View Full Version : [Warlords] The Caesium Mod


Caesium
Jul 15, 2007, 06:42 AM
.
http://civ4.wirebrain.de/pics/ModWL.jpg



http://www.cosgan.de/images/midi/verschiedene/b065.gif Latest version: Version 2.3.2 for Civilization 4 Warlords 2.13 (July 25th, 2007) http://www.cosgan.de/images/midi/verschiedene/b065.gif

Support only for the actual latest version, since there were a lot version numbers this mod had before.
I started with the first version of this mod for about one and a half year, but released only for the german community.


All of you, who test this Mod an find bugs or errors in the code, or have texts for parts of this mod, which have currently no descriptions: Please post them.
In case of bugs please upload your save, your logs and a screen shot.




What is this mod about?

This modpack is based on flavored interface changes, added civs, units and buildings.
Many modcomps, that change gameplay are also included, but they are mainly optional, so you can choose, if you want to use them or not.
For a list of included modcomps and modpacks please read the next posts.




Compatibility

The Caesium Mod Version 2.3.2 is for Civilization 4 - Warlords with Patch v2.13 only and it is compatible to BlueMarble Mod 3.0.




Downloads


Caesium Mod v2.3.2: Installer (http://civ4.wirebrain.de/release/warlords/v_2_3/Caesium_v232.zip) (42.0 MB) ZIP (http://civ4.wirebrain.de/release/warlords/v_2_3/Caesium_v232_zip.zip) (47.6 MB)
(incl. 18 Civ DLL)


10, 18 and 24Civs DLL (for v2.3.2): Installer (http://civ4.wirebrain.de/release/warlords/v_2_3/CaesiumDLLs_v232.zip) (3.1 MB) ZIP (http://civ4.wirebrain.de/release/warlords/v_2_3/CaesiumDLLs_v232_zip.zip) (3.6 MB)


Sourcecode v2.3.2: ZIP (http://civ4.wirebrain.de/release/warlords/v_2_3/CaesiumSources_v232.zip) (1.0 MB)


Previous downloads:


Caesium Mod v2.3.1: Installer (http://civ4.wirebrain.de/release/warlords/v_2_3/Caesium_v231.zip) (42.0 MB) ZIP (http://civ4.wirebrain.de/release/warlords/v_2_3/Caesium_v231_zip.zip) (47.6 MB)
(incl. 18 Civ DLL)


10, 18 and 24Civs DLL (for v2.3.1): Installer (http://civ4.wirebrain.de/release/warlords/v_2_3/CaesiumDLLs_v231.zip) (3.1 MB) ZIP (http://civ4.wirebrain.de/release/warlords/v_2_3/CaesiumDLLs_v231_zip.zip) (3.6 MB)


Patch Caesium Mod v2.3 to v2.3.1: Installer (http://civ4.wirebrain.de/release/warlords/v_2_3/Caesium_v23_to_v231.zip) (1.0 MB) ZIP (http://civ4.wirebrain.de/release/warlords/v_2_3/Caesium_v23_to_v231_zip.zip) (1.2 MB)
(incl. 18 Civ DLL)


Sourcecode v2.3.1: ZIP (http://civ4.wirebrain.de/release/warlords/v_2_3/CaesiumSources_v231.zip) (1.0 MB)



Caesium Mod v2.3: Installer (http://civ4.wirebrain.de/release/warlords/v_2_3/Caesium_v23.zip) (42.0 MB) ZIP (http://civ4.wirebrain.de/release/warlords/v_2_3/Caesium_v23_zip.zip) (47.6 MB)
(incl. 18 Civ DLL)


10, 18 and 24Civs DLL for 2.3: Installer (http://civ4.wirebrain.de/release/warlords/v_2_3/CaesiumDLLs_v23.zip) (3.1 MB) ZIP (http://civ4.wirebrain.de/release/warlords/v_2_3/CaesiumDLLs_v23_zip.zip) (3.6 MB)


Sourcecode v2.3: ZIP (http://civ4.wirebrain.de/release/warlords/v_2_3/CaesiumSources_v23.zip) (1.0 MB)




Installation and Uninstallation

The latest versions come with an installer.
So you'd only need to start this installer and the mod will be placed into the correct directory.
For those, who don't trust me or installers, I also loaded up a version as zip-only, so you can do this manually (extract it to {Civ4 installation folder}\Warlords\Mods\).




