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Post by friedrichpsitalon on Apr 23, 2006 18:17:28 GMT -5
Many players from Civilization 3 remember "Quickciv" - some fondly, some with a twitching hunger, and some with a scowl. Regardless, anyone who played Quickciv got an impression from it. Quickciv has now been translated to the Civilization 4 format as "UltraQuick" civ! (Hey, the name of the game speed "Quick" was already taken, right?) Simply: UltraQuick civ run on the same rules as Quick civ, but at double pace: City growth requires half the food. Production requires half the hammers. Technology requires half the beakers. Workers move at twice the speed. Culture pops at (roughly) half the old values. Players can conceivably make it to cavalry and well beyond in a 100 turn game - possibly much further in a team game! As you can imagine, the basic principles of the game remain the same, but other factors are quite different! Some strategies may work, and others may not any longer.... and you'll find there are two or three new ones as well. Because of the number of units likely to be on the field, it is reccomended you play this mod at one timer speed lower than your norm, at least until you're used to the environment. TO USE A MODIFIED SCENARIO You must unzip the contents of this ZIP file DIRECTLY to your /Civilization 4/Mods folder. That's it! Put the Ultra-Quickciv folder in there and enjoy! To activate the mod, from the main menu, click ADVANCED, then "LOAD A MOD." Select "UltraQuick Civ" and it will ask you to restart. Do so, and you will notice "UltraQuick Civ" in the upper right corner when you get back to the main menu. You will only see UltraQuick civ games in the lobby, and no one can join your game who does not have the mod loaded. (No need to password to avoid the masses!)[/b] UltraQuick Civ can be played with any map and any era, BUT YOU MUST select "UltraQuick" speed from the Game Speed choices on the first screen, or you'll get your normal civ game.[/u] Get the mod HERE: www.users.qwest.net/~trayk/UltraQuickCiv1.0.zipEnjoy!
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Juni
Worker
Posts: 137
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Post by Juni on Apr 24, 2006 7:03:07 GMT -5
Damned ! I was working on it too Good job Fried, I can delete mine and take a holiday
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Post by friedrichpsitalon on Apr 24, 2006 7:06:17 GMT -5
This was a quickie - just twitch a few settings in GameSpeedInfo and one or two over in Culture. Enjoy though.
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Juni
Worker
Posts: 137
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Post by Juni on Apr 24, 2006 9:55:43 GMT -5
My mod brings some more changes to the game, some taken from C3C mod, others that I added especially for Civ4. Maybe you could be interested in testing it. You can find it here www.civfr.com/forums/index.php?act=ST&f=38&t=11092&st=0#entry217415The main differences between my mod and yours are : - workers build 4 times faster instead of 2 - cottages grow twice faster - forests chopping brings half hammers (maybe it is not a good idea to keep it because of 1.61 changes) - units get double XP points from batlle (and only from battle, not from barracks or civics), maybe it is a bit overpowered, I'm not sure about this point - instead of decreasing culture pops costs, I increased culture points per turn for every building, specialist... that is completely stupid ;D I was also thinking about decreasing units upgrade cost. As for units experience, I'm afraid it would be overpowered. All changes are detailed in a readme file in the zip archive. Maybe a combination of our ideas could make a very great QD mod
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Post by eiffel on Apr 24, 2006 19:49:35 GMT -5
I've made easy setup programs for your UUmadness and UltraQuickCiv Mods. You can download them on ModCentral. After installation, you'll be able to launch them directly from Civ4Fans program latest version (as well as any other mod installed), or from the advanced menu of Civ4 (load a mod).
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Post by knupp on Apr 24, 2006 20:47:14 GMT -5
I loved quickciv in C3. I'm extremely glad you made this. All downloaded. I'll check it out tomorrow when I have some time. Thanks again Fried.
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Post by zerza on Apr 29, 2006 13:27:23 GMT -5
Ug, as never a fan of QC, but ya, good job fried Lotta players will enjoy this.
