View Full Version : AAranda's modcomps for RoM 2.7
AAranda Jun 29, 2009, 09:21 AM This thread is made to receive your comments , feedback , critizism , requests , what should be in or out , or wathever you want to say about my mods to RoM ( including i should better waste my time in football ). So , everything woul be welcome and answer
I would like to ear from dancing hoskuld and jhonny smith specially , both of you guys have been very helpfull in previous versions and i really appreciate that
Here you have links to my modcomps made and converted by now :
:lol: 2.7 VERSION
RoM 2.7 : New handicap and speed levels
http://forums.civfanatics.com/downloads.php?do=file&id=12662
RoM 2.7 : Tornado and volcano events
http://forums.civfanatics.com/downloads.php?do=file&id=12663
RoM 2.7 : Traits
http://forums.civfanatics.com/downloads.php?do=file&id=12664
RoM 2.7 : Buildings
http://forums.civfanatics.com/downloads.php?do=file&id=12665
RoM 2.7 : Units
http://forums.civfanatics.com/downloads.php?do=file&id=12674
RoM 2.7 : Corporations
http://forums.civfanatics.com/downloads.php?do=file&id=12709
RoM 2.7 : Religions
http://forums.civfanatics.com/downloads.php?do=file&id=12715
RoM 2.7 : Modular Aztec/Mexican civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12723
RoM 2.7 : Modular Guarani/Brazilian civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12737
RoM 2.7 : Modular Canadian civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12736
RoM 2.7 : Modular Taino/Cuban civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12731
RoM 2.7 : Modular cherokee civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12735
RoM 2.7 : Modular Dinnehi civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12734
RoM 2.7 : Modular Fuegian civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12733
RoM 2.7 : Modular Incan/Chilean civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12732
RoM 2.7 : Modular Inuit civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12738
RoM 2.7 : Modular Iroquois civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12739
RoM 2.7 : Modular Mayan civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12740
RoM 2.7 : Modular Olmec civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12741
RoM 2.7 : Modular Toltec civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12744
RoM 2.7 : Modular Pirate civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12742
RoM 2.7 : Modular Sioux civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12743
RoM 2.7 : Modular Tupi civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12745
RoM 2.7 : Modular United states civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12746
RoM 2.7 : Modular Yanomami/Venezuela civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12747
RoM 2.7 : Modular Mapuche/Argentinian civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12728
RoM 2.7 : North & South mod
Coming soon , must be converted to 2.7 version
:lol: 2.71 VERSION
RoM 2.71 : New handicap and speed levels
http://forums.civfanatics.com/downloads.php?do=file&id=12860
RoM 2.71 : Tornado and volcano events
http://forums.civfanatics.com/downloads.php?do=file&id=12861
RoM 2.71 : Traits
http://forums.civfanatics.com/downloads.php?do=file&id=12863
RoM 2.71 : Buildings
http://forums.civfanatics.com/downloads.php?do=file&id=12866
RoM 2.71 : Units
http://forums.civfanatics.com/downloads.php?do=file&id=12865
RoM 2.71 : Corporations
http://forums.civfanatics.com/downloads.php?do=file&id=12867
RoM 2.71 : Religions
http://forums.civfanatics.com/downloads.php?do=file&id=12881
RoM 2.71 : Americans civilizations
http://forums.civfanatics.com/downloads.php?do=file&id=13023
RoM 2.71 : Religions patch
http://forums.civfanatics.com/downloads.php?do=file&id=12947
RoM 2.71 : Modular Aztec/Mexican civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12876
RoM 2.71 : Modular Guarani/Brazilian civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12884
RoM 2.71 : Modular Canadian civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12891
RoM 2.71 : Modular Taino/Cuban civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12948
RoM 2.71 : Modular cherokee civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12983
RoM 2.71 : Modular Dinnehi civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12988
RoM 2.71 : Modular Fuegian civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12905
RoM 2.71 : Modular Incan/Chilean civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12882
RoM 2.71 : Modular Arctic civilizations
http://forums.civfanatics.com/downloads.php?do=file&id=12976
RoM 2.71 : Modular Iroquois civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12986
RoM 2.71 : Modular Mayan civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12886
RoM 2.71 : Modular Olmec civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12956
RoM 2.71 : Modular Toltec civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12957
RoM 2.71 : Modular Pirate civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12924
RoM 2.71 : Modular Sioux civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12991
RoM 2.71 : Modular Tupi civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12946
RoM 2.71 : Modular United states civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12904
RoM 2.71 : Modular Yanomami/Venezuela civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12940
RoM 2.71 : Modular Mapuche/Argentinian civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12898
RoM 2.71 : Modular Apachean civilization
http://forums.civfanatics.com/downloads.php?do=file&id=12994
RoM 2.71 : Modular Chinookan civilization
http://forums.civfanatics.com/downloads.php?do=file&id=13007
RoM 2.71 : Modular Algonqinian civilization
http://forums.civfanatics.com/downloads.php?do=file&id=13012
RoM 2.71 : North & South mod
Coming soon , must be converted to 2.71 version
:D I HOPE YOU ENJOY :D
DRJ Jun 29, 2009, 11:06 AM RoM 2.7 : Buildings
http://forums.civfanatics.com/downloads.php?do=file&id=12665
File Front deleted this ModMod (I hate them for that cause I wanted to start a game with all the modmods, especially the wonders...)
AAranda Jun 29, 2009, 11:16 AM File Front deleted this ModMod (I hate them for that cause I wanted to start a game with all the modmods, especially the wonders...)
I don't think is deleted , if it's i 'll upload it shortly again , but the page is down at the moment for manteinance . It must be all
You can use the inconvenience to install corporations mod , just uploaded a minute ago
DRJ Jun 29, 2009, 11:24 AM Hey, thx for the quick answer - and btw. great work!!!
(edit: it's really deleted - if you follow your link you're redirected to FileFront main page)
AAranda Jun 29, 2009, 12:20 PM Hey, thx for the quick answer - and btw. great work!!!
(edit: it's really deleted - if you follow your link you're redirected to FileFront main page)
Yes , is deleted , i don't know why , but is deleted . I'll upload again as soon as they finish the mantenaince work , sorry
strategyonly Jun 29, 2009, 01:15 PM In the "Units" isnt the "forzed worker" supposted to be "Forced Worker?"
btw how about making a gamefont with all your changes including your religions and RoM's, and corps etc on it?
AAranda Jun 29, 2009, 01:56 PM In the "Units" isnt the "forzed worker" supposted to be "Forced Worker?"
Should be , i suppose my native language showed up. It's fixed now
btw how about making a gamefont with all your changes including your religions and RoM's, and corps etc on it?
It's already done , without it the mod couldn't work.Even Zappara has include this fonts in 2.7 version , so the mods can be just modular . Unfortunatly doesn't work for the corporations , i can not explain why
AAranda Jun 29, 2009, 03:27 PM Filefront was on maintenance and somehow the buildings mod file was delete
It is reupload now and available
zerog117 Jun 29, 2009, 03:36 PM great mods
that add spice to the game
AAranda Jun 29, 2009, 04:59 PM still seems tobe down
What a nightmare, now the file is broken when downloaded. I'm uploading again to another server , 4share , it will took an hour
strategyonly Jun 29, 2009, 06:04 PM What a nightmare, now the file is broken when downloaded. I'm uploading again to another server , 4share , it will took an hour
I got in contact with them and they changed servers around and were down for some maintenance also, its should be up and running now.
zerog117 Jun 29, 2009, 06:06 PM seems toe cursed
god doesnt want me playing civ4 todday
os79 Jun 30, 2009, 12:27 AM Hello,
I dl'ed buildings mod but when I unzipped it, it turned out to be corrupt.
cr0ws Jun 30, 2009, 01:12 AM Hmmm...Now I have Buildings download, but the archive is corrupted when I try to extract it, I've downloaded it twice and it was same. Seems as of late filefronts been offering inferior services, I suggest what i_diavolorosso suggested and use a different file host.
cr0ws Jun 30, 2009, 01:15 AM Should be , i suppose my native language showed up. It's fixed now
It's already done , without it the mod couldn't work.Even Zappara has include this fonts in 2.7 version , so the mods can be just modular . Unfortunatly doesn't work for the corporations , i can not explain why
I like "forzed worker", it has a very nazi ring to it. Maybe even change worker to vorker...Ja... Schnell! Schnell! Forzed Vorker! :mad:
AAranda Jun 30, 2009, 04:16 AM Hmmm...Now I have Buildings download, but the archive is corrupted when I try to extract it, I've downloaded it twice and it was same. Seems as of late filefronts been offering inferior services, I suggest what i_diavolorosso suggested and use a different file host.
I took your advice and upload the file to mediafire , after 3 wrong uploads to filefront corrupting the .bik files , i had definetly enough of them.
The mod is upload now , and checked when download , and everything goes fine.
Sorry for any inconvenience
i_diavolorosso Jun 30, 2009, 05:01 AM I took your advice and upload the file to mediafire , after 3 wrong uploads to filefront corrupting the .bik files , i had definetly enough of them.
The mod is upload now , and checked when download , and everything goes fine.
Sorry for any inconvenience
It's ok:goodjob:
And i'm glad that you follow my advice(maybe all of you think that i'm is somekind of mediafire promotion agent:lol:.No i'm not.I just surprised when i got about 70kbps at mediafire, when i only got maximal 10kbps in filefront:p, and i want to share that pleasure with you:))
zappara Jun 30, 2009, 09:32 AM RoM 2.7 Megapack will have some of those civs you've listed, I'm just converting them from v2.6 format to v2.7 - see the included civs list in Extra civ addon pack (http://forums.civfanatics.com/showthread.php?t=273618) -thread. ;)
AAranda Jun 30, 2009, 10:06 AM RoM 2.7 Megapack will have some of those civs you've listed, I'm just converting them from v2.6 format to v2.7 - see the included civs list in Extra civ addon pack (http://forums.civfanatics.com/showthread.php?t=273618) -thread. ;)
I knew that , but i have gone a little far away .
I have expanded the civilizations i listed , including new leadeheads to some of them and , at least , 3 UU and 3 UB to each civilization , trying to spread UU and UB along eras when possible ( wasn't with USA , everything modern , or with indians , everything early )
Also , i have used some civilizations ( guarani/brazil or inca/chilean ) like ancient or modern versions to their couples , meaning them share UU and UB , but not leaders. I did that becuse those civs coexist in the same phisicall space , but in different eras , but beeing the ancient version still existing in the modern one : guarani or mapuche people are still a big mass of brazilian or argentinian population . In the other side americans and indians civs couldn't be treated like that , as indians were basically erradicated by english first and americans later
I hope you and te others like this idea as i do
AAranda Jun 30, 2009, 10:47 AM My religion's mod is out and ready for download ˇ
Don't miss my masterpiece ˇ
DRJ Jun 30, 2009, 11:21 AM I am giving this one a try too!
Btw. I nearly don't dare to say it, but your orthographics are really messy.
Sorry if it sounds harsh but to build a "Dog camp" sucks. I want a "Dog Camp"!!!
Maybe it's because in german we write all nouns in large letters, but following the rest of the Civ/Rom buildings etc. also of those combined of two words, both are always spelled large.
Again, no disrespect but it sucks to click on something which looks kinda dyslexic... ;)
So finally a very gentle sounding request: if you update you mods, could you change the names consisting of two words so they are all spelled large?
Thx for all and keep up the good work, I like the innovative ideas you put in your mods!
AAranda Jun 30, 2009, 02:00 PM I am giving this one a try too!
Btw. I nearly don't dare to say it, but your orthographics are really messy.
Sorry if it sounds harsh but to build a "Dog camp" sucks. I want a "Dog Camp"!!!
Maybe it's because in german we write all nouns in large letters, but following the rest of the Civ/Rom buildings etc. also of those combined of two words, both are always spelled large.
Again, no disrespect but it sucks to click on something which looks kinda dyslexic... ;)
So finally a very gentle sounding request: if you update you mods, could you change the names consisting of two words so they are all spelled large?
Thx for all and keep up the good work, I like the innovative ideas you put in your mods!
Didn't realize that "always capitals at the begining of a word" rule thing , and no problems fixing it from now , but don't think is big deal , not bad enough to sucks or looks dislexic just because using a capital letter or not
I'll try to keep it in mind , but not going to redo what is done just for this
Dancing Hoskuld Jun 30, 2009, 08:11 PM Being dyslexic I am now officially offended ;)
vincentz Jun 30, 2009, 08:57 PM Just a couple of tips, that I hope you'll find usefull.
Instead of dog camp, or dog breeding house, maybe call it Dog Kennel, or just Kennel
I looked at your castle mod, and the civilopedia pictures looks strange. I think too much zoom.
also the Watching Tower, I think it should just be Watch Tower,
and lastly the Siege Tower. Not sure but a siege tower isnt that for performing sieges not protecting against sieges?
Hope you could use my two cents ;)
os79 Jun 30, 2009, 10:49 PM and lastly the Siege Tower. Not sure but a siege tower isnt that for performing sieges not protecting against sieges?
Yeah, you are correct. Siege towers are for sieging purposes. So it would be better to have walls or high walls accept the same bonuses and maladies as siege towers do now.
Then see how to make it an unit but still be balanced because we already have trebuchets now.
vincentz Jun 30, 2009, 11:25 PM I looked at your castle mod, and the civilopedia pictures looks strange. I think too much zoom.
Ups. I think I mixed up you and Afforess. My bad :blush:
Afforess Jul 01, 2009, 12:04 AM Ups. I think I mixed up you and Afforess. My bad :blush:
The keep was really zoomed in, I noticed and fixed it a few hours ago.
AAranda Jul 01, 2009, 02:19 AM Instead of dog camp, or dog breeding house, maybe call it Dog Kennel, or just Kennel
also the Watching Tower, I think it should just be Watch Tower,
and lastly the Siege Tower. Not sure but a siege tower isnt that for performing sieges not protecting against sieges?
Hope you could use my two cents ;)
OK guys , dog breeding house as been renamed to kennel , watching tower to wach tower ... and lots of capitals have been added , so no one feels dislexic problems while playing and no one feels ofended , wich is forbidden in this forum as we are all friends
Anyway , you wouldn't see the changes until further releases , as i'm not going to reupload in the servers for such , i think , little thing
About siege towers building , i agree , is not the best name , but you have to give me some optional to switch to . Noticing that the building is a deffensive tower erected inside castles to place siege weapons on a high position
os79 Jul 01, 2009, 03:40 AM Before you update, please consider modding a different way so that the options ca be used individually. For example, I wanted Tank Factory but it required your traits. I do not want your trait mod. Also, the files in Custom Buildings and Custom Units should be in individual mods as well for easier selection process by us.
Thank you!
climat Jul 01, 2009, 04:07 AM AAranda, I think you don't have to upload your font since RoM font already had your corporation icons.
AAranda Jul 01, 2009, 04:29 AM Before you update, please consider modding a different way so that the options ca be used individually. For example, I wanted Tank Factory but it required your traits. I do not want your trait mod. Also, the files in Custom Buildings and Custom Units should be in individual mods as well for easier selection process by us.
Thank you!
Each module was made to work alone , without the need of any other ,and that was my intention
But you're right , tank factory needs my traits . That's because all my mods were part of a bigger one i'm using since 2.0 version , now made parts to be as modular as possible and easy to use as possible , but that was a HUGE task ( i have around 1 GB of data to be used and converted ) and , i'm affraid , i miss a few things
I haven't notice this tank factory miss before , and thanks you to show me. It will be fixed and upload by today, unfourtunatly , you'll have to download and install the mod again . Give it 24 hours to be sure and you can download it again
Also , i've noticed that wondermovies are beeing showed twice .
It was a iteration fixed long ago with dancing hoskuld's great help , but seems i've missed the fix in the adaptation to 2.7. Will be fixed too
os79 Jul 01, 2009, 04:39 AM Each module was made to work alone , without the need of any other ,and that was my intention
But you're right , tank factory needs my traits . That's because all my mods were part of a bigger one i'm using since 2.0 version , now made parts to be as modular as possible and easy to use as possible , but that was a HUGE task ( i have around 1 GB of data to be used and converted ) and , i'm affraid , i miss a few things
I haven't notice this tank factory miss before , and thanks you to show me. It will be fixed and upload by today, unfourtunatly , you'll have to download and install the mod again . Give it 24 hours to be sure and you can download it again
Also , i've noticed that wondermovies are beeing showed twice .
It was a iteration fixed long ago with dancing hoskuld's great help , but seems i've missed the fix in the adaptation to 2.7. Will be fixed too
Wondered why there was twice movies too. Thanks for your reply :). Looking forward to Watch Tower, Tank Factory, and few others! :goodjob:
AAranda Jul 01, 2009, 04:43 AM AAranda, I think you don't have to upload your font since RoM font already had your corporation icons.
Must be like you said , but is not .
I cant explain why , because everything goes fine with my religions fonts edited to 2.7 by Zappara , but even when my corporations logos show fine in the city's icons , it doesn't with buildings or units : burgerworld headquarters gives bonus to ultimate soldiers corporation , mobby meats executive spreads wonka spices ... a complete and misterious mess ... and of course i've edited the tag index ˇˇˇ
The only way i found to make it work has been my own fonts , wich are not needed by my religions mod
As i said before , i'm not good enough to tell you why
i_diavolorosso Jul 01, 2009, 04:50 AM Wondered why there was twice movies too.
So do i:p(BTW. do someone know the reason why civfanatics not allowed us to post a reply that's less than 10 characters??:p)
climat Jul 01, 2009, 04:56 AM Must be like you said , but is not .
I cant explain why , because everything goes fine with my religions fonts edited to 2.7 by Zappara , but even when my corporations logos show fine in the city's icons , it doesn't with buildings or units : burgerworld headquarters gives bonus to ultimate soldiers corporation , mobby meats executive spreads wonka spices ... a complete and misterious mess ... and of course i've edited the tag index ˇˇˇ
The only way i found to make it work has been my own fonts , wich are not needed by my religions mod
As i said before , i'm not good enough to tell you why
Now, I understand what you say.
Corporation effects are shown up with a mess even in pedia.
Maybe RoM font can be blamed for this problem. :cry:
vincentz Jul 01, 2009, 06:18 AM I might have a clue. When I uploaded the gamefont.tga here (http://forums.civfanatics.com/showpost.php?p=8201278&postcount=17)(which I think is the one zappara is using now) I only did it for the standard (citybars) not the gamefont75.tga (which shows bonuses in civilopedia). I'll try to give zappara's 75 the same treatment as the other one. Uploading shortly
vincentz Jul 01, 2009, 06:30 AM There you go ;) Let me know if it works, then I put it in the 2.7 bug/discussion thread. I cant check it myself as I havent got your corporations.
