View Full Version : dancing Hoskuld's mods [MODULAR]
Dancing Hoskuld Jul 28, 2009, 05:18 PM 9th June 2010 converted SaibotLieh's Female Missionaries ModComp (http://forums.civfanatics.com/showthread.php?t=367204) to RoM 2.91 and to RoM/AND 1.73 See thread (http://forums.civfanatics.com/showthread.php?t=367500).
30th April 2010 new mod Subdued Animals (http://forums.civfanatics.com/showthread.php?t=360796). Suitable for RoM and AND but not necessarally for snail speed and slower games.
Update for RoM 2.9 My RoM Mod Pack (http://forums.civfanatics.com/downloads.php?do=file&id=14475)
Contains
- some of Orion Veteran's wonders modified for RoM
- new graphics for trade caravan and viking longboat (button)
- static wonder movies for some of wonders without movies
- spies upgrade to agents (Mot needed if you have Vincentz , VIP mod)
- tea mod
The current version of the Warriors of God] mod can be found in HAND (http://forums.civfanatics.com/showthread.php?t=363058), I am doing some minor changes which need some testing.
Older versions for RoM 2.8
Update 14th Feb 2010 Tidied up Trade Caravan (RoM and AND) and Hunting Lodge (AND only) so they can be included in future releases of AND.
New 10th Feb 2010 - Orion Veteran's Wonders (http://forums.civfanatics.com/downloads.php?do=file&id=14222) (some)
These wonders were posted by Orion Veteran and only needed minor changes to work with RoM. The only major change was to the National Slave wonder. Included are "The Ark of the Covenant", "the Library of Alexandria", "The National Archives", "Strategic Grain Reserve" and "National Slave Auction".
All work with A New Dawn. All but National Slave Auction work with RoM.
Some of his wonders are already in RoM, some are the same as/similar to AAranda's.
Note. If you have my previous conversion of the Strategic Grain Reserve you should remove it.
I have a couple of modular mods that I think people may find useful.
Each is set up to be copied into the Assets\Modules folder. Wehere they will create or overwrite the DancingHoskuld folder.
You may need to add the following to the file MLF_CIV4ModularLoadingControls.xml.
<Module>
<Directory>DancingHoskuld</Directory>
<bLoad>1</bLoad>
</Module>
or maybe change "Dancing Hoskuld" to "DancingHoskuld" ie no space. Apparently there has been a generic MLF file created which has all our folders in it already.
The modules are:-
Tea Mod - first posted in not all resources are equal (tea) (http://forums.civfanatics.com/showthread.php?t=327205)
This makes tea and incense more important. Updated and tested with RoM 2.8
Holy Shrine mod - makes holy shrines a great wonder again so that the great prophet's action buttons work like they do in standard BTS. IE if a shrine is built by anyone it will no longer show as one of the actions for the Great Prophet. Works with RoM 2.81 Only partially works with A New Dawn.
Note 0. you should only use this mod if you have increased the maximum number of great wonders that can be built in a city.
Note 1. does not work for Nagaism holy shrine and I can't get it to without changing Zappara's XML which I don't want to.
Note 2. have not yet made one for AAranda's religions
Shinto and Shamanism based on AAranda's religion mod this replaces is Shinto religion so is not compatible with that mod. Moved into that mod. This currently only works with A New Dawn but I am working on one which works with just RoM.
Extra movie pack adds some static movies for some of the wonders. The good thing is that if you want to down load "real" movies from the WonderMovie (http://forums.civfanatics.com/showthread.php?t=27765)thread and put the movie in your movie folder replacing any of these statics then it will work. I have already tested Hermatige, Globe Theatre and I think Apollo porject movies from that source.
Trade Caravan graphics just a replacement for the trade caravan so that it does not look like a Great Merchant.
Some A New Dawn mods
Warriors of God (http://forums.civfanatics.com/showthread.php?t=343965) which is a conversion of the mod by The_J
Vicinity buildings (http://forums.civfanatics.com/showthread.php?t=344028) which is based on the idea that some buildings require a resource near by to function.
