View Full Version : Mega Mod v1 (beta) By Galindus
ggalindo001 Dec 18, 2005, 05:52 PM UPDATED TO V1.1 ON 21 DECEMBER 05
I have developed a combination of many of the popular mods on Civfanatics and Apolyton, called the Mega Mod. I created this merged mod primarily for my single player gaming. I thought it would be good to go ahead and post
for the public at large.
I carry no responsibility for errors associated with this mod, and respectfully credit the following mod authors for their very very very hard work!
Included Mods (all related individual mod "readme" files included in the MegaMod readme)
Included in MegaMod v1.0
----------------------------
1. Lost Units Mod v1.2 by Frontbrecher
http://forums.civfanatics.com/showthread.php?t=140601
2. Lost Wonders Mod v1.0 by Frontbrecher
http://forums.civfanatics.com/showthread.php?t=143251
3. Promotion and Traits Mod v0.4 by Zuul
http://forums.civfanatics.com/showthread.php?t=142086
4. Resource Additions Mod v2.0 by Robert Judge Woerheide
http://apolyton.net/forums/showthread.php?threadid=144131
5. Diety +1-5 (No Version) by Scizor2120
http://forums.civfanatics.com/showthread.php?t=146967
6. ActualQuotes Diplomacy Text v1.21 by Willowmound
http://forums.civfanatics.com/showthread.php?t=146310
7. Realistic Religions v1.1 by Abbamouse
http://forums.civfanatics.com/showthread.php?t=141585
8. ADR Artillery v0.3 by Atma
http://forums.civfanatics.com/showthread.php?t=146402
9. TechConquest v0.2 by Bhruic
http://forums.civfanatics.com/showthread.php?t=140959
10. Settler Religion v0.2 by Bhruic
http://forums.civfanatics.com/showthread.php?t=145729
11. Real Fort v0.4 by Bhruic
http://forums.civfanatics.com/showthread.php?t=140957
12. UnitXP v1.0 by Stone-D
http://forums.civfanatics.com/showthread.php?t=147896
13. Inquisitor v0.92 by Mylon
http://forums.civfanatics.com/showthread.php?t=142337
14. UN Modification v1.0 by TheFourGuardian
http://forums.civfanatics.com/showthread.php?t=143682
15. Culture Conquest v1.3 by Stone-D
http://forums.civfanatics.com/showthread.php?t=146129
16. Cultural Decay v0.1 by Bhruic
http://forums.civfanatics.com/showthread.php?t=143051
17. Random Events v1.3 by DireAussie (G'day!)
http://forums.civfanatics.com/showthread.php?t=142157
Included in MegaMod v1.1
----------------------------
18. Sevopedia v1.2 by Sevo
http://forums.civfanatics.com/showthread.php?t=148253
19. Modified Special Domestic Advisor v1.0 by 12monkeys
http://forums.civfanatics.com/showthread.php?t=148109
20. Exotic Foreign Advisor v0.9 by Requies
http://forums.civfanatics.com/showthread.php?t=146687
21. Proper Score Graph v1.8 by Ulfn
http://apolyton.net/forums/showthread.php?s=&threadid=144030
====================================
I am going to add a few additional Mods for V2 (plus get some feedback from all of you on tweaks). Planned for V2:
1. SuperCiv or CivArmy's Civilization Paks
2. BADRs Flags and Decals
3. Fix bugs encountered (Steel Mill Civlopedia/Text description, Rocket Artillery looking like catapults)
4. Some of my proposed custom tweaks, including a deviant from the "No Resource Screwage", Insert of a customized difficulty level between Prince and Monarch, and planned enhancement to the usage of permanent alliances, and warmongering.
V2 is planned for later this week.
===================================
Like I said, this is Beta :D I have tested all individual mods to make sure they work in the collective, and have played a full game through V1.0. Very interested in feedback and any errors identified.
Download Link for V1.0
http://rapidshare.de/files/9423177/Mega_Mod_v1.rar.html
Download Link for V1.1
http://rapidshare.de/files/9576210/Mega_Mod_v1.1.rar.html
GIR Dec 18, 2005, 06:07 PM geil! :eek: :goodjob:
i will test it immediatelly!!
woodelf Dec 18, 2005, 06:58 PM Thanks for sharing gg. That's an impressive compiling job.
