View Full Version : Lost Units Mod


Frontbrecher
Nov 13, 2005, 06:58 PM
Lost Units Version 1.2

Download (http://files.filefront.com/LostUnitsV1_2exe/;4471063;;/fileinfo.html)


Lost Units Mod for Civilization 4
v1.2 Created by Frontbrecher
Supported Language: English and German


Installation:
================================================== ===============
Start the installer LostUnits.exe, it will find the
Civilization 4 folder automatic if the game was installed
properly. If not you must select the main folder
(not the mod folder) by yourself
(example "C:\Program Files\Sid Meierīs Civilization 4"),
the installer will create the subfolder mods\Lost Units
by himself.

After the installation start the game and load the
mod Lost Units in the advanced options of the main
menu. The game restarts and if everything went right
you will see "Lost Units" on the upper right corner
of the main screen.

You can also load the mod by default, just modify the
CivilizationIV.ini located in your
My Documents\My Games\Sid Meier's Civilization 4 Folder.
Open it with notepad and replace "Mod = 0" with
"Mod = Mods\Lost Units".

Save games from a previous version of this mod can't be
used anymore. Also don't forget to clear the cache by
holding the SHIFT key during the start up.



Changes from the original game:

New Units
(Note: Most units have just a different skin and not a new model)
================================================== ===============
-Hypaspist
-Cataphract
-Tank Mark V
-Biplane
-Privateer (Special: Will be captured instead of destroyed)
-Ship of the Line
-AEGIS Cruiser
-Trebuchet
-Bazooka
-Commando
-IFV
-Modified Mechanized Infantry
-Modified Cavalry
-Strike Fighter (Special: Unit can destroy ground units)

--->New units in v1.2<---

-Naval Mine
-Zeppelin

More informations about the units can be find in the
civilopedia.


New Religious Special Units
================================================== ===============
-Crusader
-Mujahid
-Ruji Savant
-Chi Savant
-Siddha Monk
-Guru
-Aman Spy(Special: Unit can move through impassable terrain and
flat movement cost)

New Promotions:

================================================== ===============
-Religion
Just a placeholder for the hint that you can build these units
only with the specific state religion.


-Sentry II
exclusive promotion for the AEGIS cruiser.


Additional Modifications:

================================================== ===============
-Changes of the availability for ships
-Increased production cost for Carrier (requires Uranium) and Battleship
-New textures for the cavalry (additional upgrade to the modern armor)
-New textures and modifications of the Mechanized Infantry
-The original Mechanized Infantry was modified to the IFV
-Removed Navy SEALS, new unique unit of america is the US Cavalry.


History:
V0.1 first public release with the 5 hidden units and the Mujahid.
V1.0 second release with with more units ;).
v1.1 Bugfix for the Trebuchet Unit, didnīt appear in the build menu.
v1.2 New units Naval Mines and Zeppelin added, decreased cost of
Hypaspist and Battleship, changed the commando skills
(not invisible anymore, +1 movement and Woodsman II promotion),
Caravel can now transport any type of ground units, new text for
the sid's tips pop up, published with a installer.

Felionous
Nov 13, 2005, 07:05 PM
thanks trying it out now

Ghost
Nov 13, 2005, 11:28 PM
everything looks so green

SuperBeaverInc.
Nov 13, 2005, 11:33 PM
everything looks so green

Well the units do all belong to the Aztecs...

GrandMatt
Nov 14, 2005, 02:03 AM
those units look awesome did u make them all???

bhiita
Nov 14, 2005, 05:40 AM
where did you get that biplane? and is the Crusader 'new' or reskinned? :scan: going to have to try this one :)

woodelf
Nov 14, 2005, 05:50 AM
This looks great. Hopefully I can cut/paste the files into my personal mod without too much trouble.

max83
Nov 14, 2005, 06:35 AM
hmm, nice! but will the AI use the new units?

what about the commando-unit? will it be available for all civs?

is this mod in some way compatible with realism mod?

where the hell are the paratroopers? maybe in the next version? (need those guys!!!!)

bring back the seals! and call the commando-unit: SAS or DELTA FORCE or sth. else... give those guys camo!

all in one, good work

Frontbrecher
Nov 14, 2005, 12:03 PM
@bhiita
There are 6 hidden units in the game, Firaxis stored them in a scenario folder. The Companion (Cataphract), MarkV, Sopwith Camel (biplane), Hypaspist, Crusader and the WWI Infantry (the only unit who survives the final version, with a new skin it is the regular Infantry)


@max83
The AI will use the new units, maybe not the religion units because the AI ignores the religion.

