View Full Version : [MOD] GreenMod (replant forest and other changes)


Master Lexx
Nov 28, 2005, 03:50 PM
GreenMod 2.10


New gamespeeds with longer research and more turns
Forests replantable on tundra, plains and grass
9 new ressources (salt, sulphur, potatoes, coffee, pearls, lemons, cotton,...)
Inquisitor unit, can remove non-state religions
Demolitiontroop, can raze nat. wonders and cities
5 new units (2 with new 3D Models) and 4 new wonders
18 new units with new skins (one for each civ)
Many tweaks to improve the gameplay, look below


In my Mod you can simply plant a new forest just with a worker.
I like to have a green empire and maybe some other do so too.
Don´t forget to look also at the other version changes!

It´s compatible with Civ4 1.52, (since version 1.70)


Download http://myrror.net/civ/GreenMod21.rar
If the download doesn´t work, try again in a few hours, maybe I am just updating.

See changes.txt for detailed info, about all my changes and in which files I made them (for modders only).
In readme.txt you can find some little mod installation instructions and credits.
If you can´t extract the rar files, it´s because you use an to old version of Winace/Winzip. Get WinRAR (http://www.rarlab.com/download.htm). then.

If you get the missing fonts bug, or have any other problem with the city screen or buttons not showing,
delete this file: (you lose turntimer, not all resources are shown and get specialist limit again)
Civ4\Mods\GreenMod\Assets\Python\Screens\CvMainInt erface.py
Another solve is, to reinstall civ4 and update directly to civ4 1.52.

General mod installation instructions: http://forums.civfanatics.com/showthread.php?t=138043

You can talk to me in on irc.irc-chat.net 6667 in #civfanatics or in #civmod
(irc channel for modding civ4) or click here for java irc to this channel (http://www.civfanatics.com/chat/chatroom.php)

Please leave a comment or so, if you like my mod (after you played it!).
I got so many downloads and just so less posts here. Download statistics:
GreenMod 1.0 - 183
GreenMod 1.1 - 24
GreenMod 1.3 - 143
GreenMod 1.4 - 115
GreenMod 1.5 - 342
GreenMod 1.6 - 137
GreenMod 1.7 - 518
GreenMod 1.9 - 569
GreenMod 2.0 - 2164
GreenMod 2.1 - 5661 (13.03.06)

I am glad that so many thousands of people seem to like my work,
but I will now retreat from modding Civ4. It was fun, this mod begun
as minimod just to plant new forest and later on this mod changed
to a general Civ4 improvment mod. I also thought of making or helping
in a Master of Magic Mod, but its to much work for me alone.
Anyways, time to say goddbye, I will come back sometimes and read new
posts of this thread and answer them, but GreenMod is ... finished.

known bugs:
- a few minor bugs with the 2nduuplus mod

Version 2.1 changes:


included 2nd Unique Unit Plus Mod by Master Lexx
max xp limit from barbs and animals increased from 10 to 50
max xp after upgrade increased from 10 to 50
replant forest is working
camel archer get +25% against mounted
sdi cost increased from 750 to 2000
shelter, bunker, sdi effect reduced to 70%
inquisition now gives -2 happy for 10 turns
1/20 chance for combat or drill promotions when built
now more ressources visible in city screen
fixed terraform (water to land bug)
added safety checks, so the special buildings dont stay
removed crossbowman bonus against knights
changed demolitiontroop raze city script


Now every civ has one additional unit, questions regarding this part should not be posted here, there is already a thread
for the 2nd Unique Unit Mod Plus. Units can now carry over max 50 XP instead of losing all over 10. Also you now get
a different tank depending on if the civ is an eastern or western one. (M4 Sherman vs Tank-34).


Version 2.0 changes:


base city production increased 1 to 2
increased airbomb defense for cottages type improvements
shrines make max 2 (was 3) priests and temple also 2 (was 1)
stealthbomber and battleship cost increased
(crossbowman now has also +50% against knights)
new wonder: cold fusion plant, need tech nuclear fusion
inquisitor limit increased to two, doesn´t anymore give -1 on continent
fixed civ4 bug, teams now again get every members starting techs
new skin for warrior, leopard look
added civilopedia description for my ressources (eng & ger)
removed wasteland terrain, wasn´t working properly
fixed windmill bug and other 1.9 bugs
new units: mobile artillery and mobile sam (with new 3d modells)


Cities now not only generate 1 prod, they all generate 2, before only a city on hills with plains generated 2 prod.
In a standard city you wasn´t able to asign more than 1 priest just because of buildings, so I changed this.
The crossbow was very effective against early armored knight, so I added this trait.
I already translated all names into ger, eng, fr, spa, ita, but I did not have any Civpedia descriptions for my things.
Since 1.52 teams only got 2 starting techs, regardless of how many members it had, I fixed this.


Version 1.9 changes:


included Enhanced Interface Mod by SupremeOverlord
changed tech150 and 200 gamespeeds to tech133 and 166
decreased nuclear meltdown chance to 1/2000 (original again)
fixed bug: no wonder movies displayed
wonder movies are now also shown in multiplayer
fixed MP bug: inquisitor and demolitiontroop caused sync loss
decreased forest plant time on tundra
workshop can be built on tundra too
windmills after tech electricity change -1food, +2 gold
global warming is now radioactive rain
new improvement: soylent green facility, +2food, tech future, desert
new improvement: waste refinemant factoy, +2 prod 1gold, tech future, desert
new improvement: desert windmill, +4gold, tech electricity, desert
recycling center health changed from unl. to +5
castle now gives +2xp to melee and mounted units
machinegunner cannot anymore be upgraded to saminfantry
machinegunner now also have +25% against mounted units
bombshelter now needs tech fission
no max era to build national heroic and national epic
new unit: privateer, ship, S5 M3, cost less than galleon, can carry 3 persons, need tech optic and gold/silver/gems
new unit: biplane, S5 M1, range 4, weaker than fighter, cost less, tech physics
new unit: aegis cruiser, S35 M7, can see submarines, intercept 70%, cost same as battleship, need alu and oil, tech computers
new wonder: Copernicus' Observatory, tech astronomy, +100% research, can make 2 scientists
new wonder: Leonardo's Workshop, tech machinery, +1 research per specialist in all cities
new wonder: Mausoleum of Mausollos, +1happy on continent, needs masonry and alphabet
removed the max 6 specialits shown in city screen
inquisitor now needs tech theology
demolition troop now can raze cathedral class buildings for 100 gold
demoloition troop and workboat can build terraform improvement, tech railroad
improvement terraform, needs to be worked for 30 turns, changes water to land
or land to water, can only be built right next to a city, to get sea access or more land
new textures: galleon less colored, worker: more stylish, mech infantry: urban camo,
scout: more clothes, navy seal: darker look, german panzer: realistic look
new sounds for tank and german panzer
tweaked placement of my new ressources, especially sulphur
epic and quick gamespeeds unit production now 1.09 again (slower for epic, faster for quick)
included missing german text translations


Tech200 gamespeed is redundand since 1.52 because research costs have been increased.
Tech133 and 166 fit better with each 33% and 66% higher research costs and overall tuns.
Wondermovies can now be seen in MP too, it´s nothing bad, or do you build that many wonders in MP?
Workshops on tundra, why not? They can still decrease the food by one and the tundra cities aren´t anymore that uselss.
Windmills do not give anymore food after they change to windturbines for electricity generation.
Instead I made a new desert windmill, especialy for electricity, so they give much gold and can only be built on desert.

The Soylent Green Facility and Waste Refinement Factory are special improvments for a post nuclear war game.
So you don´t lose all your production and population because of desert then.
Recyling centers made forests completely redundand, but not anymore.
The castle was a less usefull building because it came so late, but with the extra xp for melee and mounted units this is changed.
Machinegunner not anymore upgradeable, so you can still produce them. Saminfantry has a different use
and I see no reason why you shouldn´t be able to produce them later on.
And now it should be less comon that you machine gunners are defeated by some cavalry.
Now there isn´t a max start era for any national wonders, so you can safely raze them with the demolitiontroop.
The new units of course have their own icon and new skins, the new wonders also have a wondermovie each.
If you now settle more than 6 great persons in a city they will be displayed into the city screen, but at least you know they are there.
Demolitiontroop can now also raze the cathedral class buildings.
The terraform improvements has it´s reason, you can now connect a city to the sea if it was placed just one title away.
Also cities that were placed to near to the sea can now gain a few titles land with this.
Some new textures that just look better, especially the german panzer (had a 88 on it), but also the others.


Version 1.7 changes:


made compatibe with civ4 1.52 (python and xml)
increased chance for nuclear meltdown from 1/2000 to 1/1000
decreased chance for global warming 20 to 5
increased nuke damage to units and pop from 30% to 50%
Demolitiontroop now razes one nat wonder, you can decide which
forest health stays on +0.4 and floodplains on -0.25


Hey, nuked were too weak, but not anymore. And the global warming is now less extreme.
You can now raze nat wonders with names A-Z and Z-A, just think, what´s the english name of this wonder.
With A-Z it cycles alphabeticaly beginning from A until Z through your nat wonders, the first one will be razed.


Version 1.6 changes:


removed: slaves, savage warrior
galley now also upgradeable to frigate
carrier cargo increased from 3 to 4
settlers auto burn down jungle around a new built city
some less important fixes of the original civ4
added demolition troop, needs tech engineering, can do actions on city:
(raze all nat. wonders of city, costs 50 gold per culture level, not palace)
(raze city, costs 50 gold per population of the city, not capitol, not with riots)
Inquisitor makes -4 happieness in the city and -1 on continent for 8 turns
spiritual trait gives +50% prod boost of monastry class buildings
improved placement of my ressources, new gold summary icon
turn timer, displayes actual turn of all, and percentage of turns played
marginal reduced the appearance off all not strategic and not water ressources


Okay, this is not Rome total War, so no slaves here. Carrier is now more usefull for war.
Because of the long time needed for chopping down jungle, it was a big disadvantage to start in an jungle area,
but now the 8 titles around a new built city are automatically removed of jungle (gives no prod).
The new demolition troop can exist only once like the inquisitor, but you can use it unlimited times.
It can raze all national wonders of that city (of course not the palace), this costs 50 gold per culture level (legendary = 7).
It can also raze the whole city (not if it´s the capital, not with riots) this costs 50 gold per population.
The Inquisitor now makes 4 unhappy in the city as well as 1 unhappy on the whole continent for 8 turns when used.
Spiritual now givs 50% prod bonus for each of the monastry class buildings, so this trait is more usefull.
There were really too much Happy and Health giving ressources, now they are less,
althought there are still a few more ressources placed as in the original.


Version 1.5 changes:


new ressources: lemons, cotton, slaves, ancient temple
fixed bug: too less sulphur (now twice as much)
removed the need of sulphur for rifleman
forest and jungle cut time takes twice as long as original
jungle cut production gain now gives 10 prod (was 0)
slightly increased the placed amount of gems, incense, silver, whale
slightly decreased the max north/south placement latitude of ressources
new improvement: slaves tradepost, slaves obolete with democracy
new unit savage warrior, needs slaves, +2str, 1mov, +0.5 against animal & archers
improved the look of the inquisitor unit (now more cool)
fixed general civ4 bug with missing text in option screen (displayed only the language as name)


I needed some time to really undestand what the most of the tags in civ4bonus.xml mean.
That was the reason for the too less sulphur bug, but now it should be as much sulphuer on a map as copper is.
Rifleman was coming too late, just before the soldier, so for balancing reasons, I removed the sulphur need for rifleman.
Why shouldn´t jungle give production? Junglewood is more valuable than normal wood. And it is cut and not burned!
Less imaxlatitude for ressources, who likes to have them that much in winter terrain? On a med size map the limit for
placing ressources is now 3 titles less north and south, you will still find them in winter terrain, just not that much.
Whales, gems, inc., silver: there were just 1 of them per 3 players, now it´s 1 per 2 players, like the most ressources.
The ancient Temple (as ressource) just looks cool and gives money, think of it as treasure and later as tourist profits.
The Inquisitor is now a christion missionary with 2 spearman and an axman, this looks much more fanatic and dangerours.


Version 1.4 changes:


new ressources: coffee, sulphur, potatoes, pearls
no more pigs and sheep on hills
min city distance increased from 3 to 4
(musketman), grenadier, cavalry, rifleman need sulphur to be built
max worldwonders per city decreased from unl. to 6
new minipictures for gems and clam
decreased production gain by forest cut from 20 to 10
forest and jungle cut time are now original again
made replanted forest look different on grass/plains and tundra
(plantation of forest on tundra costs double the time)
altered the lowtech gamespeeds to Tech150 and Tech200 gamespeeds
(each standard gamespeed with 2 new versions with 50%/100% longer research and more turns)


Okay, the potatoes look a bit worse..... but I will improve them in the next version.
The increased city distance is very good, I never place a city just 3 titles away from another one,
so this prevents the AI to build so many small cities, but this also means, that the AI produces
less in shorter time! But the overall research and production and population should stay the same.