TheFourGuardian Dec 18, 2005, 07:52 PM Yea! I love these mods.
zulu9812 Dec 19, 2005, 03:59 AM Some requests:
Barbarian Hordes by kattana
Great General by Snaitf
Upgradeable Barracks by Snaitf
Demolition mod by Snaitf
Unit Allegiance by Snaitf (with modded code & slave skin from here (http://forums.civfanatics.com/showthread.php?p=3446710#post3446710))
Rhye's flag decal pack by ...Rhye! (using the 2nd line in the picture in his thread, except for Barbarians and China - which would use the original decals - and Egypt, Germany and Greece - which use the 3rd line)
Additionally, I don't suppose you could do a version which takes out the following mods:
Settler Religion by Bhruic
Random Events by DireAussie
?
GIR Dec 19, 2005, 06:07 AM random events is great!
some additional requests: (i tested it with your mod - it works fine)
Modified Special Domestic Advisor:
http://forums.civfanatics.com/showthread.php?t=148109
Tech-Erforscht-Screen:
http://www.civforum.de/showthread.php?t=29214
Proper Score Graph:
http://apolyton.net/forums/showthread.php?threadid=144030
Sevo's Civilopedia:
http://forums.civfanatics.com/showthread.php?t=148253
(ps: plz could you link all the mods you add to your mega mod?)
Badmojo Dec 19, 2005, 09:08 AM a replant forest mod would be great :)
elmoro Dec 19, 2005, 09:27 AM Looks filling!
Downloading
Will try it out & post feedback :king:
GIR Dec 19, 2005, 10:20 AM __________
"...Very interested in feedback and any errors identified...."
the "TXT_KEY_BUILDING_name_STRATEGY" key is missing in the CIV4GameText_Strategy.xml file (all new wonders + steel mill +...)
__________
@zulu
Some requests:
.
.
.
Additionally, I don't suppose you could do a version which takes out the following mods:
Settler Religion by Bhruic
Random Events by DireAussie
?
...
Q: I want to adjust the frequency of events
A: Open the RandomEventsConstants.py file. This is the easiest way to edit how the mod works.
Q: I want to disable an event
A: Open the RandomEventsConstants.py file. Change the ENABLE flag to false for the particular event you do not want.
Q: Can I disable events I dont like half way through a saved game?
A: Yes. Save your game, exit civ 4, disable the event then reload the game. It is best you do this while the event isnt running otherwise landmark labels and bonus resources will not be removed properly.
...
http://forums.civfanatics.com/showthread.php?t=142157
tmarcl Dec 19, 2005, 10:51 AM I'm going to look like a total idiot, I know, but it downloaded as an RAR file. What do I do with it?
Marc
GIR Dec 19, 2005, 10:59 AM I'm going to look like a total idiot, I know, but it downloaded as an RAR file. What do I do with it?
Marc
download:
http://www.winrar-rog.com/eindex.html
zulu9812 Dec 19, 2005, 12:55 PM Thanks GIR.
Incidentally, is there a reason why folk are uploading civ4 mods to places other than the CFC file server? RapidShare's a real pain.
GIR Dec 19, 2005, 01:08 PM CFC file server:
max upload = 500kb
"...RapidShare's a real pain."
why?
Nadin Bytefelt Dec 19, 2005, 01:55 PM Nace Mod colection. thnks.
To tmarcl
freeware enpacker Rar
http://www.tugzip.com/
tmarcl Dec 19, 2005, 05:57 PM Thanks, Nadin and GIR.
Marc
Psychic_Llamas Dec 19, 2005, 06:51 PM WOW... great job... but would you be able to add the "super civ" mod and "leaders" mod??
ggalindo001 Dec 19, 2005, 08:35 PM Sorry for the delay in update, been very busy with work today; I plan to have a bigger update tomorrow evening.
Psychic_Llamas WOW... great job... but would you be able to add the "super civ" mod and "leaders" mod??
Thanks! That is the plan, I want to add SuperCiv 1.5 which is supposed to include the Leaders mod. That will be a bit of work (the XML files are starting to get very complex), but that is my personal goal for the next release of Mega Mod.
zulu9812 Thanks GIR.
Incidentally, is there a reason why folk are uploading civ4 mods to places other than the CFC file server? RapidShare's a real pain.
Yeah, the size is difficult to get uploaded for free. RapidShare is a pain, but it costs the right amount for me!