My props

http://www.cosgan.de/images/midi/liebe/a095.gif Thanks to (alphabetical order):
12monkeys, Adam (low), AlazkanAssassin, AltarisGreyhawk, Amra, Anima Croatorum, Arne, bad_ronald, Bhruic, Blake, C.Roland, Chamaedrys, Charly, Chinese American, Chugginator, Commander Bello, Crayton, CyberChrist, Dale, Dearmad, Dr Elmer Jiggle, EmperorFool, enen, eotinb, Fallblau, FexFX, frenchman, Frontbrecher, Gaius Octavius, Gaurav, GRM7584, Hastur, HOF Team, jdog5000, Jeckel, jojoweb, jok, Kael, Kobra 11, LDiCesare, lexi, LittleRedPoint, low, Master Lexx, MatzeHH, mikezang, Mongoose, Mylon, Nercury, NeverMind, nils_z, Notarzt, Octavian, ollj, Porges, primem0ver, Progor, Rabbit,White, Requies, rezaf, Roamty, Robo Magic Man, Rodman49, RogerBacon, Rufus T. Firefly, Sevo, sharick, SirRethcir, snafusmith, Snaitf, Spindrift, Spocko, Sto, Stone-D, StrahlenderHeld, SupremeOverlord, surt, talchas, Teg_Navanis, TheFourGuardian, TheLopez, Thorn, Titi, tywiggins, vingrjoe, Vovan, wileyc, Zebra 9.

http://www.civforum.de/images/smilies/master.gif Special thanks to these members of german civforum:
12monkeys, Arne, Charly, chemosh, Commander Bello, DragonGreen, jok, MatzeHH (my SDK-Slave), Muside, Octavian, Opferlamm, sansi, taurec, Tzu Iop, vorlorne, wileyc und all testers

.

Caesium
Jul 15, 2007, 06:42 AM
New Civs with Unique Units and Unique Buildings



2nd UU v1.00 (http://www.civforum.de/showthread.php?t=30444) by Master Lexx
Each vanilla nation gets a 2nd UU



Amra's ALH Modpack v2.0 for Civ4 Warlords (http://forums.civfanatics.com/showthread.php?p=4467825) by Amra
UB for Austria
UU for Celts, Coreans, Osmans, Vikings and Zulu



Switzerland (http://www.civforum.de/showthread.php?t=28730) by lexi, combined with Switzerland (http://forums.civfanatics.com/showthread.php?t=157360) by Robo Magic Man and Swiss theatre Goetheanum (http://www.civforum.de/showthread.php?t=37854) by Charlie
Switzerland as Civ with UUs (Hellebardiere, Leopard 2) and UB (Goetheanum)



The hills are alive - Austrian Civ (http://forums.civfanatics.com/showthread.php?t=152492) by Anima Croatorum
Austria as Civ with UUs (KUK Infantrie, Gebirgsjäger)




New units



Caravan Mod (http://apolyton.net/forums/showthread.php?s=&threadid=145599) by tywiggins combined with Caravans and Supply Trains v1.0 (http://forums.civfanatics.com/showthread.php?t=144726) by Hastur
Caravans and Support Trains can deliver food or speed up a buildings construction, Entertainers can provide culture


Religious fanatics from Civ II - Revival - Modifikation v1.3a (http://www.civforum.de/showthread.php?t=29805) by Octavian


Inquisitor Mod v0.92 (http://forums.civfanatics.com/showthread.php?t=142337) by Mylon


Lost Units v1.2 (http://www.civforum.de/showthread.php?t=27962) by Frontbrecher
Hypaspist, Mark V, Doppeldecker, Freibeuter, Ship of the Line, AEGIS Cruiser, Panzerfaustschütze, Commando, Schützenpanzer, Spähpanzer (Modifizierte Mechanisierte Infanterie), Jagdbomber, sea mine, zeppelin


new AA guns (http://forums.civfanatics.com/showthread.php?t=162204) by sharick, balance by wileyc