NBAfan Jul 28, 2009, 06:17 PM Dancing Hoskuld, I am getting exe runtime errors when I try to use the tea mod with my save. The game starts up fine, but when it starts loading the save, it crashes. I am also using Vincentz's mods.
Dancing Hoskuld Jul 28, 2009, 07:36 PM Dancing Hoskuld, I am getting exe runtime errors when I try to use the tea mod with my save. The game starts up fine, but when it starts loading the save, it crashes. I am also using Vincentz's mods.
The Tea mod is XML only which means that it won't be compatible with saves which don't have it in there. These days I put all the new mods that come out in a "to be added to RoM before I start the next new game" folder and keep playing with what I have until I complete the game. Which is usually a MAF/CTD late game when I forgot to save for an hour :lol:
Afforess Jul 28, 2009, 08:10 PM These days I put all the new mods that come out in a "to be added to RoM before I start the next new game" folder and keep playing with what I have until I complete the game.
Glad to know I'm not the only one that does that.:)
Dancing Hoskuld Jul 31, 2009, 05:08 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.
See first post for the patch.
NBAfan Aug 15, 2009, 01:41 PM I found a bug in your tea mod. Tea is supposed to be revealed at calendar but it is revealed by Agricultural Tools.
Dancing Hoskuld Oct 25, 2009, 10:04 PM Tea Mod fixed and updated for RoM 2.8. Holy Shrine mod works in Rom 2.8.
Coming Soon - Shamans and Shinto mod suggested by JaeChunDaeSung. It is still being discussed, so comments are welcome.
Request by JaeChunDaeSung
"I may have found a way to potentially add Shinto to available religions.
Aaranda originally made it available after researching Feudalism, but historically, the religion has been synonymous with Japanese civilization from the beginning of its written history. So it would involve a new, but early age technology, along the lines of Dualism providing Zoroastrianism.
If this were to be done, I would also add an early age structure for this tech, just so that researching this wouldn't be such a dead end like Dualism (only providing a religion and the Hanging Gardens).
To clarify, Aaranda made all of his religions available through existing technologies (Feudalism for Shinto, Naturopathy for Druidism, Mysticism for Animism, Music for Yoruba, Fundamentalism for Voodoo). I just felt that it seemed more fitting that Shinto be an early Asian religion not so laborious to reach for, unlike Confucianism (Code of Laws), which already has Monarchy and Writing as its prereqs."
Mod name - Shamans and Shinto
Technology - Shamanism
Requires Ceremonial Burial and Priesthood
Alternate prerequsite for Meditation
First to discover founds Shinto
Can build Shaman's Hut
Building - Shaman's Hut
Req Naturopathy, Shamanism
Obsolete with Scientific Method
+1 :culture:
+1 :health:
+1 :) with Incense
+1 :) with Folklore
Can train 1 Priest
Technology - Geomancy
Prerequisites: Calendar + Cloud Patterns
Geomantic practices like Feng Shui have always served a cultural/spiritual purpose in societies, and until later science and technology, was a means of planning development and divination with the earth.
+1 :) in all cities
+1 :) from Grove, Castle Garden, City Park
+5% :science: for Monasteries
Maybe, so this isn't a dead end tech, first to discover should get a Great Prophet or Scientist?[/QUOTE]
Religion - Shinto (From Aaranda's religion mod)
Missionary - Kannushi (3 max)
Holy Shrine - Ise Jingu (Ise Grand Shrine)
Unique Promotion - Bushido. To fully associate Bushido with warmongering would be a bit much, so this seemed more reasonable. If it didn't clash with Afforess' latest Martial Arts promotions, I would have added Free Martial Arts Promotion, normally available with Buddhism and Taoism. Note: AAranda's religions modmod has three promotions already Bushido 1, Bushido 2, and Bushido 3.
Promotion - Bushido
-25% Upgrade Cost
Garrisoned city less likely to revolt
JaeChunDaeSung Oct 26, 2009, 06:19 AM Maybe the 25% promotion discount might as well be 50% like the promotion for Sun Tsu's Art of War.
Do you like the art for the Shamanism tech? I found a simpler one, I originally considered that.
Dancing Hoskuld Oct 26, 2009, 08:37 AM Maybe the 25% promotion discount might as well be 50% like the promotion for Sun Tsu's Art of War.