GIR __________
"...Very interested in feedback and any errors identified...."
the "TXT_KEY_BUILDING_name_STRATEGY" key is missing in the CIV4GameText_Strategy.xml file (all new wonders + steel mill +...)
__________
Good catch. Actually, I had found that earlier, but forgot to go back to the source file to upload that into the Text XML file.
GIR random events is great!
some additional requests: (i tested it with your mod - it works fine)
Modified Special Domestic Advisor:
http://forums.civfanatics.com/showthread.php?t=148109
Tech-Erforscht-Screen:
http://www.civforum.de/showthread.php?t=29214
Proper Score Graph:
http://apolyton.net/forums/showthrea...hreadid=144030
Sevo's Civilopedia:
http://forums.civfanatics.com/showthread.php?t=148253
(ps: plz could you link all the mods you add to your mega mod?)
GIR...I will link them tomorrow when I have more time. I am planning to incorporate all but the Tech-Erforscht-Screen in V2. I haven't messed with that one to know if I want to add it, but like you said, they are pretty much drop and play.
zulu9812 Some requests:
Barbarian Hordes by kattana
Great General by Snaitf
Upgradeable Barracks by Snaitf
Demolition mod by Snaitf
Unit Allegiance by Snaitf (with modded code & slave skin from here)
Rhye's flag decal pack by ...Rhye! (using the 2nd line in the picture in his thread, except for Barbarians and China - which would use the original decals - and Egypt, Germany and Greece - which use the 3rd line)
Additionally, I don't suppose you could do a version which takes out the following mods:
Settler Religion by Bhruic
Random Events by DireAussie
?
Zulu, definately adding Rhye's in V2, tho I am not sure on the specifics. I might have multiple XML files for different options. The other ones that you suggested are ones I am looking into, but not sure that I will do it. Barbarian hordes...I play with the raging barbarians on Monarch, and I tend to get my blank handed to me.
Regarding Settler Religion and Random Events, those are very easy to disable in your python files. Edit the CvCustomEventManager within the Assets/Phthon directory in the mod. Place a # (pound sign) in front of all lines of code that relate to Random Events and SettlerReligion (or sr) (this effectively "comments out" the line from being executed). If you have difficulty doing this, I can do it for you tomorrow and send it to you (it is like a 2 minute exercise). Then clear your cache and reload the game (or launch the game holding down the shift key).
The way that the community has been modding the python files has made this very easy to enable/disable. I know I am not following the full sdToolKit model; I may make V2 more compatible with sdToolKit....but I have to say that it was very easy to pick this up and run with it.
All -- Thanks for the feedback, v2 coming hopefully by the end of the week.
Supreme Shogun Dec 19, 2005, 09:54 PM Wholeheartedly agree that "Leaders" should go in. More leader choices for existing civs, Yay! Also CivArmy's Next Level Mod for new civs. Both are Top Notch work.
zulu9812 Dec 20, 2005, 04:52 AM CFC file server:
max upload = 500kb
The CFC Easy File Upload System has a max upload of 3MB per file, and if your file is bigger you can always PM Thunderfall about it and he usually sets you up with a temp. ftp upload account.
"...RapidShare's a real pain."
why?
Because there's a limit on how much you can download in an hour, so if I download something I have to wait over an hour before I can download another big file.
Badmojo Dec 20, 2005, 08:59 AM Nice mod workig goood :)
Please add forest replant mod
and Requies: Special Domestic Advisor, Version 0.92 / Special Foreign Advisor, Version 0.9
those two adviseors are a MUST :) they are really good and the forest thing is just a "would be nice"
Badmojo Dec 20, 2005, 09:01 AM ohh and the three small add ons
Willowmound: ActualQuotesDiplomacy Mod
Thalassicus: AncientEraMusic Mod
CyberChrist: InfoScreen Patch - based on original mod by rickb
Badmojo Dec 20, 2005, 09:03 AM ups....
last one...
Snaitf: Show Attitude Mod
and the show great people profession mod ( tels if it's a great people og great artist ....)
Flasch186 Dec 20, 2005, 10:13 AM any other hosts for this...ive maxed my DL limit. HA at rapid share.
ERLoft Dec 20, 2005, 10:56 AM Potentially silly question:
Will this mod work along with 'always on' mods such as Gaia, Tradable v.3 or the upgraded domestic advisors?