Sonobouy (http://www.civforum.de/showthread.php?t=33414) by jok


Water Animals v0.2w (http://forums.civfanatics.com/showthread.php?t=173781) by TheLopez, worked over by MatzeHH


Ohio Class SSBN (http://forums.civfanatics.com/showthread.php?t=170376) by snafusmith


Slave (http://forums.civfanatics.com/showthread.php?t=147545) by LittleRedPoint




New unit skins and new models



18 Century Pikeman (http://forums.civfanatics.com/showthread.php?t=166255) by AlazkanAssassin
modern Pikeman skin


Charles F. Adams Destroyer Model (http://forums.civfanatics.com/showthread.php?t=161087) by vingrjoe, file size reduced by Charly
new model for Aegis Cruiser


Darker jacket for Modern merchant (http://forums.civfanatics.com/showthread.php?t=139404) by Rufus T. Firefly


Settler skins from Ethnically Diverse Units (http://forums.civfanatics.com/showthread.php?t=167435) by Rabbit, White


Generic Inquisitor Unit (http://forums.civfanatics.com/showthread.php?t=214756) by Chugginator


Line Ship (http://forums.civfanatics.com/showthread.php?t=189405) by Rabbit, White


Stylish New Duds for Modern Workers (http://forums.civfanatics.com/showthread.php?t=141741) by Spindrift


Zeppelin (http://forums.civfanatics.com/downloads.php?do=file&id=2872) by Chamaedrys




New unit sounds



Replaces submarine sounds & ICBM selection sound (http://forums.civfanatics.com/showthread.php?t=181551) by Dearmad




New buildings and wonders



Lost Wonders v1.0 (http://www.civforum.de/showthread.php?t=28580) by Frontbrecher
Weltwunder: Abstammungslehre, Frauenwahlrecht, Kopernikus' Sternwarte, Leonardo's Atelier, Mausoleum of Mausollos, Sun Tzus Kriegskunst, Tsukiji-Fischmarkt, Statue des Zeus, Mausoleum of Maussolos
national wonders: Gutenberg Druckerei, Eirik Raude, Krebsheilung
buildings: Solar Plant, Öffentliche Verkehrsmittel, Steelwork


Lost Wonders of Civilization for Warlords v1.2 (http://forums.civfanatics.com/showthread.php?t=215790) by Gaius Octavius
world wonders: Knights Templar, J.S. Bach's Cathedral, Isaac Newton's College, Longevity, Marco Polo's Embassy, Magellan's Voyage, Theory Of Evolution, Adam Smith's Trading Company, SETI Programme


More Trade Routes (http://forums.civfanatics.com/showthread.php?t=163657) by Chinese American
world wonders: Transcontinental Railroad
national wonders: Karavan Station, Silk Road, Corporate Headquarter
buidlings: Railroad Station, Autobahn




New building skins



Ancient Lighthouse (http://forums.civfanatics.com/showthread.php?t=166927) by jojoweb


Charles Lindbergh´s spirit of St.Louis (http://www.civforum.de/showthread.php?t=37725) by Charly
model and video


Railroad station (http://forums.civfanatics.com/showthread.php?t=182236) by Chamaedrys
model for Railroad station from More Trade Routes


Solar Plant (http://forums.civfanatics.com/showthread.php?t=164688) by C.Roland
model for Solar Plant from Lost Wonders v1.0


The Ancient Mediterranean MOD v1.97 (http://forums.civfanatics.com/forumdisplay.php?f=206) by Notarzt et al
model for Caravan station from More Trade Routes

Caesium
Jul 15, 2007, 06:43 AM
Gamespeed changes



Blitz (http://forums.civfanatics.com/showthread.php?t=187312) by NeverMind


Forever Speed (http://forums.civfanatics.com/showthread.php?t=161283) by Crayton


Tech Speed 133 and 166 from Green Mod v2.1 (http://www.civforum.de/showthread.php?t=28987) by Master Lexx




New victory options



Commercial Victory from More Trade Routes (http://forums.civfanatics.com/showthread.php?t=163657) by Chinese American


