View Full Version : About this forum


Thunderfall
Jan 29, 2006, 09:35 PM
As the forum description says, this forum is for small modpacks, mod components, or simple modifications. Hopefully this will make the Completed Modpacks forum more organized. :)

I made this a sub-forum of the Completed Modpacks forum for now.

Now we need to move some of the threads in the Completed Mods forum to this forum...

PS: If you have a better name for this forum, let me know.

Abaddon
Jan 29, 2006, 09:39 PM
well I would be more than happy to do it.... ;)

Dusty4prez
Jan 29, 2006, 09:40 PM
yay!!!!!!!!!!

Chieftess
Jan 29, 2006, 10:05 PM
To make things easier, put [XMLCOMP], or [PYTHONCOMP] in front of the threads so that users can tell at a quick glance.

A note to users: While you may see units here, these are full fledged units that come with the required XML files. Unit creation requires a bit more pieces than did Civ3, or even Civ2.

12monkeys
Jan 30, 2006, 07:09 AM
Well, if my "Modfied Special Domestic Advsior" belongs to this subforum, my other two "mods" doe so as well.

To the great "Thread Mover" : see the threads in my sig and move them ;)!

Thunderfall
Jan 30, 2006, 11:58 AM
Well, if my "Modfied Special Domestic Advsior" belongs to this subforum, my other two "mods" doe so as well.

To the great "Thread Mover" : see the threads in my sig and move them ;)!
Ok, moved. :)

Zuul
Jan 30, 2006, 03:40 PM
Some suggestions on threads that probably should be moved:
IceBreaker: http://forums.civfanatics.com/showthread.php?t=153566
New Traits: http://forums.civfanatics.com/showthread.php?t=150211
Caravans & Supply Trains: http://forums.civfanatics.com/showthread.php?t=144726
UN Resolutions: http://forums.civfanatics.com/showthread.php?t=143682
Holistic Culture: http://forums.civfanatics.com/showthread.php?t=152495
SettlerReligion: http://forums.civfanatics.com/showthread.php?t=145729
CulturalDecay: http://forums.civfanatics.com/showthread.php?t=143051
Ruins: http://forums.civfanatics.com/showthread.php?t=153783
Demolition: http://forums.civfanatics.com/showthread.php?t=144423
RealFort: http://forums.civfanatics.com/showthread.php?t=140957
TechConquest: http://forums.civfanatics.com/showthread.php?t=140959

+ many more.

Zuul
Jan 31, 2006, 11:40 AM
More threads that should be moved:
Magic Selection: http://forums.civfanatics.com/showthread.php?t=151941
Shinto Religion: http://forums.civfanatics.com/showthread.php?t=152421
Ancient Era Music: http://forums.civfanatics.com/showthread.php?t=142772
APC & Combat Engineer: http://forums.civfanatics.com/showthread.php?t=154533
Metal Bonuses: http://forums.civfanatics.com/showthread.php?t=140929
Tradeable: http://forums.civfanatics.com/showthread.php?t=140958
Snipers: http://forums.civfanatics.com/showthread.php?t=148327
Demographics to Clipboard: http://forums.civfanatics.com/showthread.php?t=153449
Extra Religions: http://forums.civfanatics.com/showthread.php?t=152292
Upgradable Buildings: http://forums.civfanatics.com/showthread.php?t=146404
Simple Game Clock: http://forums.civfanatics.com/showthread.php?t=137980
Global Warming Message: http://forums.civfanatics.com/showthread.php?t=149367


SD Toolkit (might be better under tools):
http://forums.civfanatics.com/showthread.php?t=146130


Move this to Compleated modpacks:
LumpRules: http://forums.civfanatics.com/showthread.php?t=156859

Zuul
Feb 02, 2006, 07:31 AM
Mod Components:
Enchanced Wonders info: http://forums.civfanatics.com/showthread.php?t=145253
Better way to disable intro: http://forums.civfanatics.com/showthread.php?t=148835
Disable the Intro: http://forums.civfanatics.com/showthread.php?t=143588
StackXP: http://forums.civfanatics.com/showthread.php?t=147075
Building Demolition: http://forums.civfanatics.com/showthread.php?t=138562
Industrial trait: http://forums.civfanatics.com/showthread.php?t=143853


Ideas & Suggestions:
Ideas for a mod: http://forums.civfanatics.com/showthread.php?t=157282

Creation & Customization:
Standardize Modding: http://forums.civfanatics.com/showthread.php?t=146428

New Civilizations:
Complete Civ: http://forums.civfanatics.com/showthread.php?t=139251



Now only a few more needs to be moved, but hard too see which ones before any staff moves the listed ones.