Roetghoer Dec 20, 2005, 11:12 AM Is your favorite mod not in the MegaMod list????
Do you think some of the worst mods have been incorprated in this mod????
Then PLEASE, if u have the skills, participate in this project:
The Modswitcher
http://forums.civfanatics.com/showthread.php?t=140188
Don't get me wrong i really appreciate what's been done on this MegaMod:goodjob: , but if i want to play with Dutch civ, for instance, and leave out the lost wonders, i'd have to mod the mega mod! I have neither the time or the skills :(
Modswitcher will hopefully be able to drastically deminish the work needed in combining mods together! But it's not entirely mature yet -> WE NEED YOUR HELP!!!
This program could save HOURS of work better spent enjoying the game :)
GanJ0rm0n Dec 20, 2005, 01:18 PM Another silly question:
tUnits.exe. I only have the Mega_mod_v1.rar. Do I have to download something else ??? How big is the file supposed to be ??
*edit* Ok, Nevermind
Another question : I´ve unpacked the rar to my Civ-Folder now. How can i play the Mod ??? I´ve the European version and i play with german language. Does it even work ???
GIR Dec 20, 2005, 01:53 PM Installation:
Copy the folder Mega Mod v1 including the subfolders
to the mods installation folder
(example "C:/Program Files/Sid Meier´s Civilization 4/Mods")
of Civilization 4. Start the game and load the mod
Mega Mod v1 in the advanced options of the main menu.
(neulinge aufgepasst: der "Mega Mod v1" ordner darf nicht noch einen unterordner mit "Mega Mod v1" besitzen (womöglich zielordner beim entpacken), sondern muss den ordner assets beinhalten - ansonsten lädt der mod nicht)
klorgrodan Dec 20, 2005, 02:29 PM Very nice mod.
I have to try this one. But why don't you ad some balancing mod, to make more use of early UUs.
niust Dec 20, 2005, 04:56 PM Damn.. you post it first... I thought I gona post this Maga MOD too.. haha... GOOD JOB man!
ggalindo001 Dec 21, 2005, 08:04 AM Version 1.1 of MegaMod is out. See the top of the thread for the link.
Uncertain if compatible with 1.0 save games. Added the following:
18. Sevopedia v1.2 by Sevo
http://forums.civfanatics.com/showthread.php?t=148253
19. Modified Special Domestic Advisor v1.0 by 12monkeys
http://forums.civfanatics.com/showthread.php?t=148109
20. Exotic Foreign Advisor v0.9 by Requies
http://forums.civfanatics.com/showthread.php?t=146687
21. Proper Score Graph v1.8 by Ulfn
http://apolyton.net/forums/showthrea...hreadid=144030
-------------
V2 is coming later in the week, and is planned to include:
1. SuperCiv or CivArmy's Civilization Paks
2. BADRs Flags and Decals
3. Fix bugs encountered (Steel Mill Civlopedia/Text description, Rocket Artillery looking like catapults)
4. Some of my proposed custom tweaks, including a deviant from the "No Resource Screwage", Insert of a customized difficulty level between Prince and Monarch, and planned enhancement to the usage of permanent alliances, and warmongering.
Badmojo Dec 21, 2005, 08:07 AM the religion mod is really screwing my game could it be removed or maybe upload a version whitout the religion mod..
Tous Dec 21, 2005, 02:10 PM Where do I extract this mod?
Thanks
DOH! Never mind.
sarbat Dec 21, 2005, 02:32 PM :(
Regards, I have been trying the mod in multiplayer, have the game installed in Spanish with the last version, but to few shifts appears in half of the screen and next to the name of the player "spanish" at the time the game desynchronized and every player plays in different shifts.
Some solution?
Thank you. Sarbat
keldath Dec 21, 2005, 02:40 PM hi - great work on the mod - your great!
i have a suggestion - maybe you can add the civarmy civ pack?
it can make your mod almost perfect!!!!
i have another quastion - can i use this mod for multi player??? for example - through direct ip...?
keldath Dec 21, 2005, 02:41 PM hey sarbat!!!
i had the smae thing happand here -
the game went disyncronized!!!
can anyone help??
Tous Dec 21, 2005, 02:54 PM It seems that you cant change the game speed, I dont see it anymore.