Mastery Victory from Sevomod v3.3 (http://forums.civfanatics.com/forumdisplay.php?f=219) by Sevo, continued by Titi


Religious Victory Mod v0.1 (http://forums.civfanatics.com/showthread.php?t=144052) by Rodman49




New optional civics



Civics from Sevomod v3.3 (http://forums.civfanatics.com/forumdisplay.php?f=219) by Sevo, continued by Titi




New Difficulty Levels



New Difficultie Levels from A Better AI (2007/03/17) (http://sourceforge.net/projects/civ4betterai/) by Blake




Ingame Changes



A Better AI (2007/03/17) (http://sourceforge.net/projects/civ4betterai/) by Blake


Basemoveunits by MatzeHH
Units can be prevented from changes in movement by promotions


Missiles (suicide units) v1.1b (http://forums.civfanatics.com/showthread.php?t=174134) by Dale


Mongoose SDK Fixes & Mods v1.7 (http://forums.civfanatics.com/showthread.php?t=175766) by Mongoose
AirCombatMod 1.0, FirstStrikeFix 1.0 and TransportUpgradeFix 1.0


No Name Great Person Renamer Mod v0.1 (http://forums.civfanatics.com/showthread.php?t=168367) by TheLopez


Railroad Speed Mod (http://apolyton.net/forums/showthread.php?threadid=143961) by tywiggins


Route Pillage Mod v0.3w (http://forums.civfanatics.com/showthread.php?t=181587) by TheLopez


Terraform Mod v1.20 (http://apolyton.net/forums/showthread.php?s=&threadid=143500) by tywiggins, worked over quite a few times


UN Resolution Mod (http://forums.civfanatics.com/showthread.php?t=143682) by TheFourGuardian


Unit Civic Prereqs v0.3w (http://forums.civfanatics.com/showthread.php?t=186733) by TheLopez




optional Ingame Changes



optional 3-square radius cities mod v1.0 (http://forums.civfanatics.com/showthread.php?t=169847) by RogerBacon, worked over by MatzeHH


Abandon Raze Demolish Mod v1.11 (http://apolyton.net/forums/showthread.php?threadid=143962) by tywiggins
buildings can be razed with Ctrl+X
you get 30% of building costs (see ini)


Adaption Mod v0.1 (http://www.apolyton.net/forums/showthread.php?threadid=142482) by rezaf, included in SDK by MatzeHH, models by Charly


AlwaysWar Mod (http://forums.civfanatics.com/showthread.php?t=173757) by RogerBacon
AlwaysWar also for AI


Borders over Oceans (http://forums.civfanatics.com/showthread.php?t=168715) by RogerBacon


City Distance by MatzeHH
City distance can be set to 2 or 3


Enhanced Culture Conquest v01.4.1w (http://forums.civfanatics.com/showthread.php?t=171751) by TheLopez


Enhanced Tech Conquest v0.5w (http://forums.civfanatics.com/showthread.php?t=171748) by TheLopez


Free Tech Mod v1.2 (http://apolyton.net/forums/showthread.php?s=&threadid=144315) by tywiggins, worked over


Great Generals From Barbarian Combat v0.3w (http://forums.civfanatics.com/showthread.php?p=4366676) by TheLopez


Improvements Outside Borders v0.1.1w (http://forums.civfanatics.com/showthread.php?t=175540) by TheLopez


JUnitReligion Mod v0.48 (http://forums.civfanatics.com/showthread.php?t=171354) by Jeckel


MAD Nukes v0.4w (http://forums.civfanatics.com/showthread.php?t=168858) by TheLopez (includes Nuke Anywhere (http://forums.civfanatics.com/showthread.php?t=178075) by Sevo und MAD (pre-targetted nukes) v1.3b (http://forums.civfanatics.com/showthread.php?t=174134) by Dale), worked over by MatzeHH


Move on Peaks by MatzeHH
routes can be built over mountains


Parts from Green Mod v2.1 (http://www.civforum.de/showthread.php?t=28987) by Master Lexx


Real Fort v0.4 (http://apolyton.net/forums/showthread.php?threadid=142803) by Bhruic


Religion Spread (http://forums.civfanatics.com/showpost.php?p=4056511&postcount=8) by Kael