The new gamespeeds alter the research costs, the number of turns and the length of golden age.
So Tech200 Epic is the same like epic, just with twice the research cost, twice the turns and
twice the lenght of golden age. The 200 means, the standard values for turns,research and goldenages of this gamespeed increased by 100%.
So there are 6 new gamespeeds: each standard with a 50% and a 100% increase number.

The middle age has always been to short in all my games, so with the need of sulphur it should be more common
that you use knights and samurai a bit longer. The special units of some civs don´t need sulphur, only the (4) early gunpowder units need it.


Version 1.3 changes:


new ressource: salt
new unit: Inquisitor, removes one religion of one of your cities,

(needs tech_divine_right, can be built in palace, one max per player)


The new bonus resources all have their icon for cityscreen, for map, for worldeditor, and for civilopedia.
They also have new textures and look really different, at least one of them.
Regarding the "tea" resource: don´t forget, this is a game, you can make war, you can raze cities,
you can drop nuclear bombs and you can genocide whole civilizations!
So don´t even try to start a discussion about it´s judgement here!
It is not that easy to add new resources, it took some time!
And this mod will not mess up your civilopedia (unlike other mods).


Version 1.2 changes:


decreased forest health to 0.4 (original again)
new resource: "tea"
new lowtech gamespeeds (30% longer research and golden age)
fixed culture bug of lowtech gamespeeds of v1.1
removed coal plant obsolete of v1.1


The lowtech gamespeeds have it´s reason, if you play on high difficulty you have to trade techs, so
the tech advancing is very fast, this helps a little against the high technology advance in the mid to end game.
All other game speeds remain as they are, low tech is just the speed as named with longer research.
So you have the 3 standard speeds and 3 lowtech speeds.
The new resource is more of a joke, but it is not unrealistic.


Version 1.0 changes:


made forest plantable with worker after tech paper
(in epic speed, one worker needs 30 turns to plant it)
reduced production gain of forest cut from 30 to 20
increased forest and jungle cut time (+30%)
increased forest and jungle regrowth rate (+30%)
increased forest health to 0.5 (was 0.4)
increased flooplains health to -0.25 (was -0.4)
doubled defence multiplier of fortification
increased whaling boats production to 2 (was 1)


Nobody really uses the fortification improvement, so maybe now it´s more
worth to use it. It should be more likely now that you use forest and
lumbermills, which is better than workshops. And don´t forget: workers also
cost 1 money per turn, so it will be difficult to exploit the forest replanting.

I wish i could change the AI behaivior of cutting every forest. I simply hate
that in all my conquerd land there is no more forest anywhere. But this mod
helps a bit for this problem. :)
If you don´t like the fact that you can cut forest to gain production, simply don´t do it!

Have fun!

Master Lexx
Nov 28, 2005, 05:44 PM
Additons:

Gamespeeds Tech133 and Tech166:
The original gamespeeds do still exist in the game. But eg. Tech133 Epic means,
that this is based on the settings of the original Epic gamesepeed. But there are
33% more turns than in original Epic and 33% higher research costs than in original Epic.
(The percentages in the name represent the changed percentage to the original speed)

What´s longer, Tech166 Epic or Marathon game speed?
Overall turns: Marathon 1200, Tech166 Epic 1100
Research costs: Marathon 300%, Tech166 Epic 250%
All others: Marathon 300%, Tech166 Epic 150%
(all others = unit build cost/building build cost/anarchy percent/...)
(those percentages represent the internal values used in the xml files)

So the overall turns (if you play with a turn limit) are nearly the same. But research is a bit
slower on marathon and everything else needs twice the time on marathon.
Normal gamespeed has all settings at 100%. So Marathon is nice if you like to have many turns
in which you don´t have to do anything. Tech166 Epic is usefull if you just want slower research
and more turns but still want to make everything else on an acceptable rate.

Terraform improvments "watertoland" and "landtowater" can be build by th demolitiontroop
and by the workboat. But although they can build it everywhere, in my mod it is only allowed
to build them right next to a city. If this is not the case, the improvment will be removed.
The prerequired tech for this is railroad and the improvment must be worked for 30 base turns
by a citizen.

Demolitiontroop can do certain action:
-build fortification on twice the speed of a normal worker
-destroy a city, this is possible if the city is yours, don´t has the palace in it
and doesn´t revolt, it costs 50 gold per pop, so better let them starve before
-destroy national wonder, the two options here are A-Z or Z-A, just think of the
english name of the wonder, the wonders are checked in the alphabetical you have
chosen, the first in this order that was found, will be removed. This costs 25 gold
per culture level, the first culture level is 1 (poor), the last (legendary) is 7.
-destroy cathedral class buildings, this removes all the cathedrals from every religion.
Those are the buildings that need a certain amount of cities to build one of these.
This costs 100 gold at all and removes all cathedrals of the city.

Free bonus combat and drill promotions:
Units have a 1/20 chance to come into the free promotion loop. This should represent that some units
are more agile or stronger. They can either get strenght or drill promotions. Each time they got one,
they again have a 1/1 chance to get another one, maximum 4 times. The chance to get a unit
with all 4 free promotions is 1/160 or 0.625%. So be happy if you got one!

New bonus ressouces:
"tea" +1 happy, +1gold, +2gold/plantation
salt +1 health, +1gold, +4gold/quarry
potatoes +1 health, +1food, +3food/farm
coffee +1 happy, +1food, +3gold/plantation
sulphur +1gold, 2gold/mine, rare
pearls +1 happy, +1gold, +2gold,1food/fishingboats
lemon +1 health, +1food, +1food,1gold/plantation
cotton +1 happy, +1gold, +3gold/plantation
ancient temple +1gold,-2food, +7gold/examine

Credits:
Mylon - "InquisitorMod"
Frontbrecher - "Lost Wonders" & "Lost Units"
SupremeOverlord - "Enhanced Interface"
CivFanatics IRC channel - all the help and talk
http://freetranslation.com/ - good online translator

Warrior leopard outfit - Hell's Angel
German Panzer realistic style - mirtan
MechInfantry urban camo - Fëanor
Navy Seal darker clothes - CrazyAce
Scout with more clothes - Tremo
Modern Worker more stylish - Spindrift
Samurai less golden skin - Expositus
Praetorian with red shield - Master Lexx
Galleon less coloured - Master Lexx

Aegis Crusier - Frontbrecher
Privateer - Frontbrecher


Threads started by me:
[MOD] GreenMod (replant forest and other changes) http://forums.civfanatics.com/showthread.php?t=144428 (this thread)
[MOD] Second Unique Unit Mod http://forums.civfanatics.com/showthread.php?t=156997
[TUT] skin and add new Bonus Resources and add Improvements http://forums.civfanatics.com/showthread.php?t=153584
[MOD] GreenMod (Wald anpflanzen und andere Änderungen) http://www.civforum.de/showthread.php?t=28987 (german)

Other mods that have included GreenMod:
Realism:Resurrected http://forums.civfanatics.com/showthread.php?t=151947
Sevo's Civ Fanatics Fusion 2.0 http://forums.civfanatics.com/showthread.php?t=151611
SmooveMod http://www.civforum.de/showthread.php?t=29695
Total Experience http://forums.civfanatics.com/showthread.php?t=155784
If you want to inlcude my mod or parts of it in your mod, you are allowed to do so if
you give credit somewere. And please send me a message so I know this to post this here.

But I still like my mod better, GreenMod is more an improvement of Civ4, it has nothing to do
with scenarios or complete and drastical and maybe unbalanced changes of civ4.

Screenshots of some new things:

http://myrror.net/civ/num/m1.jpg

http://myrror.net/civ/num/m2.jpg

http://myrror.net/civ/num/m3.jpg

Hyronymus
Nov 29, 2005, 01:50 AM
This is a very promising MOD, I'm going to download and install it right away. Nice job Master!

Master Lexx
Nov 29, 2005, 05:26 PM
I am glad that you all like it. If you have any suggetions what to improve or what is bad, just post it here please. I thought about making next a demolition troop to raze cities and some imrovements.

Kael
Nov 29, 2005, 06:20 PM
Awesome work, I was wondering how to do this.

hIdDeN_eViL
Nov 30, 2005, 07:06 AM
which files are needed if i just wanted the replant ability for my workers?

JamieCiv4Files
Nov 30, 2005, 04:09 PM
Mirrored this at http://civilization4.filefront.com/ for you Master Lexx :)

Master Lexx
Nov 30, 2005, 05:17 PM
Thanks for the mirror. My new problem is, how to get the build of building of great persons intercepted..... Like to make something else if academy is built. No idea..... no answers from others..... I fixed the bug with the lowtech epic on 1.1

Master Lexx
Dec 04, 2005, 06:19 PM
The next update will come in a few days. I added a new ressource (took some time) and new lowtech speeds. I fixed all culture bugs un the new speeds, and removed the coal plant oboslete of 1.1. So if there are any fans of my mod: in a few days you can get something new!

JamieCiv4Files
Dec 07, 2005, 06:03 AM
mirrored the latest version at http://civilization4.filefront.com/ :)

Roetghoer
Dec 07, 2005, 04:58 PM
I noticed that you, like so many others, incorporate several ideas into on single mod. I would like to have a seperate 'create forest' mod without the add-ons you prefer to have next to it. Don't get me wrong i really like what your doing, but i think there is something wrong with the manner with which we mod the game right now.

I would like to get you acquainted with the 'Modswitcher' by TDB ( http://forums.civfanatics.com/showthread.php?t=140188 ) This little prog, currently still in an immature form, will allow a large audience to combine different mods together without the hassle of modding the scripts by hand!

I think TDB could use either a little help or at least some encouragement for his activities, because this prog feels like the missing link in the current game to me.

Eventually, I hope we can come to some kind of standardized modding using a program like TDB's which would greatly enhance playability of mods on the game.
A single script-alteration might be the only thing needed, after that everybody can choose their own modifications to the game and combine them into a modfile and play it.

Tell me what you think of this

Master Lexx
Dec 08, 2005, 02:25 PM
Roetghoer: if you want me to add just changes in a TDB version of my mod........ this can be difficult, because i also improved soem official "values" like that floodplains give -0.25 instead of -0.4 health..... what´s with them? So in the TDB version should only be addon files with addon xml tags, and no changes to existing tags? I could make something......... but i also added new ressources with new graphics....... does it also merges the art folder? And what´s with the python files? you can´t simply merge them, so no hope for me to participate.

djenghis
Dec 09, 2005, 05:58 AM
After downloading i open the file, but nothing happens. I can not install it. And will i be able to implement the changes into current games or not?

Master Lexx
Dec 11, 2005, 02:43 PM
thatīs a strange question! of course you have to start a new game, like with every mod, and install? i wrote the instruction clear enough, you have to copy the folder into your mods folder in gamedir.

djenghis
Dec 12, 2005, 02:10 AM
Problem is, i can not install the file. I downloaded it, and put it in the mod folder, but when i double click on the file nothing happens. Perhaps because it has a .rar extinction? I have downloaded other mods like inquisitor mod and that worked okay.

jpinard
Dec 12, 2005, 03:20 PM
MasterLexx (is your name based on the excellent Sci-Fi show Lexx? I loved that show!)

OK, I was wondering if you coudl tell me what file I need to edit, if I just want to change the number of hammers you get from chopping down a forest. I want to tinker with the #, but first I want to try 75% of the original value. And I want to increase jungle/forest cut time by about 10-20%.

Would you mind pointing me in the right direction?

Thanks ton! :)

Master Lexx
Dec 12, 2005, 06:50 PM
Yes, my name originally comes from the scifi movie Lexx - The Dark Zone :-)

Look in my changes.txt! CIV4FeatureInfos.xml there you have to edit around 20 values for the different improvements that auto chop forest and one time for the native cut forest. My next version will come soon, I have new ressources (potatoes, sulphur, pearls, coffee) with a new look, and some better gamespeeds which also increase the number of turns.

jpinard
Dec 12, 2005, 10:58 PM
Nice job with the mod! :)

userqwerty
Dec 13, 2005, 02:56 AM
please make workers be able to traverse mountains and plant forests there

Master Lexx
Dec 13, 2005, 07:17 PM
No, forest on mountains looks worse. And units on mountains do this also. And I would need to change many things, to make mountains workable from city and so. So sorry, but I will not do this. I think the patch is coming out in 2 weeks.