Anyway to change that?
Tous
ThoMeuhGal Dec 21, 2005, 03:40 PM Hum, I cannot download version 1.1 from rapidshare... When I click on «Free», I don't get the download, but instead i get the hosting page (with the square where you can give the path to your file).
Edit: Well I finally got it. Just seems that rapid share was temporarly loeaded.
Atma Dec 21, 2005, 11:18 PM Thanks for using my mod! Though, I did find a bug in it last night. Artillery doesn't seem to properly upgrade to Rocket Artillery. I'll have to poke at it some more, as I could have sworn I had it working at one point. Also, I think Lost Units included a trebuchet, so how did you merge these? I haven't downloaded Lost Units, so I'm not sure of the stats of said Trebuchet in it, or does your mod just have two Trebuchets? :crazyeye:
-Atma
slaya Dec 22, 2005, 12:21 AM oh comeon rapidshire is a pain in the ass, couldnt someone upload it somewhere, its only 9½megs rite..?
it said it wanted a DOR number or somethin.. huh.. and lots of other things i dont like :p
Roetghoer Dec 22, 2005, 02:22 AM BOTH files are unavailable!
BTW the mod gives me extra lag between turns and results in a nasty CTD in early game (epic huge pangaea 14 civs) on a machine that should be able to do it (1250MB Ram, 1800+AMD, gef6200 256MB Ram)
sarbat Dec 22, 2005, 04:29 AM :( :( Keldath ¡
Have you the civilization installed in Spanish also?
keldath Dec 22, 2005, 06:11 AM no sarbat - i have it on englidh - but as i said - i treid playing in lan game - and after two or three turns i got a red increeption says the game is not syncho and bla bla bla....
have you got the same thing??
any solutions???
Bast Dec 22, 2005, 06:14 AM Can we get this in 18 player Earth huge map? :) I can't wait to play this.
gidds Dec 23, 2005, 05:22 AM Very annoying, but it wont download from that page, keeps asking me what I want to upload (up its own bleeding....).??
G.
ggalindo001 Dec 23, 2005, 08:09 AM With the patch release, I will not release another version of the mega mod until I get confirmation of compatibility with the new patch.
==============
Other notes.
1. Why I upload to fileshare....because it is easy for me. I apologize for those that are having problems, I have never had a problem with that site, and I just don't know a lot of other places to go. I assume that once SuperCiv 1.05 is released, this file will jump from 10MB to nearly 100MB.
2. Regarding putting things in and out of the mod, I have saved off a version after every update and after I get confirmation that the mod works completely (usually by me playing a full game and your feedback), I then stabilize the version. I understand that certain people like 80 or 90 percent of the items, but there are one or two they don't like; I would suggest that you manually "remove" the items you do not like.
3. I am trying not to add anything that the AI does not know how to handle. I do not have the building destruction in there for that reason. Other requested mods were not added for the same reason.
4. In the next release of MegaMod, I will be adding a few of my customizations as well as fix some bugs that I have found.
My gut feel is that most changes will be compatible with v1.52, but I will likely wait until mod owners confirm compatibility before finalizing.
Roetghoer Dec 23, 2005, 08:56 AM I can confirm irregularities with megamod v1 and the new patch.
I saw some errors concerning individual mods within the pack just before my game CTD'd (as has happend so often due to the MegaMod on my game)
EDIT: Inquisitor is now actually building a "inquisition" within your city, without removing the religion etc. Inquisition will show in the "building-list", other errors also
THIS is ones the more reason to come to some kind of program which enables u to choose your mods individually for a combinatory Mod.
This http://forums.civfanatics.com/showthread.php?t=140188Program gives a first start in the right direction. If ur capable of doing so: HELP, the sooner we get this program running properly, the earlier Firaxis will notice it and recognize its uses
Grave Dec 26, 2005, 08:08 AM UPDATED TO V1.1 ON 21 DECEMBER 05
This is sweet! :goodjob:
I had most of these mods anyway, but your presentation really cleaned up my Civ 4 user directory nicely!
I did my own modifications to it, of course, but overall this is a great "starter kit" for anybody, and should be a first download, IMO.
ggalindo001 Dec 26, 2005, 09:24 AM This is sweet! :goodjob:
I had most of these mods anyway, but your presentation really cleaned up my Civ 4 user directory nicely!