A good tip when editing gamefonts in the future : make a selection inside the pink box you want to edit. That way that will be your working area, and any pixels accidentially goes outside that box wont be drawn (which causes the hole gamefont to mix up)
cr0ws Jul 01, 2009, 07:22 AM Hello Aaranda!
I've just used your Units mod in my new game and decided to place your sea creatures units all over my map (cuz I'm freek enough:crazyeye:) but I can't help notice that these sea creatures don't move. The tiles I've placed them in seem to be still occupied by them a couple of turns later. Are these meant to stay in one place or is this just a bug?
AAranda Jul 01, 2009, 08:43 AM Hello Aaranda!
I've just used your Units mod in my new game and decided to place your sea creatures units all over my map (cuz I'm freek enough:crazyeye:) but I can't help notice that these sea creatures don't move. The tiles I've placed them in seem to be still occupied by them a couple of turns later. Are these meant to stay in one place or is this just a bug?
Good freeky guy ˇˇˇ At least , i'm not alone
Those units are quite particular : i haven't made them spawn like others barbarians animals because , as you spend many turns to seafaring and they are strongers than you until middle ages , by the time you can fight them , the seas would be covered with sea animals
About moves , yes they move , but very strangely : they can stay lots of turns in the same tile and them move just to stay another lots of turns still , probably because the AI has not implemented them as barbarians units , but if i do will happen as i said before .
That's why i said is just for freeks , the units works and would make quite hard travels seas for you and your opponents , but doesn't work like wolves
cr0ws Jul 01, 2009, 10:04 AM Good freeky guy ˇˇˇ At least , i'm not alone
Those units are quite particular : i haven't made them spawn like others barbarians animals because , as you spend many turns to seafaring and they are strongers than you until middle ages , by the time you can fight them , the seas would be covered with sea animals
About moves , yes they move , but very strangely : they can stay lots of turns in the same tile and them move just to stay another lots of turns still , probably because the AI has not implemented them as barbarians units , but if i do will happen as i said before .
That's why i said is just for freeks , the units works and would make quite hard travels seas for you and your opponents , but doesn't work like wolves
Okaye, understood. But I think they should move 1 tile per turn (like pirate ships), this way they can attack helpless vessels passing by. 1 more little suggestion is you could make a giant jellyfish with characteristic of submarine, it will be invisible until it strikes!;)
johny smith Jul 01, 2009, 11:24 AM Well let me say first of all there is some extra text that is need for corporation effects in the main xml text folder. That probably is the problem you are having with them.
I downloaded your religion and yes the server is much better. The one complaint I have with it really is the units. I have made units called shamans that look much better I think compared to what you have. Problem with the shamans I made are the high poly counts though, and team colors are not set to show. Which I think team colors are not so important since they are holding a flag anyway.
I see you used some of the missionaries out of Rapture which is ok, but I don't think they really fit for the religions you have. Well if you need any help with the units I can lend a hand. They are in the WoC Lite Rapture now as well as I began making some new buildings for religions. Anyway just my opinion. I need to look more at it though. I am busy now making more buildings though for them.
If you are interested in helping my mod in anyway I think you like unique things. Well I need 48 promotions each based on a god. Just seems that is something you might be interested in, but my mod makes a 180 degree turn from Civ4 on religions. Well good job:goodjob: I know how much work it is putting all of this together.
AAranda Jul 01, 2009, 12:25 PM I thought i was using a wrong file to show national movies wonders , wich makes world wonders movies to splash twice
I didn't , the file was good and was working fine in previous versions . It means , it will take me longer to fix , as the file is apython one and i'm completely dumb on it.I've asked out for help and as soon as i have results i'll upload the mods again fixed ( this affects both religions and buildings mods) and i will advice of it on the forum
In the meanwhile ... well , double wondermovies is not the end of the world
AAranda Jul 01, 2009, 12:38 PM Very glad to read from you again , jhony
Well let me say first of all there is some extra text that is need for corporation effects in the main xml text folder. That probably is the problem you are having with them.
What you mean ? About the fonts? It was my first option , i compared my buildings , corps and units files with the RoM ones , but there was no difference . Text? Please , explain it to me
I downloaded your religion and yes the server is much better. The one complaint I have with it really is the units. I have made units called shamans that look much better I think compared to what you have. Problem with the shamans I made are the high poly counts though, and team colors are not set to show. Which I think team colors are not so important since they are holding a flag anyway.
I see you used some of the missionaries out of Rapture which is ok, but I don't think they really fit for the religions you have. Well if you need any help with the units I can lend a hand. They are in the WoC Lite Rapture now as well as I began making some new buildings for religions. Anyway just my opinion. I need to look more at it though. I am busy now making more buildings though for them.
Right , some of my missionaries are not the bests units , just were the best i have at hand when i made the mod . I'll have a loo at yours and i'm sure i ˇll switch 3 or 4
If you are interested in helping my mod in anyway I think you like unique things. Well I need 48 promotions each based on a god. Just seems that is something you might be interested in, but my mod makes a 180 degree turn from Civ4 on religions. Well good job:goodjob: I know how much work it is putting all of this together.
NOW WE ARE TALKING . Are you going to make all of yours rapture's religions unique ? In the way of my mod? It took me months , and were 10 . You have 50 or more ? Is gonna be your life's work
I'm involved now in another task , making civilizations addons . I've made 25 just from both americas and i want to make rest of the world . It would take me all this year , i think, but i can find time to help you , sure .Just tell me what you want exactly
Dancing Hoskuld Jul 01, 2009, 05:50 PM This should fix the double playing of wonder movies. I have not had time to test it.
Edit: loaded wrong file.
Edit 2: removed bad code - "bad code sent to dog house" :)
AAranda Jul 01, 2009, 07:53 PM This should fix the double playing of wonder movies. I have not had time to test it.
Edit: loaded wrong file.
Looks like , doesn't work
Thanks for it anyway ... and thanks for the good one you'll provide soon , je, je, je
i_diavolorosso Jul 01, 2009, 08:28 PM I'm involved now in another task , making civilizations addons . I've made 25 just from both americas and i want to make rest of the world . It would take me all this year , i think, but i can find time to help you , sure .Just tell me what you want exactly
Rest of the world??Should i hope that you"ll include my country?(indonesia:))
Dancing Hoskuld Jul 01, 2009, 09:38 PM Looks like , doesn't work
Thanks for it anyway ... and thanks for the good one you'll provide soon , je, je, je
I have looked at it again, briefly, can't see where I went wrong so I will look at it closely tonight.
Ermelinho Jul 02, 2009, 01:17 PM I like "forzed worker", it has a very nazi ring to it. Maybe even change worker to vorker...Ja... Schnell! Schnell! Forzed Vorker! :mad:
:lol: goog one! maybe even Fortzt Vörker
@AAranda: i really appreciate your ambitions on this modmod. will try it out soon, though it seems a bit too much to me.
johny smith Jul 02, 2009, 02:04 PM What you mean ? About the fonts? It was my first option , i compared my buildings , corps and units files with the RoM ones , but there was no difference . Text? Please , explain it to me
It is not your module I mean. It is assets/xml/text. There is a text entry that is for the civlopedia entries for corporations. It probably got left out of RoM. It is in the WoC Lite though.
NOW WE ARE TALKING . Are you going to make all of yours rapture's religions unique ? In the way of my mod? It took me months , and were 10 . You have 50 or more ? Is gonna be your life's work
I'm involved now in another task , making civilizations addons . I've made 25 just from both americas and i want to make rest of the world . It would take me all this year , i think, but i can find time to help you , sure .Just tell me what you want exactly
Well yes I have been saying that. I have 3 cult religions and 1 mythology per 16 groups. 48 gods and 16 mythologies total.
I have the list here in project space and sounds if you want to hear them. I am redoing all of the art. 1 temple and 3 shrines per group. All of the cults can use the same temple.
http://forums.civfanatics.com/forumdisplay.php?f=353
Just look for Pagan Religions(Vedic) for example like here.
http://forums.civfanatics.com/showthread.php?t=323895
I need promotions for example for Agni, Indra, and Mithra that you can only receive if it is your state religion.
So anyway it would help a lot if you would. I was thinking things like Thor's hammer for example. So thinking a super promotion really.
Edit: PS the shrines are unique as well. Not just shrines like normal. They are unique to each god as well.
Oh here are the units I am talking about.
http://forums.civfanatics.com/attachment.php?attachmentid=218941&stc=1&d=1245952383
http://forums.civfanatics.com/attachment.php?attachmentid=218942&stc=1&d=1245952383
climat Jul 02, 2009, 05:19 PM Wow, you uploaded many things!
Thanks for great modmod and your effort, AAranda! :)
EDIT: If your traits such as forestic or desertic give more benefits, it will be great.
I really wanted to see function such as +1 food per forest with forestic trait (It will be overpowered, though. ;)) but Firaxis didn't make code like this...
and, "3~4 traits per one leader" feature of modular civs seems.. quite too much.
If all leaders have 3 or 4 traits, it would be cool.
But if some leaders have it and others don't have it, it can make balance problem, I think.
Dancing Hoskuld Jul 02, 2009, 06:57 PM I tested this one and it works for me :)
AAranda Jul 03, 2009, 02:35 AM Wow, you uploaded many things!
Thanks for great modmod and your effort, AAranda! :)
EDIT: If your traits such as forestic or desertic give more benefits, it will be great.
I really wanted to see function such as +1 food per forest with forestic trait (It will be overpowered, though. ;)) but Firaxis didn't make code like this...
and, "3~4 traits per one leader" feature of modular civs seems.. quite too much.
If all leaders have 3 or 4 traits, it would be cool.
But if some leaders have it and others don't have it, it can make balance problem, I think.
I'm working in all existing civs and lots of news , and , when finished , all leaders will have 3-4 traits , but it will take me months
I made the terrains traits because it seemed logical that a desertic ( like egypt ) civ will have bonuses fighting in native terrain , a plain ( like huns ) , or a sea travellers ( like vikings ) too.
So , i'm giving each leader their normal two traits , excepcionally 3 , and an additional one based on their native terrain , if this point has no doubt.Those traits are not very powerfull , just usefull as you are stronger to defend your starting position , and i don't think i must change them , just for balancing
AAranda Jul 03, 2009, 03:01 AM I tested this one and it works for me :)
For me too
Thanks again , my phyton saviorˇˇˇ
I'll fix both religions and buildings mods and start the reupload right now
AAranda Jul 03, 2009, 05:17 AM There was a bug in the mods making wondermovies splash twice , now fixed thanks to Dancing Hoskull's brilliant help. The main mod is fixed too , so you can download the full version repaired or just this patch if you have already downloaded it . By the way , saved games will work perfectly if you patch the mod
Also , in the buildings mod , building names are in capital at the beggining of a word and some building names has been changed as requested by users:
Dog breeding house ---- Kennel
Watching tower -------- Watch Tower
Religion's mod patch
http://forums.civfanatics.com/downloads.php?do=file&id=12761
Building's mod patch
http://forums.civfanatics.com/downloads.php?do=file&id=12760
kyuri Jul 03, 2009, 12:17 PM I have instal all of your modmods in rom 2.7 + jooyo's mods too and i don't have name of your's modmods civilizations and leaders this civilizations in civilopedia. Why?
I play on polish patch language. Earlier was everything ok but i didnt have your modmods civilizations.Others i had.
strategyonly Jul 03, 2009, 02:00 PM building names are in capital at the beggining of a word and some building names has been changed as requested by users:
Dog breeding house ---- Kennel
Watching tower -------- Watch Tower
Just for your info, the Kennel is also used by some that use Subdue Animal for capturing of Animals, its a small mod comp(that uses same name for building), so might want to change that name to "K9 Kennel" so it does not interfere with those that use that mod comp.
AAranda Jul 03, 2009, 02:01 PM I have instal all of your modmods in rom 2.7 + jooyo's mods too and i don't have name of your's modmods civilizations and leaders this civilizations in civilopedia. Why?
I play on polish patch language. Earlier was everything ok but i didnt have your modmods civilizations.Others i had.
Like Jack the ripper said , lets make it parts:
You have all my mods installed , but the modular civilizations are not working , you said .Are all the others working? Religions , buildings , units ...?
Because i only have english lenguage in the mods , but if the others are fine , civilizations should be ok then. If the others are fine and civs not , is probably a bad installation , just delete and try again
Please , make me know if everything works or not.If not , we shall find why
rwglaub Jul 04, 2009, 09:14 AM All I can say is "WOW"!!!
os79 Jul 05, 2009, 10:29 AM Tank Factory don't require militaristic trait now, right? Because I only want your buildings and units and maybe few of civs, that is all. Not your traits, or other mods. For now...
Thx! And :goodjob: being motivated in modding! :D
AAranda Jul 05, 2009, 01:43 PM Tank Factory don't require militaristic trait now, right? Because I only want your buildings and units and maybe few of civs, that is all. Not your traits, or other mods. For now...
Thx! And :goodjob: being motivated in modding! :D
Yes , i forgot to mentionn in the posts and in the fix log , but is fixed
Zyamaia Jul 05, 2009, 02:24 PM Hi, well after much tinkering, I got your Rom mod to not cause errors when the game loads. Mind you I had TONS of help. :P I just can't seem to be able to get to choose the Canadian leader in a custom game. I don't see his name at all. As it stands here is where the Canadian leader head file is located. C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind\Assets\Assets\Modules\Custom civilizations\Canada. I installed you Traits program also into this directory: C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind. I am at a loss as to what to do. Please help.
Note: I might have misposted on the download page just disregard that temporary act of insanity.
os79 Jul 05, 2009, 03:08 PM Yes , i forgot to mentionn in the posts and in the fix log , but is fixed
Thank you. Now off to incorporate your mods in adition to TONS of other super modmods! This subforum for modmods is alive with activity! *cheer*
AAranda Jul 05, 2009, 04:27 PM Hi, well after much tinkering, I got your Rom mod to not cause errors when the game loads. Mind you I had TONS of help. :P I just can't seem to be able to get to choose the Canadian leader in a custom game. I don't see his name at all. As it stands here is where the Canadian leader head file is located. C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind\Assets\Assets\Modules\Custom civilizations\Canada. I installed you Traits program also into this directory: C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind. I am at a loss as to what to do. Please help.
Note: I might have misposted on the download page just disregard that temporary act of insanity.
Ok it seems you're not placing the files in their correct place. The install instructions are in the download page and are also included in the file when downloaded , all you have to do is follow
For the canadian civ , you have to place it inside Modules , wich is inside assets in your rom 2.7 version . That's the thread: C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind\Assets\Modules\Custom civilizations\Canada. Also , you must replace the 2 files coming with canadian mod , just delete the files in your rom version and paste the ones in the mod
For the traits mod , wich have install instructions too in the download page and inside the file , you must follow this thread C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind\Assets\xml\Civilizations , once you are in there just replace the original file for the one provided
Make me know if you have any problem
Hawkeye Pierce Jul 06, 2009, 12:05 AM Wow! Wonderful work!
Could you take a look at these images and possibly consider doing double Australian/NZ civs like you did for Argentina and Brazil (great idea btw)?
I always feel that Oceania is very often neglected in civ mods...
The first two in each are famous leaders/influencial people with their respective flags while the others are their respective current leaders plus ideas currently kicking around for new national flags which would represent cultural reconciliation in the two countries.
Hopefully the images will inspire you to do more great things.
AAranda Jul 06, 2009, 01:40 AM Wow! Wonderful work!
Could you take a look at these images and possibly consider doing double Australian/NZ civs like you did for Argentina and Brazil (great idea btw)?
I always feel that Oceania is very often neglected in civ mods...
The first two in each are famous leaders/influencial people with their respective flags while the others are their respective current leaders plus ideas currently kicking around for new national flags which would represent cultural reconciliation in the two countries.
Hopefully the images will inspire you to do more great things.
Those civs were already in my " to do " list , among with others from oceania. I'll use the leader's names , it is usefufull , thanks
os79 Jul 06, 2009, 02:30 AM Hello,
When I downloaded your civs, you warned that I need the traits from your download. Okay, I merged couple of entries and the game loaded fine. But it suddenly said religion is missing. I'm now dl'ing your religion mod.
However, can you do the favor of warning in the first post that some civs require both traits and religion mods. Also, if you have any other reqs, please post them on the first post too.
Thanks!
i_diavolorosso Jul 06, 2009, 02:39 AM Those civs were already in my " to do " list , among with others from oceania. I'll use the leader's names , it is usefufull , thanks
:rolleyes:
Just being curious
Would you show us your civs list, please.
cheesemijit Jul 06, 2009, 06:23 AM I havent tried the eternal gamespeed on previous RoM versions so i don't know if this is just for 2.7. but the eternal gamespeed seems off. on the GEM ( with barbarian civ, revolutions, start as minors) i played as rome and in 1250 AD i was still in the classical age and it was just me and Greece that were non-minor civs. has this always existed or is it just because of the map/settings.
AAranda Jul 06, 2009, 07:58 AM Hello,
When I downloaded your civs, you warned that I need the traits from your download. Okay, I merged couple of entries and the game loaded fine. But it suddenly said religion is missing. I'm now dl'ing your religion mod.
However, can you do the favor of warning in the first post that some civs require both traits and religion mods. Also, if you have any other reqs, please post them on the first post too.
Thanks!
True , many civs need animism religion too ( shaman ) .I try to kept on mind buildings , units and traits and forgot about religions. As i said before all of my mods are parts of a bigger one i'm using since 2.0 version , reworked and splited now for 2.7 version.It's a huge task and some times i miss points .Sorry
I'll edit the downloads , of course
AAranda Jul 06, 2009, 08:11 AM I havent tried the eternal gamespeed on previous RoM versions so i don't know if this is just for 2.7. but the eternal gamespeed seems off. on the GEM ( with barbarian civ, revolutions, start as minors) i played as rome and in 1250 AD i was still in the classical age and it was just me and Greece that were non-minor civs. has this always existed or is it just because of the map/settings.
I made eternal speed and gods maker handicap because the rom games were a little too easy for me , even when i used to play snail in deity handicap , while the AI was emperor.Still imade my way to win , so i raised up the difficult and was fine...in previous versions
In this 2.7 eternal speed , as you said , seems to bee too much , as AI seems to be much harder . I tried a couple games with my handicaps and speed and was impossible to be just in the trail of mediocres civs.Finally , i founded my place in snail speed and immortal handicap for me and the AI
So , it seems eternal and gods maker are no more than a curiosity in this version
AAranda Jul 06, 2009, 08:28 AM :rolleyes:
Just being curious
Would you show us your civs list, please.
