View Full Version : Greenmod 2.10 - Resources for Fall from Heaven 0.95


DanoDavid
Feb 27, 2006, 06:16 AM
This ist a mod component especially for Fall from Heaven 0.95:

In this zip-file (http://files.filefront.com/FFH0957Reszip/;4814280;;/fileinfo.html) are only the modified and added files necessary to make the Greenmod 2.10 (http://www.civforum.de/showthread.php?t=28987) resources available.
Added resources: cannabis, coffee, pearls, lemons, salt, cotton and potatos

It should work if you simply copy the contains to your mod-dir were FFH095 (http://forums.civfanatics.com/showthread.php?t=148075) is located.

If not, tell me! :scan:

OblivionOdyssey
Feb 27, 2006, 11:39 PM
Cool idea. I'll try it.

teeceethree
May 06, 2006, 08:34 AM
hello

Curious to try out new resources and this seems to be the closest available - but my question, is there a version available for vanilla 1.61, just purely to add new resources to the game?

Trudging through the tuts to try figure it out - thanks for your help

tc

DanoDavid
May 06, 2006, 01:27 PM
Ok teeceethree,

i made a small mod including only the 7 Resources out from Greenmod (http://forums.civfanatics.com/showthread.php?t=144428&highlight=greenmod).

You can download it here (http://files.filefront.com/7Reszip/;5045647;;/fileinfo.html).

Simply extract the zip-file in your mod-folder. The mod is called 7Res. Please tell me if it works.

Good Luck

teeceethree
May 10, 2006, 01:24 PM
Hi Dave,

Thanks a lot for taking the time to help, most kind and very appreciated:goodjob:

However, i dont seem to be able to see any new resources when i kick off a new game. I put the extracted zip into the mods folder, loaded the 7Res mod, and tried both a new game and custom scenario, and when i went into worldbuilder (which i guessed was the best way to see if the new resources are available), nana, zip, nothing new alas, only the normal resources.

I did try experimenting last week, using your original as a reference, but had the same issue - nothing seemed to make the game see the resources.

Thanks again for your time, and if youre not sure about the answer, dont worry and thanks again for trying;)

DanoDavid
May 11, 2006, 04:45 AM
Can you send me a saved game? I have no idea yet about the problem. In my case it function properly.


Did you have error messages?

Impaler[WrG]
May 11, 2006, 04:54 AM
Its working fine for me, he most likly has an extra folder layered over the mod which is preventing it from being read, a classic newb error.

Oh I noticed their is one luxury not included the Tobaco resorce by Robert Judge Woerheide. Perhaps you were intending for Hemp to replace it, personaly I would like to see it included in the next version. I can upload a version which has it if you need it.

On and on a side note I am going to make some modifications of my own, I think we have too many cash crops centered around Plantations/Calender. I'm going to switch a few of the things like cotton and hemp over to producing hammers and move around the enable techs.

DanoDavid
May 11, 2006, 01:12 PM
Thanks Impaler,

yeah, after a while i had the same feeling: thats a directory thing ;)

Oh, i wasn't aware of a tobacco resource out there :eek:. Can you post the link here? And yes, i will include it! And yes, i need it!!!

I am also interrested in your ideas for a small mod.

Impaler[WrG]
May 11, 2006, 01:51 PM
Here ya go, I trimmed off all the fat (for some crazy reason the original author included such unessary files as UnitInfos.xml and DiplomacyText.xml. Only stuff pertaining to Tobaco should be here. The Icon is modified from Wheat+Incence and the Maps object is just plain Spices if I remember correctly.

teeceethree
May 12, 2006, 03:57 PM
thank you David and Impaler, bang on, this is the first time ive tried to mod civ and i did have a folder too many - moved it up a layer and bingo!:goodjob:

so thanks for the tip and the cool mod, gonna go give her a spin!


Thanks dudes!!:D

DanoDavid
May 15, 2006, 11:48 AM
Ok, i included tobacco. The mini icon is not that nice yet, maybe i find another one like a smoking cigar or something like that. And i have a little problem with pink buttons for tobacco when pressing Ctrl-R. I think i had that effect once but don't remember the case.

Anyway here (http://files.filefront.com/8Reszip/;5064444;;/fileinfo.html) for download. And if anybody is aware of another resource out there give me the link.

Thanks.

Oh, i forgot to mention that not allways all resources appear on a new map. Maybe its a little overloaded or the map scripts have there a blocking range. For the next version i have to switch down the placement randoms a little. That might help.

Imdement
May 21, 2006, 04:20 PM
Hey great idea! Just one question when I bring up the resources on the map all the new ones, clams and gems have pink dots over them. Any ideas? Also what program is used to edit TGA files?

Thanks.

