View Full Version : Lost Wonders Mod


Frontbrecher
Nov 24, 2005, 02:27 PM
Lost Wonders Mod for Civilization 4
v1.0 by Frontbrecher
Supported Language: English and German

Download Link (http://files.filefront.com/Lost_WondersV1_0zip/;4389598;;/fileinfo.html)

Compatible with Patch 1.09


Installation:
================================================== ====
Copy the folder Lost Wonders including the subfolders
to the mods installation folder
(example "C:/Program Files/Sid Meierīs Civilization 4/Mods")
of Civilization 4. Start the game and load the mod
Lost Wonders in the advanced options of the main menu.


This mod is compatible with Lost Units v1.1, to
combine both mods simply copy the subfolder Assets from Lost
Wonders to the Lost Units folder. It will replace only
the file CIV4BuildingInfos.xml and this file is compatible
with Lost Units. Notice that the Lost Wonders folder must
be still present, because the movies will be played from
this folder. With the fusion of both mods old savegames
with Lost Units will not be playable anymore.

New Wonders (with movies)
================================================== ====

Art of War
New units receive +2 experience points in all cities

Copernicus' Observatory
+100% research, can turn 2 citizens into scientist

Leonardo's Workshop
+1 research per specialist in all cities

Mausoleum of Mausollos
+1 happiness in all cities on this continent

The Great Wall
Free walls in every city

Theory of Evolution
One free technology
+1 specialist in all cities on this continent

Tsukiji Fish Market
Provides 5x new resource tuna
+1 Food on water tiles

Universal Suffrage
-25% war weariness in all cities

New National Wonders
================================================== ====

Cure for Cancer
+1 health and +1 happiness

Eirik Raude
Provides Oil, +1 production on water tiles

Gutenberg's Print Shop
Provides 3x new resource book



New Buildings
================================================== ====

Solar Plant
Provides Power

Mass Transit System
+1 health

Steel Mill
+25% Production, +35% with power, -2 health


Additional Changes
================================================== ====

-Supermarket +50 cost, +25% food
-Castle can be build with monarchy
-Recycling Center bonus reduced to +2 health
-Smiley Tweak: Changed the colors for unhealthy and happiness

TheFourGuardian
Nov 24, 2005, 04:52 PM
Theory of Evolution
One free technology
+1 specialist in all cities on this continent


Dang, I want that theory.

Willowmound
Nov 24, 2005, 05:49 PM
Did these wonders have movies you say?!

Zuul
Nov 24, 2005, 05:56 PM
Looks very interesting :-). Nice modding Frontbrecher :-).

woodelf
Nov 24, 2005, 06:40 PM
Nice job. Now if we could combine this, the Lost Units, and the SuperCiv modpak....

TheFourGuardian
Nov 24, 2005, 08:19 PM
Nice job. Now if we could combine this, the Lost Units, and the SuperCiv modpak....


It's interesting you should say that. I don't use lost units, but this mod is easily placed into the SuperCiv file without editing anything at all. Just copy the assets of this and move it into the superciv.

woodelf
Nov 24, 2005, 09:03 PM
Thanks for the heads-up Guardian. I'll drop the Lost Wonders into the SuperCiv and then try to add the Lost Units as well, maybe....

Frontbrecher
Nov 25, 2005, 10:19 AM
You can combine any mod if they didn't share the same files. Superciv doesn't interfere Lost Wonders but Lost Units (because of the UU).

andz
Nov 25, 2005, 10:38 AM
Great Job :D hmm.. what wonder was that in Civ3 that upgrades all your units to the most advance unit? x_x i forgot.. I wonder if you can add it?

CrazyAce
Nov 25, 2005, 01:21 PM
Leonardo’s workshop

Samez
Nov 26, 2005, 03:38 AM
what is up with leonardo's workshop?
I would like to see it reducing the upgradeprice.. is this possible?

I formayself didn't play your mod yet (have ti finish a ongoing game) but right after that I'll try...

TheFourGuardian
Nov 26, 2005, 07:42 AM
I like it. None of the mods are overpowered, and the Great Wall was definately missing.

Badmojo
Nov 26, 2005, 10:46 AM
can anyone please help me combine lost wonders and units whit superciv and the realism mod?!!

This is a really nice mod, but i simply can't play whitout the realistic mod.. :(

Rodman49
Nov 26, 2005, 10:51 AM
Will the AI build these? Do any of these have models - even if just reskinned current models? Do they have Civpedia descriptions?

TheFourGuardian
Nov 26, 2005, 10:52 AM
Yes, Yes, and yes.

Enigma
Nov 26, 2005, 12:07 PM
Anyone else wondering about the plausibility of having a "Universal Suffrage" wonder when we already have a civic to reflect such a state of affairs, or is it just me...

Blazer6
Nov 26, 2005, 07:39 PM
Anyone else wondering about the plausibility of having a "Universal Suffrage" wonder when we already have a civic to reflect such a state of affairs, or is it just me...
What about Mount Rushmore?

