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[Mod] GreenMod (replant forest and other changes)

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  • #16
    Thanks for writing so much folks.

    Okay, I just finished my guide about how to skin and add new bonus resources and imrpovements to the game.

    Of course on CivFanatics, with much less advertisement.
    Tuturial: how to skin and add new bonus resources and improvments to the game I am the creator of GreenMod, I already included 9 new resources there. I want to share my knowledge and give instructions on how to do this for your own. How to alter the skins of existing resources to re use them...
    Civ4 GreenMod: slower tech, more turns, 9 new ressources, Inquisitor, replant forest, Demolitiontroop. Get it here: http://forums.civfanatics.com/showthread.php?t=144428

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    • #17
      I like this mod :-). Especially Ancient Temple. But maybe change it a bit so you get 10-50 golds first time you examine it (and after that the gold per turn bonus).

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      • #18
        How to use "Raze City"???

        I installed the mod, and I generally like it, however, the main reason I wanted this mod was the "raze city" feature. Unfortunately, I cannot get it to work.

        I made the Demolition unit, and sent it to a city that I wanted to raze. This was a city that I had captured many turns before and it was not in revolt. The Demolition Unit was able to create the "raze city" building, but I noticed the demolition unit was still alive after this. I tried to use the "building" but I was not able to guess how to use it. How is this feature supposed to work? Is there some command to activate the building? Please help!

        Tim

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        • #19
          It would be nice to tell which version you used. The demolitiontroop can be used in any of your cities, it will respawn after use. If the city has no revolt, you should be able to click on the raze city icon of the dem troop. If this happens, the city is razed and you lose 50 gold per citizen. So better let the citizens starve before. There seems to be a prob sometimes, that the city can´t be razed, I really can figure out why, but since 2.01 I included safty checks, to at least remove the razecity building the next turn. I will test some more to find out hwat could have been wrong there, maybe the city revolt check of civ4 is buggy. Try again after the city is not just newly conquered.
          Civ4 GreenMod: slower tech, more turns, 9 new ressources, Inquisitor, replant forest, Demolitiontroop. Get it here: http://forums.civfanatics.com/showthread.php?t=144428

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          • #20
            Thanks for the quick reply! I was using Green Mod 1.93 when I had the problem with the raze city feature. I have 2.02 installed now, but I haven't tried to raze a city yet. I'll let you know if the same problem happens with 2.02.

            Tim

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            • #21
              Tried to raze city with GreenMod 2.02. It does not make the building like before, but does not raze the city. I tried it on cities I made (not captured) and still didn't work. I am using verision 1.52 of civ4.

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              • #22
                Okay, the raze city bug is solved now. I will not come back here, this forum is slow, ugly, unorganized and full of advertisment. You can find me at civfanatics.com.

                Here is the main thread for my GreenMod: http://forums.civfanatics.com/showthread.php?t=144428
                Civ4 GreenMod: slower tech, more turns, 9 new ressources, Inquisitor, replant forest, Demolitiontroop. Get it here: http://forums.civfanatics.com/showthread.php?t=144428

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