Master Lexx
Dec 17, 2005, 03:48 PM
GreenMod 1.5 has been released now. If you like it or have any ideas to improve it, post here.

MrBilzor
Dec 18, 2005, 05:48 AM
Hey Master Lexx, just downloaded 1.4 two days ago, and am presently grabbing 1.5. I like this mod, nice changes with nothing too drastic. Workers costing money made me really change my game! I will be constantly checking for further updates, and will be glad to lay my opinion out in the open for your review. Keep up the good work.

Mister Bilzor

SmallScientist
Dec 19, 2005, 02:35 AM
Hi Master Lexx,

I downloaded your Mod and find I like your ideas about Resources and Forest planting. Overall, I think this is a good work, and the documentation of changes is absolutely excellent, and invaluable for other modders as myself.

I cannot offer much playtesting feedback, as I'm currently busy with my own Classic Mod (http://forums.civfanatics.com/showthread.php?t=147482). Up to now, I just managed to play one game to the beginning of the Industrial Era, but I can say I agree with upgrading Forts and decreasing max Wonders per City (I was even more extreme on this in my Mod). I hope I can give further feedback in a reasonable time.

Meanwhile, I was thinking about re-using some of your ideas, python, and art for my Classic Mod (with proper credit to you); would this be a problem ?

Thanks

Master Lexx
Dec 19, 2005, 10:43 AM
Thnaks for your posts, the next thing i change is decrease the happy and health given because of the additional ressorces. This mod was meant to improve civ4, but now it´s a bit too much happy giving. It´s not that bad, i will fix this.
Maybe i should decrease worldwonder to 4 per city? It´s just that i think it´s anoying always showing max woldwonders left: 0.
I am currently looking for making the AI more difficult without giving them a such big research bonus. (Ever tried on the high diffs? it is frustrating)

Of course you can include my changes in your mod, just give credit somewhere.

p.s.: workers always did cost 1 gold like every unit (but missionary and great people)

GIR
Dec 20, 2005, 06:33 AM
wow, the bonus_ressource: ancient temple is a really nice idea and it looks cool. :goodjob:

Zuul
Dec 20, 2005, 08:43 AM
Nice ideas :-).

Maybe add cave resource? Can spawn bears or early barbarians, and gives tourist profits :-). Also adds defence :p.

MrBilzor
Dec 20, 2005, 09:35 AM
Couple things: I had two workers planting a forest on a tundra hill, the tile changed from bare to forest, but the workers will still planting a forest. Slightly confused (because I could see that there was already a forest), I told them to move, and I received a CTD for my efforts. I am guessing that this isn't normal.

Also, it would be nice to be able to change all those desert tiles into something useable. How about after civil service (or soemthing) desert tiles next to non desert tiles can be irrigated to a flood plain. I don't changing the tile to flood plain, I mean adding an improvement than simulates the flood plain. I see a mass range of desert and I think 'well, not building anywhere near there'.

Master Lexx
Dec 20, 2005, 07:05 PM
Yes, thanks to your posts. The temple just look cool. And the worker bug, i know it, it´s because the improvement is removed after it is built. Believe me, it´s no problem, a turn later they will be ready to await new orders. I will think about the idea with desert. New version 1.6 is nearly ready, this time, you can rzae cities and national wonders with a demolition troop. As well the jungle around a new built city is burned down. As well some fixes to the ressources ballance and increased the tech costs of hogher techs. Now i am only trying to get my inquisitor to make unrest. So, 1.6 will be out on friday, or maybe earlier.

SmallScientist
Dec 21, 2005, 01:40 AM
Hi again,

I managed to finish the game I had started a few days ago. Apart from my previous post, I can add I definitely like the production bonus from cutting Jungle and the increased minimum distance betweeen cities (although by now I'm not sure the AI is dealing efficiently with this).

I also agree with your proposed reduction of health / happiness resource bonuses, and, as MrBilzor says, would like to see some (limited) exploitation of desert (in my Classic Mod, I am currently experimenting with allowing Farms subject to a -1 or even -2 Food penalty and possibly Mines or Quarries with a -1 Hammer penalty).

On the negative side, I'm definitely uneasy about Slaves as a 'Resource', but I wouldn't want to start a discussion on this; that's my view, I may as well eliminate them with some xml changes. Also, I still can't see a good use for Savage Warriors, but again, that may just be my own playing style.

Hope this feedback can be of any use. Thanks again for the invaluable modding insight you provided.

Master Lexx
Dec 21, 2005, 07:43 AM
Okay, the Slaves weren´t that usefull, I removed them. 1.6 is out now, it took some time to prevent the Demolitiontroop and Inquisitor to be exploitable. But I will think about the desert titles usage.

David Smith
Dec 21, 2005, 09:30 AM
When I downloaded 1.6 ver and tried to winrar it, :cry: I got the following error mesages:

1. GreenMod_1_60.rar: CRC failed in GreenMod 1.60\Assets\Art\Terrain\Resources\Salt\Marble_Raw. dds. The file is corrupt
2. GreenMod_1_60.rar: Unexpected end of archive

What is wrong? program or winrar? :sad: :wallbash:

Master Lexx
Dec 21, 2005, 10:24 AM
My fault, something went wrong while uploading. I uploaded them again now and tested them, they are working now.

Master Lexx
Dec 23, 2005, 03:29 AM
Okay, after I posted the new info that Patch 1.52 has been released, I updated my Mod and it´s now compatible with the new Patch. And now you can choose which nat wonder you raze.

A few persons seem to have problems with missing fonts in my Mod, I don´t have this problem and many others also have no problems. But if this happened to you, simply delete this file (this is the turn timer modification): Civilization 4\Mods\GreenMod 1.70\Assets\Python\Screens\CvMainInterface.py

Only if you have the missing fonts problem! This will fix it, I have currently no idea why this happens and I am no python expert. I modified the file from version 1.52.

Roamty
Dec 26, 2005, 03:08 AM
How did you make and edit the Res gameFont to make your bonus icons.Also the DDS icons. Please teach what do I need to edit and make my own. Thankyou

Master Lexx
Dec 31, 2005, 02:22 PM
Okay, now that version 1.9 is out, i will take some time and write an guide on how to add new ressources to the game. You were not the only one who asked me for this, but itīs no wonder... how many other mods do have so nice ressources like GreenMod?

eatcarrotsnow
Dec 31, 2005, 03:27 PM
How do I replant forest? I don't see any option to do this.

Master Lexx
Dec 31, 2005, 03:53 PM
Next time please read my starting post first. You need the technology paper and then your workers can plant a new forest in your cultural area.

eatcarrotsnow
Jan 01, 2006, 01:47 AM
I read the starting post, which is why I'm asking now. I have paper, but I cannot plant any forests. So what's the problem then?

Master Lexx
Jan 01, 2006, 04:49 AM
Impossible, I can plant forest. I did just tested the forest plant function again and it really works fine.
Maybe you need to scroll down in your worker button list. (it´s the button showing a forest)
And remember: this only works in your cultural area, and only on grass, plains, tundra terrain.

http://www.civ.columnz.net/plantforest.jpg

And be sure you have the archive extracted into the right directory!
This is valid: C:\My Program Files\Sid Meiers Civilization 4\Mods\GreenMod 1.92
This is invalid: C:\My Program Files\Sid Meiers Civilization 4\Mods\GreenMod19\GreenMod 1.92
Of course this is just the standard installation directory, you can have civ4 installed elsewhere.

Sevo
Jan 02, 2006, 01:16 PM
...And the worker bug, i know it, itīs because the improvement is removed after it is built. Believe me, itīs no problem, a turn later they will be ready to await new orders.

Actually, with large stacks they don't wait for new orders. The problem is that the improvement is removed before some of the workers turns come up so they think it still needs to be built.

I wanted to add this to one of my mods and I found a way to fix the workers' behavior. You simply have to put a tag in to remove the improvement after a full turn has passed. Here's the code in my event manager, and it seems to have fixed this problem:

def __init__(self):
self.pPlot_remembered = [-1,""]

def onBeginPlayerTurn(self, argsList):
'Called at the beginning of a players turn'
iGameTurn, iPlayer = argsList

# Sevo's Green Mod Worker Fix

if (self.pPlot_remembered[0] != -1):
self.pPlot_remembered[0] += 1
if (self.pPlot_remembered[0] > 3):
self.pPlot_remembered[1].setImprovementType(-1)
self.pPlot_remembered = [-1,""]


def onImprovementBuilt(self, argsList):
self.parent.onImprovementBuilt(self, argsList)
rf.onImprovementBuilt(argsList)

'GreenMod change, creates summer forest and winter forest, removes the building newforest'
iImprovement, iX, iY = argsList
pPlot = CyMap().plot(iX,iY)
if(iImprovement==gc.getInfoTypeForString('IMPROVEM ENT_NEW_FOREST')):
CyInterface().addMessage(CyGame().getActivePlayer( ),True,25,'A new forest has been planted!','AS2D_DISCOVERBONUS',1,'Art/Interface/Buttons/TerrainFeatures/Forest.dds',ColorTypes(8),iX,iY,True,True)
pPlot.setFeatureType(4, 1)

self.pPlot_remembered = [1,pPlot]

Master Lexx
Jan 03, 2006, 07:01 PM
Thanks for your fantastic fix!

But a question, I was searching for a flak (AA) type unit and found those two.
Itīs no problem to include them, but what stats should they have and which tech needed?

http://civ.columnz.net/2newunits.jpg

Exavier
Jan 03, 2006, 07:11 PM
OK Can i have a copy of those PLEASE?!? :D

RED DIAMOND
Jan 03, 2006, 08:25 PM
OK Can i have a copy of those PLEASE?!? :D

You already have them here C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Assets\Art\Units\Scenario ;)

Exavier
Jan 03, 2006, 08:26 PM
woohoo new toys to play with :P

EDIT: played with them... Created 2 versions of the Mobile SAM (as the artillary piece i got from Lost Units mod and didn't know it).
-Standerd mobile SAM: replaces SAM Infantry, 60% intercept proboblity, Avalible with Rocketry + Radio (rocketry for the missles it launches, radio for the guidence system).
-Patriot SAM System (could also be called an Anti-Ballistic Missle system in RL): Upgrade from mobile sam, 90% intercept, Avalible with Composites + Robotics (had to make it high as it obsolete most aircraft if attacked by them, Composites for rocket materials, Robotics for tracking systems).

These are what i plan to use in my Mod. Feel free to adjust them if you like but i think they will work quite well :)

RED DIAMOND
Jan 04, 2006, 09:44 PM
woohoo new toys to play with :P

EDIT: played with them... Created 2 versions of the Mobile SAM (as the artillary piece i got from Lost Units mod and didn't know it).
-Standerd mobile SAM: replaces SAM Infantry, 60% intercept proboblity, Avalible with Rocketry + Radio (rocketry for the missles it launches, radio for the guidence system).
-Patriot SAM System (could also be called an Anti-Ballistic Missle system in RL): Upgrade from mobile sam, 90% intercept, Avalible with Composites + Robotics (had to make it high as it obsolete most aircraft if attacked by them, Composites for rocket materials, Robotics for tracking systems).

These are what i plan to use in my Mod. Feel free to adjust them if you like but i think they will work quite well :)

Did you integrate them into your exisiting files?

Exavier
Jan 04, 2006, 09:51 PM
I haven't yet. right now it is sitting in the v1.6beta folders for my mod as I am still making other changes and minor tweaks. basicly reshuffling things because my initial designs i posted won't work... I confused the SAM Infantry (avalible with rocketry) with the Bazooka guy I have (Avalible with artillary) so I messed up the techs.

So I think what i am going to end up doing is using Composites and Computers for my techs and just making 1 version that has a 70% intercept probability... if you want the code i could post it for you.

EDIT: Figured I'd add the code anyway.