Huszar
Nov 27, 2005, 04:57 AM
Lost Wonders Mod for Civilization 4
v1.0 by Frontbrecher


Awesome, thanks for making it :thumbsup:

Some observations, if you don't mind:


Theory of Evolution
One free technology
+1 specialist in all cities on this continent

A bit overpowered in my opinion. Some alternatives:
1. One free technology and + 2 extra science from all scientists
2. One free technology and + 1 extra science from all specialists
3. +2 extra science from all specialists
4. +1 free scientist in all cities


Universal Suffrage
-25% war weariness in all cities

This one seems redundant, but then, it's your mod. No offense, but I will remove it from my game.


New National Wonders
================================================== ====
Cure for Cancer
+1 health and +1 happiness

The Cure for Cancer should be a great wonder, really. I don't see any nation keeping it for themselves. Along with some tech changes, I'd modify it as follows:
Medicine: +1 health (was 0)
Genetics: +1 health (was +3)

Cure for Cancer - great wonder:
+1 Health for all civilizations
+1 happiness for all cities of the owner
+1 attitude modifier (diplomacy) with all civilizations (+1: You cured our people from Cancer)


Solar Plant
Provides Power

Mass Transit System
+1 health

-Recycling Center bonus reduced to +2 health


This makes sense. The recycling center was overpowered, and there was no incentive to switch to clean energy. Well done! :thumbsup:

mamimo
Nov 27, 2005, 08:43 AM
GR8, going to try it with lost unit mode (didn't try it yet)
:-)
thanks!!!!

Scorpion II
Nov 27, 2005, 08:53 AM
How do I combine this mod/Lost units mods and the FexFX Bigger and Longer Mod into one MOD so they are all in play at the same time

Frontbrecher
Nov 27, 2005, 04:42 PM
Thanks for all the improvement suggestions, some of the ideas can be only done with python scripts. A new feature has the lack of a missing description in the game. So you have to edit all the screens too, it would be more comfortable with the SDK.

Agraza
Nov 30, 2005, 05:21 PM
How do you open/save the .tga files in assets/res/fonts so that the game recognizes your changes?

I added some stuff in there, some new resource icons, but when I was in-game, they only showed as blank spaces in the mouseover tooltip as the default ones do. The default ones somehow still showed their icons appropriately.

If my open/save isn't the problem, then how would you recommend I add new resource icons to those files?

Sorry for the de-rail, but this is one of the few instances I've noticed where someone has edited these files.

Bal-rog
Dec 01, 2005, 09:26 AM
Hi there!

My question is the same as ScorpionII asked: how do I combine it with other mods. I presume, if I choose to load a mod, then another one, I will have only the last loaded mod active. So, what happens, if I copy the files of various mods into one folder and choose to load that? (I mean, if the affect separate files, of course.) Maybe a n00b question, but I´m not very familiar with modding the CIV...

woodelf
Dec 01, 2005, 09:34 AM
Bal-Rog - Most or all of the files from this mod won't be affecting another mods files. Most. :) At least they didn't for me.

Since I'm at work I'll try to explain a bit and hopefully not confuse anyone with mis-typing....

First off I'd take the mod you want to add this to and copy/rename it something else. You can then open up this mod and get into the Art and XML subfolders and start copying the files and moving them over to your renamed mod folders. In most cases with this mod you won't be taking files over that are in another mod so it's a simple copy job. In the off chance there is a common file you'll need to open both files up (using word or a free program. I use XML marker.) and see what's different. If there are any differences copy the new part from the Lost Wonder mod file and paste it at the end of your mod. Resave the file and you should be all set.

Sorry if this sounds scattered, but it's tough from work with no files/folders in front of me. I had never done any of this prior to Civ4 so I may be making it harder than it could be as well. But....if I can do it, anyone can! :D

Good luck

Bal-rog
Dec 01, 2005, 12:30 PM
Thanks, Woodelf!

Your explanation is clear and sound. :)
I had a similar idea to the point comparing the common files and do the copying, but I donīt have an XML editor so I got stucked... but then moved on to play CIV4 with what Iīve tinkered (practically copied files in one folder) this far, and it works (!) (Iīm after work and a bit too tired to concentrate, but maybe tomorrow I give "modding" an another chance.)

Frontbrecher
Dec 01, 2005, 02:08 PM
How do you open/save the .tga files in assets/res/fonts so that the game recognizes your changes?

The tga files have a alpha layer, if you put in a new icon you will need also a greyscale alpha layer in the same slot. If your program can not handle those files try DXTbmp, it can export the layer as bmp.

Agraza
Dec 01, 2005, 02:11 PM
Thanks. I don't quite get it, but I'll tinker and see what works.

woodelf
Dec 01, 2005, 02:30 PM
Bal-rog : Glad to help. Google XML marker or find another free utility. That's all I did.