I did my own modifications to it, of course, but overall this is a great "starter kit" for anybody, and should be a first download, IMO.
Thanks for the props. With 1.52 out, I have been working on that one. I have a pre-release ready that includes just about everything except a few mods that I didn't feel that the AI did a good job with (like the Inquisition). I also took out the Deity +5 and added my own customized level called Archduke (inbetween Prince and Monarch). I'm still easily kicking Prince but getting my butt kicked in Monarch. I cannot understand why the disparity.
I'm also working on combining SuperCiv 1.04 in the next release.
I'd be interested in some of the tweaks you have made. The biggest one that I want to still do is allowing the player to build more iron based units without iron if you have access to copper, silver or another metal, allowing you to build an equistrian centre to have a supply of horses without the physical supply, and allowing you to build a synthetic oil refinery if you do not have natural oil. I'm concerned on all three of these because how the AI acts (they usually go for the juggular when they attack and cut you off from your most precious resource).
My next release will be compatible with 1.52 XML files.
Grave Dec 26, 2005, 12:05 PM I'd be interested in some of the tweaks you have made. The biggest one that I want to still do is allowing the player to build more iron based units without iron if you have access to copper, silver or another metal, allowing you to build an equistrian centre to have a supply of horses without the physical supply, and allowing you to build a synthetic oil refinery if you do not have natural oil. I'm concerned on all three of these because how the AI acts (they usually go for the juggular when they attack and cut you off from your most precious resource).
I did some tweaking for 1.52 as well. So far it seems to work well.
The changes I made:
UNITS
AEGIS Cruiser:
- Requires Robotics AND Nuclear Power (not Computers)
- Requires Uranium
- Movement Rate: 9
Biplane:
- Requires Combustion (not Physics)
IFV (delete)
Inquisitor:
- Gave it the Explorer's 3D mesh and Civilopedia graphic
- Deleted Inquisition building (not sure how this parts works... I may put it back)
- Requires Divine Right, not Theology
Submarine:
- Removed Uranium
- Upgrades to Nuclear Submarine
Nuclear Submarine: (new unit I created, same graphics as regular sub)
- Requires Nuclear Power
- Stregnth 30
- Movement 7
- Cost 280
Cavalry and Cossack:
- Upgrades to Tank Mark V only (US Calvary still upgrades to Modern Armor and Chopper)
Mechanized Infantry:
- Restored to origninal Civ4 version
- Now requires oil and aluminum
- Reqires Robotics and Rifling
Rocket Artillery (deleted)
BUILDINGS
Academy:
- Changes graphics to University
Feng Shui Academy:
- Changed graphics to Sun Tzu's Art of War
Art of War:
- Changed name to 'Sun Tzu's War Academy'
Nuclear Power Plant
- Requires Nuclear power (not Fission)
Woman's Suffrage Wonder (deleted)
Cure for Cancer:
- Free Hospital in all cities
- +1 happiness in all cities
- +1 health in all cities
Tsukiji Fish Market:
- Free Supermarket in all cities
Theory of Evolution:
- 1 free technology
- +1 science per specialist in all cities
RELIGION
Buddism:
- Holy City +1 science +3 culture
- All Cities +1 science +3 culture
Christianity:
- Holy City +1 gold +3 culture
- All Cities +4 culture
Hinduism:
- Holy City +2 science +3 culture
- All Cities +3 culture
Islam:
- Holy City +4 culture
- All cities +4 culture
Judaism:
- Holy City +1 science +3 culture
- All Cities +1 gold +2 culture
Taoism:
- Holy City +2 science +3 culture
- All Cities +2 science +1 culture
Zoroastrianism:
- Holy City +2 gold +2 science +3 culture
- All Cities +1 culture
TECHNOLOGY
Nuclear Power:
- Changed Civilopedia graphic to Nuclear Power Plant
I think that's all I did... :crazyeye:
WHAT I WANT TO CHANGE (still working on)
- Delete Active Volcano as a resource
- Delete Drought stricken land as a resource
- Delete fertile land as a resource
- Create cruise missiles (that can be loaded onto nuclear subs)
- Create Supreme Court wonder (gives free courthouse in all cities)
- Create Alcatraz (or some famous prison) wonder (gives free jail in all cities)
- Create Gulag building (increases productivity, but raises unhappiness considerably)
- Find a new 3D mesh for the Strike Fighter (maybe an A-10)
- Find a new mesh for Rocket Artillery (maybe a SCUD launcher... a catapult for this graphic is lame, thats why I deleted it)
airbus-380 Dec 27, 2005, 06:59 AM this mod is lag after 100 turn, any way to solve it.:cry:
Thangs Dec 27, 2005, 08:32 AM Hi
I have been playing your quite a bit and had a question for you. When I start a new game I name the leader “James III” and everything is ok it shows up on the score board and in diplomacy as “James III”. Then I save and exit, the next time I load the game the name is changed to “HOME” and I never get my name back. It’s not that big of deal just kind of annoying. Any help would be appreciated.
