025 AD and had just researched gunpowder. :P

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    • #3
      Hehe, the game should be winnable still, now at 475 AD (635 turns left) with banking, economics and liberalism. 6 turns to gunpowder if I want it, but going for astronomy now for the observatories.

      On the standard epic at prince level, have launched the spaceship at 1782 AD.

      Finally am #1 in GNP gold, but that dang Qin Shi got the Spiral Minaret in one turn, he must of used a Great Engineer

      Comment


      • #4
        An Ultra Epic Mod is a good idea!

        I've tried something like this in CIV3 because I, too, like to enjoy the battles in each era.

        Also, it's not very fun to discover tech after tech and not have a chance to build new buildings made available by the previous tech. Pretty soon you have too many options and then you spend more time deciding than playing.

        I would advise players of your mod to use a difficulty level of at least Noble or above, otherwise the game becomes winnable too fast. (Especially if they want to enjoy those Tank Battles!)

        I will probably download your mod and then tweak to my own taste.
        Thanks for working on it.

        My Reach always exceeds my Grasp...

        Comment


        • #5
          While working on my MOD FexFX - Bigger & Longer, I looked yours over for ideas on where to begin. I would like to make a few suggestions based on my experience in making Bigger and Longer which adds two new game speeds and a new map size:

          First, The current incarnation of your MOD replaces the original "Epic" game settings entirely.
          I was wondring why you did not make your game speed its own speed rather than replacing an existing speed?
          Did you get stumped by the "Legendary Culture" problem?
          If you did, check out "CIV4CultureLevelInfo.xml" for the solution to this dilema.

          Second, the main reason I decided to design my own game lengthening mod was because I wanted to play a longer game with all of the original rules intact, granted you only made a small change to the AI handicapping...but I am picky I guess.
          heheh...

          Anyhow, take a look at the numbers I used for my mod and let me know what you think...

          I am going to be looking for collaborators on my next project I think...a really really really LONG game...but to do it the way I want to...I need to expand the tech charts and units and buildings enough to fill the time...

          Interested?
          "Ceçi n'est pas une Signature!"

          Comment


          • #6
            Originally posted by FexFX
            I was wondring why you did not make your game speed its own speed rather than replacing an existing speed?
            You mean it's possible for him to make a 4th Game Speed??

            Cool

            How about:
            Quick
            Normal
            Epic
            and Odyssey ?

            I wonder how this would be programmed. It seems like it would take more than just the XML editing.
            My Reach always exceeds my Grasp...

            Comment


            • #7
              WAY easier than you think! Seriously!
              Just make a fourth speed in CIV4GameSpeedInfo.xml by cutting and pasting an existing speed and rename it.

              You CAN rename it in one of the files in TEXT, but that's not necessary really.

              Just give the Gamespeed a proper name and then edit the rest as plain text to change the names of the speeds like this:
              .
              GAMESPEED_MADNESS
              FX-Madness(6050)
              FX-Madness(6050)
              .
              Then go into CIV4CultureLevelInfo.xml and add a line for each Culture size for the new Speed like this:
              .

              GAMESPEED_MADNESS
              0

              .
              ...and POOF...New Game Speed!
              If you dont do the Culture part of this you will run into a problem where one turn after being built every city will reach "Legendary Culture" status because the Culture levels for the new game speed has not been defined.

              For examples on how this all works, check out my Game Speed mod: FexFX - Bigger & Longer. I added two new game speeds for a total of 5, and a new larger map size!
              "Ceçi n'est pas une Signature!"

              Comment


              • #8
                Thank you for the feedback

                I knew it was possible to add in extra game speeds, but this was my first attempt as a mod, and I wanted to use the KISS principle.

                I just intended to tweak the mod for the best experience possible at 1 speed only, since if you are going to be loading the mod to play at the 'epic' speed.

                Since I played through the AU game at Monarch in its entireity and am out on business now , haven't had time to continue my game.

                I think I will add in some custom difficulty levels instead of changing the current ones. I take it to be not to hard to do just with XML right? You just need to modify Civ4HandcapInfo and add in one or two? Do you need to modify a file that calculates the score?

                Comment


                • #9
                  Actually you only need to modify the two files I listed!
                  Nothing else is really needed!
                  "Ceçi n'est pas une Signature!"

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