---===CIV4UnitInfos.xml===---

<UnitInfo>
<Class>UNITCLASS_MOBILE_SAM</Class>
<Type>UNIT_MOBILE_SAM</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_GUN</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_MOBILE_SAM</Description>
<Civilopedia>TXT_KEY_UNIT_MOBILE_SAM_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_MOBILE_SAM_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>1</bMilitaryHappiness>
<bMilitarySupport>1</bMilitarySupport>
<bMilitaryProduction>1</bMilitaryProduction>
<bPillage>1</bPillage>
<bSabotage>0</bSabotage>
<bDestroy>0</bDestroy>
<bStealPlans>0</bStealPlans>
<bInvestigate>0</bInvestigate>
<bCounterSpy>0</bCounterSpy>
<bFound>0</bFound>
<bGoldenAge>0</bGoldenAge>
<bInvisible>0</bInvisible>
<bFirstStrikeImmune>0</bFirstStrikeImmune>
<bNoDefensiveBonus>0</bNoDefensiveBonus>
<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
<bCanMoveImpassable>0</bCanMoveImpassable>
<bFlatMovementCost>0</bFlatMovementCost>
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
<bNukeImmune>0</bNukeImmune>
<bPrereqBonuses>0</bPrereqBonuses>
<bPrereqReligion>0</bPrereqReligion>
<bMechanized>0</bMechanized>
<UnitClassUpgrades/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ATTACK</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_RESERVE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_COUNTER</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs/>
<Builds/>
<ReligionSpreads/>
<GreatPeoples/>
<Buildings/>
<ForceBuildings/>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>TECH_COMPOSITES</PrereqTech>
<TechTypes>
<PrereqTech>TECH_COMPUTERS</PrereqTech>
<PrereqTech>NONE</PrereqTech>
<PrereqTech>NONE</PrereqTech>
</TechTypes>
<BonusType>NONE</BonusType>
<PrereqBonuses/>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>200</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>2</iMoves>
<iAirRange>0</iAirRange>
<iNukeRange>-1</iNukeRange>
<iWorkRate>0</iWorkRate>
<iBaseDiscover>0</iBaseDiscover>
<iDiscoverMultiplier>0</iDiscoverMultiplier>
<iBaseHurry>0</iBaseHurry>
<iHurryMultiplier>0</iHurryMultiplier>
<iBaseTrade>0</iBaseTrade>
<iTradeMultiplier>0</iTradeMultiplier>
<iGreatWorkCulture>0</iGreatWorkCulture>
<TerrainImpassables/>
<FeatureImpassables/>
<iCombat>28</iCombat>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>4</iXPValueAttack>
<iXPValueDefense>2</iXPValueDefense>
<iFirstStrikes>0</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>70</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>0</iWithdrawalProb>
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>0</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives/>
<FeatureNatives/>
<TerrainDefenses/>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>7</iConscription>
<iCultureGarrison>16</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>6</iAsset>
<iPower>30</iPower>
<UnitMeshGroups>
<iGroupSize>1</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<iMeleeWaveSize>1</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_MOBILE_SAM</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<Button>,Art/Interface/Buttons/Units/MechanizedInfantry.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,8,8</Button>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions/>
</UnitInfo>

---===CIV4ArtDefines_Unit.xml===---

<UnitArtInfo>
<Type>ART_DEF_UNIT_MOBILE_SAM</Type>
<fScale>0.43</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<NIF>Art/Units/mobilesam/mobilesam.nif</NIF>
<KFM>Art/Units/mobilesam/mobilesam.kfm</KFM>
<SHADERNIF>Art/Units/mobilesam/mobilesam_FX.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/MechInfantryShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<iDamageStates>4</iDamageStates>
<TrailDefinition>
<Texture>Art/Shared/tanktread.dds</Texture>
<fWidth>1.0</fWidth>
<fLength>180.0</fLength>
<fTaper>0.0</fTaper>
<fFadeStartTime>0.2</fFadeStartTime>
<fFadeFalloff>0.35</fFadeFalloff>
</TrailDefinition>
<fBattleDistance>0.5</fBattleDistance>
<fRangedDeathTime>0.12</fRangedDeathTime>
<bActAsRanged>1</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop>LOOPSTEP_TANK</AudioRunTypeLoop>
<AudioRunTypeEnd>ENDSTEP_TANK</AudioRunTypeEnd>
</AudioRunSounds>
</UnitArtInfo>

Please note that it still needs a button (I used Mech Infantry as a base so thats what button I used), also you will need Description/Pedia/Stratagy info as welll I just included the Unitinfos and the ARTDefines :)
Though my luck i will have screwed something up and it won't work when you copy it into your files :P

Master Lexx
Jan 05, 2006, 12:07 PM
nice, but i made mobile sam, defend only and +100% against air units and strength 20, and i gave it air range 2, you will see it in version 2.0 on friday.

Exavier
Jan 05, 2006, 12:37 PM
nice, but i made mobile sam, defend only and +100% against air units and strength 20, and i gave it air range 2, you will see it in version 2.0 on friday.

um sounds like you made it a normal attack unit. What did you set its Intercept ability at? (look in my example and its 70 for 70% intercept)

Giving it a +100% attack bonus vs a unit that it will never have a real combat battle with doesn't do any good and neither does giving it a strength based off that. I set mine as i did so it could still take on obsolete units :P

RED DIAMOND
Jan 05, 2006, 12:54 PM
Exavier, I'll give it a whirl this evening when I get home. Cheers.:cool:

Master Lexx
Jan 05, 2006, 01:01 PM
I made my mob sam, to intercept at 90% with 20 strenght and +100% against airunits, and air range of 2. It works good, even if the enemy aircraft flies next to the title where the sam is, the sam has a chance to intercept it. I made it cost 200 and need tech robotics and satellites. And even if the enemy aircraft is no stealthbomber it still misses sometimes. Maybe 90 % is too high.... but the stealths will still do the job.

Exavier
Jan 05, 2006, 01:02 PM
Exavier, I'll give it a whirl this evening when I get home. Cheers.:cool:

whats sad is i can do this from memory when I am at work and don't have access to my files :crazyeye:

Exavier
Jan 05, 2006, 01:08 PM
hmm i didn't then of adding an areal ZOC to it... I like that idea. still don't see the need for the +100% bonus vs planes because the strength modifyer doesn't effect planes and so the +100% bonus is kinda useless.

Master Lexx
Jan 05, 2006, 04:43 PM
What´s ZOC and why doesn´t it affect it? it´s against all units from domain air.

Exavier
Jan 05, 2006, 04:50 PM
ZOC - Zone of Control... Fighters on Intercept mode have a ZOC of their flight range.

the reason the +100% vs Air Units bonus won't do anything is because it only effects combat situations where the units Strength is taken into account. If a plane is intercepted then it has a random chance for damage similart to a nuke going off. It can take anything from 1 point of damage to insta death on a random roll.

Now if it was possible for your Mobile SAM to litteraly drive up and shoot the plane directly (like say a tank attacking a mech infantry unit) then the +100% bonus would be applied because that takes the strength into account. Since interception is a one sided combat type the bonus doesn't mean anything :P

Master Lexx
Jan 06, 2006, 02:47 PM
So, Version 2.0 is out, I still need to include some changes to my workers and so, and somebody else wants to help me with making the python files modular.

My next project is to make a second unique unit for each civ, so any ideas?
I am just looking through other mods and so to find skins and minicons which I can use. I already have the Zero for japan, a jetfighter for usa and maybe a horse for another civ.

Does somebody know more civ4 sites where I can post my mod? (with link)

matrix089
Jan 07, 2006, 02:52 AM
As I had problems just installing a "panzer" skin I trieyed the green mod.

After a couple of years :D I must say I like it very much. The potatoes aren't that bad. Especially when you build a farm house they look great.

Thanx :goodjob:

Crypticnight
Jan 07, 2006, 03:14 AM
Just Wanted to say that I asked about creating resources awhile ago and you and another guy gave me some brief instructions which I figured out easy enough, but you also said to check out your mod and I did and I love it :)

Also wanted to mention that I am looking forward to reading what you have to say about resource graphics, As I have been tooling with some now for quite awhile (and even examining yours) and I still can't get them to look anything close to as good as yours.

Master Lexx
Jan 07, 2006, 03:13 PM
BUG CHASE

Okay, everybody who has a problem with inquisitor or demolitiontroop or replant forest or whatever the bug is: make a textfile, write your problem and where it happens (city or so), and compress this text file with your savegame in an archive, and upload it to me. Maybe you can write your name into this too and maybe also how I can reach you for answers.

http://columnz.net/sys/uploader.php

Please send me only GreenMod 2.00 savegames, I will look though all of them.
Use zip/rar/ace/uha/7z, i can extract any of those.

LittleRedPoint
Jan 08, 2006, 04:55 PM
Hi,

How to create icons for Bonus ressources? I can't get them work. I make new bonus ressource with xml, but i can't see the icon in city or when i move mouse on it? How these things work? I made ressource icon, but the game don't recognize it.

[to_xp]Gekko
Jan 09, 2006, 11:37 AM
Master Lexx, since you seem to care about new resources ( which I do too ;) ) , I just wanted to ask you what do you think about adding the Hemp resource to your mod. aside from being green, which fits the mod well :D , it has been a HUGELY used resource for millenia ( for example, all the ropes used on ships until steel plated ships were made of hemp etc. ) , and has been put aside only during the most recent years ( the reason is that the guys with the oil feared it could ruin their dark plans for the future development of the world [I'm pretty sure 90% of the things we use oil for nowadays could be made equally nicely with hemp-derived products...], which has placed the whole humankind in the horrible situation in which it is now : economies totally dependant on oil, wars to get control of oil, you name it... but here I digress) . I feel that it would be a senseful addition to your already eccellent work. you may let it be obsoleted by combustion ( or whatever tech it is that allows you to use oil, I'm not an expert of the civ4 late-game ;) ) . furthermore, it could decrease ancient eras' ships buildtime by 50% just like stone and marble do with many wonders ( I figure this would make sense, as hemp fiber was by far the best back then, and I suspect it would fare well even nowadays if given the chance) . well, I wrote way too much I guess, hope you did find my monologue interesting and worthwhile, and I'm looking forward to hearing a reply from you. keep up the good work! :goodjob:

Master Lexx
Jan 10, 2006, 02:05 PM
Ohh this really bad. You didnīt even played my Mod! A nice idea, but for any suggestions here, please first try my mod and then ask here for improvements!

[to_xp]Gekko
Jan 10, 2006, 02:52 PM
How do you know that? I admit I dind't try it... YET. there are a lot of mods ut there to try you know ;) but I can assure you I've read your changelog ( most of it :D ) , and like many of your changes. :goodjob:

alerum68
Jan 10, 2006, 03:09 PM
Proabably because there is a "tea" resource already built into the game? :mischief: :smoke:
___________________________-/\
____________________________|
____________________________|
Gotta love the Powers that Be.|

Edit: ;) --Padma

[to_xp]Gekko
Jan 11, 2006, 11:25 AM
seriously, how is tea related to hemp in any way? :crazyeye:

keldath
Jan 11, 2006, 05:00 PM
hello

i looking in your edited pyhon files - and i saw you removed this from the event manager:
if ((not CyGame().isNetworkMultiPlayer()) and (pCity.getOwner() == CyGame().getActivePlayer()) and isWorldWonderClass(gc.getBuildingInfo(iBuildingTyp e).getBuildingClassType())):


why did you? did it cause you problems?

keldath
Jan 11, 2006, 05:28 PM
hello again - i have another qaustion

what is th icongrid.py means to what does it refers?
why dont i have it in my original assets file? wierd...
i needen to merge it and i didnt new the currect differnces without original file.

alluraprime
Jan 11, 2006, 08:08 PM
Hi Master Lexx,

I don't know how to upload a saved game or any of that stuff.

I will tell you my problem. I downloaded the mod, put it in the correct folder and chose advance to select green mod. The game restarted and I started a new game.

Time is slower however nothing else is there. The new resources don't show up at all. I can't build forests and I also can't find that darn inquisitor, I'd love to send him to a few of my cities.

I have researched all the way to future tech 6 and none of them ever became an option for me.

Then I wondered if maybe I had done something wrong when loading the mod, so I quit to desktop. Told the game to load my saved game file and it gave me a message that I needed the Greenmod loaded in order to play this saved game.

Now I am new to all this stuff but I don't have a regular install, I have the D2D install. Could that be a problem and it made me wonder if the other people having problems have D2D? Don't even know if it makes any difference when it comes to mod.

Anyways if you could tell me how to save and "upload" what you need I will gladly send you the info.

alerum68
Jan 11, 2006, 09:12 PM
Hi Master Lexx,

Then I wondered if maybe I had done something wrong when loading the mod, so I quit to desktop. Told the game to load my saved game file and it gave me a message that I needed the Greenmod loaded in order to play this saved game.



This shows that you started up the "Green MOD" but what you may have done is put it 2 directories deep. Instead of 'MyGames/Civilization4/MODs/Green MOD/Assets', it's actually set as something like 'MyGames/Civilization4/MODs/Green MOD 2.0/Green MOD/Assets'. This will let you start it so it says Green MOD is loaded, and prevent you from starting the saved game without the MOD being loaded, while not actually loading any MOD. Go and check the MOD folder, and make sure it's not set another folder layer deep.

alluraprime
Jan 12, 2006, 05:35 AM
Ok my bad, when it was unzipped, winzip made another folder for it. It was in the right place but it was Greenmod/Greenmod/Assets.