I would , but should be very long and unexactly as i'm mixing them ( like guarani/brazilian ) while adapting to 2.7 , and also adding civs if i see a big clear spot in the world map
Anyway , the next continent i'll put my hands on is africa , and those are the civs i had from previous versions
Saba/Abisinia/Ethiopia
Cartago/Argelia
Massalia/Morocco
Mali
Kanem bornu (Chad)
Egypt
Zulu/South africa
Nubia
Mutapa
Massai
Those are what i had from previous versions , but haven't really looked yet what to do exactly
Im open to any kind of suggestions , in fact , i'll be gratefull if someone gives me information about african civs , units or buildings belonging rightfull to those or other civs
i_diavolorosso Jul 06, 2009, 08:50 AM I would , but should be very long and unexactly as i'm mixing them ( like guarani/brazilian ) while adapting to 2.7 , and also adding civs if i see a big clear spot in the world map
Anyway , the next continent i'll put my hands on is africa , and those are the civs i had from previous versions
Saba/Abisinia/Ethiopia
Cartago/Argelia
Massalia/Morocco
Mali
Kanem bornu (Chad)
Egypt
Zulu/South africa
Nubia
Mutapa
Massai
Those are what i had from previous versions , but haven't really looked yet what to do exactly
Im open to any kind of suggestions , in fact , i'll be gratefull if someone gives me information about african civs , units or buildings belonging rightfull to those or other civs
Whoa
You must be very busy
I'm not a modder, but if you need some info, maybe i can help you to find it(because i have a lot of time 'til next week) and i'll try my best
cheesemijit Jul 06, 2009, 04:06 PM I made eternal speed and gods maker handicap because the rom games were a little too easy for me , even when i used to play snail in deity handicap , while the AI was emperor.Still imade my way to win , so i raised up the difficult and was fine...in previous versions
In this 2.7 eternal speed , as you said , seems to bee too much , as AI seems to be much harder . I tried a couple games with my handicaps and speed and was impossible to be just in the trail of mediocres civs.Finally , i founded my place in snail speed and immortal handicap for me and the AI
So , it seems eternal and gods maker are no more than a curiosity in this version
i just like the idea of an extremely long game, it is awesome to be able to have so many technolagies and units and still be able to use them before they are obselete.
Royco Jul 06, 2009, 04:11 PM :confused:
tried late this night to mod up RoM but get xml errors when loading up the mod all the time. like AAranda_CIV4ArtDefines_Building.xml is wrong or something like that, 10-20 times over.
Obviously they are in a wrong place or im missing something.
Where do these xml files go?
And the other 2 xml files that in the same folder as custom civilization for ex:
CIV4ModularLoadingControlsSchema.xml
MLF_CIV4ModularLoadingControls.xml
:confused:
AAranda Jul 06, 2009, 04:59 PM :confused:
tried late this night to mod up RoM but get xml errors when loading up the mod all the time. like AAranda_CIV4ArtDefines_Building.xml is wrong or something like that, 10-20 times over.
Obviously they are in a wrong place or im missing something.
Where do these xml files go?
And the other 2 xml files that in the same folder as custom civilization for ex:
CIV4ModularLoadingControlsSchema.xml
MLF_CIV4ModularLoadingControls.xml
:confused:
just Assets/Modules and replace the files inside for those two provided , that's all
Royco Jul 06, 2009, 06:29 PM http://img356.imageshack.us/img356/4451/xmlerror.jpg
This is what I get.
Got that Custom Civilization folder in this folder and CIV4ModularLoadingControlsSchema.xml + MLF_CIV4ModularLoadingControls.xml
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind\Assets\Modules
Im clearly misunderstanding something basic here but please an explanation for dummies plz:cry:
AAranda Jul 07, 2009, 01:17 AM http://img356.imageshack.us/img356/4451/xmlerror.jpg
This is what I get.
Got that Custom Civilization folder in this folder and CIV4ModularLoadingControlsSchema.xml + MLF_CIV4ModularLoadingControls.xml
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind\Assets\Modules
Im clearly misunderstanding something basic here but please an explanation for dummies plz:cry:
Shrimp is a new bonus in RoM 2.7 version , if you get that error logo is because you are not using RoM 2.7, and the mod is make to work just for that mod in that version
Royco Jul 07, 2009, 01:22 PM :mischief:
Knew there was something. RiseOfMankind2.62Full
For some reason I knew I had 2.7, but thats on the home pc not laptop :king:
thx
Oh and pleae upload these files to thepiratebay.com, TORRENTS FTW, and some legal ones cant hurt either :)
Royco Jul 07, 2009, 03:44 PM Im freakin sry.
I got so fed up with the Dl times from that atomic shite site so I tried another link, oh and that was a 2.7 test for 3.17............BULLOCKS!
Patience is a virtue...it seems.
Omg! :eek:
Downloaded v2.7 now, got the 3.19 patch tried to load up Rom but nothing happens.
All other Mods work fine.
What should I do??
Havent played RoM for a while now:(
Have it in right place, even tried chaning the civ ini file in my games to load the RoM at start, but get an Send error report.
Got the civ.exe in compability mode to vista sp2, tried others.
it runs as amin.
ah well.....im bummed.
AAranda Jul 07, 2009, 04:16 PM Im freakin sry.
I got so fed up with the Dl times from that atomic shite site so I tried another link, oh and that was a 2.7 test for 3.17............BULLOCKS!
Patience is a virtue...it seems.
Omg! :eek:
Downloaded v2.7 now, got the 3.19 patch tried to load up Rom but nothing happens.
All other Mods work fine.
What should I do??
Havent played RoM for a while now:(
Have it in right place, even tried chaning the civ ini file in my games to load the RoM at start, but get an Send error report.
Got the civ.exe in compability mode to vista sp2, tried others.
it runs as amin.
ah well.....im bummed.
Have you installed 3.19 patch before RoM 2.7? Because if others mod works and those mods haven't been converted to 3.19 patch , it means you are still using 3.17 , i think
os79 Jul 07, 2009, 04:34 PM Just to be clear, that is all. Not urgent, okay?
I want to be sure you are still working on Buildings mod, right? Because when I downloaded your buildings mod again and installed what buildings I wanted (Watch Tower, Pottery Workshop, Sea Farm, and Tank Factory) I noticed first thing when I get Animal Husbandry tech that I have Dog Kernel in my building queue options! I did not put in Dog kernel (or whatever you call it) because I don't use it anyway so how can it be in the game? Is it because of your AAranda_whatever files? If so, I think you should work on deleting these files and put more specialized AAranda files for each building individually.
I already checked your civ mods and I love how you modularized them. They are just what I 'm looking for in your building mods All files in each building's folder, not outside.
Again, it is not urgent because I can wait for your new building mod if yo are working on it still.
Thank you!
AAranda Jul 08, 2009, 01:16 AM Just to be clear, that is all. Not urgent, okay?
I want to be sure you are still working on Buildings mod, right? Because when I downloaded your buildings mod again and installed what buildings I wanted (Watch Tower, Pottery Workshop, Sea Farm, and Tank Factory) I noticed first thing when I get Animal Husbandry tech that I have Dog Kernel in my building queue options! I did not put in Dog kernel (or whatever you call it) because I don't use it anyway so how can it be in the game? Is it because of your AAranda_whatever files? If so, I think you should work on deleting these files and put more specialized AAranda files for each building individually.
I already checked your civ mods and I love how you modularized them. They are just what I 'm looking for in your building mods All files in each building's folder, not outside.
Again, it is not urgent because I can wait for your new building mod if yo are working on it still.
Thank you!
I'm not working on my buildings mod , i'm done on it
I don't know what have you deleted or not from the mod , but one thing is for sure all my mods are modularized in the same way , civs and buildings too
Now , if you want to delete something , you must open AArandas_buildinginfos and AArandas_buildingclassinfo and delete wathever you don't want to use from them . Now , you can erase the folders named as the buildings you wanted to erase , containing just art files , like in all my others mods
os79 Jul 08, 2009, 03:07 AM I'm not working on my buildings mod , i'm done on it
I don't know what have you deleted or not from the mod , but one thing is for sure all my mods are modularized in the same way , civs and buildings too
Now , if you want to delete something , you must open AArandas_buildinginfos and AArandas_buildingclassinfo and delete wathever you don't want to use from them . Now , you can erase the folders named as the buildings you wanted to erase , containing just art files , like in all my others mods
Oh these files. Okay, I will go into them too and delete the entries on these buildings I don't want too.
But, fyi, there are some people who are leery of XML editing so you may want ot consider changing the directory system to make it just one delete operation, no xml editing at all. But that is up to you :). I'm fine with what you directed me to do. :goodjob:
AAranda Jul 08, 2009, 05:58 AM Oh these files. Okay, I will go into them too and delete the entries on these buildings I don't want too.
But, fyi, there are some people who are leery of XML editing so you may want ot consider changing the directory system to make it just one delete operation, no xml editing at all. But that is up to you :). I'm fine with what you directed me to do. :goodjob:
No way , for 2 reasons:
First , if i do mods like that i'll spend ten times more than now , basically is like making a complete mod for each building/unit /religion /thing which could be ok for little mods , but mines are quite big normally and i have in mind work for a whole year or so . Doing this it can be saling civilization XI and i'm still working on civ IV
And second , in mods there's always things you like and things you don't , but you must weight if the good points are biggers than the bads , and choose if you want it or not ... or edit the mod to your like . I mean , there a few things i don't like from RoM ( wich i consider a marvel , by the way , like civ 6 or 7 ) , i specially hate the light/normal/heavy swordsman thing , but i'm not going to tell Zappara to make RoM all modular so anyone can choose what must be in or out , because it would be a TITANIC job , and so is for me : splitting every single thing from my buildings mod into modules would mean around 50 work hours , and splitting my religions mod ( wich would be the best , because people like so much some of them but no others ) around 100. I'm not going to use my time on this , my mods are what them are , leave or take it
I hope no one gets offended by this post , i'm just trying to clarify my position , and , of course , if you or anyone else wants to edit any of my mods in any way and need some help to do so , i'll be glad to help .But by yourselfs , i'm done with wath is done
vincentz Jul 08, 2009, 06:07 AM Hey Aaranda. A quick question. Did you add any gamefont icons for your corporations others than the ones that was already part of 2.7 and if not, can you check with these fonts (http://forums.civfanatics.com/attachment.php?attachmentid=220370&d=1247041692), to see if your corps/religion icons are right. The reason is I added 10 guilds and changed/added my corporations, so hopfully the gamefont can be part of 2.71. Thanks ;)
AAranda Jul 08, 2009, 07:17 AM Hey Aaranda. A quick question. Did you add any gamefont icons for your corporations others than the ones that was already part of 2.7 and if not, can you check with these fonts (http://forums.civfanatics.com/attachment.php?attachmentid=220370&d=1247041692), to see if your corps/religion icons are right. The reason is I added 10 guilds and changed/added my corporations, so hopfully the gamefont can be part of 2.71. Thanks ;)
No , haven't add anything to fonts ,and no your fonts are not working , sorry , but everything comes messed up . I know editing fonts is a great pain , sorry again
Thanks a lot for your work in everybody's benefit
cr0ws Jul 08, 2009, 09:03 AM There was a bug in the mods making wondermovies splash twice , now fixed thanks to Dancing Hoskull's brilliant help. The main mod is fixed too , so you can download the full version repaired or just this patch if you have already downloaded it . By the way , saved games will work perfectly if you patch the mod
Also , in the buildings mod , building names are in capital at the beggining of a word and some building names has been changed as requested by users:
Dog breeding house ---- Kennel
Watching tower -------- Watch Tower
Religion's mod patch
http://forums.civfanatics.com/downloads.php?do=file&id=12761
Building's mod patch
http://forums.civfanatics.com/downloads.php?do=file&id=12760
Hello Aaranda!
Just applied those patches and the buildings still have goofy names (Watching tower, Dog breeding house, etc ,etc,etc).
Just for your info, the Kennel is also used by some that use Subdue Animal for capturing of Animals, its a small mod comp(that uses same name for building), so might want to change that name to "K9 Kennel" so it does not interfere with those that use that mod comp.
K9 is still incorrect terminology, the proper one is Canine Kennel. Or if you prefer to go pure latin a Canis Lupis Kennel. ;)
AAranda Jul 08, 2009, 09:21 AM Hello Aaranda!
Just applied those patches and the buildings still have goofy names (Watching tower, Dog breeding house, etc ,etc,etc).
K9 is still incorrect terminology, the proper one is Canine Kennel. Or if you prefer to go pure latin a Canis Lupis Kennel. ;)
Sorry mate , i don't know how it happen . i Have this file in other three places and all of them are fixed , don't know how i managed to upload the old file if i'm not using it from long. But obviously i did
It's fixed now , but you have to download it again ... the religions buildings are not typed in Capitals , i never changed thid
cr0ws Jul 08, 2009, 09:47 AM Sorry mate , i don't know how it happen . i Have this file in other three places and all of them are fixed , don't know how i managed to upload the old file if i'm not using it from long. But obviously i did
It's fixed now , but you have to download it again ... the religions buildings are not typed in Capitals , i never changed thid
Alright everything looks good now, Thank You!
BTW, are you planning to update your units with correct names?
AAranda Jul 08, 2009, 09:53 AM Alright everything looks good now, Thank You!
BTW, are you planning to update your units with correct names?
Do you meannames with starting words in Capital or changing names ?
If is just the capital thing , no. If is a matter of incorrects names i'll be glad to update just let me know my mistakes and show me the correct name
cr0ws Jul 08, 2009, 10:28 AM Do you meannames with starting words in Capital or changing names ?
If is just the capital thing , no. If is a matter of incorrects names i'll be glad to update just let me know my mistakes and show me the correct name
I mostly meant Capitals, but now that you mention the case of unit names I do think a Bard instead of Story Teller makes more sense. But that's okay capitals are no problem I've already fixed that myself, I was just wondering is all.
vincentz Jul 08, 2009, 10:11 PM Hey Aaranda
I finally found the reason why the original gamefont didnt work for your corporations.
http://forums.civfanatics.com/attachment.php?attachmentid=220448&stc=1&d=1247109170
The Grid is broken 4 places between the paws and the mask. Propably in the alpha channel as well. I'll fix it and post a new gamefont in the 2.7 Feedback/bug thread, but you'll have to change the TGAindex for your corporations to the standard (zappara) gamefont. That way it'll be modular again ;)
Nekator Jul 13, 2009, 05:49 AM Hi, just a quick question to your pirate civ. I really like them, but why give them like 4 attributes.. doesn´t that make them a bit unbalanced to the rest?
AAranda Jul 13, 2009, 08:17 AM Hi, just a quick question to your pirate civ. I really like them, but why give them like 4 attributes.. doesn´t that make them a bit unbalanced to the rest?
Yes , the leader is overpowered
In my civs mods , all leaders have 3 or 4 traits , usually just 3 , and when they have 4 , one of the traits is very weak and normally related to a very specific terrain
But in this case the terrain is sea and the others 3 traits are strong too . I let it be because it shows perfectly a pirate personality : maritime , aggressive , militaristic and greedy ; and because i always place pirate civ in a quite bad starting position : a little island , so the traits balance the bad start
Anyway , if they are placed normally i understand it's to powerfull . You can delete some traits opening the leaderheadinfo file inside your pirate civ , if you want
Nekator Jul 13, 2009, 02:00 PM Alright, thank you for the info - and keep up the great work :)
AAranda Jul 13, 2009, 03:17 PM I'm going to update all my civs mods , if i'm good enough , adding a couple of new concepts , and i will appreciate any help as those concepts are going to be reffered to civs history and , even when i think i know a little about it , my mind is quite short in some , or many , of them
The first concept is UNIQUE WONDERS , meaning that i'm planning to replace some of the existing wonders or national wonders for others representatives of the civs in matter , always if the unique wonder is well known and important :
CANADA ----------- CN TOWER / NATIONAL TV STATION
USA --------------- YELLOWSTONE PARK / NATIONAL PARK
MEXICO ----------- CASAS GRANDES / MOHENJO DARO
I don't want every civ to have one , just want to show in the game more diversity adding things important enough ... so if any of you want toadd something in both americas , now is the time
The second concept is UNIQUE HEROES , even when "heroes" should't be the correct word , meaning that i 'll add special units representing each civs heroes , and working as wonders : just can be builded once . You could attach a great general to them as well :
GREECE ------------ ACHILLES / LIGHT SWORDSMAN
PORTUGAL --------- VIRIATO /SWORDSMAN
VIKINGS ----------- ERIK THE RED / DRAKKAR
ITALY ------------- MARCO POLO / TRADE CARAVAN
SPAIN ------------- HERNAN CORTES / CONQUISTADOR
SPAIN ------------- LUIS DAOIZ / CANNON
I hope i managed to express my idea , and i hope you like it and want to help
Civ Fuehrer Jul 13, 2009, 05:32 PM just fyi, compatibility patch (http://forums.civfanatics.com/downloads.php?do=file&id=12808) made for your religions mod and my ANM by i_diavolorosso's request
Dancing Hoskuld Jul 14, 2009, 01:08 AM I'm going to update all my civs mods , if i'm good enough , adding a couple of new concepts , and i will appreciate any help as those concepts are going to be reffered to civs history and , even when i think i know a little about it , my mind is quite short in some , or many , of them
The first concept is UNIQUE WONDERS , meaning that i'm planning to replace some of the existing wonders or national wonders for others representatives of the civs in matter , always if the unique wonder is well known and important :
CANADA ----------- CN TOWER / NATIONAL TV STATION
USA --------------- YELLOWSTONE PARK / NATIONAL PARK
MEXICO ----------- CASAS GRANDES / MOHENJO DARO
I don't want every civ to have one , just want to show in the game more diversity adding things important enough ... so if any of you want toadd something in both americas , now is the time
The second concept is UNIQUE HEROES , even when "heroes" should't be the correct word , meaning that i 'll add special units representing each civs heroes , and working as wonders : just can be builded once . You could attach a great general to them as well :
GREECE ------------ ACHILLES / LIGHT SWORDSMAN
PORTUGAL --------- VIRIATO /SWORDSMAN
VIKINGS ----------- ERIK THE RED / DRAKKAR
ITALY ------------- MARCO POLO / TRADE CARAVAN
SPAIN ------------- HERNAN CORTES / CONQUISTADOR
SPAIN ------------- LUIS DAOIZ / CANNON
I hope i managed to express my idea , and i hope you like it and want to help
There are mods for both these concepts on the mod components forum except I think the heros were not tied to a civ but were like a great wonder and you raced to see if you could build the hero first. Will you be simulating the down side of having heros? You know less beer available :)
links: BTS Modular Unique National Wonders (http://forums.civfanatics.com/showthread.php?t=317930) and BTS Heroes (Wonder Units) (http://forums.civfanatics.com/showthread.php?t=310628)
AAranda Jul 14, 2009, 02:40 AM There are mods for both these concepts on the mod components forum except I think the heros were not tied to a civ but were like a great wonder and you raced to see if you could build the hero first. Will you be simulating the down side of having heros? You know less beer available :)
links: BTS Modular Unique National Wonders (http://forums.civfanatics.com/showthread.php?t=317930) and BTS Heroes (Wonder Units) (http://forums.civfanatics.com/showthread.php?t=310628)
Thanks. About unique wonders , yes , that's exactly what i'm thinking , but the wonders listed are all added by Zappara or by me in my buildings mod
About heros , i want to tie them to their national civ giving them between 5-8 promotions , and i would like to add at least 1 per civ
Dancing Hoskuld Jul 14, 2009, 05:03 AM Thanks. About unique wonders , yes , that's exactly what i'm thinking , but the wonders listed are all added by Zappara or by me in my buildings mod
About heros , i want to tie them to their national civ giving them between 5-8 promotions , and i would like to add at least 1 per civ
Sounds like the special UU some mods have where you get to have just one - I think the Egyptians had a "Tutmoses III" unit which was a special chariot unit with 5 promotions. The Egyptians got special chariots and this "hero" unit with charioty.
dr.Hyde Jul 18, 2009, 11:28 AM Are these mods compatible with newer 2.71 RoM version?
