View Full Version : Modules - Units


TAfirehawk
Nov 15, 2007, 09:26 PM
Discussion of Unit Modules.

rockinroger
Dec 05, 2007, 11:06 PM
Moved 2nd uu units to unloaded modules. Good job to those who worked on converting these.

Sinapus
Jan 18, 2008, 02:34 AM
I'm not sure if this is module-specific or something covered under a more generic topic:

Will the Settler unit have the ability to take a religion present in the city it's built in as it did in the ViSa mod?

OrionVeteran
Jan 22, 2008, 05:59 PM
TAfirehawk,

Here are my suggested improvements to the Inquisition mod version 1.6:

Please implement the following Prerequisits:

- Prerequisits before the game declares a Religious Victory:

1. 75% religious influence
2. 100% religious unity in all cities - state religion exists in all cities
3. 0% non-state religions in all cities
4. Religion must be Theocracy
5. All game religions must be founded

Note: The only prerequisit we have in v1.6 is religious influence set to 70%, which is too low.

- Prerequisits for conducting foreign inquisitions

1. The cultural victory condition must be set to false.
2. The foreign civilization must have an open borders agreement with you.
3. The foreign civilization must have the same state religion as you.
4. The state religion must already exist in the foreign city.
5. The foreign civilization (Ally or Vassal) must be a Theocracy.

Note: Conducting foreign inquisitions does not exist at all in v1.6.

Please publish a version change to the original Inquisition mod by Bmarnz post and I promise I will test it for you thoroughly. :thumbsup:

The inquisition mod is already an outstanding peice of work. These ideas should complete the inquisition mod project and make WOC even better.

Very Respectfully,

Orion Veteran :cool:

OrionVeteran
Mar 01, 2008, 06:23 AM
TAfirehawk,

Have you completed the requested changes to the Inquisition mod? If not, do you have an estimated time that you may complete these changes?

Very Respectfully,

Orion Veteran :cool:

TAfirehawk
Mar 01, 2008, 06:38 AM
No ETA....

That is for modders to change/enhance individual items and then release for everybody to use following the WoC Standard. Until V1.00 and even V2.00 is released, we don't have time to convert every single BtS mod to every person's request.

This is nothing personal as I tell everybody this, we are not making a modpack here but fixing the Firaxis Modular XML Loading system and creating a "standard" for modders to format things the same so players can mix and match as they wish.

rockinroger
Aug 10, 2008, 06:07 PM
2nd and 3rd Units are released, you need both installed for the Light bomber as it has dependencies in the 3rd Units. Please post any bugs, too http://woc.dreamhosters.com/bugtracker/mantis_110a3/my_view_page.php. Include a save game and module list.

rockinroger
Aug 21, 2008, 09:16 PM
Updated 3rd Units, was missing a dependency for some of the earlier Jets. I added it to the installer and all the Jets work now. Sorry for this mistake, just alot of small details are involved with this and i missed one. Please redownload for the fix, same link.

tucoow
Sep 06, 2008, 12:11 PM
hello hello dear WoC friends I'm back, after month of hard work nearly no time to come. So nice to see so much new modules coming up.:lol:

I just successfully made many units from FfH modular (I like them very much:)). But with same way I did, all animal units I did just cause CTD. Can some one take a look? Here's a sample Tiger unit.
187919

rockinroger
Sep 06, 2008, 05:03 PM
Your art path is not correct, try comparing it to this and setup your folders the same way as other units we have done. This Gorilla I have added Unique sounds to the sound defines.