Thanks for the help, now that I fixed it I will go try it out.

alerum68
Jan 12, 2006, 08:54 AM
NP. Hope you enjoy this great MOD.:)

alluraprime
Jan 12, 2006, 09:56 AM
Ok I put the mod in C:Program files/Firaxis games/Civ4/Mods. It still won't work :confused: .

As I said In new to this whole aspect of mods, even though I have created custom content for the Sims games. So I guess my question is are the other files suppose to stay in there with the assets file? Im talking about the readme file and such.

Please any help would be appreciated and maybe there should be a thread started called Mod installation for dummies :blush:

Master Lexx
Jan 12, 2006, 10:24 AM
@[to_xp]Gekko - you can make nice tea out of it right? :-) (the name is only used here, not actually for the game) I want to get sure that players see how great this mod is, without being prejudiced.

@keldath - I removed this, because this is the multiplayer check, if it is true there are no wonder movies displayed, so with this removed there are movies displayed in MP too

@keldath - look into changes.txt there you will find it, it belongs to the advanced interface mod, just read my notes

@alerum68 - big thanks for your help, but I am sure this wil happen again

@alluraprime and all others:

If you canīt see my new ressources you made something wrong! Look up the directoy structure in my mod until you find /Assets/.

This is invalid: \Civilization 4\Mods\GreenMod20\GreenMod 2.00\Assets
This is valid: \Civilization 4\Mods\GreenMod 2.00\Assets

If you installed my mod correctly it will display "GreenMod 2.00" in the top right in the game. If it displays "Greenmod20" you installed it wrong!

The only thing to note then is, to start the game, options - advanced - choose GreenMod 2.00 - press load. Or configure your Civilization4.ini for autoload of this mod.

[to_xp]Gekko
Jan 12, 2006, 10:28 AM
@[to_xp]Gekko - you can make nice tea out of it right? :-) (the name is only used here, not actually for the game) I want to get sure that players see how great this mod is, without being prejudiced.

well tea only is a bit reductive ;) but I see your point. prejudices are a bad bad thing. I don't want you to get involved in that kind of crap :p

"I'm not going to play your damn mod, you freakin drug-addict, just burn yourself" now that wouldn't be nice :mischief:

alluraprime
Jan 12, 2006, 11:50 AM
Master Lexx you were right, my directory path was wrong. People if you have not tried this mod, do it now. It is AWESOME

Thank you for all your hard work Master Lexx and thanks to everyone who helped me.

I still think there should be a thread "mod installation for dummies" lol.

Master Lexx
Jan 12, 2006, 12:54 PM
I just finished my guide: skin and add new Bonus Resources and add Improvements. http://forums.civfanatics.com/showthread.php?t=153584

alerum68
Jan 12, 2006, 05:19 PM
Master Lexx, I was having some problems with this same issue when I first put my mod together. I just got rid of the first containing directory and haven't had a problem since.

Master Lexx
Jan 13, 2006, 01:54 PM
Okay guys, look here I want to hear what you think about this!
http://forums.civfanatics.com/showthread.php?p=3571476
Itīs about adding a second unique units to each civ and to reskin it.

C_ivil-I-ZATION
Jan 14, 2006, 06:38 AM
It would be good to get some more resources to trade. One of my favourite mods.

[to_xp]Gekko
Jan 15, 2006, 11:23 AM
Hi Master Lexx, I'm trying to add your extra resources to Grave's mod.
I must say thanx for the Changes.txt files you placed in the mod, it makes all the tweaks so easy to find even for a dummy :D I've already imported some changes I thought as good into my XMLs :goodjob:

but how do I import thew new resources ? it seems to me I am going to overwrite the previous GameFont.tga files, which will obviously cause some problem... thanx in advance for your advice ;)

Master Lexx
Jan 16, 2006, 03:41 PM
Okay, 2.01 is out. For old games with version 2.00 who want a working water to land terraform: replace the one in my mod with this
http://www.civ.columnz.net/CvEventManager.py

The new resources need all the files listed in the changes.txt, as well as the graphics itself. And the gamefonts of course. Take over all changes!

Fall from Heaven has my Mod incorporated? Or just my Forest replant? Anyways, I removed the download, I have the same prob, alhough i haven´t changed anything with forests.

War Chicken
Jan 16, 2006, 07:09 PM
I like your Mod a lot. Its really fun with all the new recources, but I've got a little problem.
I've installed the Mod just as Its described, but plantig new forests doesnt work. The button is there and the workers work the time they should, but when they're finished, no forest appears.

Thats strange, 'cos in the Fall from Heaven Mod it works.

JBG
Jan 17, 2006, 09:39 AM
I can't download the file! Have you moved it?

Master Lexx
Jan 17, 2006, 12:26 PM
Yes I removed it, so people donīt download it anymore. Anyways, now you can replant forest again and version 2.02 is available!

JBG
Jan 17, 2006, 12:28 PM
Where from?

C_ivil-I-ZATION
Jan 17, 2006, 03:02 PM
Master Lexx could you please provide a mirror for your fine mod. Not being able to download your mod and the message to check back in a few hours is contrary to the high level of work you do elsewhere.

Availability of your work should be a priority.

Cheers.

Master Lexx
Jan 17, 2006, 03:29 PM
I am so sorry, I accidently uploaded it into the /num subdirectory, but now it´s again at the correct position! I didn´t knew I had have so many fans that awaited GreenMod.

Teh_Hunter
Jan 17, 2006, 04:43 PM
what about adding land mines that a certain unit could place but is weak in combat like strengt 1 or sopmething but the mines cant hurt that unit. the unit can also destroy enmay mines.

and also sea mines which are placeted in the ocean the mines are invisble. sub cant get hurt by the mines.

also what about boarding enamy ships whewre if your ship get near a enamy if u have units they could fight the othere units if no units abourd free ship. and same when if a sheep touches land.

tobaco or alchol whould be nice where it gives +2 happy but -1 sick.

:goodjob:

thanks and keep up the work

Master Lexx
Jan 17, 2006, 06:18 PM
@Teh_Hunter: land mines aren´t that good, the ai won´t be able to use themaand it may be a too big advantage for humans and you would need to place them all over the coast, this costs much gold.

Boarding enemy ships, isn´t possible without some big python knowledge or maybe even then not.

Tobacco, I don´t like tobacco, it makes people ill and they die to fast. alcohol is already there... it´s made out of wheat or sugar or wine, maybe an additional national wonder that makes +1 happy and -1 helath with those resources.

Caradoc
Jan 19, 2006, 02:20 PM
Wonderful MOD! Makes a great game even better. Thank you so much.

Can you tell me whether anyone has merged your mod with the FexFX 'bigger' mod? That would be my ideal game.

C_ivil-I-ZATION
Jan 19, 2006, 08:03 PM
There are 2 mods that I want to use, one is the Blue Planet which works with every mod and the other is the Greenmod because I like the extra resources.

It would be good Master Lexx if you could let us know who has used your mod in a compilation mod so that we can keep tabs and try them out.

I haven't actually used this mod to replant forests but I like the idea a lot.

Perhaps you can consider planting different types of forests that have various effects. The graphics would be awesome.

The pine tree is my favourite tree but there are many other really nice trees to consider.

I don't like tobacco but I would like to see even more resources added. It just makes the game a lot more fun.

Keep up the good work.

Master Lexx
Jan 19, 2006, 11:53 PM
I know of some mods which have merged GreenMod.

Realism:Resurrected http://forums.civfanatics.com/showthread.php?t=151947

Sevo's Civ Fanatics Fusion 2.0 http://forums.civfanatics.com/showthread.php?t=151611

SmooveMod http://www.civforum.de/showthread.php?t=29695

But I still like my mod better, GreenMod is more an improvement of Civ4, it has nothing to do with scenarios or complete and drastical changes of civ4.

Some other mods seem to want to include my resources like Fall from Heaven. I really would like if every modder who included parts of my mod would notice me of this. The only thing I want is to know which mods have them in, so I can take a look into them and that they post greenmod/masterlexx somewhere in the credits.

C_ivil-I-ZATION
Jan 20, 2006, 03:05 AM
The only thing I want is to know which mods have them in, so I can take a look into them and that they post greenmod/masterlexx somewhere in the credits.

This is important to know. I would only consider using a compilation mod if your mod was included in full.

Perhaps if you add where your mod appears, in what other mods, on your first post and request to be notified this will resolve the matter.

PC-Pete
Jan 20, 2006, 04:33 AM
It is a very nice mod. I haven't been able to get deep into all the various things it offers. I did however find something I found strange. I also have a few questions.

First things first. The Strange.

I created a Chariot in a town where I had a Barracks. My Civics was that of Universal Suffrage and Organized Religion. US doesnt offer any perks to units, while OR gives 2 xp for new units in cities with state religion. I have Hinduism as state Religion. Once the Chariot was built it had 4 promotions of strength already on it, but the level didn't go past 2 once I promoted it again, as doable with Barracks.

The second strange thing I noticed is that I had a settler form a new city. The location was surrounded with forests, but as I placed the city 3 tiles lost their forest and became grasslands.

Not sure if this have to do with your mod, but I don't recall this happening before. Certainly not the free 4 strength promotions anyway.

As for my questions. I don't recall seeing it before but anyway. When researching the tech which allows Iron to show up on the map, one of the perks listed is "Allows Examine" My question is... Allows examine of what?

Also about the ancient temples. On my map I had one of those, when I mouse over it, it says I need Ancient Temples. Is this a tech I research or can I work on that tile when it fall within my borders (Currently it is outside of my borders)

I haven't been able to dive into the mood all that much, but these are things I discovered so far.

With that said. It is a great mod. You have put a lot of work into it and I like that you have included some of the things from Civ III into it.

Lastly. I was wondering if you had any plans to include Coastal Fortresses? I remember these from Civ III, but I have yet to see them in Civ IV or in any of the mods.

shagpuss
Jan 20, 2006, 11:43 AM
This sounds fantastic, just gotta download now..:)

Master Lexx
Jan 21, 2006, 03:07 AM
Units have a 1/20 chance to come into the free promotion loop. This should represent that some units are more agile or stronger. They can either get strenght or drill promotions. Each time they got one, they again have a 1/1 chance to get another one, maximum 4 times. The chance to get a unit with all 4 free promotions is 1/160 or 0.625%. So be happy if you got one!

Examine is used to build the ancient temple improvement. I didn´t wanted the temple as resource, but without improvement you could build a farm in/on it, but with imp. you become it as useless resource. I will change the name of this for a more clear meaning and change it to not need iron (didn´t knew that I set a tech up).

The forests should not be removed, only jungle around a new built city should be removed. You sure? (pm me!)

Coastal Foretresses, I don´t know them, but I will look into it. (at least we now know that it´s possible to make new 3dmodells for buildings)

Morgan UK
Jan 21, 2006, 09:28 AM
Thanks for this great mod, well done on its creation :)

Now for my first question....

I have read this....

changed tech150 and 200 gamespeeds to tech133 and 166

...So using this mod the longest type of game would be tech 166 or would the marathon game speed setting be the longer....?

Master Lexx
Jan 21, 2006, 12:51 PM
Good question.

Overall turns: Marathon 1200, Tech166 Epic 1100
Research costs: Marathon 300%, Tech166 Epic 250%
All others: Marathon 300%, Tech166 Epic 150%
(all others = unit build cost/building build cost/anarchy percent/...)

So the overall turns (if you play with a turn limit) are nearly the same.
But research is a bit slower on marathon and everything else needs twice the time on marathon.

Normal gamespeed has all settings at 100%. So Marathon is nice if you like to have many turns in which you don´t have to do anything.
Tech166 Epic is usefull if you just want slower research and more turns but still want to make everything else on an acceptable rate.

I prefer to play on Tech133 Epic, so I have a bit time to produce research or money.

War Chicken
Jan 21, 2006, 01:48 PM
I found a bug...
The Demolition Team and the Workboat are supposed to convert land to water (DemoTeam) or Water to land (WBoat). I don't know if you know it already, but it doesnt work right now - the enhancements on the tile are destroyed, but no change is made further...

Master Lexx
Jan 21, 2006, 11:47 PM
It works at me, the improvements get only destroyed if they were built more than 1 title away from a city. Maybe I should write a explanation about those extra functions.