MightyDragon Jul 18, 2009, 12:16 PM hi.. no, these mods, exept the religion mod, are not compatible with RoM 2.71. I tried it out... hope aaranda will update his mods:(
tyranny12 Jul 18, 2009, 12:42 PM hi.. no, these mods, exept the religion mod, are not compatible with RoM 2.71. I tried it out... hope aaranda will update his mods:(
They require some changes yes, but its not to hard to hack together a modification to make those you like compatible. Diff tools are required, but you can find free ones for Windows (CSDiff is the one I used in this case.)
MightyDragon Jul 18, 2009, 01:45 PM hmm i see... well, i´m no modder but i believe aaranda will have a look..i´m hopefully :thumbsup:
AAranda Jul 18, 2009, 01:48 PM Are these mods compatible with newer 2.71 RoM version?
I'll start uploading new versions soon , everything should be updated by wednesday , i think
Sarkyn Jul 18, 2009, 03:58 PM One quick question, I like *some* of your units, but not all.
Is there an easy way to include each of your units in it's own folder, so that I can take the ones I like without the others?
When I open the zip, the ones without custom art (I think) don't have their own folder, so I can't take them.
I ask because I think the game dearly needs a RAM unit early in the game, pre-catapult, but I don't like unit clutter, so I've no real desire to take the others.
Let me know if that's at all possible, I think it's important for mods to be granular, particularly with respect to modmod globalisation on the horizon...
Dancing Hoskuld Jul 18, 2009, 04:16 PM AAranda, attached is the python change needed for your 2.71 version.
AAranda Jul 18, 2009, 05:18 PM AAranda, attached is the python change needed for your 2.71 version.
It is the same than 2.7 version , isn't it?
Thanks a lot
AAranda Jul 18, 2009, 05:27 PM One quick question, I like *some* of your units, but not all.
Is there an easy way to include each of your units in it's own folder, so that I can take the ones I like without the others?
The easiest way is editing unitinfos file : just open it and delete every unit but the ram
Let me know if that's at all possible, I think it's important for mods to be granular, particularly with respect to modmod globalisation on the horizon...
I've answered this a lot of times . I know everybody likes things from modmods and don't like others , but my mods are to big to be build that way , i've uploaded around 400 or 450 buildings/units/corps/religions/thing and it wouldn't be possible doing a mod for every single thing . It is like ask zappara to make RoM modular because , even when this is a marvel , it have things i don't like much and , i suppose , it counts for everyone .
Dancing Hoskuld Jul 18, 2009, 06:23 PM It is the same than 2.7 version , isn't it?
Thanks a lot
The actual code change needed was the same but since Zapara changed a great deal of code elsewhere I thought I would do it anyway. I have also decided to give up on the semi-modular enslavement, based on zEnslavement, and just put the code in cveventmanager. Zebra9 is apparently updating his code so there is no need for me to do it.
AAranda Jul 18, 2009, 06:29 PM The actual code change needed was the same but since Zapara changed a great deal of code elsewhere I thought I would do it anyway. I have also decided to give up on the semi-modular enslavement, based on zEnslavement, and just put the code in cveventmanager. Zebra9 is apparently updating his code so there is no need for me to do it.
OK , so i can just replace the file provided for the one in RoM . Tell me about what were you thinking to do with zEnslavement mod and what is zebra9 doing , please . I founded this mod vry original and interesting , and i was thinking to work on it as well , but i quit quickly : you know python and me are not best friends
Dancing Hoskuld Jul 19, 2009, 01:00 AM Zebra9 is getting the modular Python stuff up to date and converting some of his mods to that format. I was looking at using zEnslavement to bring back the pirate style functions ie a barbarian pirate may capture and wooden ship turning it into another pirate ship. Player pirate ships may capture any wooded ship and get a prize ship which can be upgraded to a pirate, sold for gold or used for hammers towards a cities building. Similarly, I was thinking about capturing barbarian animals which could be used to build special stuff in a city eg wolves build kennels, leopards=cheata=jaguar provide ability to build jaguar warrior or provides robes for Amen-Ra temples and so on.
Sarkyn Jul 19, 2009, 09:47 AM The easiest way is editing unitinfos file : just open it and delete every unit but the ram
Thank you, I will do that.
I've answered this a lot of times . I know everybody likes things from modmods and don't like others , but my mods are to big to be build that way , i've uploaded around 400 or 450 buildings/units/corps/religions/thing and it wouldn't be possible doing a mod for every single thing . It is like ask zappara to make RoM modular because , even when this is a marvel , it have things i don't like much and , i suppose , it counts for everyone .
Everyone makes the mod they want to play. That is how it is, and that is how it should be.
What I will say is that your mods are unique in that each one is not a single entity. It's a collection of a whole bunch of things, loosely grouped by type. So your "Units" mod adds 8 units, not just 1.
Your modmod's are *not* modmods. They're modmod collections already.
If you did those 8 units as 8 modmod's each of which was individually includable (or not), it would be more work, but it would also mean that you could make 8 become 9 really easily, or 10, or 12.
I think you'd find it'd make your work of expanding it for yourself easier :-) As well as giving the end user more choice.
AAranda Jul 19, 2009, 12:53 PM Everyone makes the mod they want to play. That is how it is, and that is how it should be.
I'm totally agree with that , always helping with those who want to vary something from my mods and don't know how , like i did for you . All i'm saying is that mods are what they are and if you , or anyone else , want a different thing , you can do it ... by yourself , i don't mind to help , but by yourself
What I will say is that your mods are unique in that each one is not a single entity. It's a collection of a whole bunch of things, loosely grouped by type. So your "Units" mod adds 8 units, not just 1.
Your modmod's are *not* modmods. They're modmod collections already.
That's what you think
Maybe you can see it like that about the units mod ,wich is wrong , but do you really think religions mod , corporation or even buildings mod is a collection mod made by things loosely grouped?
If you did those 8 units as 8 modmod's each of which was individually includable (or not), it would be more work, but it would also mean that you could make 8 become 9 really easily, or 10, or 12.
Following this kind of thinking you can , easily , split RoM in 2369 mods ... and all will be still playing 1.0 version , of course
And my corporations mod in about 55 single mods , easily
And my religions mod in 150 , easily
I think you'd find it'd make your work of expanding it for yourself easier :-) As well as giving the end user more choice.
It's not easier at all
It multiplies the effort by the number of things you are going to include
What is easier is that you try the mod , if the things added likes you more than dislike you use the mod and just don't build what you don't like , as RoM as more things to build than time to do so
That's the easier way
In your way , ME would expend about 3 months of MY time just to get what ? The same that's already done ... and then you can choose easier what is already easy enough now to choose
I hope i haven't sound to rude , just wanted to be clear . And , as i said before , my mods are what them are , and are good and easy enough .
If you like , take it
If you don't like , don't take it
And if you want to modify them , do it .... i'll help you if need me
vincentz Jul 19, 2009, 01:19 PM I hope these gamefonts work ;) I tested your icons with my guilds (replacing tgaindex from 13 to 25) and they seemed to work. As I mentioned the 7th extra corp (tgaindex 13) in 2.62 wouldnt work when I made my corporations originally (thats why I replaced standard ethanol with the AIM corporation in 2.62). Somehow that "ghost" still haunts in the 2.7 WoC ;) So I moved corp 7 and 8 (tgaindex (13-14) to another place. Your icons will still start at tgaindex 15.
New Gamefonts (http://forums.civfanatics.com/attachment.php?attachmentid=221529&d=1248026337)
vincentz Jul 19, 2009, 04:43 PM Nevermind the post above. It seems like the problem is the icons are not "in order"
They have to be on a straight line, which means that I have to do a LOT of work on those damn fonts.... I'll put yours first, then my corps and then my guilds. That should finally solve the problem :)
AAranda Jul 19, 2009, 04:46 PM Nevermind the post above. It seems like the problem is the icons are not "in order"
They have to be on a straight line, which means that I have to do a LOT of work on those damn fonts.... I'll put yours first, then my corps and then my guilds. That should finally solve the problem :)
Really? The order matters ? Why?
What a problem about a suposed easy thing!
MightyDragon Jul 19, 2009, 05:02 PM hi aaranda, i´m afraid, but the buildings 2.71 download seems to be broken... I tried it with 7zip and WinRar, but there are always errors... maybe you can have a look at it?
thx for your amazing work :thumbsup:
AAranda Jul 19, 2009, 05:49 PM hi aaranda, i´m afraid, but the buildings 2.71 download seems to be broken... I tried it with 7zip and WinRar, but there are always errors... maybe you can have a look at it?
thx for your amazing work :thumbsup:
Going to sleep . I'll check all files from mediafire tomorrow and upload them again if them are wrong , wich is possible as i remember i compress them with 7zip and 7zip files most of the times are corrupted while uploading to mediafire ... oooooooooh , how i could forget?
I'll redo tomorrow eith WinRar , sorry
AAranda Jul 19, 2009, 06:39 PM hi aaranda, i´m afraid, but the buildings 2.71 download seems to be broken... I tried it with 7zip and WinRar, but there are always errors... maybe you can have a look at it?
thx for your amazing work :thumbsup:
Fixed . It is reuploaded and checked
MightyDragon Jul 20, 2009, 12:53 AM haha, that was fast.... just tested it and it works quite fine now... cool, thank you :D
os79 Jul 20, 2009, 04:32 AM I'm working on individualizing your buildings.
Question:
The eventmanager.py is for national or world wonder, right?
Which one?
I'm working on ordinary buildings made by you first. But I will PROBABLY work on your national and world wonders later after I individualize your units.
Dancing Hoskuld Jul 20, 2009, 04:39 AM I'm working on individualizing your buildings.
Question:
The eventmanager.py is for national or world wonder, right?
Which one?
I'm working on ordinary buildings made by you first. But I will PROBABLY work on your national and world wonders later after I individualize your units.
The python changes just display movies for any building which has a movie defined in the movie tag. Basically it is for the national wonders but also works for the holy shrines which are neither type of wonder in RoM. Are you using the WoC converter to separate the XML into the individual buildings? It is probably the fastest way. When I tried RoM was not fully WoC compliant so it did not work for me.
os79 Jul 20, 2009, 05:24 AM The python changes just display movies for any building which has a movie defined in the movie tag. Basically it is for the national wonders but also works for the holy shrines which are neither type of wonder in RoM. Are you using the WoC converter to separate the XML into the individual buildings? It is probably the fastest way. When I tried RoM was not fully WoC compliant so it did not work for me.
Thanks.
No, I'm just moving his AAranda-whatever into individual folders for each buildings, and deleting irrelevant entries in three files.
Then I will test it out then fine-tune it a bit more.
Then after everything works out, I will upload the fixed (individualized) modules of AAranda's buildings.
Not doing wonders now as it seems more complicated.
AAranda Jul 20, 2009, 05:59 AM Thanks.
No, I'm just moving his AAranda-whatever into individual folders for each buildings, and deleting irrelevant entries in three files.
Then I will test it out then fine-tune it a bit more.
Then after everything works out, I will upload the fixed (individualized) modules of AAranda's buildings.
Not doing wonders now as it seems more complicated.
Anything you need , just make me know
os79 Jul 20, 2009, 06:22 AM Go here (http://forums.civfanatics.com/showthread.php?t=328512) to get your buildings by AAranda in individual separate folders, if you are interested :).
And thanks to AAranda for these cool buildings.
os79 Jul 20, 2009, 09:00 AM AAranda,
Your Propaganda nif reference refers to Machu folder in your Custom Buildings. There is no Machu folder there.
AAranda Jul 20, 2009, 10:02 AM AAranda,
Your Propaganda nif reference refers to Machu folder in your Custom Buildings. There is no Machu folder there.
You can refer it to any other thing: propaganda has no building , if you look to the building size you'll see it is 0 , but to use a icon you must create a artbuilding file , that's why
os79 Jul 20, 2009, 10:29 AM You can refer it to any other thing: propaganda has no building , if you look to the building size you'll see it is 0 , but to use a icon you must create a artbuilding file , that's why
Or just make it NIF/ like I did. Good thing I guess right.
Thanks!
os79 Jul 20, 2009, 11:28 AM See here (http://forums.civfanatics.com/showthread.php?t=328512) for individualized folders of AAranda's cool buildings.
AAranda, you groaned, hewed and hawed that it would take a year to individualize everything but it only took me 4-5 hours to finish individualizing your buildings.
Don't worry, I was just playing with you about that "groaning..." thing :D.
I am thinking about individualing your units too. Not sure yet. We will what the demand is from here.
Shai_Halud Jul 20, 2009, 11:38 AM Responding as you asked in one of your forums
Actually druidism, shinto, and andeanism are all animistic beliefs. Strictly speaking they are quite similar in principle and could all be merged into a single generally animistic religion. Also, Jainism is is an ancient dharmic faith which coincides with Hinduism and has a similar concept to Buddhism and Yoruba. Sikhism is more similar to Taoism in its formation as it is based on the writings of a few gurus. It is also like Buddhism and Jainism in that it is of Hindu roots and results from the question of how to obtain an end to reincarnation. Islam is almost entirely a mix of Judaism, Christianity, and Arabic mythology. The Christians originally viewed it as a heretical form of Christianity. Judaism is a breakaway religion from Mesopotamian mythology, were it not for Moses they likely would never have been considered a different religion. Also, 90% of all Jews reside in either Israel or the United States. Scientology is no different from most other Californian religions in its attempt to reinterpret old values and concepts of Eastern religions into terms applicable to modern life. It is also contained to a very few people, though because it charges money they can afford commercials enough to make themselves seem significant and they always widely exaggerate the number of their follower (no more than 55,00 of which can be accounted for in the United States). Christianity for the most part is a mix of Jewish Messianic and Apocalyptic traditions with a great deal of Greek philosophy added in. None of the African religions escape their local enclave nor do they have properties which could not be summed up as either animistic or shamanistic or a mix of the two. The same goes for Siberian and Inuit religions. Chinese folklore is a mix of polytheism and ancestor worship which strangely seems to have lost its shamanistic qualities. Probably the religions I might consider original or unique is Naghualism because of it's quadrilateral bipartite philosophy. They also practiced ancestor worship and shamanism though so its not entirely unique.
My point is that religions are not unique. They are tied in with and passed down through stores and story-structure is never unique. They are all tied together through psycholinguistics and the universal properties of human perception.
That said, in my research of Jainism and Sikhism I've found no evidence that either one can simply be called a merger of Islam and Hinduism. Jainism predates Islam while Sikhism is more like Buddhism in its attempt to, like all other Dravidian religions, end the cycle of rebirth. However, if you ask me what Sikhism has to offer, the Sikhs are the originators of several for,s of Dravidian martial arts they believe in an intangible conception of the world where no thing is distinguishable from another. This leads them to condemn discrimination based on any physical properties a person might have. They also started an empire based on their beliefs after the decline of the Mughals. They have quite a colorful history and many beautiful monuments They were also founded in a time in which few other major religions were being founded (the 16th century) so as a game element they keep the importance of Great Prophets and religious research strong. The same goes for the Baha'i Faith which was founded in the 19th century.
AAranda Jul 20, 2009, 01:57 PM See here (http://forums.civfanatics.com/showthread.php?t=328512) for individualized folders of AAranda's cool buildings.
AAranda, you groaned, hewed and hawed that it would take a year to individualize everything but it only took me 4-5 hours to finish individualizing your buildings.
Don't worry, I was just playing with you about that "groaning..." thing :D.
I am thinking about individualing your units too. Not sure yet. We will what the demand is from here.
4-5 hours ? I could have don it just in 2 ! ... jajaja , just kidding
But it is just 24 items . Try religion's mod ... it's only 250 items
No , beeing serious now , is not only the time to split mods , the heavier burdeon is the "responsability" to store them too , and update to future versions , etc
An advice if you are going to split the units mod , wich is going to be easier and faster , you'll see . You must split in families :
sniper/modern sniper /high tech sniper
story teller/entertainer(youhave to include this)/celebrity
because the first unit upgrade to the second , and so on
Good job , many would be interested
os79 Jul 20, 2009, 02:28 PM 4-5 hours ? I could have don it just in 2 ! ... jajaja , just kidding
But it is just 24 items . Try religion's mod ... it's only 250 items
No , beeing serious now , is not only the time to split mods , the heavier burdeon is the "responsability" to store them too , and update to future versions , etc
An advice if you are going to split the units mod , wich is going to be easier and faster , you'll see . You must split in families :
sniper/modern sniper /high tech sniper
story teller/entertainer(youhave to include this)/celebrity
because the first unit upgrade to the second , and so on
Good job , many would be interested
That is the question I want to ask: Where the heck are the snipers???
I looked for their folders and no joy. What's up? Or are you telling me that they are inside unitinfos and unitclassinfos files and I have to invent a folder for snipers?