Agraza
Dec 01, 2005, 02:48 PM
when I loaded up civ4 it had a little icon of altova xml, so I went to their site and it seems they have a personal use free version. I've been using that. I figure the firaxis team probably used their professional tools and that's why they display them in the civ4 launch.

kandalf
Dec 02, 2005, 02:19 PM
Will this work in customassets? What foler should it go in if I wanted to put it in customassets? Should I just extract the stuff in the assets folder into the customassets folder?

andz
Dec 03, 2005, 02:27 AM
Can you make The workshop the same in old civilizations?.. like updating all units to latest ones

Grave
Dec 04, 2005, 04:06 PM
New National Wonders
================================================== ====

Cure for Cancer
+1 health and +1 happiness



How would I make this National Wonder a Great Wonder?

Suki
Dec 08, 2005, 12:19 PM
How would I make this National Wonder a Great Wonder?

wouldn't it be a technology?

Conquete
Dec 10, 2005, 03:42 PM
I downloaded this but i cant get it to work rite
wat do i hab to do????
put the files in to some folders???? but how n where???

interwurm
Dec 13, 2005, 12:17 AM
cure for cancer should be a commodity, like hit singles. Make building the cure give you 7 commodities that provide +1 health and +1 happiness.

holy king
Dec 21, 2005, 12:10 PM
what the heck is that fish market supposed to be? ;-)

Impaler[WrG]
Dec 21, 2005, 12:45 PM
I think I will be making a version that splits up all the Buildings/Wonders into seperate files so they can be activated/deactivated individualy with ModSwitcher. It also makes them easier to Mod which many of them need.

And yes I agree the Fish market is kind of silly and redundant (we already have a Fish resorce we dont need Tuna as well)

tsuyoshikentsu
Dec 26, 2005, 12:23 AM
...Wow. I didn't even notice the Great Wall was gone until just this minute.

How are you putting in the movies? Or is there a tut somewhere I missed? :D

aelfwyne
Dec 31, 2005, 05:16 AM
I was checking the files in KDiff3 against the original files (from patch 1.52) to make sure nothing was changed in the patch, and ran across something interesting.... The value for "iNukeExplosionRand" in your file is 1000, but in the Civ4 original file it is 2000... Is this a change you made, or something that changed from 1.09 to 1.52? Also, what is the effect of this change? Does it increase or decrease the chance?

For now I'm setting it to what is in the original Civ4 file....

aelfwyne
Dec 31, 2005, 06:04 AM
I guess I should have checked compatibility....

I try loading this with patch 1.52 and I get an XML error as follows:

"Tag: BUILDING_COPERNICUS in Info class was incorrect
Current XML file is: Buildings/CIV4BuildingInfos.xml"

It repeats the error for every added wonder. This error also occurs with a completely clean CustomAssets folder and only unmodified files from the archive, so I know it's not a conflict.

stgelven
Dec 31, 2005, 06:45 AM
i would like to translate into french what i can , could you include it when i finished my work? i will not translate word for word, keeping the mind of your pedia but adapt the text, ok?


oups i forgot! YOU DONE A VERY GOOD JOB :goodjob: :goodjob:

Kushan
Dec 31, 2005, 11:21 AM
Is v1 compatible with the v1.52 patch? If not are you planning on makign a version that is?

Kushan

aelfwyne
Jan 01, 2006, 12:52 AM
Is v1 compatible with the v1.52 patch? If not are you planning on makign a version that is?

Kushan

I couldn't get it to load on my game.

Frontbrecher
Jan 01, 2006, 12:12 PM
Oh well my holiday ends and a new patch is out, just give me a few days and I will modify both mods for the new version.

@stgelven

Send me a PM when you have completed the translation.

khakhan007
Jan 06, 2006, 06:07 PM
I found a good link for wonders you may want to add or not. Your call...

http://ce.eng.usf.edu/pharos/wonders/ I'd do it but, new baby means no time. as to the benifits ??? that is up for discussion.

Crash757
Jan 07, 2006, 09:24 AM
Eirik Raude
Provides Oil, +1 production on water tiles
This should be GW, not NW, because while being NW it disbalanses the game, making oil less important strategic resource :rolleyes:

Otherwise good mod ;)

Slavic Sioux
May 22, 2006, 04:24 PM
Frontbrecher colud you restore some of those wonders from civ 3 s mesoamerca snario(sorry for my spelling) and also don't you think that they have tons of euroepean and asian wonders but when it comes to African of Native American wonders they are truly lacking don't you agree???

Caesium
May 22, 2006, 05:58 PM
Frontbrecher has not been seen since 01/01/06.

I wish you good luck, maybe he has a look at this forum sometimes...

TheLopez
May 22, 2006, 06:03 PM
Does anyone want this mod update to be compatible with the v1.61 patch?

Slavic Sioux
May 22, 2006, 06:45 PM
But don't you agree that when it comes to Native American and African wonders that is truly lacking???

Pav
Jul 26, 2006, 06:53 AM
Does anyone want this mod update to be compatible with the v1.61 patch?

yes please

can you put it with that great options mod you got?

TheLopez
Jul 26, 2006, 08:26 AM
yes please

can you put it with that great options mod you got?

Pav, most if not all of the lost wonders will be included in the Great Options Mod, Gold Edition.

Pav
Jul 27, 2006, 04:31 AM
o, i see


hehe