Morgan UK
Jan 22, 2006, 02:43 AM
So Marathon is nice if you like to have many turns in which you donīt have to do anything.
Tech166 Epic is usefull if you just want slower research and more turns but still want to make everything else on an acceptable rate.


Thanks for the reply.
I do like playing on the Marathon game setting as I feel that each period has some importance and relevance, in terms of the strategy used, and your army. I love the medieval period and it is nice when your stack or two of crusading knights, with their support, are not facing a stack of Panzers by the time they have crossed a huge map.

Now that I am playing a campaign, and I assume that work on this mod is still being progressed, would it be advisable to not install a later version until my game is over...?

Master Lexx
Jan 22, 2006, 03:03 AM
If I release a new version of my mod, it always has a different name: eg "GreenMod 2.02" / "GreenMod 2.03".

So you can have more versions installed at once, and you can start a new game with a newer version and still load another game that needs an older version.

Only the newest version is available here, but you can still play your old games to the end.

taltos
Jan 23, 2006, 02:04 AM
GreenMod .

>>>>Inquisitor unit, can remove non-state religions

I wonder.... has anyone tried to use yhe inquisitor unit in another civs city?
Would it actually work?

Inquiring minds want to know.

Morgan UK
Jan 23, 2006, 02:04 AM
When you wrote....

Version 1.5 changes:

# fixed bug: too less sulphur (now twice as much)
# removed the need of sulphur for rifleman

I needed some time to really undestand what the most of the tags in civ4bonus.xml mean.
That was the reason for the too less sulphur bug, but now it should be as much sulphuer on a map as iron is.


I have found on the largest of the Pangea maps there are 20 deposits of iron and only 9 of sulphur. When there are 18 Civs on the map it can be a little dissapointing when you are one of them that has none..!!!

Dennis_Moore
Jan 23, 2006, 02:33 AM
Hi, I'm feeling a bit dumb here, but I have no idea how to select the new gamespeeds.

Morgan UK
Jan 23, 2006, 03:25 AM
Hi, I'm feeling a bit dumb here, but I have no idea how to select the new gamespeeds.

When the mod is loaded start a 'Custom Game' and that will allow you to select the game speed, as well as adjust many other settings.

Master Lexx
Jan 23, 2006, 07:03 AM
@taltos: in an early version, it was possible to exploit the Inquisitor, but now it should just vanish without doing anything if you use it on an foreign city. Even at the time when it was possible, you did only removed the nonstate religions of the foreign country, not yours.

@Morgan UK: sorry, I accidently wrote iron instead of copper. It is meant that only 1 sulphur per 2 players is available. I could change this, but it makes sulphur more valuable and makes a good reason for wars. Anyways, if you cannot get sulphur you have to research straight ahead until rifleman and then you again have advantage against the older grenadier units.

@Dennis_Moore: if you installed the game correctly, you should find Tech133 and 166 in the gamespeeds dropdown menu if you start a new custom game. Quickgame doesn´t list them.

Morgan UK
Jan 23, 2006, 08:43 AM
sorry, I accidently wrote iron instead of copper.

No problem, I wanted to make sure that you were aware of what could have been a problem if you intended the resource to be more widely available. I know that in my game I am now looking at the Americans not quite as fondly as I did, considering they have the sulpher that I want.

I do like just how sparse it is, without it having the type of impact that it could have meant when playing Civ 3 and the consequences of being short of a strategic resource.

Dennis_Moore
Jan 26, 2006, 01:53 AM
Master Lexx, excellent mod. However, I would like to ask you if you somehow changed the AI's priorities. I noticed that as I played a game on epic166 (industrious, noble, huge, arch./snaky, 18 civs, stone but no marble) I kept losing the wonder races even though I was among the top civs in the tech race. I'm asking because under similar conditions in vanilla civ I usually get most of the wonders.

Master Lexx
Jan 27, 2006, 05:58 AM
Nothing changed with the AI. But consider, the AI on Tech166 will like you, have not much to build on certain points because tech advancing is so slow, this means they pick on the only building they can build - the wonders.

osmop
Jan 27, 2006, 10:11 AM
Hi Master Lexx, your Mod seems to be GOOD ! just downloading, i'll come back soon and quite sleepy after a nerd time ! :)

see u

Lachlan
Jan 27, 2006, 12:10 PM
I will try it :goodjob: It seems a famous mod

GeoModder
Jan 27, 2006, 05:40 PM
About... let's say... quarter way in a game with your mod (version 2.03), and I got my first unpleasant surprise. Cities cannot be found within 3 tiles from one another? I find that a bit extreme, especially if cities when founded 2 tiles diagonally wouldn't sit in each others' way qua work range.

OTOH, just when I had a barbarian incursion and I produced my first selfmade combat unit (an archer) to garrison my (empty) capital, I got 4 free combat promotions. The barbs didn't know what happened to them. :lol:
This same unit is now (before AD 1) on 7 promotions and well on it's way to an 8th. Comes over a bit unbalanced at this stage.

Need to look more indept at some of those new wonders, but you have a few doubles at this stage? Twice the possibility to double research output and twice an extra happy face?

Also, may I ask how you managed to include 3D models for the SAM truck and Houwitzer? AFAIK those didn't ship with the ingame graphics.

Well, certainly looking forward to the other novelties in the mod. Soon I can toy with demolition troops and inquisitors. O yes, sofar no problems yet with missing buttons or fonts or whatever. So on that account it works fine.

Zuul
Jan 27, 2006, 05:49 PM
Also, may I ask how you managed to include 3D models for the SAM truck and Houwitzer? AFAIK those didn't ship with the ingame graphics.

I think they where in the patch.

GeoModder
Jan 27, 2006, 05:54 PM
Well well, Firaxis is quite generous with its models then. :goodjob:

Alpedar
Jan 29, 2006, 03:22 AM
I have idea i would like to see in your mod.
Animal/Seefood resource moving. It should work this way:
If resource is in players cultural borders (to prevent resource stealing) he can send worker/worboat near it (on tile without resource), select which adjectant resource he want move and do it. It should take some time (15-20 turns on epic) and consume imediately worker/fishing boat.
Of course, it should not be possible with mined resources.

junter
Jan 29, 2006, 03:31 AM
The spy must be able to steal a technology !!!!!!!!!!! :scan:

GeoModder
Jan 29, 2006, 08:52 AM
Encountered a problem. The mod "hangs" when I load my save. The load bar doesn't progress anymore about 1/3th-halfway, and when going to the desktop I have a message saying that there was a problem with this program (Civ4) and an error dumpfile invitation.

junter
Jan 29, 2006, 08:59 AM
The spy must be able to steal a technology !!!!!!!!!!! :scan:
The spy must be able to steal a technology !!!!!!!!!!! And was very realistic if a your city in rivolution because unhappy become a indipendece city of barbarian type !!!!!!!!! Master answer me and say me if this thing of the spy you'll make in the next Greenmod !!!!!!! Please answer me !!!!!!!!! :cry: :scan: :nuke: :goodjob:

Master Lexx
Jan 29, 2006, 09:02 AM
My game runs fine, maybe you copied it into the second mod dir instead of the civ4/mod dir? So, 2.1 is ready, but now it has only 20 new units (2nd uus). Or should i first complete my meteorite and vulcano script?

GeoModder
Jan 29, 2006, 09:09 AM
Might be that the problem is on my end. I forgot that I had a customised assets folder, which I changed back to the normal one between now and the last time I played the mod. Have to test that.

Edit: ok, seems that that was the problem indeed. New games load without problem.

junter
Jan 29, 2006, 09:15 AM
My game runs fine, maybe you copied it into the second mod dir instead of the civ4/mod dir? So, 2.1 is ready, but now it has only 20 new units (2nd uus). Or should i first complete my meteorite and vulcano script?
The spy must be able to steal a technology from a rival Civilization !!!!!!!!!!! And was very realistic if a your city in rivolution because unhappy become a indipendece city of barbarian type !!!!!!!!! Master answer me and say me if this thing of the spy you'll make in the next Greenmod !!!!!!! Please answer me !!!!!!!!! I pray you answer !!!!!!!!!!!:cry: :rolleyes: :cool: :D :scan:

Master Lexx
Jan 29, 2006, 10:07 AM
Answer: NO. And it is not nice by you to spam my thread!
You will never reach your aims with sending me pms and the same time posting those in this thread.

junter
Jan 29, 2006, 10:50 AM
Answer: NO. And it is not nice by you to spam my thread!
You will never reach your aims with sending me pms and the same time posting those in this thread.
Ok, scuse me ! :rolleyes: I want to know if you'll put in Civilization this things of the spy that must be able to steal a technology from rival Civilization. :goodjob: Thanks !

GeoModder
Jan 29, 2006, 11:55 AM
Master Lexx, do you think it's possible to have or the plot growth (forest or jungle) or the outlook of the ancient temple (for instance mini-stonehenge) changed according to the position of it on the worldmap? Right now, I offen have the ancient temple in the jungle in the middle of tundra terrain/normal forests. Needless to say it looks a bit... weird.

Master Lexx
Jan 31, 2006, 11:46 AM
I now changed the max laititude, so it will only be placed in the middle map and not so much nort/south.

GeoModder
Jan 31, 2006, 02:54 PM
A question on the "examine ancient temple" thing. After discovery of Iron Working a player has the ability to "examine" according to the tech tree. I've tried to bring units on ancient temples then to see if this yields something, but nothing happens.

Is something supposed to happen?

Master Lexx
Feb 01, 2006, 04:51 PM
Sorry, this is the improvement for the temple. I will fix this, it shouldn't show up.

keldath
Feb 01, 2006, 06:14 PM
Hello

Wanted To Know If Anyone Try To Play This Great Mod Under Multiplayer?
Was It Working Ok???

Master Lexx
Feb 01, 2006, 08:41 PM
Me and some others I have spoken, were able to play it in MP with no problems. Why should tehre be any problems? I never thought of writing extra: "MP compatible". Afew people visited me in the irc channel and whenever I asked them about thing of my mod, also about MP, they said there are no problems. And then I always ask for what they didn`t liked and often I change some thing of GreenMod then.

Zuul
Feb 02, 2006, 02:44 AM
May I ask why the bonus vs knights was removed from Crossbowman? :-)

keldath
Feb 02, 2006, 03:19 AM
Thank You Master Lexx.

Is There A Plan To Add Civs To Freen Mod?

Lachlan
Feb 02, 2006, 04:24 AM
Why not Civs packs like "Civarmy1994" "SuperCivs" or "Clash of Russias" ???

Caradoc
Feb 02, 2006, 09:51 AM
I've played several games with GreenMod and think it is the best one available.

However, there are a few things I'd like to report:
- Someone else noted this I think, but when you start a city on jungle, the surrounding squares are cleared
- The Privateer seems overpowered, the graphic is blurry and appears out of order
- Need better docs for the Inquisitor and Ancient Temple

And now a couple of requests: How about allowing deserts to be irrigated and changed to grassland? And for canals to be dug to extend rivers? And a way to recruit wild animals?

Again, thanks for a really good time.

Zuul
Feb 02, 2006, 10:27 AM
Of course the jungle clearing around a city is done by purpose. Don't you like it? If not, why?

Alpedar
Feb 02, 2006, 01:13 PM
I vote for changing desert to something better too.
Imo if it was done similar as changing land/sea = city must work it and during it it is almost useless tile, it would not be OP.

Master Lexx
Feb 02, 2006, 03:12 PM
@Zuul Crossbowman and longbowman are both effective against knights, and in open field they are both useless. There is no need for this high bonus.

@keldath Its called GreenMod. And yes, more civs is better, but I want a new leaderhead for them (at least a modified one).

@Lachlan Why dont you give me a link? It always a pain to search here with a 180 sec search limit.

@charleswatkins Thanks, I always like to hear that people find pleasure with ym mod. Jungle/Forest cut time was doubled, so now think of what it would mean for a civ to start in a jungle area? Thats why jungle around a city is auto burned down. Privateer graphic is good, no prob with it, and yes its dangerous but it was far more overpowered in the lost units mod.

Inquisitor can just be built and used on a city, everbody should know hwat an Inquisitor does. The anceint temple just needs a worker to build the "examine" improvment on it, then it gives more gold per turn.

@Alpedar Desert should stay, but I will make something like a desert terraform improvment. Maybe I can find a balanced way.

keldath
Feb 02, 2006, 03:25 PM
hi
sorry for the misstype there...

anyway = the 2nd uu is a great idea.
it was one the things i wished for a lnog time ago:)

Lachlan
Feb 03, 2006, 03:11 AM
http://forums.civfanatics.com/showthread.php?t=147161

http://forums.civfanatics.com/showthread.php?t=141855
need perhaps a little fix !

http://forums.civfanatics.com/showthread.php?t=149898

Here the three links for the three packs !