AAranda Jul 20, 2009, 03:06 PM Responding as you asked in one of your forums
Actually druidism, shinto, and andeanism are all animistic beliefs. Strictly speaking they are quite similar in principle and could all be merged into a single generally animistic religion. Also, Jainism is is an ancient dharmic faith which coincides with Hinduism and has a similar concept to Buddhism and Yoruba. Sikhism is more similar to Taoism in its formation as it is based on the writings of a few gurus. It is also like Buddhism and Jainism in that it is of Hindu roots and results from the question of how to obtain an end to reincarnation. Islam is almost entirely a mix of Judaism, Christianity, and Arabic mythology. The Christians originally viewed it as a heretical form of Christianity. Judaism is a breakaway religion from Mesopotamian mythology, were it not for Moses they likely would never have been considered a different religion. Also, 90% of all Jews reside in either Israel or the United States. Scientology is no different from most other Californian religions in its attempt to reinterpret old values and concepts of Eastern religions into terms applicable to modern life. It is also contained to a very few people, though because it charges money they can afford commercials enough to make themselves seem significant and they always widely exaggerate the number of their follower (no more than 55,00 of which can be accounted for in the United States). Christianity for the most part is a mix of Jewish Messianic and Apocalyptic traditions with a great deal of Greek philosophy added in. None of the African religions escape their local enclave nor do they have properties which could not be summed up as either animistic or shamanistic or a mix of the two. The same goes for Siberian and Inuit religions. Chinese folklore is a mix of polytheism and ancestor worship which strangely seems to have lost its shamanistic qualities. Probably the religions I might consider original or unique is Naghualism because of it's quadrilateral bipartite philosophy. They also practiced ancestor worship and shamanism though so its not entirely unique.
My point is that religions are not unique. They are tied in with and passed down through stores and story-structure is never unique. They are all tied together through psycholinguistics and the universal properties of human perception.
That said, in my research of Jainism and Sikhism I've found no evidence that either one can simply be called a merger of Islam and Hinduism. Jainism predates Islam while Sikhism is more like Buddhism in its attempt to, like all other Dravidian religions, end the cycle of rebirth. However, if you ask me what Sikhism has to offer, the Sikhs are the originators of several for,s of Dravidian martial arts they believe in an intangible conception of the world where no thing is distinguishable from another. This leads them to condemn discrimination based on any physical properties a person might have. They also started an empire based on their beliefs after the decline of the Mughals. They have quite a colorful history and many beautiful monuments They were also founded in a time in which few other major religions were being founded (the 16th century) so as a game element they keep the importance of Great Prophets and religious research strong. The same goes for the Baha'i Faith which was founded in the 19th century.
I asked you to talk in the forum because i want more people opining about it
I knew all those things about differents religions and , in my opinion , you can track them all to the cult to a male god , sun , a female goddess , moon , a trail to be part of them , or a trail to become one of them. Don't need to write all this to make me see it
All i'm saying is that , taking the religions i added into the game , i can incorporate differents bonuses , ways to build the religion , units , promotions ... all this in a new and different way than all others religions
I like the idea of adding laters religions , but i don't see what news can sikhism add to what is already done . I'm not talking about the singularities of sikhism , i'm talking about how can i handle this singularities into the game , adding some new aproach to religions , not repeating what is already seven times repeated
I wondered to add sikhism to my mod a year ago , when you asked me to do so , got information and readed quite a lot about it , but didn't see the point to add it , and don't see it now
I don't need more information about sikhism , i need something particular to add in the game and worth to do so
AAranda Jul 20, 2009, 03:11 PM That is the question I want to ask: Where the heck are the snipers???
I looked for their folders and no joy. What's up? Or are you telling me that they are inside unitinfos and unitclassinfos files and I have to invent a folder for snipers?
Are you talking about the graphics models ?
If is that , they don't have
All snipers have is a unitartinfo file using units existing in RoM but using a formation with just 1 unit
os79 Jul 20, 2009, 05:06 PM Units by AAranda individualized here (http://forums.civfanatics.com/showthread.php?p=8283114#post8283114).
AAranda Jul 20, 2009, 06:19 PM I said iwa sgoing to rework my americans civs adding a couple of new concepts and here is the first one : aztecs/maexicans http://forums.civfanatics.com/downloads.php?do=file&id=12876
:eek::eek: I'm introducing a couple of new concepts , at least , in RoM : ::eek::eek:
:eek::eek:PATRIOTS: those are special units working as wonders , ( can be builded just once ) but belonging only to its original civilization , as they are tied to unique buildings , preventing any other nation to build them ; those are far stronger than normal units , as they hold a few promotions , but cannot be upgraded , they remain in their time . Please , note that those patriots may result offensive to other civilizations , or even to parts of the same nation , as the patriotic feeling is very particular to each one and use to carry grief , pain and death to others:eek::eek:
:eek::eek:UNIQUE WONDERS : those buildings are very speciall , because even when them would be not take in consideration for a world wonder , in their countries are important enough to replace the bonuses provided by some of them ; in favt , them work like unique buildings but replacing wonders . Please note that not every civilization would carry unique wonders or , sometimes , not even patriots:eek::eek:
I hope you and the others like this idea as i do
:) PATRIOTS
-PATRIOT TLAHUICOLE ˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇ Available with iron working and sacrificial altar , based on a jaguar , adds combat 1 y 2 , shock 1 , cover 1 and leadership promotions
-PATRIOT AHUITZOTL ˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇ Available with armor crafting and sacrificial altar , based on a great jaguar , adds combat 1 , shock 1 , cover 1 , woodsman 2 ,city raider 1 y 2 and leadership promotions
-PATRIOT PANCHO VILLA ˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇ Available with steam power and charreada , based on a villista , adds combat , looter , desert combat , flanking 1 and leadership promotions
-PATRIOT EMILIANO ZAPATA ˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇ Available with steam power and charreada , based on a villista , adds combat , formation 1 , pinch 1 , flanking 1 , loyalty and leadership promotions
I would like very much to know your opinions about patriots and unique wonders
vincentz Jul 20, 2009, 09:52 PM I finally made it :D
This gamefont should be compatible with your corporations :) If not I eat my old hat.
I used the order in your corporation mod, but moved them to TGAindex 19 to 28.
I also put the standard alpha channel (Round circle) behind your logos as in your gamefont it was mixed up. And finally made a single space between original corps /7/ my corps /18/ your corps /29/ my guilds. The number I put is the actual TGAIndex number, not as the original where it was TGAIndex+1.
I put the gamefonts here (http://forums.civfanatics.com/attachment.php?attachmentid=221684&stc=1&d=1248144612), but hopefully they'll be uploaded in Zappara's patch 2.72
Schwarzbart Jul 21, 2009, 01:14 AM Your Religion Mod (I downloded it yesterday) uses the wrong Path in the XML Files for the Pictures and Videos. (Modules\Custom religions instead of corect Modules\AAranda\Custom religions)
AAranda Jul 21, 2009, 06:20 AM Your Religion Mod (I downloded it yesterday) uses the wrong Path in the XML Files for the Pictures and Videos. (Modules\Custom religions instead of corect Modules\AAranda\Custom religions)
Thanks very much for the notice
It seems i fixed the mod in my RoM folder and then uploaded the unfixed from my uploads folder ... sorry about that , i'm afraid Zappara's new modulas system and my little boy are driving my crazy , mostly my little boy
You can download again the mod , is fixed now . Just wait an hour from this post to give it time to be uploaded
Sorry again
AAranda Jul 21, 2009, 06:37 AM I finally made it :D
This gamefont should be compatible with your corporations :) If not I eat my old hat.
I used the order in your corporation mod, but moved them to TGAindex 19 to 28.
I also put the standard alpha channel (Round circle) behind your logos as in your gamefont it was mixed up. And finally made a single space between original corps /7/ my corps /18/ your corps /29/ my guilds. The number I put is the actual TGAIndex number, not as the original where it was TGAIndex+1.
I put the gamefonts here (http://forums.civfanatics.com/attachment.php?attachmentid=221684&stc=1&d=1248144612), but hopefully they'll be uploaded in Zappara's patch 2.72
Sorry my friend , still messing in the civilopedia
AAranda Jul 21, 2009, 06:44 AM I finally made it :D
This gamefont should be compatible with your corporations :) If not I eat my old hat.
I used the order in your corporation mod, but moved them to TGAindex 19 to 28.
I also put the standard alpha channel (Round circle) behind your logos as in your gamefont it was mixed up. And finally made a single space between original corps /7/ my corps /18/ your corps /29/ my guilds. The number I put is the actual TGAIndex number, not as the original where it was TGAIndex+1.
I put the gamefonts here (http://forums.civfanatics.com/attachment.php?attachmentid=221684&stc=1&d=1248144612), but hopefully they'll be uploaded in Zappara's patch 2.72
No , just kiddingˇˇˇ
Finally you did it . What a pain , eh? . Thanks very much really
By the way , i never tell you , but i love so much what you are doing with your guilds mod , is the kinds of things we all shall thanks and keep forever in our RoM , very original , imaginative and completely new
I know how much it must be keeping you busy and , a little bit , making you insane , as it remain me so much to my religions mod , and it cost me much pain , turns and work .
But this guild thing is worth it , keep dooing , i'm waiting anxious
cr0ws Jul 21, 2009, 07:58 AM Hi Aaranda!
Did I miss a fix for your Religions mod because I'm getting pink boxes for unit icons.
http://img18.yfrog.com/img18/9728/civ4screenshot0000k.jpg
AAranda Jul 21, 2009, 08:46 AM Hi Aaranda!
Did I miss a fix for your Religions mod because I'm getting pink boxes for unit icons.
My fault . Fixed now in new upload , but you have to download again
cr0ws Jul 21, 2009, 11:36 AM My fault . Fixed now in new upload , but you have to download again
Looks good now, Thanks Aaranda! :goodjob:
Munger Jul 24, 2009, 07:11 PM Quick question regarding the Forced Worker unit; does it every go obsolete? I haven't tried playing a game with it yet but I think it would be strange to still be able to build Forced Workers into the modern age and beyond.
BTW - thanks Aaranda for so many great modmods. :goodjob:
i_diavolorosso Jul 24, 2009, 09:57 PM I got so many xml error when i try to play your religion modmod with quibing's modmod.Would you take a look??
EDIT: it seems that all of your modmod(i have all of your modmod before i install quibing's) doesn't work too.I can't see sniper, forced worker, fuegian civ, and so on.
AAranda Jul 25, 2009, 02:22 AM Quick question regarding the Forced Worker unit; does it every go obsolete? I haven't tried playing a game with it yet but I think it would be strange to still be able to build Forced Workers into the modern age and beyond.
BTW - thanks Aaranda for so many great modmods. :goodjob:
Good question!
I thought of that when i made the unit , and wanted to make it obsolete somehow . Then i remembered usa , russia , india , etc still using prisioners as forced workers and i opted for it .
But , in the dark side , the unit is clearly useless about medieval times , to fast to build and to little bonus when used . In the bright side , is always something to thanks the possibility to build something with the extra food when you don't want a city to grow more
I'm still doubting on making it obsolete or not . Now that you have read it , wht do you think? I'll like to hear your opinion
AAranda Jul 25, 2009, 02:27 AM I got so many xml error when i try to play your religion modmod with quibing's modmod.Would you take a look??
EDIT: it seems that all of your modmod(i have all of your modmod before i install quibing's) doesn't work too.I can't see sniper, forced worker, fuegian civ, and so on.
So , you had all my mods before install quibing's ... did my mods worked fine then?
If yes , i recomend you to download again quibing's , because i tried to have a look at it and it was beeing edited , so maybe some errors are beeing fixed
Pleas , make me know for sure if my mods were fine before quibing's , install the new version of quibing's and if the errors continue i'll have a look at it
Munger Jul 25, 2009, 03:33 AM Good question!
I thought of that when i made the unit , and wanted to make it obsolete somehow . Then i remembered usa , russia , india , etc still using prisioners as forced workers and i opted for it .
But , in the dark side , the unit is clearly useless about medieval times , to fast to build and to little bonus when used . In the bright side , is always something to thanks the possibility to build something with the extra food when you don't want a city to grow more
I'm still doubting on making it obsolete or not . Now that you have read it , wht do you think? I'll like to hear your opinion
Well I guess my view would be that it should only be buildable whilst using the Slavery civic because that civic exists purely to provide the benefits (and downsides) of slaves. Otherwise you can still build slaves even if you use the emancipation civic! I know it is possible to tie a unit into a specific civic as the Inquisitor unit can only be built when using Intolerant.
i_diavolorosso Jul 25, 2009, 05:00 AM So , you had all my mods before install quibing's ... did my mods worked fine then?
If yes , i recomend you to download again quibing's , because i tried to have a look at it and it was beeing edited , so maybe some errors are beeing fixed
Pleas , make me know for sure if my mods were fine before quibing's , install the new version of quibing's and if the errors continue i'll have a look at it
Yes, i use all of your modmod(love the religion and the patriot, especially:goodjob:)
It was work like a charm.
And i think i already used the last version of quibing's modmod (1.0.1).
AAranda Jul 25, 2009, 07:40 AM Well I guess my view would be that it should only be buildable whilst using the Slavery civic because that civic exists purely to provide the benefits (and downsides) of slaves. Otherwise you can still build slaves even if you use the emancipation civic! I know it is possible to tie a unit into a specific civic as the Inquisitor unit can only be built when using Intolerant.
Yes , it can be done , but using phyton , which i don't like much as makes mods difficult to install and i'm not good on it
Anyway , i don't think in the forzed worker as a slave . I use to think on it more like a prisioner condemned to forzed works for the rest of his live , wich is still in use in many countries around the world . I had many doubts about how to make work this unit when i made it , and one is that , if you see it like a condemned prisioner it shouldn't be builded with food , but i wanted some unit to use the extra food and then i tied both threads
What do you think? Should it stay as it is ? Should be it become obsolete with emancipation? Later?
AAranda Jul 25, 2009, 08:25 AM Yes, i use all of your modmod(love the religion and the patriot, especially:goodjob:)
It was work like a charm.
And i think i already used the last version of quibing's modmod (1.0.1).
I had a look to quibing's modmod and yes , you'll have many problems using it togheter with mines , as them both modify same files.
With WoC system , it shouldn't be a problem , as quibing's , mines are original file should merge in aresulting file wich add all the benefits added by each mod file , but it can be extremely unbalanced
Far than that , souldn't be any problem
AAranda Jul 25, 2009, 08:28 AM Yes, i use all of your modmod(love the religion and the patriot, especially:goodjob:)
It was work like a charm.
And i think i already used the last version of quibing's modmod (1.0.1).
i had tried the mod in combination with all mines and it works as i said , i haven't had a problem
Anyway , what is that mod doing exactly ? is a purely aesthetic one ? Tell me , please
Of course , if you want to expose your problems more exactly , we can work a solution together
CascaLongingus Jul 28, 2009, 09:33 AM AAranda,
I'm new to the RoM mod, and loved the ideas you have. However after installing your modmods, I am encountering errors when loading RoM.
Here's what the dialog says:
Tag:BUILDINGCLASS_SHAMANS_YURTA in Info class was incorrect current xml file is xml\Buildings/CIV4BuildingsInfos.xml
The next one says:
Tag:RELIGION_TENGRIISM in Info class was incorrect current xml file is xml\Buildings/CIV4BuildingsInfos.xml
They continue on from there for a long darn time, and there's a lot of fracking dialogs, I know because I clicked through them all to see what would happen, my poor clicking finger!!
In any case RoM runs after all that clicking, but I really don't want to do that, so I'm wondering what I did wrong on the installation.
I put all the AAranda folders (and accompanying xml file under /Assets/Modules
And all the other folders (res, python, etc) under Assets. I assumed those .jpgs were there just for example screenshots and did nothing with them.
So, if you got time and can help, let me know. In the mean time since I clicked through all that, I'm going to see if the new religions are actually working on a game.
Thanks.
AAranda Jul 28, 2009, 10:16 AM AAranda,
I'm new to the RoM mod, and loved the ideas you have. However after installing your modmods, I am encountering errors when loading RoM.
Here's what the dialog says:
Tag:BUILDINGCLASS_SHAMANS_YURTA in Info class was incorrect current xml file is xml\Buildings/CIV4BuildingsInfos.xml
The next one says:
Tag:RELIGION_TENGRIISM in Info class was incorrect current xml file is xml\Buildings/CIV4BuildingsInfos.xml
They continue on from there for a long darn time, and there's a lot of fracking dialogs, I know because I clicked through them all to see what would happen, my poor clicking finger!!
In any case RoM runs after all that clicking, but I really don't want to do that, so I'm wondering what I did wrong on the installation.
I put all the AAranda folders (and accompanying xml file under /Assets/Modules
And all the other folders (res, python, etc) under Assets. I assumed those .jpgs were there just for example screenshots and did nothing with them.
So, if you got time and can help, let me know. In the mean time since I clicked through all that, I'm going to see if the new religions are actually working on a game.
Thanks.
It seems that you have misplaced something , sorry .RoM loads finally and works fine now , yes , but without the religions , or the buildings , or both , included
I strongly recomend you to reinstall again reading the instructions carefully , because the mod is really hard to install , i know.
Please , try once more and let me know if it is fine ... if not we shall find out why
CascaLongingus Jul 28, 2009, 11:27 AM Actually, that was my 3rd try, the second two with all the other modmods removed.
Assuming the instructions I reiterated above are correct, then I don't see what doing the same thing over again will accomplish.
If anyone else has any suggestions, I'd really appreciate it?
Is there a general troubleshooting forum, I realize that the mod and modmods are done for fun, and that I can't expect support, but maybe someone knows why I'm getting these 50+???? error messages?
CascaLongingus Jul 28, 2009, 11:31 AM Sorry, that came off sounding testy, I don't mean to be. The religions are working fine, so maybe I put an extra xml file somewhere, but where???
I founded Kemetism, and I love the temples and the different things they do, makes building them in different cities a good idea.
Thanks for the mod AAranda! I think that what I'll do is live with the messages until I get some info from someone about it, and go ahead and install all the other modmods I wanted and ck them out too!
Great work everyone, and especially you with the religions, AArandal!
Casca, The Immortal Soldier
AAranda Jul 28, 2009, 01:59 PM Actually, that was my 3rd try, the second two with all the other modmods removed.
Assuming the instructions I reiterated above are correct, then I don't see what doing the same thing over again will accomplish.
If anyone else has any suggestions, I'd really appreciate it?
Is there a general troubleshooting forum, I realize that the mod and modmods are done for fun, and that I can't expect support, but maybe someone knows why I'm getting these 50+???? error messages?