DanoDavid
May 22, 2006, 05:19 AM
You mean when you press ctrl-r in the main window?

I only had pink dots over tobacco. Which resources are shown with a pink dot in your case? I have still no idea whats the cause.


I use a trial version of Paint Shop Pro to edit the tga-files.

Imdement
May 29, 2006, 07:26 PM
You mean when you press ctrl-r in the main window?

I only had pink dots over tobacco. Which resources are shown with a pink dot in your case? I have still no idea whats the cause.


I use a trial version of Paint Shop Pro to edit the tga-files.

Yes when you bring up the resources on the main screen, also when you view them in the world builder.

I think I found the problem for mine, maybe yours. I didn't have the files installed correctly.

Impaler[WrG]
May 29, 2006, 09:21 PM
Its a know issue tobacco graphics were made with bad Alpha layer, hope an artist type can correct this at some point.

etrym
Jun 10, 2006, 11:23 AM
Ok, i included tobacco. The mini icon is not that nice yet, maybe i find another one like a smoking cigar or something like that. And i have a little problem with pink buttons for tobacco when pressing Ctrl-R. I think i had that effect once but don't remember the case.

Anyway here (http://files.filefront.com/8Reszip/;5064444;;/fileinfo.html) for download. And if anybody is aware of another resource out there give me the link.

Thanks.

Oh, i forgot to mention that not allways all resources appear on a new map. Maybe its a little overloaded or the map scripts have there a blocking range. For the next version i have to switch down the placement randoms a little. That might help.

Is the file still available on filefront?
it says that the file is not available. Can you please upload it again? :)
a new resources mod for vanilla civ would be neat.

Impaler[WrG]
Jun 10, 2006, 12:16 PM
A new mod (Extended Mod on the Mods page) adds Rubber and SaltPeter, might want to include these as well.

DanoDavid
Jun 11, 2006, 03:29 AM
@ etrym: The file is available. Please try again.

@ Impaler: Thanks. I will add them after the world cup ;).

Amra
Jul 14, 2006, 05:28 PM
@DanoDavid

In case you are interested, here is a mod I have compiled with 14 resources (including the ones you have posted from Greenmod). I have posted a patch for my modpack with all but one of these and thought that maybe my efforts could save you some time.

This can either be used as a standalone mod or incorporated into other mods. Please feel free to tweak, improve upon or modify as you see fit.

(http://www.civfanatics.net/uploads12/14Resources.rar)DOWNLOAD 14Resources Mod - version 2
(http://www.civfanatics.net/uploads12/14Resources-2.rar)
To install, extract the archive to your "MODS" directory.

View Readme14 Resources for Vanilla Civ4 version 1.61
(compiled by Amra - Updated as of 07/26/2006)
This uses 8Res mod by DanoDavid as a base.


Here are 14 resources (including Ancient Temples) that I am using in a Resource Patch for my modpack. I have tweaked some of the new resource appearance rates & yields. I also added 3 buildings & 2 improvements to use with some of the resources. I take no credit for most things in this mod. Almost everything was done by someone else, all I did was put it together in one mod. Please see credits below for more details.

In my modpack and here, Sulphur is required for Unit Classes: Musketman, Rifleman, Grenadier, Cannon, & Cavalry; and Rubber is required for Unit Classes: Marine & Artillery. I can't guarantee that these requirements are play balanced though, as I am still testing that in my modpack. I do not have Saltpeter in my modpack.

This can either be used as a standalone mod or incorporated into other mods. Please feel free to tweak, improve upon or modify as you see fit.

New Resources Reveal Techs Yields
------------- ------------ ------
Ancient Temple (Start of game) +0F +0H +1G (+4G with Explored Temple)
Barley (Start of game) +2F +0H +0G (+2F with Farm)
Coffee (Start of game) +1F +0H +1G (+3G with Plantation)
Cotton (Machinery) +0F +0H +1G (+3G with Plantation)
Hemp (Start of game) +0F +0H +1G (+2G with Plantation)
Lemons (Start of game) +1F +0H +0G (+1F +1G with Plantation)
Natural Gas (Combustion) +0F +1H +0G (+2H +2G with Offshore Platform or Pipeline)
Pearls (Start of game) +0F +0H +1G (+1F +2G with Fishing Boat)
Potatoes (Start of game) +1F +0H +0G (+3F with Farm)
Rubber (Chemistry) +0F +1H +2G (+2G with Plantation)
Salt (Start of game) +0F +0H +1G (+1F +3G with Quarry)
Saltpeter (Gunpowder) +0F +1H +1G (+1H +1G with Mine)
Sulphur (Gunpowder) +0F +0H +1G (+2G with Mine)
Tobacco (Start of game) +0F +0H +2G (+4G with Farm)

New Improvements
----------------
Explored Temple (requires Ancient Temple)
Pipeline (requires Natural Gas)

New Buildings
-------------
Brewery (requires Barley & Construction) Cost 150H, +1F (+10% with Natural Gas)
Tavern (requires Brewery & Wine) Cost 200H, -10% WW, +25% Commerce, +1 Happy with Wine, Tobacco or Coffee
Natural Gas Plant (requires Natural Gas, Ecology & Factory) Cost 250H, +10%H +10%G, Provides power

Known Issues
------------
- Brewery & Tavern show up in city at odd angles. If anyone could fix this for me, I would be very thankful.