The commandos are available for all civs.

My mod is incompatible with the realism mod but it can be modified.

For paratroopers I will need the AI-SDK, this canīt be edited just with XML.

The commando unit is good replacement for the seals and actually more realistic. The availability of the modern seal was the same like the marine.

Robo Magic Man
Nov 14, 2005, 04:03 PM
Nice mod. I'm trying it out now.

Robo Magic Man
Nov 14, 2005, 04:05 PM
Also, what are Hypaspits and Cataphrakts? Tell me if I'm wrong, but shouldn't it be spelled cataphracts?

David Smith
Nov 14, 2005, 04:06 PM
Download link doesn't work, it keeps saying it can't find server.:(

DeathCyclops
Nov 14, 2005, 04:39 PM
yeah, thats what it says for me also...:( :mad:

NateDawgNY
Nov 14, 2005, 05:49 PM
Just tried it and the link isn't working.

Frontbrecher
Nov 14, 2005, 06:55 PM
To reduce the traffic for civfanatics I changed the download link.

@Robo Magic Man
True, but it is just a spelling mistake in the readme and not in the game :D

hajmyis
Nov 14, 2005, 07:23 PM
where do i download this to...like what folder?

R-A-N-M-A
Nov 14, 2005, 08:56 PM
Good job on removing the Navy Seals, the US shouldn't get all the credit simply for knocking off the SAS. Which on another note should be Englands UU and not Red Coats. They should have at least called the Red Coats Her/His Majesty's Royal Marine Corps or something to that effect.

JakeCourtney
Nov 14, 2005, 09:19 PM
Everything is skinned, not new. I don't think there will be a lot of new units for awhile. Until skilled people can model and animate new ones.

Shadowlord
Nov 14, 2005, 09:23 PM
Personally I was thinking Longbowmen should be England's UU. :p

woodelf
Nov 15, 2005, 04:13 AM
Love all of the changes. Seeing a Hyaspist barbarian was quite a shock!

One comment about the modified files you created; is there any chance in the future you could simply put all of your additions on the bottom, after the original data? I had a whale of a time hunting everything down since I couldn't simply move your files where I wanted them without overwriting some other files. I know this may only affect me, but I hope others will use your mod in conjunction with other mods and not as a stand-alone.

Again, nice work.

ERLoft
Nov 15, 2005, 05:07 PM
One comment about the modified files you created; is there any chance in the future you could simply put all of your additions on the bottom, after the original data? I had a whale of a time hunting everything down since I couldn't simply move your files where I wanted them without overwriting some other files. I know this may only affect me, but I hope others will use your mod in conjunction with other mods and not as a stand-alone.

Again, nice work.

Two words for you! Compare it! (Ok, if you're not familiar with it, it goes through two files and points out differences and allows integrate them easily.)

Also, on the freeware side, Jedit has a comparison plugin as well. And XML plugins, and it works very well with Python. Get Jedit here! (http://www.jedit.org)

texastarheel
Nov 16, 2005, 08:56 AM
excellent work! Thanks

Sofus
Nov 23, 2005, 06:17 AM
first of all... thx for the mod Frontbrecher... its great to get a few more units to play with... as soon as i got awere of its excistens i installed it!

in the unit models section there is a new frigate skin with more gunports.... is it possible to integrate it into the lost units mod and maybe turn the old skin into a corvette? maybe scale the model so its not the exact same size??