Of course you can expect support ˇˇˇˇˇˇˇˇ
I didn't told you to reinstall , just to be quick and obvious , i hope you didn't thought that as wasn't my intention
The thing is that tose messages you are receiving are pretty generals : you showed two of them and both pointed to the buildinginfo file , but one of them can be religioninfo file too ... and you said you have a lot , so is difficult to point you in the correct direction .
On the other hand , the mod is working fine for sure , because i'm using it and it has been downloaded by around 200 guys without complaints
I'm afraid that , with that amount of logo errors and the fact that the mod is fine all i can do is tell you to reinstall , or guess
Guessing , as you had reinstalled a few times , i'll bet for the buildinginfo files : inside the mod is a file that must replace an already existing file in your RoM . It is placed in Assets/Xml/Buildings . Just copy and replace it
If you didn't miss that step , make me know and we will try something else
On a second thought , those messages you printed , can be pointing the fact that a building already existing in the buildinginfo file is not existing in the buildingclassinfo file , so , if you did correctly the step i pointed you first , try to delete Only custom religions folder and install again that folder ONLY
DRJ Jul 28, 2009, 04:01 PM Had same probs, 50 xml error messages when starting civ. Its something corresponding to incompatibility with jooyos mod mods I think. :/
I allready had same issues earlier, but downgrading jooyos gamecore dll helped. Lets see if I can retry this. From his 1.18 to 1.17, when it still worked with your religions mod without error messages.
Guessing , as you had reinstalled a few times , i'll bet for the buildinginfo files : inside the mod is a file that must replace an already existing file in your RoM . It is placed in Assets/Xml/Buildings . Just copy and replace it
If you didn't miss that step , make me know and we will try something else
Edit: As I remembered ealier I downgraded and reinstalled religions after that, like I did again without the downgrading part now. It worked as you said and loaded without error messages.
AAranda Jul 29, 2009, 05:23 AM Hi, just a quick question to your pirate civ. I really like them, but why give them like 4 attributes.. doesn´t that make them a bit unbalanced to the rest?
Even when i gave you my reasons to do that , i keep that on mind , because people using pirates don't need to give them a bad start position , as i do normally , wich need to be rebalanced
Because of that , in 2.71 pirates version , i have made 2 new leaders to split the "pirates traits", so Morgan is no longer so powerfull
If you want , you can download it and see if it fixes the spot you pointed ... the mod also includes several patriots units and unique buildings bonuses have been changed a bit
Murufengxi Jul 29, 2009, 06:07 AM Hey Arranda, I'm a civ4fan from China,And I love your masterpiece so much that I'm playing all day long on your mod these days.:goodjob::goodjob:
:blush::blush:
Here is my problem:I've downloaded your CompanyMod for ROM2.7,
But no matter how hard tried,I can stilly not download the ReligionsMod & BuildingsMod for ROM2.7 . Every . .. .. .. .ing time my connection breaks down when I click the Download button and I have to wait for a while when this CIVFANATICS.com can be logined again.
Why is this? It's the problem with Chinese net condition or the civfanatics' server is not so cool presently?
I'm dying for the religions and building patches......:cry::cry:
Would you please mail these two mods to me ?? My mailaddress: meteora2009@163.com/centurieselite@yahoo.com.cn
strategyonly Jul 29, 2009, 07:27 AM No offense to anyone, i really like you'lls stuff your making, but all these modmod need to start having some credits of either where you got the stuff, or you know the author of the stuff you use.
I know whats its like, i used to forget to put them in also, and alot of people got teed off.
AAranda Jul 29, 2009, 07:59 AM No offense to anyone, i really like you'lls stuff your making, but all these modmod need to start having some credits of either where you got the stuff, or you know the author of the stuff you use.
I know whats its like, i used to forget to put them in also, and alot of people got teed off.
Not offended , you're right .
The problem is that i downloaded most of the stuff a year ago , adding news when them show up untill now ... I never thought of uploading what i've done , it came at first as a enterteinment just for myself and soon , without realize , i have 50/80 uploads using stuff from everyone
I really tried with 2.7 to follow the thread of what i'm using to give credits , but i found soon that it was taking too much time and making everything harder , so i give up
I know i'm using many things from you , from bakuel , civ gold , sentom ... but don't know what exactly .To be honest , at that point , i cannot even tell you what i have reskinned or done by myself
All i can do is say thanks to you and all the others and sorry i haven't keeped a thanks list from the beggining
AAranda Jul 29, 2009, 08:19 AM Hey Arranda, I'm a civ4fan from China,And I love your masterpiece so much that I'm playing all day long on your mod these days.:goodjob::goodjob:
:blush::blush:
Here is my problem:I've downloaded your CompanyMod for ROM2.7,
But no matter how hard tried,I can stilly not download the ReligionsMod & BuildingsMod for ROM2.7 . Every . .. .. .. .ing time my connection breaks down when I click the Download button and I have to wait for a while when this CIVFANATICS.com can be logined again.
Why is this? It's the problem with Chinese net condition or the civfanatics' server is not so cool presently?
I'm dying for the religions and building patches......:cry::cry:
Would you please mail these two mods to me ?? My mailaddress: meteora2009@163.com/centurieselite@yahoo.com.cn
I've just checked both files , and both are available from server and correctly downloaded , i've just did
Don't know why your connection breaks , but the files are too big to be keeped by civpage , so them are at mediafire and the civpage have to redirect you there
I'll try to send the files to yuor address , but i don't think it will work as we are talking about 100 mb
AAranda Jul 29, 2009, 08:38 AM Hey Arranda, I'm a civ4fan from China,And I love your masterpiece so much that I'm playing all day long on your mod these days.:goodjob::goodjob:
:blush::blush:
Here is my problem:I've downloaded your CompanyMod for ROM2.7,
But no matter how hard tried,I can stilly not download the ReligionsMod & BuildingsMod for ROM2.7 . Every . .. .. .. .ing time my connection breaks down when I click the Download button and I have to wait for a while when this CIVFANATICS.com can be logined again.
Why is this? It's the problem with Chinese net condition or the civfanatics' server is not so cool presently?
I'm dying for the religions and building patches......:cry::cry:
Would you please mail these two mods to me ?? My mailaddress: meteora2009@163.com/centurieselite@yahoo.com.cn
Sorry , but the file is too big to be send via email
You'll have to keep trying from civfanatic , all i can do is ensure you that it works ... or provided you the dircet link to mediafire :
BUILDINGS http://www.mediafire.com/download.php?zz0tiyjdznm
RELIGIONS http://www.mediafire.com/download.php?1jnh15hwnyn
Hope it helps ... please , make me know
vincentz Jul 29, 2009, 09:45 AM Would you please mail these two mods to me ?? My mailaddress:
Just a small piece of advice. Never post your email address in a public forum. There might be a email scanner passing by civ fanatics center, and you'll end up with an inbox full of spam ;)
Murufengxi Jul 29, 2009, 10:40 AM Sorry , but the file is too big to be send via email
You'll have to keep trying from civfanatic , all i can do is ensure you that it works ... or provided you the dircet link to mediafire :
BUILDINGS http://www.mediafire.com/download.php?zz0tiyjdznm
RELIGIONS http://www.mediafire.com/download.php?1jnh15hwnyn
Hope it helps ... please , make me know
Well .... Thank you the same, I've tried, the same problem..
But It's fine.. may be it'll work several days after~~
Still,I have some ideas for you, for example maybe the Leaders' traits would not all be good ones... And wonders.. the new wonders are too powerful...
Murufengxi Jul 29, 2009, 10:46 AM mysql_connect() [function.mysql-connect]: Host XXXXXX is not allowed to connect to this MySQL server in /usr/local/etc/httpd/htdocs/civfanatics/banners/banner.php on line 45
Ahahaha , there's a warning just on the top of this page.... maybe I can solve it my self
Buy the way AAranda the buildings mod is less than 100KB..... hehehehe~
Murufengxi Jul 29, 2009, 10:58 AM Just a small piece of advice. Never post your email address in a public forum. There might be a email scanner passing by civ fanatics center, and you'll end up with an inbox full of spam ;)
Thanks~ I can handle this~
Murufengxi Jul 29, 2009, 11:03 AM I've find out the reason..... www.mediafire.com is locking Chinese Users.... So your Mods which need not be directed to mediafire just work fine, grrr.... I will not give in ....^.^
DRJ Jul 29, 2009, 11:18 AM Perhaps it works by redirecting DNS?
Murufengxi, I really feel sorry about all you internet users around the world who get censored by the regimes. Even in germany they start know, although they say it's only porn sites - but once they started censoring, they probably won't stop again...
Hopefully you chinese guys can some day be educated by your own surfing - for example about the Tian'anmen massacre.
By the way, do you people in china even know what happened back in 1989?
Murufengxi Jul 29, 2009, 11:33 AM Check this out ~~~!!!!!!
All these problems are coursed by The Great Fire Wall of China
Chinese Goverment locked www.mediafire.com/www.getchu.com ....
This must be in the new visions of ROM as a world wonder..
The great fire wall
2000P
-50%culture of all cities +30%happy of all cities -10%science point of all cities
+100%enemy spy missions spend....
Murufengxi Jul 29, 2009, 11:59 AM Perhaps it works by redirecting DNS?
Murufengxi, I really feel sorry about all you internet users around the world who get censored by the regimes. Even in germany they start know, although they say it's only porn sites - but once they started censoring, they probably won't stop again...
Hopefully you chinese guys can some day be educated by your own surfing - for example about the Tian'anmen massacre.
By the way, do you people in china even know what happened back in 1989?
Well,Though my English is not pretty good, but I'm glad to communicate you guys here.
The turth is ,there does be a massacre in Tian'anmen square but 50%vedio you guys get is not true, the vedioes are from North Korea,and several other countries....
Personally,I don't like the goverment of China for many reasons, But you kown ,Chinese People are just like this: If we are not starving to death,then we survive just like this, and do nothing to change the condition. Because we know that
every "changing""revelution"costs blood.....
For so many years I think the fear of blood is the reason that we Chinese people blooded so much during the past several hunderd years.
So I cursed the Confusism as much as I respect it,it ruled our mind Thousand years...
I'm a man at a age of 22, I can not ensure you that everyone at my age here in China know what happened 1989 but over 75% of them do , we also kown a lot about other sins of the Chinese communists.
But not every sin can be punished in the history so long as ours....The massacre in Nanjing by the Japanese, the Invasion in 1900(Germany included)....
In my pointofview, every civilization has its own pain, what you've said is we China's
But it will not always be , I promise that in the name of my generation.
Murufengxi Jul 29, 2009, 12:00 PM By the way , I've finished the download of the mods,~~~ Thank AAranda again and again and again
AAranda Jul 29, 2009, 12:50 PM By the way , I've finished the download of the mods,~~~ Thank AAranda again and again and again
CONGRATULATIONS!!!!!
I've just connect up right now and saw all the posts of your little epic download. Wow!!
I'm glad you finally made it , i wasn't able to send files bigger than 10 mb
About the wonders , them are not overpowered , is just that them are too many . But you musn't think about keeping all of them for you , AI is playing too and you wouldn't be able to build all
About your little historic/political issue , i'm completely agree with you : there's no country free of blood on it's hand , and non political system is good enough , not your's country comunist dictation , but not our capitalist democracy , holded by africans and asiatics cheap workers as Rome was holded by slaves
This world of ours has still many turns to be played before gets just acceptable
DRJ Jul 29, 2009, 01:16 PM In my pointofview, every civilization has its own pain, what you've said is we China's
But it will not always be , I promise that in the name of my generation.
Great to hear there are lot of progressive people out there in china!
And even if there is a regime-mainstream-opinion and censorship all around, as we see programs like civ are promising educational instruments too,
at least it tries to (more or less)realisticly simulate society and its processes, as well as there is a active discussion about the tweaking of modifiers
- kind of a sociological discurse pattern.
No wonder civ can also be used in universities - actually it already is.
In this point of view your idea about the internet censoring "wonder" made my heart jump! Just what I had in my mind in the back of my head as well! Thx for the posted proposal:)
The great fire wall
2000P
-50%culture of all cities +30%happy of all cities -10%science point of all cities
+100%enemy spy missions spend....
I would tweak it a bit to:
The Great Chinese Fire Wall
Requires: The world project "Internet" must be finished by a civ.
Costs: 2000 :hammers:
-50% :culture: in all cities
+3 :) in all cities if civic bureaucracy
-10% :science: in all cities
+25% :espionage:
+50% :espionage: enemy mission cost
-50% war wariness if civic bureaucracy/fascism etc.
+25% war wariness if civic is freedom of speech etc.
-3 relations hit with leaders who have chosen democracy/freedom of speech by the time of wonder completion
Hello AAranda, do you think this wonder could somehow be implemented in your next wonder pack version? I really would like to see it, especially as it would give some tactical depth to the internet age, by creating fractions between the civs due to their different civic preferences
AAranda Jul 29, 2009, 01:54 PM The Great Chinese Fire Wall
Requires: The world project "Internet" must be finished by a civ.
Costs: 2000 :hammers:
-50% :culture: in all cities
+3 :) in all cities if civic bureaucracy
-10% :science: in all cities
+25% :espionage:
+50% :espionage: enemy mission cost
-50% war wariness if civic bureaucracy/fascism etc.
+25% war wariness if civic is freedom of speech etc.
-3 relations hit with leaders who have chosen democracy/freedom of speech by the time of wonder completion
Hello AAranda, do you think this wonder could somehow be implemented in your next wonder pack version? I really would like to see it, especially as it would give some tactical depth to the internet age, by creating fractions between the civs due to their different civic preferences
Yes , it could be done . I always liked differents and crazy ideas , and that one is widely different
I like too much even the name "great chinese fire wall" , sounds quite good... but i dont want to offend anyone , so i'll wait for our chinese new poster to have the last word about the name
strategyonly Jul 29, 2009, 04:57 PM Not offended , you're right .
The problem is that i downloaded most of the stuff a year ago , adding news when them show up untill now ... I never thought of uploading what i've done , it came at first as a enterteinment just for myself and soon , without realize , i have 50/80 uploads using stuff from everyone
I really tried with 2.7 to follow the thread of what i'm using to give credits , but i found soon that it was taking too much time and making everything harder , so i give up
I know i'm using many things from you , from bakuel , civ gold , sentom ... but don't know what exactly .To be honest , at that point , i cannot even tell you what i have reskinned or done by myself
All i can do is say thanks to you and all the others and sorry i haven't keeped a thanks list from the beggining
Thats easy to remedy the problem, all you have to do is look at my credits (NWA) name as many as you can, then from this day out just remember to credit them as i do, WELL best as possible that is, LOL:p:rolleyes:
Dancing Hoskuld Jul 29, 2009, 07:34 PM @AAranda, I have a small speed up fix for the movie playing part of your mod but currently I am not using many mods nor playing games long enough to test it as I am building and testing a new python mod (zEnslavement enhancement, just need to add piracy now). Could you test it? It gives no python errors so I just need to know if it plays the movies correctly, ie Great and National Wonder movies and Holy Shrine movies. Thanks.
civ_king Jul 30, 2009, 01:46 AM Can I Kamikaze a plane into the World Trade Center? :crazyeye:
Murufengxi Jul 30, 2009, 02:34 AM Yes , it could be done . I always liked differents and crazy ideas , and that one is widely different
I like too much even the name "great chinese fire wall" , sounds quite good... but i dont want to offend anyone , so i'll wait for our chinese new poster to have the last word about the name
Well, acturally I think the 2000P should be decreased to 1000P
And... "Great chinese fire" wall is not so cool, As the Great Wall is right for the onlyone in China, This one should be Called "Great cyber wall" or "Great fire wall",anyone of these two is fine ~ require Tech: Maxism(or Comminism) and Internet
Also, The Long March should be one of the world wonders... If you are interested I can offer you many ideas about your new mod~~
The Long March 1300P require Tech: Comminism,nationism and militory secience
Morale,woodsman2 ,Guerilla2 promotion for every gunpower unit built in this city
+3culture +1Happy (This is a 100% militory world wonder ~)
Yuanmingyuan Park 2200P (can be built when civ is Fuedal,Renaissance or early)
+75%good +50%culture +3happy +1good in everycity on this continent
and finally the most important function: -30%militory production for all cities...
Murufengxi Jul 30, 2009, 02:36 AM Can I Kamikaze a plane into the World Trade Center? :crazyeye:
Maybe it can be added as an event
....
DRJ Jul 30, 2009, 04:24 AM The Long March 1300P require Tech: Comminism,nationism and militory secience
Morale,woodsman2 ,Guerilla2 promotion for every gunpower unit built in this city
+3culture +1Happy (This is a 100% militory world wonder ~)
Yeah, interesting idea as well, but I think it could have a -5 :food: per turn malus with it (after all, these soldiers on the march need some rice, especially after swimming across the yellow river...)
AAranda Jul 30, 2009, 05:41 AM @AAranda, I have a small speed up fix for the movie playing part of your mod but currently I am not using many mods nor playing games long enough to test it as I am building and testing a new python mod (zEnslavement enhancement, just need to add piracy now). Could you test it? It gives no python errors so I just need to know if it plays the movies correctly, ie Great and National Wonder movies and Holy Shrine movies. Thanks.
I'll try in a few , i'm very busy now
Btw , if the old code is working fine , why a new one?
AAranda Jul 30, 2009, 05:44 AM Can I Kamikaze a plane into the World Trade Center?
Too late , is already done
Maybe it can be added as an event
....
I think it is already added as an event , a think a saw it a while ago . Don't know if it is included in RoM
AAranda Jul 30, 2009, 05:58 AM Well, acturally I think the 2000P should be decreased to 1000P
And... "Great chinese fire" wall is not so cool, As the Great Wall is right for the onlyone in China, This one should be Called "Great cyber wall" or "Great fire wall",anyone of these two is fine ~ require Tech: Maxism(or Comminism) and Internet
Great cyber wall is quite good , i'll do that , would be to internet what inquisition was to religions ... but don't say "great chinese fire wall" wasn't cool , it sounded really cool and humoristic ... but great cyber world is far better , and serious , dammit!
Also, The Long March should be one of the world wonders... If you are interested I can offer you many ideas about your new mod~~
The Long March 1300P require Tech: Comminism,nationism and militory secience
Morale,woodsman2 ,Guerilla2 promotion for every gunpower unit built in this city
+3culture +1Happy (This is a 100% militory world wonder ~)
Not as a wonder , because is a very particular point of chinese history , but i had it on mind as a unique wonder to add to chinese civilization whenever i make it ... but not adding all those promotions , that's too much
Yuanmingyuan Park 2200P (can be built when civ is Fuedal,Renaissance or early)
+75%good +50%culture +3happy +1good in everycity on this continent
and finally the most important function: -30%militory production for all cities...
