View Full Version : Mod Approval Requests


superslug
Dec 08, 2005, 08:50 PM
All mods to be used in Hall of Fame play need to have prior authorization from those of us on the staff.

Approved:

Blue Marble Terrain (http://forums.civfanatics.com/showthread.php?t=140246)
autolog v1.2 (http://forums.civfanatics.com/showthread.php?t=141164)
Low's random map generator script (http://forums.civfanatics.com/showthread.php?t=143597)
Homegrown's clock mod (http://forums.civfanatics.com/showthread.php?t=137980)
Any advisor variant from users Requies or Homegrown.
Simple Great Person Mod (http://forums.civfanatics.com/showthread.php?t=143589)


Please also note that these mod approvals are for Beta HOF only (approval may not carry over to permanent HOF).

If you have a mod you'd like to use for HOF play, please post your request here, specifically stating which mod and posting the link to that mod's thread.

EL_OSO
Dec 08, 2005, 09:45 PM
This mod simply changes the interface in the upper right hand corner to display the current time, time elapsed, and the current date.

The thread can be found here:

http://forums.civfanatics.com/showthread.php?t=137980

This is what it looks like in game:

http://eloso.3dretreat.com/civ/clockmod.gif

Without the mod the clock and in game date flucuate between being displayed.

Pentium
Dec 10, 2005, 05:41 PM
I have this mod too and it's very helpful.

I was going to comment your 00.48, but here it's 00.44 now :D

superslug
Dec 11, 2005, 03:12 PM
Approval additions, see original post.

Junuxx
Dec 12, 2005, 10:00 AM
I saw there was an approved random map script... So what about my random map generator? (see link in signature)

superslug
Dec 12, 2005, 11:54 AM
I saw there was an approved random map script... So what about my random map generator? (see link in signature)
Too far out of Hall of Fame standards, so no.;)

Numdydar
Dec 12, 2005, 05:53 PM
Can this mod be used as I find it very useful?

Here is the link

http://forums.civfanatics.com/showthread.php?t=135189

superslug
Dec 12, 2005, 05:54 PM
Numdydar, can you link to the mod thread?

Numdydar
Dec 12, 2005, 06:01 PM
Check my post again I added the link

Big_Ben
Dec 12, 2005, 10:21 PM
What about this simple Great person mod. It only adds the type of great person after the name. I have been looking at my logs post game and takes me a while to figure out what type of great person it was.

http://forums.civfanatics.com/showthread.php?t=143589

niffweed17
Dec 15, 2005, 03:32 PM
this mod drastically improves the domestic advisor layout. it has absolutely no effect on gameplay, other than saving the player a significant amount of time in not having to bring up the diplomacy screen to see what the AI will trade.

link (http://forums.civfanatics.com/showthread.php?t=146687)

superslug
Dec 15, 2005, 03:47 PM
List updated. See initial post for details.

Big_Ben
Dec 16, 2005, 04:50 PM
The last link that was posted was for the requis exotic foreign advisor. It is diff than his domestic advisor. Not sure if it is allowed as well. Just thought I shoudl point that out.

superslug
Dec 16, 2005, 04:56 PM
I've deleted the "domestic" bit, so yes, any advisor replacement...

superslug
Dec 17, 2005, 05:05 PM
Requies Great Leader Name mod has been approved.

Taelis
Dec 28, 2005, 07:00 PM
I'd like to use my customizable domestic advisor - I've tried to keep it HOF appropriate.

It has a lot of fields available, but the only info not displayed on other screens is the global city rankings. These display a cities ranking for food, production, gold/turn, culture/turn, and research/turn against the cities of all players - but don't display any specific info about any other players' cities.

Customizable domestic advisor (http://forums.civfanatics.com/showthread.php?t=150198)

superslug
Dec 28, 2005, 07:04 PM
Taelis, we may not be able to review/approve it. We've discovered recently that the No Cheat mode nullifies most if not all mods.

DaveMcW
Dec 28, 2005, 07:05 PM
So you're closing the thread rather than allow No Cheat to be unchecked? :(

Ginger_Ale
Dec 28, 2005, 07:08 PM
Taelis, we may not be able to review/approve it. We've discovered recently that the No Cheat mode nullifies most if not all mods.
Just chiming in from another sector of CFC...

We found out in the demogame that with No Cheat on, you can't run utilities like the Autolog either, which is a shame. With No Cheat, it seems to blackout and ignore all files in the CustomAssets directory. :(

superslug
Dec 28, 2005, 07:26 PM
So you're closing the thread rather than allow No Cheat to be unchecked? :(
It's just now dawned on me today that the situation truly is No Cheat versus no mods. I'll discuss it with my Staff before making a decision one way or another...

I'll start a public thread about it in a few minutes in order to avoid jacking this or the patch announcement stickies...

superslug
Dec 30, 2005, 04:09 PM
All independent mods have now been banned from Hall of Fame play for 1.52 games.
Use of No Cheat Mode is mandatory.
A Hall of Fame Megamod is in development (release date uncertain) that will allow players to use select versions of mods approved by us for Hall of Fame play in No Cheat Mode.
When the first version is released, I'll open a new thread for mod requests for future versions.
Mods may continue to be used for 1.09 games in progress, however all future Hall of Fame starts need to be done unmodded under 1.52.