Sofus
Nov 23, 2005, 06:20 AM
im a bit of a navy freak!!... i would love to have some more navy units... also for modern time... anyone who know what you can use for making your own models??.. i would like to integrate the danish navy's standard flex ships

Kushan
Nov 24, 2005, 03:46 PM
Is this by any chance compatible with the patch? I dont see why it wouldnt be.

Kushan

Frontbrecher
Nov 25, 2005, 10:06 AM
@Kushan
Lost Units is compatible with the Patch v1.09

@Sofus
Only one program can create new models for civ4 yet, it`s Gamebryo (7.500$ to 15.000$ :mischief:). About the frigate, the mod have allready a different skin for the ship of the line (double gunports among each other).

Sofus
Nov 25, 2005, 12:20 PM
yeah... but would be nice to have a corvette in the game as well :)

Hallard
Nov 25, 2005, 12:36 PM
For the US Calvary, mabey you could name it the Rough Riders after Teddy Roosevelt's volunteer(?) calavary. Just an idea that hit me...

alireza1354
Nov 25, 2005, 08:32 PM
Where to download these??

CrazyAce
Nov 25, 2005, 11:36 PM
::EDIT:: I had to rephrase this question.

Do correct me if I’m wrong about this, but shouldn’t the Building_Academy pedia's found in both the “Lost_Units_CIV4GameText_Civilopedia_Units.xm l” and "Lost_Units_CIV4GameTextInfos_Objects.xml" file be confirmed in the "CIV4GameText_Civilopedia_BuildingsProjects.xml" and another file?



Also I see why in the "Lost Units.ini" file you disabled the world builder, I used this mod and combined it with mine. The problem that I'm getting is when I use the world builder to look at teh units the game crashes to desktop. Is there a way to fix that?

Mumin
Nov 26, 2005, 10:42 AM
By the way: Do we have any policy on the usage of the mods of others? May I merge with impunity anything posted here or do I graciously ask for permission first?

Sofus
Nov 28, 2005, 12:42 AM
Of coruse i didnt make the mod, but i cant see anything wrong in mixing the mods, the worst thing that can happen is that an even greater mod comes out of it :)

upstart
Nov 28, 2005, 01:00 AM
awesome! thanks!

mamimo
Nov 28, 2005, 04:04 AM
This mode Combined with lost wonder mode is awsom!!!
Thanks for the work :-)

Mumin
Nov 28, 2005, 03:45 PM
Of coruse i didnt make the mod, but i cant see anything wrong in mixing the mods, the worst thing that can happen is that an even greater mod comes out of it :)

Well, there was a lot of merged stuff in the civIII mods. What I was wondering is if it's customary to ask for permission before republishing new mods containing material from other's mods (in which case: Frostbrecher, may I use parts of your stuff from Lost Units and Lost Wonders in my Mod?) or if it's tacitly assumed that anyone may use stuff posted here as long as proper credit is given.

Herandar IV
Nov 28, 2005, 08:34 PM
Two things about the Mod: 1) On Hypaspist, it says "+25% City Strength", and not "+25% City Defense" Is there a difference?

2) You can build biplanes before researching Flight. Just thought that was kinda odd.

mamimo
Nov 29, 2005, 02:52 AM
Unit Guru - long time to build & gave me only 135 hummers !!
everything else is great :-)

Ad Hominem
Nov 29, 2005, 03:00 AM
Well, there was a lot of merged stuff in the civIII mods. What I was wondering is if it's customary to ask for permission before republishing new mods containing material from other's mods (in which case: Frostbrecher, may I use parts of your stuff from Lost Units and Lost Wonders in my Mod?) or if it's tacitly assumed that anyone may use stuff posted here as long as proper credit is given.

I believe it's at least good form to send the guy a PM and ask him so. I would do so myself, if I intended on bringing my mod out to the public.