The Gardens of Perfect Brightness will be included as a unique wonder to chinese civ as well , replacing national park
Thanks very much for the ideas , and if you can point me some national heros from your country , i'll see if i add them as patriots to chinese civ
And if everyone else can do the same , pointing me patriots or wonders from their countries , i'll be thankfull , as it will easy a lot my work in the new civs mod
Murufengxi Jul 30, 2009, 09:45 AM Yeah, interesting idea as well, but I think it could have a -5 :food: per turn malus with it (after all, these soldiers on the march need some rice, especially after swimming across the yellow river...)
Wow..... But in fact they didn't swim across the Yellow River.... Dadu River,Chishui River and so on.... :goodjob::goodjob:
Murufengxi Jul 30, 2009, 10:21 AM The leaders for China civ.... I can surely give some advise
Liuche (bc 157-bc 87) the fifth emperor of Han Dynasty, here is some background:
1,He is the first emperor who ruled the nation with Confusism,
2,He is the first emperor who set the HanLin institution(anyway= university)
3,He is the one who open the Silkroad
4,He is the first one who used "Zuijizhao" to criticise himself as a emperor
5,When he is alive, China is absolutely the greatist nation in the world at that time,(Some statistics said that the GDP of Han Dynasty is over half of the world GDP at that time..)
6,he fought a heroic war against the Mongols(Hun)for over 20 years
the traits:Protective and Organized will be fine... But I can see every traits is suitable for him...By the way,"Chinese" in chinese is called "Han", and that's because of him.
AAranda Jul 30, 2009, 11:30 AM The leaders for China civ.... I can surely give some advise
Liuche (bc 157-bc 87) the fifth emperor of Han Dynasty, here is some background:
1,He is the first emperor who ruled the nation with Confusism,
2,He is the first emperor who set the HanLin institution(anyway= university)
3,He is the one who open the Silkroad
4,He is the first one who used "Zuijizhao" to criticise himself as a emperor
5,When he is alive, China is absolutely the greatist nation in the world at that time,(Some statistics said that the GDP of Han Dynasty is over half of the world GDP at that time..)
6,he fought a heroic war against the Mongols(Hun)for over 20 years
the traits:Protective and Organized will be fine... But I can see every traits is suitable for him...By the way,"Chinese" in chinese is called "Han", and that's because of him.
I didn't meant to use those people as leaders , but as patriots . This is a special kind of units , full of promotions , attached to his belonging civilization and without the possibility to upgrade.
I introduced them as a new concept in my civs for 2.71 versions , so , what i'm looking for is some kind of war leader or spy famous for his acts to his country , like bolivar/venezuela , patton/usa or ahuitzotl/aztecs ... i could use Liuche as well , but nothing appears in the net under this name .I tink is a matter of names , can he be Wudi in spanish? i think is called Wu Han or Han Wu in english , can be him? I think so because the wars and the dates , must look in my books ... later
What i have on mind for china by now is:
Qui shi Huang/axeman
Han Wudi/horseman
Taizong/swordsman
Zheng He/Bauchan(galleon)
Sun Tzu/Light sworsdman
Cao Cao/spearman
Zhuge Liang/crossbowman
Jing ke/ancient spy
Mao zedong/Infantry
DRJ Jul 30, 2009, 11:33 AM Wow..... But in fact they didn't swim across the Yellow River.... Dadu River,Chishui River and so on.... :goodjob::goodjob:
Well, only thing we learned about the great march was that Chairman Mao also swam across a river and as the Yellow River is the most famous along with the Yangtse (to be honest: these are the only chinese rivers we have ever heard of in germany) :)
civ_king Jul 30, 2009, 03:28 PM I've heard of the Yellow River, the Yangtze, and the Pearl River but that's it
Dancing Hoskuld Jul 30, 2009, 04:21 PM I'll try in a few , i'm very busy now
Btw , if the old code is working fine , why a new one?
The old one was probably adding a lot to the turn delay since it was causing the game to search for a movie on every building not just the great wonders, national wonders and holy shrines. For example it was looking for a movie every time any city built a barracks.
Someone said that when they removed your mods their game went faster. Someone else said it was probably the python, obviously they haven't seen some of the C code produced about the place :). The only python in your mod is the movie display code.
AAranda Jul 30, 2009, 05:27 PM The old one was probably adding a lot to the turn delay since it was causing the game to search for a movie on every building not just the great wonders, national wonders and holy shrines. For example it was looking for a movie every time any city built a barracks.
Someone said that when they removed your mods their game went faster. Someone else said it was probably the python, obviously they haven't seen some of the C code produced about the place :). The only python in your mod is the movie display code.
I see , and i always thought the delay was because my old computer!
I'm in the middle of something big requering my attention , but i'll leave it right now and i'll give some test to that code instantly
I'll tell you in a couple of days how it goes
Thanks a lot , once more
aender Jul 31, 2009, 12:47 AM is your religions modmod set up to be used with the choose religions option? just askin cause i usually...kk well always...use the choose option with limited and race to be first to discover with a little help from wb by giving myself the prereqs so poly is my first tech researched....ya i know its cheatin but i always play deity snail and thats pretty much all i do to cheat in the game.....much better then civ2 on the playstation..lol i used the unlimited cash option often back then
and also maybe its just late but i'm not understanding the install instructions obviously, cause its not loading.....but it extracts into a new folder called 5.religion is that whats supposed to happen? .... i think i figured this part out i need to unzip elsewhere then replace with these?
AAranda Jul 31, 2009, 02:43 AM is your religions modmod set up to be used with the choose religions option? just askin cause i usually...kk well always...use the choose option with limited and race to be first to discover with a little help from wb by giving myself the prereqs so poly is my first tech researched....ya i know its cheatin but i always play deity snail and thats pretty much all i do to cheat in the game.....much better then civ2 on the playstation..lol i used the unlimited cash option often back then
and also maybe its just late but i'm not understanding the install instructions obviously, cause its not loading.....but it extracts into a new folder called 5.religion is that whats supposed to happen? .... i think i figured this part out i need to unzip elsewhere then replace with these?
I didn't set up the mod to be used with choose religion , but i think it should work anyway
To install , it unzippes into a new folder called 5.religion because that' the way7zip extracts.
Just open the folder and follow the instructions provided in the readme file
AAranda Jul 31, 2009, 02:46 AM The old one was probably adding a lot to the turn delay since it was causing the game to search for a movie on every building not just the great wonders, national wonders and holy shrines. For example it was looking for a movie every time any city built a barracks.
Someone said that when they removed your mods their game went faster. Someone else said it was probably the python, obviously they haven't seen some of the C code produced about the place :). The only python in your mod is the movie display code.
No further test needed
It works fine and the turns speed has been increased a lot
Thanks , i'll wait for you to upload as a patch to include inthe buildings mod
aender Jul 31, 2009, 02:47 AM ya ifigured that part out but no icons for the units, reread forum and looks like i did somtin wrong cause was a few days bk that was fixed
aender Jul 31, 2009, 03:55 AM hmmm now its not loading the buildings says xml error when loading the mod and for each building type nm lol did i mention its late and i'm tired yet..heehee, the xml folder didn;t replace the original one so i fixed it
i_diavolorosso Jul 31, 2009, 04:03 AM AAranda,
I'm new to the RoM mod, and loved the ideas you have. However after installing your modmods, I am encountering errors when loading RoM.
Here's what the dialog says:
Tag:BUILDINGCLASS_SHAMANS_YURTA in Info class was incorrect current xml file is xml\Buildings/CIV4BuildingsInfos.xml
The next one says:
Tag:RELIGION_TENGRIISM in Info class was incorrect current xml file is xml\Buildings/CIV4BuildingsInfos.xml
They continue on from there for a long darn time, and there's a lot of fracking dialogs, I know because I clicked through them all to see what would happen, my poor clicking finger!!
In any case RoM runs after all that clicking, but I really don't want to do that, so I'm wondering what I did wrong on the installation.
I put all the AAranda folders (and accompanying xml file under /Assets/Modules
And all the other folders (res, python, etc) under Assets. I assumed those .jpgs were there just for example screenshots and did nothing with them.
So, if you got time and can help, let me know. In the mean time since I clicked through all that, I'm going to see if the new religions are actually working on a game.
Thanks.
This is exactly same xml error that i got when i use your's and quibing's modmod.And, yeah there's a lot of this error(i'm sure it was more than 50 messages).
But, after i use quibing's latest release(1.0.2), and all of your mod, i'm happily say that, they cause no error at all now!
HOoooorah
aender Jul 31, 2009, 04:11 AM yay i got all 3 workin finally....when i transferred the files over i didn't overwrite the xml one i dropped it in
aender Jul 31, 2009, 01:22 PM kk first thing i did was start my new game this morning....b4 i even took a sip of coffee
first off yes it does work with choose religions
second off on my third turn a tribal village gave me naturapathy and i chose andeism and all 3 ww were available to me right away, i started building el dorado and well it took awhile, had to change a few times to keep people happy and healthy, besides needed the free tech from oracle too, but my point is even tho the religion itself isn't scheduled to be found till later the ww should still require some techs
i was thinking el dorado should require currency, and i cant remember the names off hand of the other 2 ww but maybe they shoiuld also require techs similiar to the bonuses they give, one is defensivebonus i think so maybe with engineering, not sure but being able to build them so early is well point blank cheating..i'm playing deity..like normal...and well w/o any other cheats i'm currently at 100% research and making 10 g per turn with 6 cities and well every other game at this point i was loosing g at 50% research, trust me not complaining at this rate i'll prolly make it to industrial era b4 1000ad but thats not good
edit...deity, snail, small....is a laptop after all gotta fight the mafs somehow
AAranda Jul 31, 2009, 04:45 PM kk first thing i did was start my new game this morning....b4 i even took a sip of coffee
first off yes it does work with choose religions
second off on my third turn a tribal village gave me naturapathy and i chose andeism and all 3 ww were available to me right away, i started building el dorado and well it took awhile, had to change a few times to keep people happy and healthy, besides needed the free tech from oracle too, but my point is even tho the religion itself isn't scheduled to be found till later the ww should still require some techs
i was thinking el dorado should require currency, and i cant remember the names off hand of the other 2 ww but maybe they shoiuld also require techs similiar to the bonuses they give, one is defensivebonus i think so maybe with engineering, not sure but being able to build them so early is well point blank cheating..i'm playing deity..like normal...and well w/o any other cheats i'm currently at 100% research and making 10 g per turn with 6 cities and well every other game at this point i was loosing g at 50% research, trust me not complaining at this rate i'll prolly make it to industrial era b4 1000ad but thats not good
edit...deity, snail, small....is a laptop after all gotta fight the mafs somehow
It must be because the choosen religion thing
Andeanism was made to be founded with astronomy , so all the techs needed to build the 3 andean wonders were already discover long ago
Of course , if you make it available at the begining you are playing with advantage , mostly if you choose a middle time religion as andeanism , because i made every religion's bonuses focus in different things and the strong side of andeanism is science .Without wonders , it gives :
- ANDEAN TEMPLE adds 1 science point , 1 culture and 5% science
- ANDEAN MONASTERY adds 2 science point , 1 culture and 10% science
- ANDEAN CATHEDRAL adds 2 science point , 2 culture , 25% culture and 10% science
So , of course , you were quickly ahead on tech race
I never thought on choosen religion option when i made the mod , so you'll find lots of those advantages depending wich religion you choose as them were not intended to be founded that soon in the game
I'm sorry , but i have to suggest you to switch that option off and see how AI takes most of the religions out of your hands , wich was the main goal of the mod , prevent human players to hold most of religions
Dancing Hoskuld Jul 31, 2009, 05:07 PM The PYTHON code I had fixed for AAranda's mods was causing lag. I admit I was not the originator of the code just put it in the correct place. It was from a mod that did not have as many buildings as RoM.
So if you are using AAranda's mods then you probably will want it see my mods for the patch. See dancing Hoskuld's mods [MODULAR] (http://forums.civfanatics.com/showthread.php?p=8310367#post8310367) the AAranda patch file.
The patch will be included in future versions of AAranda's mods.
Murufengxi Aug 01, 2009, 02:46 AM Well, only thing we learned about the great march was that Chairman Mao also swam across a river and as the Yellow River is the most famous along with the Yangtse (to be honest: these are the only chinese rivers we have ever heard of in germany) :)
Haha, There are so many rivers here, JingHangyunhe River(Maybe it's called so in English,dont know..) Zhujiang River,Huai River,and so on, Yaluzangpu River...
You can see them in the "Giant Earth Map"
Murufengxi Aug 01, 2009, 02:48 AM The PYTHON code I had fixed for AAranda's mods was causing lag. I admit I was not the originator of the code just put it in the correct place. It was from a mod that did not have as many buildings as RoM.
So if you are using AAranda's mods then you probably will want it see my mods for the patch. See dancing Hoskuld's mods [MODULAR] (http://forums.civfanatics.com/showthread.php?p=8310367#post8310367) the AAranda patch file.
The patch will be included in future versions of AAranda's mods.
So your patches can help the AAranda's Mod running more smothly?
Murufengxi Aug 01, 2009, 03:00 AM Taizong should be one of the leaders but not units...
Others are fine~
Maozedong should be replaced by Linbiao or Zhude.... They are the infantry commanders, mao is the leader of them.
Sunzhongmou or Zhougongjin(war gallens)
You can try the MOD:"The history of three kingdoms" and see~
And there is another advise: Try to add another type of greatpeople: The great beauties ~
Women did a lot in history~They should be in mods too~
They can be somekind of deplomacy greatpeople, I think the greatpeople in CIV4 now is totally useless in deplomacy, and that's not true..
AAranda Aug 01, 2009, 03:43 AM Taizong should be one of the leaders but not units...
I was going to make him both , leader and unit
Maozedong should be replaced by Linbiao or Zhude.... They are the infantry commanders, mao is the leader of them.
I'll stay with Mao , as he was the leader of the long walk.Sameway i'll use Napoleon for France and not Murat : even when Napoleon barely fought by himself , he was the leader
Sunzhongmou or Zhougongjin(war gallens)
Is him Zhou Yu ? If him , as enemy of Cao Cao , should be him a light swordsman or a spearman? A war galley , why ? Please answer , my knowledge in chinese affairs is not as deep as i would like
And there is another advise: Try to add another type of greatpeople: The great beauties ~
Women did a lot in history~They should be in mods too~
They can be somekind of deplomacy greatpeople, I think the greatpeople in CIV4 now is totally useless in deplomacy, and that's not true..
I wanted a few time to make diplomatics units to be used to strenghth relations with anothers civilizations , womens or not ( i'm adding quite a few woman leaders an patriots , by the way ). But this is beyond my skill , i'm affraid , as must be done thru python
Murufengxi Aug 01, 2009, 09:28 AM The question about Zhouyu, Yes, he is a brilliant Navy commander....
And the last one, I'll check in Chinese CIV BBS, I saw a mod like that maybe a year ago....
Blind Aug 01, 2009, 02:26 PM The custom corps and their buildings arnt associated with one another except for fashion house. Is this bug?
AAranda Aug 01, 2009, 04:41 PM The custom corps and their buildings arnt associated with one another except for fashion house. Is this bug?
No
It is you haven't placed the fonts files provided
Blind Aug 01, 2009, 08:03 PM i did install the fonts files and followed the instructions to the letter. In fact, when i tried the "other" corp modmod the same thing happens. I checked the building xml files and i see that some of the corp buildings don't have their prerequisites filled in. Is there sumthin im doing wrong?
i_diavolorosso Aug 02, 2009, 01:04 AM I add the religion patch, and it causing a conflict with a modular wonder movie (bolshoi, piazza san marco, and bradenburg gate), that was generalstaff's, i think.I was able to play the game, but those 3 wonder is disappeared, i delete them from custom building folder, and the xml error message dissappear.So i'm sure the problem is there.
Would you take a look??
AAranda Aug 02, 2009, 02:47 AM i did install the fonts files and followed the instructions to the letter. In fact, when i tried the "other" corp modmod the same thing happens. I checked the building xml files and i see that some of the corp buildings don't have their prerequisites filled in. Is there sumthin im doing wrong?
There was a problem with the fonts provided by zappara in RoM 2.71 , it would be fixed in next version , but , by now , you'll have to choose if play with vincents corps mod (using RoM fonts ) or my corps mod ( using my fonts), but not both
This info will fix your problem if it is a matterof messed icons in civilopedia and city screen and ... well , everywhere
If that is not your problem , make know , beeing as specific as you can and we'll try another solution
AAranda Aug 02, 2009, 02:59 AM I add the religion patch, and it causing a conflict with a modular wonder movie (bolshoi, piazza san marco, and bradenburg gate), that was generalstaff's, i think.I was able to play the game, but those 3 wonder is disappeared, i delete them from custom building folder, and the xml error message dissappear.So i'm sure the problem is there.
Would you take a look??
All the patch does is replace a little python code allowing to show national wonders movies for a newr one.generalstaff's wonders mod is modular and dosn't add python code , so the patch cannot affect it , i think
It must be some other thing
Did you add my buildings mod too ? It adds 12 wonders including san marco and bradenburg and it can cause a conflict
i_diavolorosso Aug 02, 2009, 03:09 AM All the patch does is replace a little python code allowing to show national wonders movies for a newr one.generalstaff's wonders mod is modular and dosn't add python code , so the patch cannot affect it , i think
It must be some other thing
Did you add my buildings mod too ? It adds 12 wonders including san marco and bradenburg and it can cause a conflict
Yes i did
I guess that maybe the problem(although honestly, the conflict didn't appear until i add the patch, and i've use your building modmod together with generalstaff's for a long time with no error)
Dancing Hoskuld Aug 02, 2009, 05:20 PM I just downloaded the 2.71 version of your religions. The file down loaded but its contents are corrupt. I relised I was using the old version after finding some python errors, I think I have a fix but would like to test it against the most up to date version :)
Edit: I tried yet again and this time it worked :)
AAranda Aug 03, 2009, 12:19 PM Yes i did
I guess that maybe the problem(although honestly, the conflict didn't appear until i add the patch, and i've use your building modmod together with generalstaff's for a long time with no error)
Please , wait for confirmation , but you can be right about the patch
It is beeing tested by someone more skilled than me in python (i'm python idiot , as i said a few times) , and we'll come with a safe solution soon
The problem comes because religion's and building's mods need the python code to show national wonders movies and new religions movies , and i were using a piece of code that Tsentom made for one of his mods , wich delay the wait between turns considerably
I've no knowledge to rewrite it by myself , so someone better than me is working on it
If he can not find a solution finally , i'll cut the code from my mods and everything will go fine , but without movies ... wich i really love
AAranda Aug 03, 2009, 04:55 PM I just downloaded the 2.71 version of your religions. The file down loaded but its contents are corrupt. I relised I was using the old version after finding some python errors, I think I have a fix but would like to test it against the most up to date version :)
Edit: I tried yet again and this time it worked :)
It seems to be some kind of error when uploading files compressed with7zip . I'll do it again with winrar
Would be done in 2 hours
AAranda Aug 03, 2009, 04:58 PM Yes i did
I guess that maybe the problem(although honestly, the conflict didn't appear until i add the patch, and i've use your building modmod together with generalstaff's for a long time with no error)
The patch seems to be fine . It was tested by Dancing Hoskuld and myself for 1000 turns without problems
Don't really know what your problem was , sorry
Dancing Hoskuld Aug 03, 2009, 05:25 PM I add the religion patch, and it causing a conflict with a modular wonder movie (bolshoi, piazza san marco, and bradenburg gate), that was generalstaff's, i think.I was able to play the game, but those 3 wonder is disappeared, i delete them from custom building folder, and the xml error message dissappear.So i'm sure the problem is there.