Revolution: with BarbarianCiv, Rebellion, AIAutoPlay, TechDiffusion v0.95w (http://forums.civfanatics.com/forumdisplay.php?f=261) by jdog5000


Simple Zone of Control v0.1 (http://forums.civfanatics.com/showthread.php?t=181921) by Jeckel, worked over and moved partially to SDK by MatzeHH


Trade Route/Tech Leak (http://forums.civfanatics.com/showthread.php?t=177236) by AltarisGreyhawk, also part of Sevomod (http://forums.civfanatics.com/forumdisplay.php?f=219)


Unit Allegiance Mod v0.4w (http://forums.civfanatics.com/showthread.php?t=147070) by Snaitf (support by TheLopez (http://forums.civfanatics.com/showthread.php?t=169738)) with Slave (http://forums.civfanatics.com/showthread.php?t=147545) by LittleRedPoint


Vision Improvements (2007/02/09) (http://forums.civfanatics.com/showthread.php?t=206515) by primem0ver
Sonobouy and Radartower

Caesium
Jul 15, 2007, 06:43 AM
Interface Changes



Alert Messages (http://forums.civfanatics.com/showpost.php?p=4365291&postcount=69) by Spocko


Sevopedia 2.2a (http://forums.civfanatics.com/showthread.php?t=198522) by Gaurav
includes

Better Civilopedia (http://apolyton.net/forums/showthread.php?s=&threadid=145734) by Sevo
Civilopedia Promotion Info (http://forums.civfanatics.com/showthread.php?t=163839) by talchas
Mod Chooser Modcomps (http://forums.civfanatics.com/showthread.php?t=176058) by MatzeHH
Mongoose SDK Fixes & Mods v1.7 (http://forums.civfanatics.com/showthread.php?t=175766) by Mongoose
FlyingModExtension 1.0
Replaced By Building Mod by MatzeHH
Replaced By Unit Mod v0.2w (http://forums.civfanatics.com/showthread.php?t=180592) by TheLopez
Vovan's UnitUpgrades Mod v0.2 (http://forums.civfanatics.com/showthread.php?t=170501) by Vovan, brought to 1.61 compatibility by Progor



Civ\Leader Scoreboard Switch (http://forums.civfanatics.com/showthread.php?p=4785534) by NeverMind, worked over


Civ4lerts v1.3 (http://forums.civfanatics.com/showthread.php?t=157088) by Dr Elmer Jiggle


CivPop3 v0.2 (http://forums.civfanatics.com/showthread.php?t=206910) by Teg_Navanis


Combat Experience Counter (http://forums.civfanatics.com/showthread.php?t=198839) by NeverMind


Dead Civ Scoreboard Mod v0.3w (http://forums.civfanatics.com/showthread.php?t=167023) by TheLopez


Enhanced Foreign Advisor v2.2 (http://forums.civfanatics.com/showthread.php?t=169548) by SupremeOverlord, support by TheLopez


Enhanced Military Advisor v1.4w (http://forums.civfanatics.com/showthread.php?t=169549) by SupremeOverlord, support by TheLopez


Enhanced Wonders info screen v1.52 (http://forums.civfanatics.com/showthread.php?t=145253) by CyberChrist


Exotic Foreign Advisor v0.92 (http://forums.civfanatics.com/showthread.php?t=146687) by Requies


Flags

Custom Colors and Flags v2.0 (http://forums.civfanatics.com/showthread.php?t=136905) by bad_ronald


new Civ4-Flags (http://www.civforum.de/showthread.php?t=28404) by nils_z


new Flags for Warlords (http://www.civforum.de/showthread.php?t=36334) by cesi666


New Flags for Warlords (http://forums.civfanatics.com/showthread.php?t=179801) by Thorn



Log changes v1.2 (http://forums.civfanatics.com/showthread.php?t=141164) by eotinb worked over (http://forums.civfanatics.com/showpost.php?p=3978864&postcount=323) by mikezang
Autolog.htm (or Autolog.txt) in {Civ4 Installation Folder}\Mods\Caesium v2.3\Autolog
Own entries with [Alt + E]