BTW keep us posted on the progress of your mod. Including the LU and LW mods is for me - as we have no tools to create new units - a must for every decent "large" Mod.

prext
Nov 30, 2005, 01:37 PM
I located the files where you stated, loaded from advanced

game needed to retart, it did...and nothing

Drogear
Dec 08, 2005, 04:05 AM
Just dropped by to thank for a great mod, makes civIV much fun to play while waiting for official expansion...

Vietcong
Dec 08, 2005, 04:27 AM
i only want some of the units, like the crusader, bi plane, mk1 tank.

allso y not add more tech for a ww1 era?? seperate the modren and early industral era with a later industral/ww1 eara?? this whold allso increase the length of the game! *its to short*

Drogear
Dec 08, 2005, 06:05 PM
just dropped by to say that the commando unit is way overpowered (sorry if its already discussed, its 02.05 here and Im tired).

Just finished playing a session where Im crushing a much larger nation by moving 10-15 commandos all the way to there city while bombing it by air and taking it without any opposition. The invicibility trait is the key here, plz remove it.

Zuul
Dec 09, 2005, 01:45 AM
Maybe have max one commandy unit in same time (national unit).

Drogear
Dec 09, 2005, 03:08 AM
I suggest removing the invicible trait, perhaps giving it lvl 2 or 1 forest and guarilla trait.

vibsanghi
Dec 09, 2005, 04:56 AM
i wud prefer making the commando unit national.

how about some more espionage missions like steal technology and initiate propaganda like we had in civ III for the spy. The spy is very underpowered in this game and so is the navy.

Also the ARTILLERY does not have any range and cant bombard units without going into direct combat:( . a few more units mainly range units like Tactical nukes, cruise missiles mainly in modern era and the navy would be nice. and was just wondering if the fighters could provide air cover to the bombers. it seems odd that we have jet fighters on intercept and our bombers still get shot down by some WWII era plane. We can also have missile silos to help protect our own nuclear missiles from enemy ICBM's, kind of gives a second strike option.;)

I am the Future
Dec 10, 2005, 11:17 PM
This is grat, al it would need is the minute men for the americans replaceing the musketman. It would be slitely weaker then the musket men but cost no sheilds with the cost of one population

Exel
Dec 11, 2005, 01:44 AM
Nice mod, I am really thrilled with the possibilities some of these units bring with them into the game. But could you please write short descriptions of each unit, of how they are implemented in the game? For example how exactly does Ship of the Line differ from the Frigate or what all the religious UU's really are?

This is grat, al it would need is the minute men for the americans replaceing the musketman. It would be slitely weaker then the musket men but cost no sheilds with the cost of one population

Who would ever build such a unit? It's weaker than the unit it replaces and it costs population.

Impaler[WrG]
Dec 11, 2005, 08:31 AM
As for minute men, I think a slightly weaker BUT MUCH CHEAPER rifleman would be kind of neat as a unit. Also give it the "uses surplus food" tag like a settler or worker, that gives it the flavor of being derived from population AND makes him even faster to build.

I realy wish that UU were attached to Leaders rather then Civs, UU's could then match the historical time period of the leader and we wont have these silly GeorgeWashington + Navy Seal, Fredrick + Panzer combos.

Sankte Pär
Dec 12, 2005, 07:46 AM
Hello first i wanna say thx for the extra units, i played with them several times.

Here some feedback:

The commando unit is the only downthing with this mod. I noticed by surprice one time when i was overhelmed and nearly smashed by two nations attacking at same time. Then i used the function goto with the commandos and here is the BUG. Everytime you use the goto function and passes by a stack of enemy units or a enemy city no matter how many they are the commando automatically kills everyone and they dissapear! Thx to this i survived but its a thing that must be fixed. :scan:

Note: it doesnt happen if your destination with goto mode are the same tile as the enemy or if the enemy tile (city or units) cant be passed through straight horisontally or vertically or diagonally. For example a coastal city with no straight line through it.

Im surprised that noone before me has noticed it.

Kolyana
Dec 12, 2005, 04:20 PM
HA! Awesome bug!

I've downloaded this mod and look forward to playing with the new units.

Frontbrecher
Dec 14, 2005, 10:42 PM
Check out the first page to grab the new version of Lost Units.