Would you take a look??
I have both working without XML problems, I did have to edit the various MLF_CIV4ModularLoadingControls.xml files to make sure it worked. This sounds like your problem. Look at the tutorial at the top of this forum and make sure that you have something like
<Module>
<Directory>RoM Modular Wonders II</Directory>
<bLoad>1</bLoad>
</Module>
in it. You will probably need one for each of the generalstaff folders.
Edit: on second thoughts the problem may be one folder higher. Ie make sure the custom buildings folder appears in the file at the next higher level. Hope that makes sense
To reiterate there is probably a problem with your MLF_CIV4ModularLoadingControls.xml in the modules/custom buildings folder. Add a module section for each of the missing wonder folders as described in the tutorial.
Dancing Hoskuld Aug 03, 2009, 05:32 PM @AAranda, while testing my mod with RoM 2.71 and your religions modmod I got some simple python errors which seem to be linked to inquisitions. Since you have very minimal python code in your mod it must be something to do with the base RoM. I do not use inquisitions so I have not tested the attached fully but it gets rid of the error and causes no other problems that I have seen in testing. Could you or others test it with inquisitions?
It is CvUtil.py and belongs in the python folder. I have marked the changes with ## AAranda's religions start and ## AAranda's religions end
cheesemijit Aug 03, 2009, 05:49 PM When i extract the ReligionsFixed rar for 2.71 it comes up with loads of errors and all the buttons don't work, was this just a dodgy download?
Dancing Hoskuld Aug 03, 2009, 05:54 PM When i extract the ReligionsFixed rar for 2.71 it comes up with loads of errors and all the buttons don't work, was this just a dodgy download?
Yes, AAranda is uploading a new version as we type.
AAranda Aug 03, 2009, 05:58 PM @AAranda, while testing my mod with RoM 2.71 and your religions modmod I got some simple python errors which seem to be linked to inquisitions. Since you have very minimal python code in your mod it must be something to do with the base RoM. I do not use inquisitions so I have not tested the attached fully but it gets rid of the error and causes no other problems that I have seen in testing. Could you or others test it with inquisitions?
It is CvUtil.py and belongs in the python folder. I have marked the changes with ## AAranda's religions start and ## AAranda's religions end
Neither do i play with inquisition , but that code is , obviously , requiered
The strange thing is that nobody complainted before , don't you think?
I'll give it a fully test in about 2/3 weeks , when i finish with the americans civs . Then i'll play a complete civ game , thing that i haven't done in all this year
I'll include the code in the next versions , thanks very much ... more than ever , because that problem never crossed my mind
AAranda Aug 03, 2009, 06:01 PM When i extract the ReligionsFixed rar for 2.71 it comes up with loads of errors and all the buttons don't work, was this just a dodgy download?
It is available now
AAranda Aug 03, 2009, 06:02 PM Yes, AAranda is uploading a new version as we type.
And fully tested both , download and uncompress
cheesemijit Aug 03, 2009, 08:03 PM awesome!
have you ever thought about doing a Rapture (http://forums.civfanatics.com/showthread.php?t=321333) spin on the Religions for RoM? I would love to see Orthodox, Protestant and the two different Islam's, and if this was done through schism's and reformations then that would be great.
EDIT: Does this new update still require the Patch?
AAranda Aug 04, 2009, 02:56 AM awesome!
have you ever thought about doing a Rapture (http://forums.civfanatics.com/showthread.php?t=321333) spin on the Religions for RoM? I would love to see Orthodox, Protestant and the two different Islam's, and if this was done through schism's and reformations then that would be great.
EDIT: Does this new update still require the Patch?
I rather prefer the religions like them are now , i really like each one beeing different to the other , and that can't be if a multiply them by 3 or 4 ... besides , i like religions beeeing founded through techs , and that would change too ... so i'm not going to switch
Of course the patch is included in the main mod since yeswterday
RealityKey Aug 05, 2009, 01:51 AM Is possible to change names in the religions mod? (for example changing Natures Answer to Sacred Grove of Mona*) (*shortend from the Isle of Mona)
one other question how do make those custom civs?
AAranda Aug 05, 2009, 03:18 AM Is possible to change names in the religions mod? (for example changing Natures Answer to Sacred Grove of Mona*) (*shortend from the Isle of Mona)
one other question how do make those custom civs?
You can edit the buildinginfo file
You want to make a civ ? This is a very long answer .Take an akready done modular civ and use it as a base chanching whatever you want , speaking quickly
RealityKey Aug 05, 2009, 05:12 PM You can edit the buildinginfo file
You want to make a civ ? This is a very long answer .Take an akready done modular civ and use it as a base chanching whatever you want , speaking quickly
ah thank you :)
Revanade Aug 05, 2009, 05:33 PM Hello,I know Im probably asking something that would too much time away from your other mod-mods,but I have a request.. Can you put the Shawnee civilization into the game? We are Native-Americans,and we are well I think I'll let the link explain http://www.britannica.com/EBchecked/topic/539132/Shawnee
aender Aug 06, 2009, 12:59 AM hmm changing names how hard would it be to change the name of a religion itself
cause as you see aender is my name i've used it for about 25 years now on all kinds of games and anderism is sooo close i'd like to change it to aenderism since it fits.....aenderton is my first city always and usually i dont build the second till i discover a religion to make it the holy city also, although i usually have an archer and settler, or 3 depending on which tech gives it to me prepared, and waiting on the spot(s)...lol at times i even have the road(s) built too
anyway i know this is being a bit(?) conceited of me but hey i am the one playing the game
i_diavolorosso Aug 06, 2009, 04:01 AM I have both working without XML problems, I did have to edit the various MLF_CIV4ModularLoadingControls.xml files to make sure it worked. This sounds like your problem. Look at the tutorial at the top of this forum and make sure that you have something like
<Module>
<Directory>RoM Modular Wonders II</Directory>
<bLoad>1</bLoad>
</Module>
in it. You will probably need one for each of the generalstaff folders.
Edit: on second thoughts the problem may be one folder higher. Ie make sure the custom buildings folder appears in the file at the next higher level. Hope that makes sense
To reiterate there is probably a problem with your MLF_CIV4ModularLoadingControls.xml in the modules/custom buildings folder. Add a module section for each of the missing wonder folders as described in the tutorial.
No, i 'm sure that i've added everyone entry inside the MLF(ANM, aaranda, afforess, sarkyn, your's, jooyo, project(vincent)).But, just as an information, I put those 3 folder inside custom building folder ( so i don't think that adding an entry inside the MLF is necessary), and i got no error before adding the patch.I add the patch, load the mod, and dang, the error message appear, say something about those 3 wonders.
But it's okay if the problem can't be fixed, i would simply delete those wonder. I shared the problem here just tecause i want to give you a feedback guys:)
Dancing Hoskuld Aug 06, 2009, 08:55 AM No, i 'm sure that i've added everyone entry inside the MLF(ANM, aaranda, afforess, sarkyn, your's, jooyo, project(vincent)).But, just as an information, I put those 3 folder inside custom building folder ( so i don't think that adding an entry inside the MLF is necessary), and i got no error before adding the patch.I add the patch, load the mod, and dang, the error message appear, say something about those 3 wonders.
But it's okay if the problem can't be fixed, i would simply delete those wonder. I shared the problem here just tecause i want to give you a feedback guys:)
Maybe you have an older version of those wonders, there were some XML changes between 2.7 and 2.71 to do with WoC. Which of mine are you using? If its the wonder movies I posted a patch which basically put a MLF entry in the custom buildings folder because of the aforementioned changes.
AAranda Aug 06, 2009, 10:22 AM Hello,I know Im probably asking something that would too much time away from your other mod-mods,but I have a request.. Can you put the Shawnee civilization into the game? We are Native-Americans,and we are well I think I'll let the link explain http://www.britannica.com/EBchecked/topic/539132/Shawnee
I,m just finishing my american civs rework , it will be done in 5/7 days
What i,ve done for previous versions were :
Cherokee
Iroquois
Dinnehih
sioux
And what i'm adding for this version , and for good , are also :
Apache
Algonquin
Chinook
I really think it was a need for various indians civs in CIV and RoM , but also think is enough with the seven i will add shortly
Anyway , Shawnee are close related to algonquins , i think , and i hope it would bee good enough for you
In another hand , if you want to help providing some info about UU , UB , leaders or , mostly , patriots for algonquin nation or other indian civs , all be glad to include it , and now is exactly when , because everything will be finish in 5/7 days
Bruce Wayne Aug 06, 2009, 11:44 AM Help! What am I doing wrong? I can't make any of the downloads work :/
I'm running RoM 2.71 and have downloaded several of the 2.71 add-ons from here. I've extracted them to my RoM folder and let them replace where needed.
They all get placed in an 'AAranda' folder in my 'Modules' folder, as I guess they should - but alas, they do not load up.
I've tried moving some of of the folders from the AAranda-folder - i.e. 'Custom Buildings', 'Custom Units' etc - to the corresponding folders already existing in the Modules folder.
This resulted in the buildings etc actually loading, but with a purple square-icon instead of the proper graphics, when displayed in the civilopedia.
Any help/advice etc would be much appreciated... :confused:
AAranda Aug 06, 2009, 11:50 AM Help! What am I doing wrong? I can't make any of the downloads work :/
I'm running RoM 2.71 and have downloaded several of the 2.71 add-ons from here. I've extracted them to my RoM folder and let them replace where needed.
They all get placed in an 'AAranda' folder in my 'Modules' folder, as I guess they should - but alas, they do not load up.
I've tried moving some of of the folders from the AAranda-folder - i.e. 'Custom Buildings', 'Custom Units' etc - to the corresponding folders already existing in the Modules folder.
This resulted in the buildings etc actually loading, but with a purple square-icon instead of the proper graphics, when displayed in the civilopedia.
Any help/advice etc would be much appreciated... :confused:
With the folders are included a couple of files to be placed in your RoM modules folder , have you remember to replace them?
Bruce Wayne Aug 06, 2009, 12:24 PM Got it working somehow, after a meticulous reinstallation of all the add-ons - don't ask what I did wrong on the all the previous attempts... :hmm:
But thx for the quick reply :)
Bruce Wayne Aug 06, 2009, 12:47 PM Hmm... For some reason, I now have two Mall Wart-corporations, completely identical, except that one grants 0.75 food-bonus, while the other only gives a 0.25 one...
Is there an easy way to remove one or the other?
EDIT: Okay, this is starting to get mildly annoying tbh... after installing add-ons from here, the add-ons I had installed from Jooyo apparently seized working. After re-installing those, the add-ons from here were gone (in-game, that is)... I'm guessing this has something to do with the replacement of the CoreDLL-file, but are all these add-ons supposed to be mutually exclusive - or am I doing something wrong?
On a positive note, the 2nd Mall Wart-corp have now disappeared, tho...
AAranda Aug 06, 2009, 02:11 PM Hmm... For some reason, I now have two Mall Wart-corporations, completely identical, except that one grants 0.75 food-bonus, while the other only gives a 0.25 one...
Is there an easy way to remove one or the other?
EDIT: Okay, this is starting to get mildly annoying tbh... after installing add-ons from here, the add-ons I had installed from Jooyo apparently seized working. After re-installing those, the add-ons from here were gone (in-game, that is)... I'm guessing this has something to do with the replacement of the CoreDLL-file, but are all these add-ons supposed to be mutually exclusive - or am I doing something wrong?
On a positive note, the 2nd Mall Wart-corp have now disappeared, tho...
No , the modmods are not uncompatible with each other ... mostly
If all of them are modular , you'll have no problem.
If some parts are no modular and you have to replace a no modular file for a mod and , later , you have to replace the same file for another mod, of course , you'll be in trouble
If you replace the dll it can change various things , how many depend on what you have add/changed
And Vincentz corps and mines cannot be used together due to a fonts problem with 2.71 , so you'll have to choose . I suggest mine as is much better , ja ,ja ,ja
Hope this info help you
Bruce Wayne Aug 06, 2009, 03:05 PM Thanks for the reply - it was quite helpful :)
Do you by any chance know if your add-ons are compatible with Jooyo's? Because that's where I seem to have problems atm...
EDIT: Got them all working by messing a bit with the ModularLoadingControls xml.
i_diavolorosso Aug 07, 2009, 07:43 AM Just a little suggestion for you Aaranda, i (we) really like your patriot and unique wonder thing.I know that you want to add a civ from around the globe, but, after you finished with the american's civ, would you do the civ that already included in the ROM first, instead of take care of, let's say african/asian civ, so we can have joan of arch, mao, or anyone else with tremendous promotion to kick our enemy butt??
@Dancing hoskuld.Thanks for your help, but because it seems like no one got this error too, the error must be from myself, and i think i would simply delete the folder.Thanks.
AAranda Aug 07, 2009, 09:08 AM Just a little suggestion for you Aaranda, i (we) really like your patriot and unique wonder thing.I know that you want to add a civ from around the globe, but, after you finished with the american's civ, would you do the civ that already included in the ROM first, instead of take care of, let's say african/asian civ, so we can have joan of arch, mao, or anyone else with tremendous promotion to kick our enemy butt??
I'll stop doing civs for a while when a finish the americans civs ... maybe i'll do america's settlers civs too (Spain , Portugal , England...)
I did start all my modding thing just because i wanted to play a game in south america map , i relized there were toomany blanks spaces , i mean without civs , and i started with "it should be in" thing ... wich would have a stop soon. When i finish americans civs i'll made a mod called "North & South" , including all my mods , some others and a few new things
I'll take a rest then to play a few months , thing that i haven't done in almost a year
I'm saying that all , to show you that i'll have a stop in my modding work soon ... i'll be back , as that "it should be in" thing still scratches my brain , but i'll rest some months ... i'll take in consideration your request , but a game in african continent is calling at my door too!
Razal Aug 07, 2009, 11:06 AM Hey Bruce, may ask what you changed in the LoadingControls.xml to get both of their mods to work? I tried reinstalling RoM from the ground up and putting the Modmods into place in a different order, but I'm still getting plenty of errors when the game is initializing...
i_diavolorosso Aug 07, 2009, 09:09 PM I'll stop doing civs for a while when a finish the americans civs ... maybe i'll do america's settlers civs too (Spain , Portugal , England...)
I did start all my modding thing just because i wanted to play a game in south america map , i relized there were toomany blanks spaces , i mean without civs , and i started with "it should be in" thing ... wich would have a stop soon. When i finish americans civs i'll made a mod called "North & South" , including all my mods , some others and a few new things
I'll take a rest then to play a few months , thing that i haven't done in almost a year
I'm saying that all , to show you that i'll have a stop in my modding work soon ... i'll be back , as that "it should be in" thing still scratches my brain , but i'll rest some months ... i'll take in consideration your request , but a game in african continent is calling at my door too!
Well, everyone deserve a break, but just to let you know, whether it's africa/spain/portugal/england, i would still definitely download anything you throw at me:).
Good luck with your new upcoming project, btw:D
MightyDragon Aug 10, 2009, 07:15 AM Yeah, I only can agree with i diavolorosso. I like your Civs very much and it would really be great, if you continue making civs... How about my home country Germany :mischief: ? Haha, enjoy your great work and have fun playing... thx
AAranda Aug 10, 2009, 08:24 AM Yeah, I only can agree with i diavolorosso. I like your Civs very much and it would really be great, if you continue making civs... How about my home country Germany :mischief: ? Haha, enjoy your great work and have fun playing... thx
Thanks very much for you support , and for diavolo's too !
I'm glad to hear you both like my civs , as i haven't received much feedback about them and didn't know if the patriots and unique wonders things was something peoples like
About your country , letting aside UUand UB wich i'm not totally clear yet , i have those patriots in mind:
Alaric / Mounted infantry
Arminius / Heavy Swordsman
Oton / knight
Big Berta / Artillery
Red Baron / Early fighter
Rommel / Tank
Heinz Guderian / Tank
Claus von Stauffenberg / Spy
And for Diavolo's country , supposing by his name that he is italian , i have those:
Escipius africanus / Swordsman
Trajano / swordsman
Marco Bruto / Spy
Julius Cesar / swordsman
Marco Polo / Trade caravan
Garibaldi / Rifleman
Of course , i'm telling you both this because i'm totally open to requests , and , i'm sure , you know your countries's history better than i do , so , if some of those patriots should be moved to other unitclass just tell me or if i'm missing someone important enough , make me know
MightyDragon Aug 10, 2009, 09:59 AM oh, that sounds great... and again there´s nothing i could add..:) This is what i missed until now... Patriots/ for each country... I was really surprised as i saw Che Guevara :thumbsup: Cochise and all the other patriots... so you can feel much closer to the civ you´re playing with... Rommel, Stauffenberg, Red Baron...cool! :lol:
Alaric, Arminius are Leaders i had chosen myself too... Big Berta as a Artillery unit is alright too... the classes are absolutely ok... as i said, there´s nothing i could add...:)
Oton... hmm I must have missed that at school... don´t know him... but a German Knight would be great, too...
Perhaps Friedrich Barbarossa should be included as a most popular Leader of the Holy Romans an he took part in the third crusade where he unfortunaly died...
Maybe it´s possible to make it like Argentina/Mapuche for example... Holy Roman Empire/Germany... because i think the Holy Romans only have early units and later only one Fighter unit but if combined with the later Germans... but it´s only a suggestion as it is much work...
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