MainInterface enhancements (http://forums.civfanatics.com/showpost.php?p=3848052&postcount=28) by Chinese American


Modded Hall of Fame showing Won/Loss state (http://forums.civfanatics.com/showthread.php?t=139567) by Fallblau


Modified Special Domestic Advisor v1.8e (http://forums.civfanatics.com/showthread.php?t=148109) by 12monkeys


Mongoose SDK Fixes & Mods v1.7 (http://forums.civfanatics.com/showthread.php?t=175766) by Mongoose
CityHappyStringMod 1.0, MPCameraFix 1.0 and TextColorMod 1.0


MoveHighlighter v1.1 (http://forums.civfanatics.com/showthread.php?t=162649) by 12monkeys


new Graphics on era change (http://forums.civfanatics.com/showthread.php?t=139865) by frenchman


New Top Civs Splash Screens v0.1 (http://forums.civfanatics.com/showthread.php?t=222736) by Zebra 9


Not Just Another Game Clock Mod v0.4w (http://forums.civfanatics.com/showthread.php?t=158137) by TheLopez


Parts from Hall Of Fame v2.08.001 (http://hof.civfanatics.net/civ4/mod.php)


Plot List Enhancement 2.03 (http://forums.civfanatics.com/showthread.php?t=149572) by 12monkeys


Raw Commerce City Display (http://forums.civfanatics.com/showthread.php?t=158002) by Sevo, worked over (http://forums.civfanatics.com/showpost.php?p=5218895&postcount=223) by EmperorFool


See My GP Flavor (http://forums.civfanatics.com/showthread.php?t=202563) by ollj


Show Attitude Mod (http://forums.civfanatics.com/showthread.php?t=146123) by Snaitf with Attitude Icons (http://forums.civfanatics.com/showthread.php?t=167352) by Porges


ShowInfo v0.4 (http://forums.civfanatics.com/showthread.php?t=164589) by enen
Trafeoptions with [Shift + I]


Simple Ancient Era Soundtrack (http://forums.civfanatics.com/showthread.php?t=159065) by NeverMind


simple reminders v1.0 (http://forums.civfanatics.com/showthread.php?t=144612) by eotinb
time based notices can be set with [Shift + Ctrl + Alt + R]


Specialist Stacker v0.8w (http://forums.civfanatics.com/showthread.php?t=156185) by TheLopez


city growth info (http://www.civforum.de/showthread.php?t=29485) by StrahlenderHeld


Switch Mod (http://forums.civfanatics.com/showthread.php?t=176058) by MatzeHH


Tech Window v1.g (http://forums.civfanatics.com/showthread.php?t=158636) by SirRethcir (enhanced by Roamty, Caesium and Gaurav)


Unit Statistics v1.43b (http://forums.civfanatics.com/showthread.php?t=162977) by Teg_Navanis
Unit Stats with [U]


Winamp GUI for Civ4 (http://www.civforum.de/showthread.php?t=36262) by MatzeHH / Caesium




Short Cuts



[U]
Unit Statistics Screen


[Alt] + [N]
MAD Nukes Screen (only, if Strategic Aircommand is built)


[Ctrl] + [X]
ARD Mod - raze building in city view


[Shift] + [Ctrl] + [Alt] + [E]
set AutoLog entry


[Shift] + [Ctrl] + [Alt] + [I]
Show Info Mod


[Shift] + [Ctrl] + [Alt] + [M]
AI Autoplay for one turn


[Shift] + [Ctrl] + [Alt] + [R]
set notice


[Shift] + [Ctrl] + [Alt] + [X]
AI Autoplay for defined amount of turns

Caesium
Jul 15, 2007, 06:44 AM
Setting of city radius


Here you can change your city's radius:

http://civ4.wirebrain.de/pics/Stadtradius.jpg



After you started a game


you get following screen

http://civ4.wirebrain.de/pics/ModChooser.jpg


Here you can switch the mod comps on and off.

New with this version:
There are ModOptions that automatically disable enabled modcomps, like TechLeak disables Techdiffusion and vice versa.

The game stores your settings, so you can always play with your settings.



About the ini


In {Civ4 Installation folder}\Warlords\Mods\Caesium v2.3 you'll find Caesium Config.ini.