V1.2 add 2 new units to the game, the naval mine and the zeppelin. Because of the invisible bug the commando is now a standard unit but still a challenge ;). Also some minor changes (read the history part of the readme).

But the most important change is the installer to make the mod more user-friendly.

Exavier
Dec 14, 2005, 11:01 PM
Hmm guess this means I have to update more into my Composite Mod as yours was the first Mod I merged into mine :P

belkot
Dec 17, 2005, 04:17 PM
I like your changes, especially new religious units. Hover I think that crusaders and muslim unit (forget name) are available to early – both are really powerful. Maybe if they need a cathedral or can be build only in holy city/shrine?

Sisonpyh
Dec 22, 2005, 03:55 PM
I like your changes, especially new religious units. Hover I think that crusaders and muslim unit (forget name) are available to early – both are really powerful. Maybe if they need a cathedral or can be build only in holy city/shrine?

I think they are fine. I like the strategy of rushing the Oracle --> Theology. Then purging the nearby heathens of my lands.

Besides, it just balances out Praetorians.

Although, requiring the City to have a Christian Temple in order to build them might be a good compromise. Cathedral/Holy city would be to harsh.

Tommy1234567890
Dec 24, 2005, 12:25 PM
will these show up in the civilopedia and will it show on the science thing?

aelfwyne
Dec 30, 2005, 09:08 PM
Two words for you! Compare it! (Ok, if you're not familiar with it, it goes through two files and points out differences and allows integrate them easily.)

Also, on the freeware side, Jedit has a comparison plugin as well. And XML plugins, and it works very well with Python. Get Jedit here! (http://www.jedit.org)

KDiff3 works awesomely - it allowd 3-way compare and merge which is very useful. Point the base to the original Civ file in program files, then B and C to the two files to be merged, pretty good at resolving conflicts as well).

A question though - why does the installer put the MOD into Program Files instead of My Games like it should? Any good reason for this?

MeteorPunch
Jan 02, 2006, 08:54 PM
Will you add the new "Battle for East Asia" units: MobileSAM and MobileArtillary that came with patch 1.52, or wait for Firaxis to add them in the next patch?

Jecrell
Jan 07, 2006, 07:49 PM
I thought I'd just say that every mod developer should look into this. If you plan to reskin units, don't just check the main list of units, check out the lost units and see if you can find something similar.

I keep coming back to this mod -- good stuff.

Exavier
Jan 07, 2006, 07:51 PM
hehe lost units mod was the first mod i ever incorporated into my Composite Mod (minus most of the religious units)

Porto
Jan 09, 2006, 06:37 PM
can someone tell me as to remove the possibility from the privateer to go to the ocean? because in 1000 already the whole world is known and is not for me a very realistic fact. I hope to have been clear and I apologize me for my language. hi to everybody:)

funksterj
Jan 11, 2006, 11:26 AM
can someone tell me as to remove the possibility from the privateer to go to the ocean? because in 1000 already the whole world is known and is not for me a very realistic fact. I hope to have been clear and I apologize me for my language. hi to everybody:)

1. Your language is fine

2. To do what you want is not easy if you aren't familiar with XML, if you are then it is actually very easy. So in short get familiar with XML and then use a simple editor like XML Marker (http://xmlmarker.com) its free and does the job nicely and/or use a text editor and replace the following tag under the UNITCLASS_PRIVATE

<TerrainImpassables/>

with

<TerrainImpassables>
<TerrainImpassable>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<bTerrainImpassable>1</bTerrainImpassable>
</TerrainImpassable>
</TerrainImpassables>

I've not done it myself, but I think that's right.

3. As a suggestion, I'm going to try and mod so that the privateer isn't available until Astronomy (same as Galleon) to keep things in check a bit. I don't know how it will go, but I think it will be a bit more 'realistic'

Porto
Jan 11, 2006, 05:43 PM
Is there someone that can help to add me other united military to this mod that according to me it is the most beautiful in circulation? hi to everybody:)

KaiserAlexander
Jan 14, 2006, 06:57 AM
If I were to make a custom civilization for my own use, how would I make the Hypaspist it's unique unit?