Thunderfall
Feb 04, 2006, 12:11 AM
Thanks Zuul. I will move some of them now.

EDIT: Move complete. I moved pretty much all of them. Good list of threads...

Thunderfall
Feb 04, 2006, 12:34 AM
This Mod Components forum is now its own forum now, instead of a sub-forum of Completed Modpacks.

Cammagno
Feb 04, 2006, 02:02 AM
This Mod Components forum is now its own forum now, instead of a sub-forum of Completed Modpacks.

I think that it's better if all the "advisor mods" are in the same forum (maybe this one):

http://forums.civfanatics.com/showthread.php?t=148109 (it's already here)
http://forums.civfanatics.com/showthread.php?t=150198
http://forums.civfanatics.com/showthread.php?t=150477
http://forums.civfanatics.com/showthread.php?t=146687
http://forums.civfanatics.com/showthread.php?t=148253 (?)

and the "old ones":
http://forums.civfanatics.com/showthread.php?t=145285
http://forums.civfanatics.com/showthread.php?t=147890
http://forums.civfanatics.com/showthread.php?t=135189
http://forums.civfanatics.com/showthread.php?t=144292
http://forums.civfanatics.com/showthread.php?t=139829

Thunderfall
Feb 04, 2006, 10:47 PM
Thanks. I moved all but two of them.

Sevo's Civilopedia remains in the Modpacks forum for now.
One of the above thread is obsolete and moved to the main Civ4 creation forum.

Alulim
Feb 06, 2006, 02:55 AM
My AltCityNames mod should probably be moved here: http://forums.civfanatics.com/showthread.php?t=148722

Thunderfall
Feb 11, 2006, 05:20 PM
Ok, moved.

I will take a look in the Modpacks forum again and move some more threads.

You guys are welcomed to suggest more threads to move here.

Zuul
Feb 27, 2006, 12:24 AM
A few more threads:

Chuck Norris: http://forums.civfanatics.com/showthread.php?t=160988
Hungry Hungry Cities: http://forums.civfanatics.com/showthread.php?t=160675
Super Quick: http://forums.civfanatics.com/showthread.php?t=159834
Random Events: http://forums.civfanatics.com/showthread.php?t=140676
Another Religion: http://forums.civfanatics.com/showthread.php?t=159637
Snaitf's Demolition: http://forums.civfanatics.com/showthread.php?t=144423
Fewer Religions: http://forums.civfanatics.com/showthread.php?t=138191
Lost Units: http://forums.civfanatics.com/showthread.php?t=140601
Assassin: http://forums.civfanatics.com/showthread.php?t=158213
ADRArtillery: http://forums.civfanatics.com/showthread.php?t=146402

Thunderfall
Feb 27, 2006, 01:00 AM
Thanks. Moved!

Ranbir
Jun 18, 2006, 03:54 AM
I have a question really, how can I utilize these mods...is it possible to use more than one of these components? Or are these components for modders to place in their modpack and I'm able to experience it that way?

I've found myself spoilt for choice and I've been away from civfan since the SDK was really released so I've lost track of everything that's going on here.

Gaurav
Dec 28, 2006, 02:45 PM
In response to all of the inappropriate threads, I've requested a new subforum here (http://forums.civfanatics.com/showthread.php?t=198826).

I hope it helps cut down on moderator workload.

Edit: Could a moderator please take them down also? Some of them have been there since I posted this.

Edit: Thank you!

Chasaffton
Apr 13, 2008, 10:11 PM
I have a question really, how can I utilize these mods...is it possible to use more than one of these components? Or are these components for modders to place in their modpack and I'm able to experience it that way?

I've found myself spoilt for choice and I've been away from civfan since the SDK was really released so I've lost track of everything that's going on here.

I agree with you Ranbir ...could someone please help

kuneru
Jul 29, 2008, 12:38 AM
Excuse me asking newbie questions (and humble English) :

1) Where is the thread for Q&A related to Civ4 MOD Components Forum? (I suppose it is here.)