This file is for setting most of the games values; yo can edit the following way:


;#####################################
[Pirates Mod]
;#####################################

This entry is the header od the following chapter.



; Increase or decrease the value to change the chance that a spawned
; pirate ship will carry a crew.
; Default value is 50
Pirate Ships Carry Crew Chance = 50
These are the entries that trigger the game.

All entries with ";" are comments.
If you change something, please don't change the variable, please change the value.

Caesium
Jul 15, 2007, 06:44 AM
Usage of map size Gigantic and Ultragigantic can cause system failures.
Normally the loading sequence is extreme long (up to 10min).
So choose them at own risk! You should play smaller maps, if errors occur by map size.



Revolution mod can cause long time waiting sequences.
To prevent this, search the following entries in the Caesium Config.ini
;#####################################
[BarbarianCiv]
;#####################################
and
;#####################################
[Revolution]
;#####################################
and change the following value to 5 or 10 (or whatever)
; Max civs - This component won't add new civs with this number already in game (-1 for DLL limit)
; Default value is -1
MaxCivs = -1

Caesium
Jul 15, 2007, 06:45 AM
v2.3.2 (July 25th, 2007)

Ported to Warlords 2.13
Fixed some minor SDK bugs




v2.3.1 (July 19th, 2007)

Fixed MP related major bugs
Fixed bug, which caused game to crash, if a city is founded at the edge of the map




v2.3 (July 12th, 2007)

first release on civfanatics

Opferlamm
Jul 15, 2007, 06:47 AM
:goodjob:

more bughunters ;)

MatzeHH
Jul 15, 2007, 09:35 AM
Here we go!

Matze

Lachlan
Jul 15, 2007, 01:07 PM
I will get a try :)

Don't add new ressources :)

BobTheTerrible
Jul 16, 2007, 01:40 PM
Is there an English version or are parts of it in German?

MatzeHH
Jul 16, 2007, 02:40 PM
Most parts should be english. If you discover german text, don't hesitate to tell us.

Matze

TORARADICAL
Jul 17, 2007, 04:21 PM
Had an error, that said "Error: Contact Caesium" and then the game froze. Does this each time I try to play it.

Caesium
Jul 17, 2007, 06:41 PM
Had an error, that said "Error: Contact Caesium" and then the game froze. Does this each time I try to play it.

Could you please attach your save (if there exists one) and your logs?

TORARADICAL
Jul 17, 2007, 09:07 PM
That should be it

Caesium
Jul 18, 2007, 12:21 AM
It seems, that I don't have the described problem with your savegame.
Which country are you from?
Did you install the self installing or the manual way?
Could you please also test to try rhe other way?

Caesium
Jul 18, 2007, 05:49 PM
Released v2.3.1 (also as a patch-version)

TORARADICAL
Jul 19, 2007, 12:04 PM
US
Tried both, repeatedly.
Guess my comp just doesn't like it, lol

MatzeHH
Jul 19, 2007, 12:16 PM
I also don't have a problem with your savegame. Works perfectly on my machine.

Matze

Opferlamm
Jul 19, 2007, 01:03 PM
could load it, no problems

Caesium
Jul 19, 2007, 03:54 PM
US
Tried both, repeatedly.
Guess my comp just doesn't like it, lolPlease try 2.3.1 as full dl :)

Lachlan
Jul 20, 2007, 05:05 AM
You should update you mod for 2.13

Caesium
Jul 20, 2007, 05:09 AM
WL v2.13 has just been released.
An update will come as soon as possible :)

eazy69stl
Jul 21, 2007, 06:09 AM
Mine seems to be running pretty well so far, have the white flag issue but cheap computer what are ya gonna do....:confused: :sad:

MatzeHH
Jul 21, 2007, 11:59 AM
I've succesfully ported the Caesium Mod to WL 2.13.
Be a little patient, Caesium will upload the patch soon.

Matze

Opferlamm
Jul 21, 2007, 03:17 PM
I've succesfully ported the Caesium Mod to WL 2.13.
Be a little patient, Caesium will upload the patch soon.