Robo Magic Man
Jan 23, 2006, 11:14 AM
I'm downloading v 1.2 now and I just want to say that this is, in my opinion, the best mod I've found on the forums. I love the religious units addition. It really adds another layer to religion, and allows for better holy wars :)

Wei-Yan
Jan 28, 2006, 07:05 PM
[Not quite the best mod ive played but surtenly a good one 8.5/10:goodjob:

SonOfMars
Feb 10, 2006, 02:03 PM
Hi Frontbrecher.

I have tried to get your mod from several of the servers however always get the same message "Files corrupted" is there anywhere else I could get it.

Thanks. Sounds a great mod.

AndyTerry
Feb 11, 2006, 05:37 AM
Frontbrecher
Can I use some in my mod? Hope, you'll agree :)

AndyTerry
Feb 11, 2006, 05:56 AM
I can't download it from that server. The downloading is always finishing on 11 - 15 percents.

There are 6 hidden units in the game, Firaxis stored them in a scenario folder. The Companion (Cataphract), MarkV, Sopwith Camel (biplane), Hypaspist, Crusader and the WWI Infantry (the only unit who survives the final version, with a new skin it is the regular Infantry)

Where are they? I can't find.

Kaenash
Feb 19, 2006, 11:04 AM
Would it not be interesting if a Partisan unit had the ability to not only travel across swamps and jungles rapidly, but;

1-could learn to 'hide'. So you press "H" in Jungle causing the unit to disappear from the map. if a unit walks into them, that is considered an ambush. The unit is normally weak, however it has a +75% when ambushing defensively.

2-A Unit with Scouting can detect hidden units. Scout/explorerer units can detect hidden units.


3-Partisans and workers can create 'boobytraps' in jungle terrain. Rather than removing the jungle, a society could use it as a natural defense. This would simulate placing stakes and bombs designed to slow down an advancing army.
-One it would increase movement costs to where even if there is a road, all units can only travel one square per turn.

4- It would damage 10-15% a unit. This way you could halt an advance, through harrassment, but not be impregnable. The unit will have to stop and heal before assaulting the city.

I think once set, regardless of whether you are at war, or even your own units step in it, the boobytrap improvement should activate.

special worker units, and possibly a unit skill can be one that allows 'engineer' to remove boobytraps, build roads, etc.

AndyTerry
Feb 23, 2006, 12:21 PM
Used in mod (link is in signature). Thanks for great job.

fegguk
Feb 27, 2006, 05:45 AM
Great mod. I like the religios units. The mujahdis are realy tough. fortunatly they are mine. I have found them most usfull in the New World on a huge terra map. Things went well untill Spain attacked at home me and caught me with my pants down. At that point I had to go to bed.

Can't wait to start again tonight. Hopefully I will be able to deal with the Dons and not have my new colonies rampaged by savages.

Thanks again

Drogear
Feb 28, 2006, 12:57 AM
great mod:

how about implementing these: http://forums.civfanatics.com/showthread.php?t=161141

they are newly found "lost units" in the civ4 folder

Harada the Grea
Mar 29, 2006, 10:46 AM
would it be possible to add this mod to the one that se Zereth made and then J Period kindly altered for me


http://forums.civfanatics.com/showthread.php?t=159352&page=5


into the lost units mod or vice versa as I have no modding skills :blush: and when i tried to add a halftrack (curtesory of kurvgubben ) i have killed my game again :cry:

getting ready to call modding quits and wait for Civ4 : Warlords :crazyeye:

Crighton
Apr 10, 2006, 12:51 PM
Hi All,

I just wanted to make a few comments mostly on the Lost Units Mod and a side comment too:

Re: LU:

I really like it, it's also rather versatile in that many of the things I wanted for my own mod were alreadty in there (less work for me, muchas gracias) for instance the Privateer, Ship of the line, etc. Very nice, and thank you for doing the heavy lifting (the coding for the religious units, the privateer, the strike fighter) many thanks.

