Returning to College

Summer is slowly coming to the close, with the finish line often represented by kids going back to school. The days get shorter and the mornings are darker, and there is that feeling of cooler winds and the smell of Autumn, even though still feint this final August day.

For me, it is especially apparent since I too will be scrambling to school here in three days. Like my first day waiting for the bus, which strangely I can remember, I will be returning to school though not taking the large yellow machine.

I have two courses this semester, History to 1500 and History from 1500. Both will be very interesting if not a bit traumatic. It has been a long time since I have had read school books, took notes, and studied for tests.

It even seems that the subjects have changed over the 20 years — no longer is it all about the European/Western world but not now far more dynamic and open — all the world’s history has become important and not just for a few cultures.

I have just got done studying and reading my first assignment and am very apprehensive about the first class. What will it be like? Will I like the professor? Will the professor like me? All the things that run through a child’s mind before tramping up the big steps into the yellow bus are swirling around in my brain.

As much as I am apprehensive, I am also excited. I am very eager to start learning again and to be around people who want to learn and discuss things. Academic life is so much different than the humdrum world of business, where each day its nothing more then another endless Sales Order to be filled and processed — shoving it down the line for the next baboon to stamp, scribble, and curse over!

Version 1.35 of ExtremeMod

Alternate site with v1.36: http://www.megaupload.com/?d=SB5T9JXD
There is a slight error with the Jetpack Knights that needs to be corrected. Thanks to Vukovlad for pointing out the error.

This is a very simple little fix.

Go into my mod
Go into Assets
Go into XML
Go into Art
Open CIV4ArtDefines_Unit.xml with WordPad (or Notepad)
Edit–>Find
Type: Jetpack
This will jump to the part of the XML pretaining to the JETPACK_KNIGHT
Second line: <Button>,Art/Interface/Buttons/Units/jetpack_knight.dds</Button>
Remove the ‘,”
so it is: <Button>Art/Interface/Buttons/Units/jetpack_knight.dds</Button>

—-Version 1.35—-
—-Date: August 27, 2010—

+++++Alterations & Adjustments++++++++

Animals:  Creatures no longer concern themselves with cultural barriers and will wander around hunting anything that moves.  They may also be inclined to attack villages.

Barbarians:  Tweaked a number of values making them a bit more numerous at specific times.  Reset them back to being just plain old non-descript barbarains.

Scoring System:  Adjusted the scoring system of the game to emphasize a bit more of Land grabbing and population.

Towers have been made more expensive to build and takes about 10 percent more labor to construct

Villages, Hamlets, and Towns all perform a bit better

Workshops are bit more effecient.

Trireme:  The ship’s combat strength is increased to 3 (from 2 points).

Rangers: Adjusted their combat to +300% vs. animal units.

Hunters: Adjusted their combat to +200% vs. animal units.

Imperialism Civic now has the capital gaining +25% in all areas.

Paratroopers:  Requires Early Flight.

Mount Rushmore:  Needs High Explosives now.

Starting Worker: Fixed the errant starting worker.  Starting civilizations now start with 1 settler and 1 Ranger.

Several technologies now offer hints or glimpses at units that can be produced — a sort of a teaser for the empire.

+++++NEW UNIT++++++++
Apemen
Cyber-Cowboys
Dinosaur
Kobukson
Scallywag
Witch Doctor
Light Steamtank
Heavy Steamtank
Meganaught
Jetpack Knight

+++++NEW TECH+++++
Quantum Computers
Scutage
Condotta System
Genetic Engineering
Gene Therapy
Genomics
Music changed to Musical Rhythm
Musical Notation
Musical Instrument
Steampunk
Ether
Steampunk Weapons

++++NEW WONDERS+++++
Jurassic Park
WestWorld
Planet of the Apes

++++NEW CIVICS+++++
Condotta has replaced Technocracy

ExtremeMod V1.2 is Available for download

—-Version 1.2—-
—-Date: August 20, 2010—-

++++Voice Overs++++

Added Voice-Overs to most added techs. Future versions will add to the voice and create more descriptions.

+++++ALTERATIONS++++++++

Starting Date: set back to 4,500 BC from 5,000 BC.

Changed Sea Lane graphic to be less noticeable on city plots (still not satisfied)

Handicap: Made all difficulty levels a bit more challenging.

Great Wall: Changed the wonder from disallowing barbarain movement within cultural boundaries, to a +10% defense in all cities, a free general and a Golden Age.

Glaives: Changed their bonus from 50% melee to 50% archery.

Bureaucracy Civic: -20 percent Worker Rate, -25% War Weariness, +10% bonus to capital commerce, science, and culture.

Parapet Building: Deleted the 1% bonus to all city defenses.

Locks vs. Forts: Modified the values of Locks so that automated workers do not want to make them more than a fort, or to replace forts (still working on the exact fix here). Made Locks pillageable.

Forts: Made them pillageable for 20 gold.

Duke: Changed the Duke from 6 National Units to 4 National Units.

Corporations: Added 8 different corporations and modified their resources and attributes to match the new names; adjusted each of their respective wonder towers to better reflect the corporations (more changes to come).

Nexxon: Greedy oil company

Macrosoft: Large software maker of all things good and bad

Icewater Fisheries: Pirates of the open seas, plundering our world livestocks

Illumaniti: A secret organization bent on controlling the world

Arkel-Mittal: Large metal combine.

Patriot Coal: Producer of almost all the world’s coal.

Barret Gold: Large concern of all things gold.

Wortmart: The largest supermarket in the world, selling everything imaginable.

+++++FIXES+++++


Issue with Gunboats has been resolved and you should be able to construct them now

++++NEW UNITS++++

Zebra Knight: 9/2 with Equestrian Oddities technology

Zebra Chariot: 9/2 (+25% against melee) with Equestrian Oddities technology

Assassin: 5/1 unit that is stealth invisible and targets Diplomats (such as Commanders, Dukes, and Kings) receving a 300 percent attack bonus.

Knight Hospitaller: A knight pledged to healing and fighting.

Brigantine: An early pirate ship that carries pirates to foreign shores. A 3/3 unit with 3 cargo spaces for pirates only.

Pirate: a 7/1 pirate that can plunder without the fear of going to war.

Armed Pioneers: 2/2 Settlers that can be made after acquiring the Equestrian Oddities technologies.

+++++NEW TECHNOLOGIES+++

Piracy: Technology that instituted natioanal piracy and opened the doors for sea pirates, pirvateers, and Brigantines.

Equestrian Oddities: What strange beasts can be tamed and ridden into combat?!?

++++New Bonus++++


Software: Used by corporations and alse required for some advanced weaponry

Unobtainium: The rarest metal in the universe.

++++REMOVED+++++


12 Pounder: Game Crash and art failure
25 Pounder: Game Crash and art failure

——————————————————————————

Version 1.13: http://www.atomicgamer.com/file.php?id=87577

Version 1.13: http://www.megaupload.com/?d=XOZNOBO1

Installation: Download the zip file to your local computer and extract. Place the folder into: C:\Program Files\Firaxis Games\Sid Meier’s Civilization 4\Beyond the Sword\Mods

The path may be slightly different on other systems. . . .

Settings: Although you can play the Mod in any way you like, I would suggest playing on Noble Difficulty, Epic Speed, with the following switches: Aggressive AI, Raging Barbarians, No Tech Brokering, and Events on. Under custom game, check out the ExtremeWorld map settings.

Play Tested: The Guys!

Based on the original mod: Thomas’ War mod by tsentom1 (for some reason I want to think his real name is Richard Thomas but now can’t find verification of that)

New HUD design: Shiggs713 and DutchKing

New World Sizes: Zappara

Additonal Credit:

Bits and Pieces of Mine_Warefar Mod

Ideas from the Barbarian Mod

Ideas from Pie’s Mod

All the modders and contributors at CIVFANTATICS [http://www.civfanatics.com/]

Special Thanks:
Super Gratitude to Baldyr for his lessons in Python (Rebel Mod)

Pie for giving me the first steps into modding, even if you were completely oblivious to it.

EkMek for his help with Leaderheads — Still working on getting one into the game

To The_J for all his help in the forums

Thesis:
Extreme Mod was built from day one to be an alternative view of both Civilization IV, but also of history. I tried to make the game somewhat historically accurate, but concede that this sort of game does not lend itself necassarily to recreating history as we know it. I also had the intention of making the game balanced and fun, sacrificing realism and historical fact for fun and playability.

GUI:
All New Graphics from both BTS and also from the Thomas’ War mod that EXTREME was originally based on.

Maps:
I have included a number of Maps with the game, many being recreations of the various parts and whole of the Earth. They were created in a day and was given more an eye for balance of resources and civilizations than accuracy of every hill, mountain, and forrest. I am sure players from Europe will see glaring problems with the map — I live in the US and see glaring problems with points there. It is what it is, but I think for the maps on the whole they can be fun.

