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[MODPACK] Total Experience

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  • [MODPACK] Total Experience

    Fixed the CTD crash randomly happening in combats. sadly I had to take out Unit Allegiance, but I'm sure I'll find a way to make it work. also added a couple more tweaks, and updated the readme.

    sorry for the inconvenience, I hope now that it is bug-free you'll appreciate it !

    LINK

    I started from GraveEatr's mod v.2.1, and added in lots of changes from all the other great mods out there:
    -Snaitf's Great General+Soldier Citizen
    -Bhruic's CulturalDecay+TechConquest latest versions
    - most of the tweaks anybody loves from Exavier's Composite Mod, Kgrevstad's Realism Resurrected, Master Lexx's GreenMod and Dearmad's New Balance. ( Many Thanks for your work guys!!)

    ANY comments, critics, flames, suggestions, questions, etc. etc. are VERY welcome


    --------------------------------------------------------------------------



    1) General:

    - added Dearmad's version of Noble handicap, much more fair than vanilla.
    AMBUSH PROMOTION NOT available until you develop STEEL (thanx dearmad)
    - added Realism gamespeed by Jaynus (modified epic)
    - civic upkeeps now more meaningful ( low cost lower, high cost higher) , thanx to Kael.
    also changed all "none" upkeeps to "low".
    - updated Leaders' Civic preferences, courtesy of Armandeus
    - Slavery now gives +1 production to quarries and +3 commerce to plantations. no more +20% worker speed.
    - can now build as many national wonders as you want in a city
    - decreased unit upgrade gold costs
    Aggressive trait now gives bonuses to more unit types (thanx Exavier)

    - units can now gain 10 xp max from animals, 50xp from barbs, and can carry over 50xp max
    after an upgrade.
    Spiritual Trait +50%production for monastery, not only temple.
    added GreenMod's resources (except for temples, and added building-related extra bonuses
    just like all the other resources) (thanx to Master Lexx)

    - added last version of TechConquest+last version of Cultural Decay (thanx Bhruic)
    - added Soldier specialists and Great Generals. (changed the late age graphic for the GG
    to Commando, was Praetorian) (thanx to Snaitf)

    - added Promotions and Traits v 0.5 ( thanx to Zuul )


    2) Technologies

    - PAPER needed for Beaurocracy
    TECH TRADING with GUILDS not with Alphabet
    MAP TRADING with ASTRONOMY not with paper (thanx to dearmad)

    - Meditation now discovers Zoroastrianism, code of laws Buddhism.
    Switched costs of polytheism and meditation so that induism is usually first to be discovered (thanx to abbamouse)


    3) Buildings:

    - supermarkets +33% cost, +25% food. ( thanx to Kristine )

    - nuclear silo needed to build ICBMs
    sdi icbm intercept 75 to 60, sdi cost 750 to 2000
    Tree Nursery Turns into a forest after 25 turns.
    bomb shelter reduced to -50% modifier ( thanx to Exavier )

    - Cold Fusion Plant wonder added, needs 4 nuclear plants, +3 GEPPT
    castles give +2xp for mounted, archery and melee units
    bunker damage -75% to -70% (thanx to Master Lexx)

    - MARKET is a -1 health building.
    CASTLE with CONSTRUCTION (was engineering)
    GREAT LIBRARY with ALPHABET not literature
    WINERIES possible with POTTERY
    COTTAGES NOT possible until Monarchy (was Pottery)
    CLEAR JUNGLE with BIOLOGY (instead of Iron Working) , BUT Roads/rails+improvements needed
    for resource gathering are available with Iron Working as normal (thanx to dearmad)


    - Eiffel tower and HollyWood back to normal.
    Great Wall moved to masonry, obsolete with gunpowder.
    monasteries no longer get obsolete.
    christian temples and cathedrals +1happiness with wine
    buddhist temples +1happiness with marble and stone
    zoroastrian temples +1 happiness with incense
    drama +1happiness with theatre, not broadcast tower
    books +1happiness with library
    national and heroic epic no longer get double production from marble
    ( I'm having a hard time figuring out how would marble let you write a poem quicker...)