Matze

:goodjob:

that was fast

darkedone02
Jul 22, 2007, 01:35 PM
I'm getting too many load problems on the new maps configurations like planet generator and Co_continent, I get a CTD after every single time I load up the map.

Caesium
Jul 22, 2007, 01:54 PM
Please attach your logs and if possible a savegame.

Edit: Could you please tell me your cpu, graphics card and so on?

darkedone02
Jul 22, 2007, 02:29 PM
Why give you the savegame if the map won't load!?

CPU: Intel Pentium 4 Processor, 3.00 GHz
Graphics Card: ATI Radeon X600 W/ Hyperthread memory, 256.0 MB
RAM: 1 GB RAM

The Logs and savegame won't work unless a map won't load right and after the map loads, it give out a CTD.

Edit: I've even try loading up the game in none of the new map configuration and still get the same thing. I deleted your mod off my computer and won't come back till this mod become bug free.

Caesium
Jul 22, 2007, 02:57 PM
Why give you the savegame if the map won't load!?

CPU: Intel Pentium 4 Processor, 3.00 GHz
Graphics Card: ATI Radeon X600 W/ Hyperthread memory, 256.0 MB
RAM: 1 GB RAM

The Logs and savegame won't work unless a map won't load right and after the map loads, it give out a CTD.

Edit: I've even try loading up the game in none of the new map configuration and still get the same thing. I deleted your mod off my computer and won't come back till this mod become bug free.You're quite funny.
It's up to you, if you play this mod or not.
If you don't play it, it's ok for me.
I just want to help you through and you won't help me in finding your problems, so I can't help you.
Do you play with Warlords 2.08 or 2.13? The mod is only for 2.08.

darkedone02
Jul 22, 2007, 03:03 PM
well, that figures! When will you update to 2.13!?

Caesium
Jul 22, 2007, 05:14 PM
Update to WL 2.13 is in the making.

We encountered some minor bugs, still fixing them.

Update comes asap.

Caesium
Jul 25, 2007, 03:41 PM
Updated to v2.3.2

v2.3.2 (July 25th, 2007)

Ported to Warlords 2.13
Fixed some minor SDK bugs

darkedone02
Jul 26, 2007, 01:21 PM
sweet, the first mod to ever convert to 2.13 while others abandon the patch update just to convert to Beyond the Sword.

MatzeHH
Jul 26, 2007, 02:38 PM
sweet, the first mod to ever convert to 2.13 while others abandon the patch update just to convert to Beyond the Sword.

Hehe, the reason is simple:
BtS isn't in the stores in Germany yet. Official realease date is tomorrow.
However, it's available in some stores since today.

So we had some days between patch 2.13 and BtS to convert the mod.

Matze

Opferlamm
Jul 26, 2007, 03:19 PM
Hehe, the reason is simple:
BtS isn't in the stores in Germany yet. Official realease date is tomorrow.
However, it's available in some stores since today.

So we had some days between patch 2.13 and BtS to convert the mod.

Matze

not to forget the many mod-users in the german civ-community, who hungered for the patch

NeverMind
Aug 02, 2007, 04:54 AM
Great work, Caesium! Nice to see it here at CFC, finally. http://forums.civfanatics.com/images/icons/icon14.gif

cha dawn
Aug 04, 2007, 03:47 AM
I want to start a new epic game with the Caesium mod.
Some questions :

If you check mad nuke , does a nuke complete destroy the city?
Only two national wonders per city ?
With all those new wonders it's perhaps better to allow more nat. wonders per city ?

Caesium
Aug 06, 2007, 08:27 AM
I want to start a new epic game with the Caesium mod.
Some questions :

If you check mad nuke , does a nuke complete destroy the city?Per default, yes, but you can alter this in the Caesium Config.ini

Only two national wonders per city ?
With all those new wonders it's perhaps better to allow more nat. wonders per city ?You can add following code to the GlobalDefinesAlt.xml and alter the value:

<Define>
<DefineName>MAX_NATIONAL_WONDERS_PER_CITY</DefineName>
<iDefineIntVal>2</iDefineIntVal>
</Define>

Opferlamm
Apr 29, 2008, 10:40 PM
rejoice, Caesium left his hiatus and is working on a BtS-version of his mod