World Sizes
Gigantic
Immense

Events: I significantly changed the chance of many events and increased a few. It is my idea to keep the events as game changers rather than a slew of insignificant news items. There are still many forest fires and failed marriages in the game, but now there are real and constant threats from invasions.

Barbarians: We have changed the civilization that represents the barbarians to Ragnar. We could have changed it to anyone of course, but we chose the Vikings since they are renowned for their raiding and far flung travels. I would also suggest playing them on Raging and not building the Great Wall, but that is more of a personal choice than a requirement.

New Technology:
Abstraction
Animal Hides
Animal Textiles
Arctic Life
Ballistics
Cartels
Ceramic Armor
Chainmail
Charcoal Furnaces
Chivalry
Desert Life I
Desert Life II
Early Flight
Fermentation
Firearms
Flint Tools
Foraging
High Explosives
Ironships
Land Mines
Leather Armor
Matchlock
Military Organization
Munitions
Naval Mines
Nets
Orienteering
Pathfinding
Personal Hygiene
Plant Textiles
Platemail
Plough (and Yoke)
Pressurized Hull
RADAR
Roman Concrete
Salt Mines
Scavanging
Spice Production
Stone Tools
Superstition
Swimming
Symboilism
The Horshoe
The Plough
The Saddle
The Stirrup
Tungsten Steel
Titanium Steel
Tropcial Culture 2
Tropical Culture 1
Tropical Culture 3
Water Well

New Units:
(New) Carrack
12-Pounder Cannon
25-Pounder Cannon
Arquebus
Bi-Plane
Camel Rider
Camel Rifle
Civil Engineer
Cogge
Commander
Composite Bowman
Corvette
Duke
Gladiator
Glaive
Gunboat
Heavy Cavalry
Highlander
Iron Javelins
King
Land Mine
Light Cavalry
Light Footman
Light Slingers
Man of War
Minuteman
Mortar
Naval Mine
Ram
Reed Skiff
Stone Thrower
Templar Knight
Teutonic Knight
Trade Goods
Wardog
War Elephants
Winged Hussar

New Buildings
Blacksmith
Silversmith
Philospher’s Hall
Goldsmith
Guard Tower
Merchant Guild House
Rock Quarry
Smoke House
Keep
Private Museums
Sea Lane
Command Post
Canal / Lock
Naval Academy

Civilizations

Confederate South

Leaders
Jefferson Davis

Traits
All new traits with a far more robust set of bonus and penalties for each culture. Each trait now has at least 1 unique promotion for units of their civilization.

New Civics
Colonialism
Imperialism


Known Bugs:

Problem with the Gunboats and the 12-Pounder Cannon. I would suggest not building those until the next update. Sadly, I can’t control the AIs use of these two units.

There is a graphic bug concerning the Sea Lanes. In all towns, some more noticeable than others, you will see a Sea Lane graphic even when there is none or should not be one. I am working on figuring this out, but been told it is no doubt in the SDK.

There is a memory leak when you restart a second game on maps that are larger than Huge. I cannot fathom where it is coming from, but after a restart of the game (forced anyway) you are good again to go.

There is is an issue with supplying orders to Workers (Peasants) and sometimes you need to tell the lazy buggers to do the assigned task again. Just use a whip on their backs!

Trade Goods: The unit does not behave the way I intended and can be abused readily. I will hopefully have this fixed before I release it.

Next Release:

Wonders: I wanted to include the Illumaniti and the FreeMasons Wonder but just ran out of time.

More units, of course, I want to have at least 100 units inv Version 1.5

More Technologies. I just keep adding more and more technologies, which to me add so much vitality to the overall replayability of the game.

Tweaking the units, buildings, and improvements — there is always room for modifying and make a unit more in line with its original intent.

Since ExtremeMod was based on an older mod, there is a huge overhead of old and unused graphics and sounds. I would like to try and remove at least 20 percent of the size by removing these files.

Phantasm Adventures Mod

Starting tonight I am going to start working on a new Civilization IV mod based on my great fantasy epic, Phantasm Adventures. I am giving it a bump here for those who may have forgotten about it.

Although it never saw much success in the United States, it was a big hit in Japan in the late 80s and early 90s. I am sure there are tens of thousands of Japanese gamers, now old and with families themselves, that probably remember the game.

I still have hopes of it seeing a revival. In the mean time I always go back to it in all the iterations and recreations of my creative work.

Phantasm Adventures

I hope to have a special download of the Mod soon. More details will follow as time and development permits