Version Details
---------------
** Version 2 **
- Fixed trade route error with Brewery
- Reduced Brewery food bonus with natural gas to -10% (was 50%)
- Reduced Tavern war weariness to -10% (was -25%)
- Fixed pink build icon for pipeline

** Initial version **
- Started with 8Res mod by DanoDavid (using resources from Greenmod by Master Lexx)
- Added Rubber & Saltpeter resources from Extended Mod by Ganart
- Changed 8Res mod Tobacco to Barley (with touch ups) & made new resource for Tobacco (based on corn)
- Added Brewery & Tavern buildings by Duke van Frost
- Added Natural Gas resource, Pipeline & Plant from Sevomod (Full credit & kudos to Sevo)
- Created new resource icons & fonts for Tobacco, Barley & Natural Gas
- Changed reveal tech for cotton to machinery

Credits
-------
Master Lexx & DanoDavid - Original 8 Greenmod resources plus Ancient Temples
Sevo - Natural Gas resource, Pipeline improvement & Natural Gas Plant building
ganart - Rubber & Saltpeter resources
Duke van Frost - Brewery & Tavern buildings
Amra - New Tobacco & Barley resources. Icons & fonts for Tobacco, Barley & Natural Gas. New Resource atlas

Impaler[WrG]
Jul 18, 2006, 09:44 AM
Amra the Brewery and Tavern Buildings are showing up very odd in the City, their tiny and at an odd diagonal angle from the rest of the Buildings. I cant see the GasPlant at all.

I like the inclusion of Barley but I think the Barley farm needs a little work its too brown, looks like everything is dead. Also the amount of Food from Barley is just HUGE, it needs to be toned down.

Also Sulphur apears to be super rare (actualy its not showing up at all)

dh_epic
Jul 18, 2006, 10:32 AM
Are these the 7 resources? (I dug them up in the other thread.)

>> salt, sulphur, potatoes, coffee, pearls, lemons, cotton

Amra
Jul 18, 2006, 03:36 PM
']Amra the Brewery and Tavern Buildings are showing up very odd in the City, their tiny and at an odd diagonal angle from the rest of the Buildings. I cant see the GasPlant at all.

I like the inclusion of Barley but I think the Barley farm needs a little work its too brown, looks like everything is dead. Also the amount of Food from Barley is just HUGE, it needs to be toned down.First time I added buildings, I'll take a look at them. Thanks for catching that.

I made the Barley farm brown on purpose to set it apart from Wheat. I guess I was thinking Harvest time but it certainly can be lightened up or have a few other colors interspersed. I'll play with that a little also.

agoodfella
Jul 22, 2006, 11:58 AM
Is there any way to add this without installing the Fall from Heaven mod?

Impaler[WrG]
Jul 23, 2006, 12:21 AM
The effects of the Brewery and Tavern are a little bit silly, +50% food is just terribly broken, 2 Trade routes make no sense at all. Taverns Happyness bonus are nice but the WarWeariness and gold bonus should be removed. Why do Forges get a bonus with Natural Gass? Forge is an anchinet blacksmith shop theirs no connection at all.

Lastly their are no uses for Rubber ,Sulfur and Saltpeter and the AI knows it (which at least prevents you from fleecing them) I would recomend adding the following resorce utilizations.

Musketmen (Saltpeter OR Sulfur)
Cannon (Iron AND (Saltpeter OR Sulfur)
Rifleman (Saltpeter)
Grenadier (Sulfur)

Infantry (Rubber OR Coal)
MachineGun (Rubber)
Tank (Rubber AND Oil)
Mech Infantry (Rubber OR Oil)
Modern Armor (Oil AND (Rubber OR Aluminum)

Amra
Jul 23, 2006, 09:32 AM
']The effects of the Brewery and Tavern are a little bit silly, +50% food is just terribly broken, 2 Trade routes make no sense at all. Taverns Happyness bonus are nice but the WarWeariness and gold bonus should be removed. Why do Forges get a bonus with Natural Gass? Forge is an anchinet blacksmith shop theirs no connection at all.The Natural gas resource and buildings are from Sevomod as is, I didn't change anything other than an icon on it. I am currently (in between other projects) trying to figure out the Brewery & Tavern placement in the CIV4CityLSystem.xml file. As noted earlier, this was the first time I have added buildings from scratch and I obviously am still learning. Please feel free to change this mod as you or anyone else sees fit.