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Post by Tony on Apr 29, 2006 20:48:10 GMT -5
I didnt have much time to properly test this, only played it for about 20-30 mins SP.
But i must say i like it, it makes a nice change, requires new tactics and new thinking.
Will see if i can twsit enough arms to make it into a 4v4 TBG teamer tomorrow.
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Post by loki1023 on May 3, 2006 21:34:57 GMT -5
I hope you don't mind ,but I created self extracting installers that install the mods to the default civ4 installation directory/mods folder and put this mod and UUmadness up for download on my site if you do not want me to host it just PM me here or on the Hamachi C4MP Lobby .
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Post by friedrichpsitalon on May 4, 2006 6:54:20 GMT -5
Loki - it's absolutely fine with me! ;D There are apparently some problems with UU Madness, though - take that one down and give me a few days to poke at it?
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Post by loki1023 on May 4, 2006 10:19:54 GMT -5
Not a problem ...
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Post by Canucksoldier on May 4, 2006 23:40:29 GMT -5
Loki - it's absolutely fine with me! ;D There are apparently some problems with UU Madness, though - take that one down and give me a few days to poke at it? I think that UQC may have the same issue Fried, I hosted one last weekend and Kaz(a german player) was dropped at launch and was unable to hotjoin as he got a error message saying he didn't have the mod installed even though he obviously did or he couldn't see my game in the list. CS
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Post by friedrichpsitalon on May 5, 2006 7:16:02 GMT -5
Loki - it's absolutely fine with me! ;D There are apparently some problems with UU Madness, though - take that one down and give me a few days to poke at it? I think that UQC may have the same issue Fried, I hosted one last weekend and Kaz(a german player) was dropped at launch and was unable to hotjoin as he got a error message saying he didn't have the mod installed even though he obviously did or he couldn't see my game in the list. CS If that's the case, it's most unfortunate, because THAT mod was made exclusively with 1.61 files. We may need to investigate this issue with the proper folks, CS. Bring it up there if you get a chance before I do?
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Post by Tony on Jun 8, 2006 9:59:23 GMT -5
OK done this in 2 1v1's
And i must say its makes a nice change, the mod works pretty well. Obviously it no sub for the "real game", but if you want a change then this is good.
I know some people will moan that by the time you get units to the other guy they are already old, but this is this how QC works and you must cater for this.
But it is a HUGE up hill struggle getting people to play this, alot of people have had OOS issues, when somsone IP's into the game and doesnt have the mod loaded.
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Post by Canucksoldier on Jun 9, 2006 0:18:22 GMT -5
Well that's an education issue on how to properly load mods, you must always load the mod in the main menu and then let it reboot Civ4 before entering the MP lobby, and rejoining a game.
CS
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Post by Tony on Jun 9, 2006 7:11:42 GMT -5
Are there any plans to make the mods, so only the host has to load them like in c3c, for warlords?
Im just finiding it difficult to attract players, when i tell them downlaod this, load this, reboot that etc.
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Post by Canucksoldier on Jun 9, 2006 11:33:47 GMT -5
I don't believe this will change, although I'll inquire as to how much of a pain re-coding this would be, but I believe we made the system like this as a anti-cheating mechanism.
CS
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Post by eiffel on Jun 9, 2006 11:50:54 GMT -5
For the MOD yes, but still, a player shouldn't be able to ip in a game without having the required MOD.
And about maps, the download map function doesn't work anymore with patch 1.61, leading to OOS if all players don't have it BEFORE starting civ4.
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Post by Canucksoldier on Jun 9, 2006 12:34:24 GMT -5
For the MOD yes, but still, a player shouldn't be able to ip in a game without having the required MOD. And about maps, the download map function doesn't work anymore with patch 1.61, leading to OOS if all players don't have it BEFORE starting civ4. I agree, but DirectIP bypasses the lobby, and the mod system uses the lobby to hide mod games, so while it is very annoying that this happens, if you are taking part in a Direct IP mod game you really should know enough to boot the mod first, but I'll inquire if we can get a game check that will give the joining player a error instead of crashing the game with a OOS. CS
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