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[Mod] Small & Effective

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  • [Mod] Small & Effective

    Here is v1.2.1. It has long waitings, but now it works all with 1.52
    The newest additions are:
    - Updated FreeTech Mod and Terraform Mod to the newest versions.
    - Removed CorrectedDiplomacy XML File. It causes a loading error in 1.52 and I haven't got the time to fix this.

    The downloads are the same links as on v1.2. The python rar now includes a text and a html file which lists the files and the mods.

    --

    So, the newest and best and coolest
    It's now v1.2. Changes are:
    #IMPORTANT# There seems to be some errors in addition with patch 1.52. I will try these days what to do

    - New Name: Lets call it Small&Effective Mod
    - Modular Archivs: I've created 3 archives, one for xml files, one for the python scripts and one for the Art files. By this way, I didn't need to upload the 6 MB for the Art files every time.
    - Uses a new cvcustomeventmanager with some structure
    - Added the caravan mod
    - Added the Better Civilopedia
    - Added the Railroad Speed Mod

    So, here's the new download:
    Art.rar
    Python.rar
    Xml.rar

    So, let's have fun

    Additions in v1.1:
    - Deleted Forestry Mod, but added Terraform Mod
    - Deleted TechConquest Mod, but added Freetech Mod

    The rest of the mod is the same as in v1

    I hope, all is ok. It would make it easier for me, if someone tests this again, because when I test, I will play for hours and hours and hours...

    The new one can be downloaded here

    v1) I merged some Mods, you will see the result. The mods are
    - TechConquest Mod - Deleted in v1.1
    - RealFort Mod
    - CulturalDecay Mod
    - Forestry Mod - Deleted in v1.1
    - SettlerReligion Mod
    - AbandonRazeDemolish Mod
    - TechErforscht Mod
    - ReligiousVictory Mod
    - DynasticGameSpeed Mod
    - CorrectedDiplomacy XML File - Deleted in v1.2.1
    - Civ4 Leaders Mod

    It would be the best if other people does also look at the mod, because I want to try it in real play, but at this weekend I have no time to play civ
    The mod is combined after
    this rule and so very good to use as basis for own mods.
    Enjoy
    Last edited by feivelda; January 4, 2006, 15:05.

  • #2
    Whats TechErforscht Mod? In english please.

    Comment


    • #3
      This TechErforscht is from the german www.civforum.de
      It shows a different screen when you acquire a new tech
      Screenshots ( in german ) are here, here and here.

      Now you see directly:
      - what techs has the acquired as dependency
      - what units can be build with this tech in a seperate row
      - what buildings can be build with this tech in a seperate row
      ...

      Comment


      • #4
        When I used this, unit could only perform one action. They could still be selected and instructed to do something, but they wouldn't. What's going on?

        Comment


        • #5
          Nevermind, I used a fresh install of the game and it works now. Weird.

          Comment


          • #6
            As far as I can see, the TechConquest works excellent.
            Playing Roman under Trajan on Prince

            Comment


            • #7
              So far I'm liking this mod, good combination.

              One thing I've noticed though - you capture a city, it has almost no production (due to no border around the city for the citizens to work), thus it takes forever to build a culture-producing improvement.

              Has anyone else noticed this, or found an easy way around it? It's making early conquest a bad idea (the city just starves to death, and raises corruption).

              Comment


              • #8
                I think this is a default behavior, I think it's the same in unmodded civ4.
                But it only last min 3 max 7 turns what I had until now when I conquered a city. After that you gain the squares around the city in most cases. At this point the cultural decay works, it removes the influence from a culture if a square isn't in the range of that culture

                Comment


                • #9
                  Well in my case it lasted from around 3200 BC until 1000 AD. But it hasn't happened since; only the first city I ever took (warrior rush).

                  Comment


                  • #10
                    New Version, let's call it v2
                    All changes are listed in the first post

                    Comment


                    • #11
                      Originally posted by feivelda
                      This TechErforscht is from the german www.civforum.de
                      It shows a different screen when you acquire a new tech
                      Screenshots ( in german ) are here, here and here.

                      Now you see directly:
                      - what techs has the acquired as dependency
                      - what units can be build with this tech in a seperate row
                      - what buildings can be build with this tech in a seperate row
                      ...
                      Oh, that's a cool mod. Maybe I should check civforum.de from time to time as well.
                      "The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
                      --George Bernard Shaw
                      A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
                      --Woody Allen

                      Comment


                      • #12
                        You should submit this to the Mod category in the direcotry:

                        Creator of the Civ3MultiTool

                        Comment


                        • #13
                          I found some errors in the mod ( I merged it at work ) but I'm on the way to fix them

                          Edit: I fixed all problems and have done a initially test. All seems to work

                          @Gramphos: I will upload the mod to the mod page soon, but first I want to make some little more additions
                          Last edited by feivelda; December 19, 2005, 02:04.

                          Comment


                          • #14
                            What do I do with the files after I have Dl'ed the rar? Do I just unrar them directly to the default Civ4 directory?

                            EDIT: I found a folder with the same name in the my games/civ4 folder. Do I just replace the files inside there?
                            Do not fear, for I am with you; Do not anxiously look about you, for I am your God.-Isaiah 41:10
                            I praise you because I am fearfully and wonderfully made - Psalms 139.14a
                            Also active on WePlayCiv.

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                            • #15
                              Yes, you can overwrite the empty folders there.
                              But be sure, that you don't have another files in customassets, because they will be overwritten by the mod

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