Should be could to have five different Russia !

Caradoc
Feb 04, 2006, 12:44 AM
I suppose there's really nothing wrong with clearing the jungle around the city. It's just that it was unexpected and looked like there might be a bug. The health improvement compensates somewhat from the loss of production from cutting it myself. It also provides quick access to jungle covered resources without the need for Iron Working.

Master Lexx
Feb 04, 2006, 01:20 AM
Yes, thats the good thing. With increased jungle growth rate and cut time it would be too bad to start in jungle area. Anyways, 10 prod of jungle and forest cut is better and not that big of a advantage for humans who like to leave the forests and also a less advantage for the AI who always cuts the forest.

I just thought about a Master of Magic mod, but its not possible without dozens of 3dmodel supliers and 2 good programmers, its just all about magic and heros and various monsters....

Donderwolkje01
Feb 05, 2006, 05:42 AM
hey hello

just downloaded your mod, am playing it and i love it, it has some really nice touches, i especially like the extra units, the extra wonders, the extra resources.

but as to give some relevant negative feedback,
i couldn't really figure out what inquistors do (not from reading the txt or the civilopedia), same with demolition troop (only in-game i didn't find any explanation, i found it in the txt).
Another thing i don't really is the 3 square minimum between cities. seems too far away.
Also no-one in my game seems to have stone? co-incidence or did you leave it out?
and my final question (maybe a bit stupid), does the AI know how to use all these special rules or should this only be used to play against other humans, i mean will the AI use land to water action for example?

well anyway, did i say i love your mod?

Master Lexx
Feb 08, 2006, 03:15 AM
Stone is unchanged. The AI will not use terraform and I dont want to programm a new AI for it. Thanks for your post :-)

Roamty
Feb 11, 2006, 04:22 AM
2nd Unique Unit Plus Mod by Master Lexx can you get it to work with Sevopedia ver 1.93 or Unit Upgrades Pedia Mod 1.1. I try adding Sevopedia ver 1.93 or the Unit Upgrades Pedia Mod 1.1 to your mod but when playing, Unit Upgrades does not work. In GreenMod 2.0 Unit Upgrades did work so can you fix to work in your next Version.

Master Lexx
Feb 11, 2006, 05:31 AM
??? Unit upgrades are unchanged, its still possible and it works. Maybe you made a very common error with 2nd UU Plus, there I did not only add 18, I also changed the standard tank. Anyways, don`t write here, write me a detailled pm.

omulec
Feb 20, 2006, 12:08 PM
Hello guys.

I really enjoy this mod as far as I can... with just one small problem. I don't see any command icons/buttons for my units, the field is completly empty. Same with information any other information displayed around the screen.

You can see that here:
http://img306.imageshack.us/img306/6312/clip5uv.th.jpg (http://img306.imageshack.us/my.php?image=clip5uv.jpg)

Any idea what is wrong? I would appreciate any hint.

Master Lexx
Feb 22, 2006, 08:32 PM
Try to delete the Cvscreen or maininterface.py........ sombody else already had have this problem. Look in the thread, do you have a radeon?

ACEofHeart
Feb 23, 2006, 07:12 AM
Is it possible to still get an earlier version of the Mod thats compatable with Civ4 version 1.09... ??
A lot of Radeon video users went bad with ver.1.52...and had to go back to the 1.09 update.. :(

JIM G
Feb 23, 2006, 08:47 AM
This is an excellent mod.
My only quibble is the sea to land terraform:
1. It comes too late in the game, being as you need so long to work it, I'm getting little benefit from it. Historically it was the windmill that allowed the reclaimation of land from sea, not railways.
2. I like to cut off a bit of the sea to form a freshwater lake for irregation - but since it only works next to the city itself thats often not possible - any chance for it to work anywhere in the 'fat cross' ?

Master Lexx
Feb 24, 2006, 10:25 PM
On my webspace you can find many older versions of my greenmod. You have the link, it isnt hard to find.

Maybe you guys have any ideas on what to do now? What should I implement? I will add the 3 wonder movies and decrease the random promotion. And I will make the terraform more usefull, a second version that takes longer and doesnt need a city.

But anything else? I have improved everything I thought that there was need for.......

GeoModder
Feb 25, 2006, 04:58 AM
I have yet to truly test version 2.1, but the 3 space requirement between cities really is annoying, especially at the smaller maps I need to play (slower computer) and for settling barren area's of the map where cities will never grow to use more then 10 plots anyway.

The game I finished on 2.03 (cultural victory) went slow techwise. I was way ahead of anyone else but barely reached industrialism in the late seventies/early eighties.

O yes, I would decrease the vulnerability of ships to the biplane. I don't feel that those early machineguns used mounted on early flying craft would do much harm on ships, and handheld bombing wasn't exactly precise in the early flying era.

earthgate
Feb 25, 2006, 10:37 AM
http://fangamer.voidcrafted.net/civfiles/images/ironbl_athaka_logo.gif

I created this scenario designed for the Greenmod 2.10. :) E n j o Y !

Ironblades of Athaka (http://forums.civfanatics.com/showthread.php?t=160810)

ACEofHeart
Feb 25, 2006, 12:29 PM
I have looked and I can't find it..:sad:

Could you please post a link to Green Mod ver 1.06...

thanks

ACEofHeart
Feb 25, 2006, 12:42 PM
oooops..:D I meant a link for the mod version 1.6

Last version compatable with Civ 1.09....

Thanks

Master Lexx
Feb 25, 2006, 10:55 PM
I am so sorry ACEofHeart, at the time I made the last post it must have been to late in the night for me. Yes GreenMod 1.6 was the last Civ4 1.09 compatible version.

And earthgate, thanks for the scenario, I will play it and set GreenMod 2.10 as permanent download next time. Thanks, this is really nice.

GeoModder
Feb 26, 2006, 09:23 AM
Perhaps something of use for an upgrade of GreenMod.

http://forums.civfanatics.com/showthread.php?t=160802

ACEofHeart
Feb 26, 2006, 09:32 AM
Is it just me or did Lexx still not post a Link ??? :mischief:

Caradoc
Feb 26, 2006, 12:54 PM
But anything else? I have improved everything I thought that there was need for.......

I have a few wishes:

1. Larger map size, eg. FX-bigger
2. Lumbermill available sooner
3. Bonuses for different religions
4. Support for your added resources with granary, market, etc
5. More civs and leaders
6. Taming animals
7. New units: Observation Balloon, Spear Thrower, Ranger, Medic

Master Lexx
Feb 26, 2006, 04:05 PM
You know the official Link: http://civ.myrror.net/GreenMod21.rar
Take away the "GreenMod21.rar", et voila you have http://civ.myrror.net/
Now open open your eyes and see the folder "oldversions"
Open it and download GreenMod16.rar, that everything.

Yes the directory listing is ugly, but if I have more time I will change it.

wicked1
Feb 27, 2006, 07:01 PM
Well, since your asking...

1. Some new Civs. The Canada Civ seems pretty cool. I'd like to see Isreal and Maya too!
2. More generic units like these:
http://forums.civfanatics.com/showthread.php?t=160802 (F-15)
http://forums.civfanatics.com/showthread.php?t=161009 (P-51)
http://forums.civfanatics.com/showthread.php?t=161074 (satalite)
http://forums.civfanatics.com/showthread.php?t=140601 (lost unit)
http://forums.civfanatics.com/showthread.php?t=157031 (exotic animal)
3. Include some cool mod packs like:
http://forums.civfanatics.com/showthread.php?t=146687 (exotic advisor)
http://forums.civfanatics.com/showthread.php?t=156186 (great doctor)
http://forums.civfanatics.com/showthread.php?t=147340 (air patrol fix)
http://forums.civfanatics.com/showthread.php?t=142086 (promotions)

Thants all for now:) Your Green Mod rocks!:goodjob:

malga
Mar 06, 2006, 04:56 AM
I find this mod very interesting, and with a lot of new stuff and ideas.
As I'm trying to make my mod with some your ideas, I have some questions for you (please help me!!!!!!):

1) How can I open "Greenmod_atlas.dds","buttontemplate.psd" Files?
Whitch Program or Programs do I need to opon them?

2) I'm trying to add some of your (wonderful) units in my mod, but I can't find some Files.. I presume that ".dds" Files for Mobile Artillery and Mobile Sam are IN "Greenmod_atlas.dds" File, because I can't find them anywhere.

3) Could you tell me which files do I have to modify to make Workers replant forest?


Please answer me!!!!!!!!!

Master Lexx
Mar 12, 2006, 08:03 PM
Sorry, no beginners help from me. Get DDS Converter and Paint Shop Pro.

Nice site: http://strangnet.se/blog/2005/12/30/update_for_civilization_iv/

Houman
Mar 23, 2006, 04:11 PM
Hello Master Lexx,

Your Cold fusion Wonder has the following command in the python code I don't understand:


def onBuildingBuilt(self, argsList):
...
#GreenMod: remove nuclear plant after fusion plant was built
if iBuildingType == iFusionplant:
pCity.setHasRealBuilding(20, False)


Does this mean that after you build the cold fusion, all the Nuclear Plants disapper from the cities? Or wht does that mean?

Many thanks
Houman

Kael
Mar 23, 2006, 05:19 PM
Hello Master Lexx,

Your Cold fusion Wonder has the following command in the python code I don't understand:


def onBuildingBuilt(self, argsList):
...
#GreenMod: remove nuclear plant after fusion plant was built
if iBuildingType == iFusionplant:
pCity.setHasRealBuilding(20, False)


Does this mean that after you build the cold fusion, all the Nuclear Plants disapper from the cities? Or wht does that mean?

Many thanks
Houman

Im not Master Lexx, but what this means is that if the iFusionplant building is built the 20th building in the building file will be removed from that city.

Houman
Mar 24, 2006, 02:53 AM
Hi Kael,

Thank you for response.

I see...but why? What is the purpose of that? Why should the 20th building vanish from the city? Shouldn't the Fusion Plant disable the chance of melting down the nuclear power plants instead like in CIV II ?

Thanks
Houman

Kael
Mar 24, 2006, 03:02 AM
Hi Kael,

Thank you for response.

I see...but why? What is the purpose of that? Why should the 20th building vanish from the city? Shouldn't the Fusion Plant disable the chance of melting down the nuclear power plants instead like in CIV II ?

Thanks
Houman

Its probably just an easier way to do it. Rather than leave both buildings and have to undo something the first building does its easier to just remove it and have the 2nd building act as the combination of the 2 effects.

Houman
Mar 24, 2006, 04:26 AM
1) So is the 20th Building ALWAYS the Nuclear plant?
2) And will only the Nuclear Plant in the city be removed or all the Nuclear Plants in the continent? I suppose not, since this is only checked if a building has been built. So it does only affect the current city? But then again, you have a Fusion Plant that provides clean energy for all cities on the continent. Whats about other cities that have a nuclear plant? Will they still have the meltdown risk or will they be removed as well?

Thanks for helping me to understand it,
Houman

Kael
Mar 24, 2006, 04:37 AM
1) So is the 20th Building ALWAYS the Nuclear plant?

Its whatever is the 20th building in the CIV4BuildingInfos.xml file. If you were to insert a new building at the begining of this function it would break it. Its better to use the following function:


def onBuildingBuilt(self, argsList):
...
#GreenMod: remove nuclear plant after fusion plant was built
if iBuildingType == iFusionplant:
pCity.setHasRealBuilding(gc.getInfoTypeForString(' BUILDING_NUCLEAR_PLANT'), False)

Done this way the function will look through and find the correct entry number for the Nucelar Plant instead of having to make sure it is building number 20.

2) And will only the Nuclear Plant in the city be removed or all the Nuclear Plants in the continent? I suppose not, since this is only checked if a building has been built. So it does only affect the current city? But then again, you have a Fusion Plant that provides clean energy for all cities on the continent. Whats about other cities that have a nuclear plant? Will they still have the meltdown risk or will they be removed as well?

Thanks for helping me to understand it,
Houman

I don't know anything about the way nuclear and fusion plants work (they havent been of much interest in my fantasy mod :) ). But this code sample you showed would only remove building number 20 from that city.

Houman
Mar 24, 2006, 06:34 AM
Kael,

Thank you so much for clarifying it. :) I suppose the idea of Fusion Plant isn't yet fully doable at this point. I will remove it then again from the Mod.

But I am wondering because the THREEGORGESDAM should do the same thing. Providing clean energy to all cities on the continent. But how does it stop the polution by those cities with a coal plant? Maybe it is not done in Python but in XML itself....I have to find this out...

