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Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
It only seems counter-intuitive. It's actually best to blatantly group a set of mods rather than just keep adding mods and hope none of them interfere with each other.
I believe for most part, it wont be a problem, with mods that are very different. With your mentioned mods, I don't think it would be a problem (though we'll first know for sure when it's released)
In cases where two mods have something in common, e.g. if one makes a mod where the AI can create nukes, while another one makes a mod that makes the AI better at wars, then it could have some side effects when using both mods
Since we're talking about one dll as far as I know, it will be a problem. Combining will take combining the source code and recompiling the dll.
Originally posted by padillah
It only seems counter-intuitive. It's actually best to blatantly group a set of mods rather than just keep adding mods and hope none of them interfere with each other.
Tom P.
That would be the best solution, and as Solver said, the most popular mods will be added together to one big mod, to avoid problems
Thanks for your explanations.Not easy.One more question,please.Let us pretend I have one mod installed.So,is it I have the current civ4 in one place and civ4+mod in another place?or is it something like chosing large or standart map to begin a game?Or?
My thanks in advance.
Best regards,
Originally posted by fed1943
Thanks for your explanations.Not easy.One more question,please.Let us pretend I have one mod installed.So,is it I have the current civ4 in one place and civ4+mod in another place?or is it something like chosing large or standart map to begin a game?Or?
My thanks in advance.
Best regards,
You know, this is a real good idea.
There colud be a Main Menu option to play with the AI mod or not. Since the AI and mapping information hasn't been loaded yet (and is precompiled, unlike the Python), that shouldn't be difficult.
I like that. But it'll probably be an all or nothing type deal. If you want to "un-mod" your civ you'll have to quit and remove (or hide in some way) the mod DLL.
The existing mod system works for DLLs as well. Just put it in a mod folder and at the start of the game you can go to Advanced > Load Mod and load any mod you want (whether it's an XML, Python or SDK mod, or (likely) a combo of several or all of those).
Yup, a very good solution it seems to me. If it's one thing Civ4 is, it's mod friendly.
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.
Originally posted by Locutus
The existing mod system works for DLLs as well. Just put it in a mod folder and at the start of the game you can go to Advanced > Load Mod and load any mod you want (whether it's an XML, Python or SDK mod, or (likely) a combo of several or all of those).
So, I (still knowing nothing of computers) can have civ4, and civ4 Loc.calendar date, and civ4Sol.calendar date, and... (if you are kind enough to do it and share it).
And just,by going into a game menu,chose any of them and play? If so, both a great engenier' work and very good to the players.
Best regards,
The Civ4 main menu gives you the Load a Mod option. Basically, you'd download a mod, install it as per readme instructions, and yeah, then you go to Advanced > Load a Mod and see the choices of "Locutus Lemur mod", "Solver crash-your-PC mod", etc. Just click the one you want to play and that's it, no conflict, and you can have as many as you want on your PC.
Solver, WePlayCiv Co-Administrator
Contact: solver-at-weplayciv-dot-com I can kill you whenever I please... but not today. - The Cigarette Smoking Man
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