Thanks
Thangs Dec 27, 2005, 08:43 AM Can we get this in 18 player Earth huge map? :) I can't wait to play this.
I just played this mod on http://forums.civfanatics.com/showthread.php?t=142175 (Earth_aeric67_180x87_1.1.zip). All you have to do is load the mod, go the play a scenario, load this scenario and you’re all set.
zulu9812 Dec 27, 2005, 09:50 AM Hi
I have been playing your quite a bit and had a question for you. When I start a new game I name the leader “James III” and everything is ok it shows up on the score board and in diplomacy as “James III”. Then I save and exit, the next time I load the game the name is changed to “HOME” and I never get my name back. It’s not that big of deal just kind of annoying. Any help would be appreciated.
Thanks
I get that too - I think that it's a general Civ bug
Sir Aragorn Dec 27, 2005, 10:40 AM Maybe someone already post those bugs but just to let you know some I found in v1.1
-foreign advisor : cant see anything and I cant switch screen after pression technology button
-civilopedia bug : just go you will see
great mod btw
I would add Great General and civarmy of superciv mod...hope to get those soon
thanx
Thangs Dec 29, 2005, 10:28 AM I get that too - I think that it's a general Civ bug
I found out that you can press "Alt+D" to change Leader and/or Civ Name
LupusCanis Dec 29, 2005, 12:38 PM Hmm ... I found quite a few bugs, aside from Sid Tip's not showing any info for the new wonders, the civopedia seems to be broken (some entries are brought up by the wrong name - you know, you click the leaders list and you get a list of something else entirely), I can't open the domestic advisor and the foreign advisor (actually, I can, but if I click technologies, it stays on the foreign technologies screen, with no info but my name on it, and no way to get back).
Good work though. Any chance of the model of the Great Wall to be changed though?
Spunky79 Dec 30, 2005, 07:27 AM I recently finished a full game using this mod and patch 1.52 and can say that it improved the playability immensely.
Brilliant mod, could do with a couple of tweaks but I'm sure that will come.
Likewise to the post above, the CivPedia seems to be broken, but apart from that I had no problems.
I have a feeling we won't see the 'Real Civ 4' until the SDK comes out and the community starts going to town with it.
[to_xp]Gekko Jan 04, 2006, 05:25 AM so dude, what's up you havent reported in for quite some time now... i really hope you're going to bless us with a 2.0 version soon, since it looks so promising and I want to try it out. keep up the good work Galindus! and please, someone give us a mirror for the file when it's gonna come out... I just cant wait for hours just to download 10 MBs !
godpuppet Jan 06, 2006, 05:50 PM I'd like to download this but im having problems with rapidshare.
"Your IP-address XXX.XX.X.XX is already downloading a file. You have to wait until it is finished.
Premium-accounts can download many files at the same time. Get your own PREMIUM-Account now. Instant access!"
I downloaded a file from here about a month back, I wonder if this has peaked my download limit. :(
Will there be any other way to download this?
Orion66 Feb 11, 2006, 01:48 AM Will be there any update, ggalindo001??
jimbenninger Feb 12, 2006, 06:28 AM Heck:(
I can't get Rapidshare to let me download. When I hit free it takes me to an Upload page with no download options! Am I missing something?
JohnSearle Feb 12, 2006, 01:14 PM Anyone know if this mod works in MP? Exavier's mod seemed to be giving OOS errors midway through the MP games I've played, which made the game pretty umplayable. This mod uses a similar combination of mods... hope it doesn't have the same problems.
-- John
dimaliok Apr 16, 2006, 10:05 AM I cant download from rapidshare it asks me 4 a code
can u post it som where else
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