Thanks
Houman

Kael
Mar 24, 2006, 07:18 AM
Kael,

Thank you so much for clarifying it. :) I suppose the idea of Fusion Plant isn't yet fully doable at this point. I will remove it then again from the Mod.

But I am wondering because the THREEGORGESDAM should do the same thing. Providing clean energy to all cities on the continent. But how does it stop the polution by those cities with a coal plant? Maybe it is not done in Python but in XML itself....I have to find this out...

Thanks
Houman

Three Gorges Dam uses the bAreaCleanPower switch in the building information to do it. That switch is hard coded to make all power clean on that continent.

Houman
Mar 24, 2006, 08:12 AM
Three Gorges Dam uses the bAreaCleanPower switch in the building information to do it. That switch is hard coded to make all power clean on that continent.

You are right, I just checked it. Hmmm however this won't solve the issue of what will happen, if you have build a nuclear plant with a chance of meltdown 1/2000 each turn. If you have build the Dam, it should not only give clean power, but also set the risk of meltdown everywhere to 0%, because Fusionplants can't meltdown.

This seem to be not possible though, which is quite odd... :(

Houman

Kael
Mar 24, 2006, 08:14 AM
You are right, I just checked it. Hmmm however this won't solve the issue of what will happen, if you have build a nuclear plant with a chance of meltdown 1/2000 each turn. If you have build the Dam, it should not only give clean power, but also set the risk of meltdown everywhere to 0%, because Fusionplants can't meltdown.

Since this seem to be not possible to implement its quite odd... :(

Houman

Cycle through all the players cities and remove all of the nuclear plants and then block new builds.

If you want to be sneaky remove all the nuclear power plants and replace them with nuclear plants that dont have a chance to meltdown.

Master Lexx
Mar 25, 2006, 11:01 AM
Heyho again. I simply removed the 20th building aka the usual nuclear power plant because it looks stupid if there is a nuclear and a fusion power plant and both look nearly the same, thats the only reason. My fusion plant gives clean power on continent, this means that all effects of neg health from coal power plants or the meltdown effect, both vanish in every city on the continent. There will be no bad health/ meltdown chance on the whole continent regardless what power buildings exist there! And Kael is right, it wasnt the best idea to use the fixed number 20, because it harder for people to incorporate my mod if they parsed new buildings between the original ones.

Killamike718
Mar 26, 2006, 04:02 PM
Hey everyone, I just wanted to inform the Civfanatics community that there is this site that is a large Mod directory for every game able to be modified and you guys might like it, im just posting this because you can add Mods [your mod(s)] and they have a huge community with many features. here is the link. PLEASE check it out. I really wanna get the Civ IV Mod count up because they have like 3 mods and there are sooooooo much good mods on this site. thanks everybody and heres the URL:
Moddb.com

Houman
Mar 27, 2006, 04:48 AM
@Master Lexx,
@Kael

If this is true, then I shouldn't be worried about meltdown anymore. Hopefully you are right. Otherwise I like Kaels idea very much, to cycle through all cities ans swap the old plant against a new one without meltdown issue. Let see, if someone reports any meltdown there after then I ll do it. ;)

BTW, a question pops up. After building the Fusion Plant, can the player still build the normal nuclear plant or not anymore? It is because in Realism Mod the ICBM Silos need at least 2 Nuclear Plants as preBuilding. It Nuclear Plants become obsolote thereafter, I need to redesign the Realism Mod.

Many thanks
Houman

P.S. @Killamike718, No offense dude, I usually love reading quotes in the signature, but something like this "God gave you a soul, Your parents, a body. Your country,a rifle. Keep all of them clean!" is dumbest thing I have ever heard! ;)

FK2006
Mar 27, 2006, 07:36 AM
:rolleyes:
hello
i used your bonus for my mod (not ready yet) and i have some questions (you seems to be good ) sorry i don't speak english very well :

1 my game font doesn't appear correctly on the screen, everyones are mixed and sometimes i see the white numbers why?? what is the file to edit ( i mixed some python files)

2 is it really necessary to edit cvplotsystem xml ??

3 how could i do to upload a kind of 250mo mod??? i use internet in a shop...

Killamike718
Mar 27, 2006, 01:31 PM
@Killamike718, No offense dude, I usually love reading quotes in the signature, but something like this "God gave you a soul, Your parents, a body. Your country,a rifle. Keep all of them clean!" is dumbest thing I have ever heard! ;)

LOL, I saw it on someones Signature and found it to jhust click with me and really liked it which caused me to place it as my Signature. Its one of those things that your like "gotta Have it"

Gnomercy
Apr 05, 2006, 07:29 PM
I have been trying to load this MOD Pack but am sure I am doing something wrong.

First, the file is a .rar extension. Do I need some special application to umcomress the MOD?

I have created a folder in the Mod directory and copied the download there but I am not getting any of the additional features? I am loading the mod under the advanced options.

Is there an .ini file I need to change or am I just missing something ?

shivute
Apr 06, 2006, 09:41 AM
download a free version of winrar and use it.

Triarchy
Apr 15, 2006, 06:58 AM
Does anybody know if this will work with the new 1.61 patch? Id like to try it out, but I dont want to revert back to 1.52. Thanks.

War_Lord
Apr 17, 2006, 01:02 PM
It doesn't work with the new patch? Dang... guess I'm going to have to wait on the patch then, can't play without the GreenMod! lol

Excellent work Master Lexx!

abso
Apr 23, 2006, 05:41 AM
hi all,

i hope some of you can help me with some info:

I already use a combination of mods (one of them being Sevo's Fusion) and I would like to include more of the Green Mod.

so, what changes do I need to include if I only want the following things (or what files do I need to consider) ?

new improvement: soylent green facility, +2food, tech future, desert
new improvement: waste refinemant factoy, +2 prod 1gold, tech future, desert
new improvement: desert windmill, +4gold, tech electricity, desert

and the resources.

basically, do these changes (improvements and resources) only affect 2 files (in Assets\XML\Terrain, plus maybe the 'pedia) or do I need to change other files as well?

thanks!

imagine83
Apr 23, 2006, 12:17 PM
you have a very splendid mod here...i mostly check around civilopedia when i download new mod, and it was perfect except broken text of three gorges dam and forbidden palace.

Caesium
Apr 23, 2006, 02:11 PM
you have a very splendid mod here...i mostly check around civilopedia when i download new mod, and it was perfect except broken text of three gorges dam and forbidden palace.
This is, because this mod is written for Civ4 1.52.
In 1.61 there are some changes in the XML-files.

imagine83
Apr 23, 2006, 02:49 PM
oh that's why many other mods including this had same problem. i see.

camoranesi16
Apr 25, 2006, 12:25 PM
hey... just downloaded it... its 5 something MB but when i Unzip it with Winace I only get a folder with a textdokument called "changes" wich is 8kb????

eatcarrotsnow
Jun 02, 2006, 01:39 PM
Or is the project dead?

huntley
Jun 03, 2006, 01:30 AM
Or is the project dead?

Let's hope not. Master Lexx produced a wonderful mod here, it would be a shame to let it die.
If not Master Lexx, does someone else have the knowledge to make it compatible with 1.61 ? I would happily so so myself, but lack the skill.
Vanilla CIV IV without Greenmod seems a lot blander.

Master Lexx
Jun 06, 2006, 05:50 PM
Hi, here is Master Lexx.

Yes I stopped developing for Civ4. So I also stopped updating GreenMod. there are still unfixed bugs in my mod, nice to hear it does still work with the enw patch.

If you guys really like this mod and want me to come back, send me a message or post here, when there are enough messages, I will start working again with GreenMod.

So, I will come here again in one or two weeks, but right now I am unsure if somebody needs this mod, the 3d tools are released... who needs my pseudo new ressources?

So, bye

Lexx

Caesium
Jun 06, 2006, 06:33 PM
Master Lexx, your Ressources are very popular... many of my mod's users want me to put them in.
If you don't want to update your mod, I would offer you, to bring your mod to 1.61 compatibility...

rockinroger
Jun 06, 2006, 11:48 PM
come back master lexx!!!!!!!!

Amra
Jun 07, 2006, 04:45 AM
come back master lexx!!!!!!!!
I will second that.

NeverMind
Jun 07, 2006, 11:54 AM
I will second that.

Let me be the third.

eatcarrotsnow
Jun 11, 2006, 01:40 PM
It is kind of redundant since I asked it it was still being updated, so yeah, I would like to see work continue.

darkedone02
Jun 11, 2006, 01:55 PM
it's not good to retreat off of something that thousands of players who played your mod, yet they want more improvements and other things. Return back to modding as it will also help your future.

Brancaleone
Jun 11, 2006, 02:28 PM
This a great mod, but if youre not into civ4 anymore (or you cant play, or whatever), then id rather have you back when the xpac is released. Still, wow. Great mod.

Gnomercy
Jun 25, 2006, 04:13 PM
I still use your MOD and would like to see it updated!

dorecycle
Jun 25, 2006, 07:10 PM
I truely enjoyed GreenMod. I would love to see it with Civ 1.61
Thanks a lot, Master.
:)

WhiteDoberman
Jun 30, 2006, 09:33 PM
I downloaded your Mod a few days ago. It is giving me trouble. When I run it the little command icons are all missing at the bottom of the page and some in the city pages as well. For example when I get a great person I can't do anything with them because there is no command choice anymore. Also, when the units move they move all slow-mo and all jerky.

ruffriders23
Jul 02, 2006, 05:55 AM
I downloaded your Mod a few days ago. It is giving me trouble. When I run it the little command icons are all missing at the bottom of the page and some in the city pages as well. For example when I get a great person I can't do anything with them because there is no command choice anymore. Also, when the units move they move all slow-mo and all jerky.

Same problem here... so I deleted the mod. I would have liked to play the mod, but without the command buttons, I went about 2 turns and right clicked, then deleted. Do you have a fix for this so I can replant me some greens?

nighthidesnot
Jul 03, 2006, 01:56 PM
This problem happens to me every time, but here's a temporary fix:

Do an alt-tab to move to another process on your computer, then alt-tab back to Civ 4. Command icons, and other info displays will be back up on the screen.

Don't give up on Green Mod--it's one of the best I've ever played (and I've been a Civ player for 15 years).

Caradoc
Jul 03, 2006, 04:22 PM
If there is no future to Green Mod, I hope that you will at least continue to provide components for others. Amra's mod has incorportated quite a lot of Green Mod, so your work will continue to live.

How about making some new resources? I think this is one of the main reasons people like Green Mod. I'd do some myself but can't handle the graphics.

shivute
Jul 04, 2006, 06:37 AM
Green Mod is excellent. The extra resources, the 2nd UUs and the stronger barbarians are fantastic and work flawlessly (with 1.52 anyway). The increased research times were my biggest favourite though. I would love to see compatibility with Warlords when it is released.

Come back Mr Lexx, rejuvenate the Green Mod!

agoodfella
Jul 20, 2006, 10:38 PM
I guess this isn't compatible with the latest patch? 1.61?

I D/L this and installed and ran, but got a bunch of error while it was loading the game - which did manage to load, but the menus were a bit erratic and a bunch of other kooky things happened (like first city build option included the Kremlin!)....

Looks like a lot of great ideas... which mods are out there which are similar to this which runs with the latest patch?

ms2050
Nov 07, 2006, 06:53 AM
Great mod.Nice job, Lexx:goodjob:

IcyFrozen
Mar 25, 2008, 02:02 PM
All i get is a string of XML Errors.

rockinroger
Mar 25, 2008, 09:21 PM
this mod was/is for civ4. it is not up to date

Silverfang
Feb 07, 2009, 08:59 PM
I know this is ancient at this point, but is there a way I could get the extra resources without the other components you've added into it for a scenario I wanted to do?

mechaerik
Feb 07, 2009, 09:15 PM
I know this is ancient at this point, but is there a way I could get the extra resources without the other components you've added into it for a scenario I wanted to do?

I've seen bigger necros.
But yes you can, you just need the art files and the BonusInfos in the XML. I did it for the MechaMod. Takes a little work if you're running BtS or Warlords, but just copy+paste an existing resource and then replace the stats with your new resources.

Silverfang
Feb 08, 2009, 11:49 AM
Not really sure how to do that. I'm no modder, but it's worth a shot. :)

smeagolheart
Feb 08, 2009, 02:41 PM
Plenty of tutorials in the tutorials section could help to get ya started

mechaerik
Feb 08, 2009, 02:43 PM
Its not that difficult, i figured it out without any tutorials, and I'm 16.