2) What do the mark [MODCOMP] [MODPACK] and [SDK] in the title of threads in this forum means?
I can guess that (Please point it out if I made mistakes):
[BtS] mark means that the MOD distributed in the thread compatible with Civ4 Beyond the Sword (not Vanilla and Warlords)
[XML] means the MOD contains only modified XML files. (no Python editing, new Graphics)
[Python] means the MOD contains modified Python files.

(3) Could I edit the title of thread I created?
I'd like to add suittable marks ([BtS], [XML], and maybe [MODCOMP]) to the title of Jungle MOD (http://forums.civfanatics.com/showthread.php?t=284791) thread for the convenience of viewers.

phungus420
Jan 06, 2009, 09:04 AM
Excuse me asking newbie questions (and humble English) :

1) Where is the thread for Q&A related to Civ4 MOD Components Forum? (I suppose it is here.)
Well, I suppose it is. Though the main customization forum works good for asking questions too. In terms of SDK/Python questions, the SDK/Python forum rocks though.

2) What do the mark [MODCOMP] [MODPACK] and [SDK] in the title of threads in this forum means?

MODCOMP means it is a component, that the creator believes can be added to mods and modpacks. IDW is my favorite modcomp, anyway...
MODPACK would mean it's a whole modpack, try out this dudes mod, not designed to merge with things, it's someone's sorta version of an expansion pack I guess. Don't take this the wrong way though, you can (and people do) merge modpacks, but unlike MODCOMPS, they are not designed to be merged.
SDK means that the camecore.dll has been modded, this is used alot in modcomps to denote the fact you will need to compile a new gamecore if you add the mod component to your mod. (It's not a simple XML merge, and can't even be edited on the fly like python code--you gotta recompile that code). Modcomps that have this tag will have source code files with them to use if you decide to use the modcomp and compile a new gamecore with the modifications.

I can guess that (Please point it out if I made mistakes):
[BtS] mark means that the MOD distributed in the thread compatible with Civ4 Beyond the Sword (not Vanilla and Warlords)
[XML] means the MOD contains only modified XML files. (no Python editing, new Graphics)
[Python] means the MOD contains modified Python files.
Yeah pretty much. The XML and Python tags are useful for moders so they can get a ruff idea of how much tweaking they need to do to get the component in their mod (See [SDK] tag question)

(3) Could I edit the title of thread I created?
I'd like to add suittable marks ([BtS], [XML], and maybe [MODCOMP]) to the title of Jungle MOD (http://forums.civfanatics.com/showthread.php?t=284791) thread for the convenience of viewers.
When you make a new thread, you can edit the title, until someone responds in your thread, so pretty much no. Don't worry about the prefix tags. If you know you want to have them, and there is a reason to put them there, by all means use them, but don't try to figure out a way to fit them in.

Ninja2
Jan 06, 2009, 09:07 AM
(3) Could I edit the title of thread I created?
I'd like to add suittable marks ([BtS], [XML], and maybe [MODCOMP]) to the title of Jungle MOD (http://forums.civfanatics.com/showthread.php?t=284791) thread for the convenience of viewers.

You can ask one of the moderators to change the thread title for you.

arkguy
Jul 03, 2010, 05:22 PM
Two things that would definately help novices like myself is if it is stated what game or verion the mod or item being posted is compatable with and enough of what is in it to tell if it is usable to me. Since there is no index to the site that will tell me what posted material will work with Beyond the Sword and most of the symols mean little to soemone how isn't an avid modder, there is no way to find out except write the developer to find out. It would save a lot of time for both readers and posters having to ask questions about what they have developed if the reader can easily tell if something posted is something they can use/are interested in or not at a glance.
I often see items of interests but they don't tell me if it is soemthing that will work with the version of the game I play or not. Then when I do try to go back and find the posting it is hit or miss as to where I can pull it up agian to down load it later if it doesn't turn out to be usable. A good example is I found a posting for symbols develpoed by someone that I later decided I could use at some piont in time when I do finally get to where I can add them to the game for two types of wood: timber & lumber, titanium, shrimp, mushrooms, camel and beehives but when I went to find the posting to down load them it isn't coming up on any of the searches I've made tring to find it. So now I can't down load & store them for later use.