Also, the Sea Mine. Hysterically great fun.

And now my side point:
Could people stop stating "please excuse my English, it is not my first language" or somesuch. If you can state that one thought clearly enough you're already doing better most Americans.

dimaliok
Apr 30, 2006, 09:32 AM
long time to build & gave me only 135 hummers !!


It gave u a car:lol: :lol: ;)

Boomer ang
May 01, 2006, 08:58 AM
It seems this mod is gorgeous !

Why don't you add remaining lost units like Nuclear Submarine ( and its capability to carry nuclear ICBM ) ,standard cruise ICBM and maybe even an A-10 and an air transport like a C-130 ?

Doing that would be perfect


Cheers

Boomer

boxleitnerb
Jun 24, 2006, 05:24 AM
I am getting 6 or so error messages when loading the mod, somthing about wrong tags. What is up with that? I have no other mods installed and am using version 1.2 of the mod and 1.61 of the game.

Caesium
Jun 24, 2006, 01:58 PM
There were some changes from 1.52 to 1.61.
That also reflects to this mod. So you only have to change the values that are named to the values that they have since patch 1.61.

symon
Jul 11, 2006, 03:50 AM
Hmm, the final download site for this mod seems broken. Keeps telling me the session has expired or the file is missing.

Can anyone get it to work?

Diongham
Aug 11, 2008, 04:03 PM
I have a few suggestions... First... You should definately put in some of Dale's Combat Mod (mainly the ranged bombardment)... Second... Would you mind putting in a Anti-Air unit? That would make combined arms all the more important... Your code is a little off...

Tag: BUILDNGCLASS_FORBIDDEN_PALACE in info class was incorrect
Current XML file is: Buildings/CIV4BuildingInfos.xml

Tag: TECH_COMMUNISM in Info Class... Blah blah blah
Current XML file is: Buildings/CIV4BuildingInfos.xml

BUILDINGCLASS_THREEGORGESDAM
Current XML file is: Buildings/CIV4BuildingInfos.xml

BUILDINGCLASS_GREAT_PALACE
Current XML file is: Buildings/CIV4BuildingInfos.xml

BUILDING_GREAT_DAM
Current XML file is: Buildings/CIV4BuildingInfos.xml

TECH_COMMUNISM
Units/CIV4UnitInfos.xml

LEADER_MAO_ZEDONG
Civilizations/CIV4CivilizationInfos.xml

BUILDINGCLASS_FORBIDDEN_PALACE
Civilizations/CIV4CivilizationInfos.xml

BUILDINGCLASS_TREEGORGESDAM
Civilizations/CIV4CivilizationInfos.xml


Other than those suggestions and that one gripe... Excellent work... If I knew how to do all of this I'd do it myself... That's why there are people like you!

mamba
Aug 11, 2008, 04:43 PM
Wow, this must be the worst thread necromancy of all times, 2 years and 1 month!

Arian
Aug 11, 2008, 07:21 PM
Wow, this must be the worst thread necromancy of all times, 2 years and 1 month!

http://www.wbodydb.com/forumpics/old_thread.jpg

:lol:

Diongham
Aug 11, 2008, 08:46 PM
I like the mod?

mamba
Aug 11, 2008, 11:15 PM
So ? Just like the thread, the mod has been dead for a long time. No activity for over 2 years, an author with eleven posts since he joined in 2005.

Other than bringing a dead mod to the front page a post here will achieve nothing.

strategyonly
Aug 12, 2008, 12:25 PM
Wow, this must be the worst thread necromancy of all times, 2 years and 1 month!

Nope had one the other day, 2 years 6 months, darn people anyways.:p

Arian
Aug 12, 2008, 12:35 PM
Nope had one the other day, 2 years 6 months, darn people anyways.:p

Cool (or isn't it?)

http://i5.photobucket.com/albums/y177/Tubbyofspork/threadnecromancer.jpg

:lol: