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
|
|