'] Lastly their are no uses for Rubber ,Sulfur and Saltpeter and the AI knows it (which at least prevents you from fleecing them) I would recomend adding the following resorce utilizations.

Musketmen (Saltpeter OR Sulfur)
Cannon (Iron AND (Saltpeter OR Sulfur)
Rifleman (Saltpeter)
Grenadier (Sulfur)

Infantry (Rubber OR Coal)
MachineGun (Rubber)
Tank (Rubber AND Oil)
Mech Infantry (Rubber OR Oil)
Modern Armor (Oil AND (Rubber OR Aluminum)I agree with this and stated so in the readme:

"I have not done so here but in my modpack, Sulphur is required for Unit Classes: Musketman, Rifleman, Grenadier, Cannon, & Cavalry; and Rubber is required for Unit Classes: Marine, Spec, Artillery & Mobile_SAM. Just an FYI in case someone wants to assign resource requirements to some units. I can't guarantee that these requirements are play balanced though, as I am still testing that in my modpack. I do not have Saltpeter in my modpack."

Lastly, DanoDavid previously asked for links to any other resources out there (see Post #11), I thought I would try to help him by putting them all together for him. If you or anybody else feels that they can improve and fine tune the 14resources mod that I posted here, please do so. Most everything in this mod was done by someone else and I take no credit for it so it will not bother me if someone with more knowledge & talent modifies it and reposts it.:)

Impaler[WrG]
Jul 23, 2006, 04:21 PM
Additional info, Rubber seems to have its Latitudes reversed, its apearing in the Temperate zone and not the tropics. Also their seem to be some faint lines around some of the resorces chars (the ones that appear in the City resorce columbs) Rubber and Gass have a white outline just 1 pix thick, the new luxury resorces Lemons, Coffee ect have a faint black line. The original authors of these icons most likly did this unintentialy. Dose anyone know how to correct them?

I think I will do a version with the Building effects toned down and some changes to resorce spawn rates/locations plus the Resource Utilizations I sugjested earlier, most of thouse units have no requirements which gives an odd gap between the Copper/Iron/Hourse age and the Oil/Aluminum age.

Jhoratio
Jul 27, 2006, 11:29 PM
OK,

I downloaded the 14 resources Mod. Saved it in Program Files/Firaxis Games/etc etc along with the preset mods. Then I unzipped it using WinAce shareware. Then I "Chose a Mod" in the Civ 4 starting screen and restarted the game. Then it reloaded and had the words 14-Resources in the top right of the screen, the game began, my settler and warrior appeared aaaaand...no additional resources.

I'm new at this, but I feel like I installed it right. What gives?

Impaler[WrG]
Jul 27, 2006, 11:42 PM
When you extracted the Mod did you throw the whole folder into the Mod directory? This is the #1 newb mod-useage error of all time. When Civ loads a Mod it looks in the Mods folder for an "Assets" folder and loads the contents of that folder, no Assets folder no content loaded. By not removing the folder that the extractor wraped around the mod folder you prevent Civ from "seeing" any of the contents as the Assets folder is not another level down. Same thing happened earlier in this same thread, try atleast a common sense search for your problem before posting.

Jhoratio
Jul 28, 2006, 02:31 AM
Thanks for the tip, cool dude. Actually, I did read the earlier item and thought I had managed around it. At first I created a new folder, then unzipped inside it. I thought to myself, I'm doing what they said not to do. So I got rid of the first folder and just used the one created by the unzipping process. Obviously, there was still an issue. Thanks for helping me figure it out. And thanks for being such an ass about it, too. Just cause I've never downloaded a flippin mod doesn't mean I haven't been playing this game for 12years.

Jhoratio
Jul 29, 2006, 08:01 PM
I just played a game using the resources mod, and I was 80% satisfied with the game-play. Personally, I think there should be far more resources in the main game forcing the Civs to trade with one another to be able to acheive the health and happiness levels that allow large cities. It would be sort of an economic alliance - neither civ would be as willing to attack the other because many of the resources they trade are supporting the size of their own empires.

Just one small problem though. There were only 4 sulfurs in the entire "huge" map. I had the biggest land area of any civ and had none in my sphere of influence. You could play a 1000 games and never have that problem with copper/iron. It's almost a guarantee that you will get at least one if not both. And for such an important thing like the creation of gunpowder units the scarcity of sulfur makes for a near unplayable game.