    4) Units:



    - Settler cost 120
    Rifleman now has 16 combat strength
    Redcoat now has 17 combat strength
    Redcoat got +1 moves (they were extremely discaplined, and better marching skills seems appropriate)
    Musketman (and musketeer) got +25% against mounted troops
    Carrier now has a cargo capacity of 5 (instead of 3)
    Removed Uranium requirement from - Destroyer - Battleship to add realism of oil requirements
    Machine Gunner enabled at Assembly Line ( thanx Jaynus )

    - Scouts and Explorer back to normal, now can also build forts.
    Elephant available at Horseback Riding, no bouns vs mounted, +25% vs melee, collateral damage weaker than catapult that can damage 2 units max,
    horse archer and keshik +50% vs catapult AND trebuchet, +25% against elephants ( thanx Fanatic Demon )
    swordman and jaguars +20% against cities, jaguar str 6.
    swordman needs iron OR copper
    Maceman (and samurai) now avialable with Civil Service + metal casting
    Knights (and camelarcher and consquistidor) now avialable at Feudalesim+Metal Casting
    knights need a castle, conquistadors a forge )
    Pikeman now at civil service, needs Iron OR copper.
    CARAVEL carries TWO special units (thanx to dearmad)
    ICBM building destruction chance 70% ,
    nuke_unitdamagebase 30 to 50
    nuke_popdeathbase 30 to 50
    naval units from galley to ironclad (excluding ironclad and workboat) get +50%production bonus from hemp.
    ships from ironclad to aegis cruiser need Iron ( other resources vary depending on unit, subs and cruiser excluded)



    - Xbows and Chokonus +25% vs mounted.
    musketman, musketeer, cannon, grenadier, cavalry +related UUs, ship of the line
    and frigate units need sulphur to be built,
    sulphur revealed by tech_gunpowder
    machinegunner 25% bonus against mounted
    ironclad strenght 12 to 16
    camel archer +25% against mounted
    inquisition now gives -2 happiness for 10 turns (thanx Master Lexx)

    5) Terrain and Bonuses/Improvements

    - less desert on random generated maps (thanx to Kristine)

    - lowered the maxlatitude of most resources in order to not get them on the pole
    forest growth 8 to 16
    floodplains health -0.4 to -0.25
    oasis appearance 500 to 1000
    workshop can be built on tundra
    fort defmulti 25 to 50
    fort airdefmulti 20 to 40
    whale_boat prod 1 to 2
    tradetech for incence tech_mining to tech_calendar
    airbombdef for cottages,... 5 to 5,10,15,20
    soylent green facility, needs desert and biology, +2food
    waste refinement factory, needs needs desert and fission, +2prod
    desertwindmill, needs desert and tech electricity, +4gold
    ivory grouprand 50 to 25
    increased iplayer 67% per player to 100% for gems, incense, silver, whale (now more per player)
    decreased iconstappearence 50% to 40% for
    banana, corn, cow, pig, rice,
    sheep, wheat, dye, gems, gold, incen,
    silk, silver, spices, sugar, wine
    pot, cof, pearl, lem, cot
    (not water, not strategic)
    (were too much ressources with 8 new ones) (thanx to Master Lexx)




    - jungle growth 16 to 8
    forest_cut prod 30 to 20
    jungle_cut prod 0 to 10
    forest_cut time 250 to 400 (less when building roads or railroads)
    jungle_cut time 400 to 600 (less when building roads or railroads)
    hemp obsolete with combustion
    fur no longer obsoletes
    books now obsolete with mass media
    rebalanced the plot yelds of many resources, most notably fur now gives +1 food unimproved, and +5 gold improved,
    lemons give +1health instead of happiness.
    wine is once again visible from the start
    Last edited by [to_xp]Gekko; January 26, 2006, 18:26.
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