Do you like the art for the Shamanism tech? I found a simpler one, I originally considered that.
I like the first one but have tried it with the new one. There is still something going wrong with the Shinto buildings not displaying and I have not been able to build the shrine for some reason. Nor have I got the civics effect working.
You mentioned that you preferred this not to go across mods then mention stuff from Afforess :). Still testing.
Afforess Oct 26, 2009, 08:45 AM You mentioned that you preferred this not to go across mods then mention stuff from Afforess :). Still testing.
Since Cloud Patterns is an "Or" prereq, you can make it only require Cloud Patterns if the player is using my Meteorology Modmod. (If you don't know how, PM me with your techinfos.xml, and I'll show you.)
JaeChunDaeSung Oct 26, 2009, 12:21 PM ...you can make it only require Cloud Patterns if the player is using my Meteorology Modmod
Excellent, no conflict. The reason I brought this up was obviously because I first appealed these ideas to Afforess, but the Geomancy was an idea to tie in with what he had already created. Perhaps Geomancy calls for a building of some kind?
Also, this is only a thought, since its not my specialty, but what of earth science techs?
In the meantime, I'll find some worthy information and Pedia quotes.
Dancing Hoskuld Oct 26, 2009, 03:57 PM Since Cloud Patterns is an "Or" prereq, you can make it only require Cloud Patterns if the player is using my Meteorology Modmod. (If you don't know how, PM me with your techinfos.xml, and I'll show you.)
I did have it as an Or with cloud patterns but the way I usually study techs meant that Geomancy was available early medieval so I put it to and.
Excellent, no conflict. The reason I brought this up was obviously because I first appealed these ideas to Afforess, but the Geomancy was an idea to tie in with what he had already created.
I was actually referring to the beautification buildings :)
Perhaps Geomancy calls for a building of some kind?
In the meantime, I'll find some worthy information and Pedia quotes.
Yea, my quotes were just place holders.
Afforess Oct 26, 2009, 04:09 PM I did have it as an Or with cloud patterns but the way I usually study techs meant that Geomancy was available early medieval so I put it to and.
Doesn't matter, really. Sorry, if I mislead you. But I would add a dependency to check for my techs. Otherwise, players are going to be miffed at some XML load errors.
Dancing Hoskuld Oct 26, 2009, 04:47 PM I have posted the beta for Shinto and Shamanism in the first post.
Known issues
have not got the civics for shaman's hut working
problems with the pedia text and graphics
dependency and links to Afforess' stuff
Afforess Oct 26, 2009, 06:11 PM Known issues
dependency and links to Afforess' stuff
Here's the fix for your dependency's to my stuff. It's a little trick I learned from Johnny Smith. Now, if the player has my Meteorology tech's, it will require that too. If not, it won't.
232417
Dancing Hoskuld Oct 27, 2009, 04:54 PM To track down all the strange problems I am having I re-started from scratch. First I just did the technologies.
Problem 1: The fix by Afforess to have "Cloud Patterns" as a selective prerequiste for Geomancy is not working. Note I used your XML from the last post for the dependencies, I changed nothing.
Problem 2. All the work I did getting Geomancy in the space in the tech tree has gone to waste now that the "Sports mod" is included by Afforess' :(
Afforess Oct 27, 2009, 05:23 PM The tech tree is too cramped. Plain and Simple. I think it needs a rewrite, adding 7-8 more rows, and spreading things out a bit. That would make it much better.
Afforess Oct 27, 2009, 05:25 PM Also, I just noticed. Geomancy is too cheap, the techs around it cost 2-3x as much, but Shinto is too expensive, being twice the cost of other nearby techs...
Dancing Hoskuld Oct 27, 2009, 07:19 PM Also, I just noticed. Geomancy is too cheap, the techs around it cost 2-3x as much, but Shinto is too expensive, being twice the cost of other nearby techs...
At last someone spotted my deliberate mistake :) No I had forgotten the iAssets tag and it was based on what ever I copied it from. I have fixed Shamanism and was about to fix Geomancy.
Any idea why your dependancy code is not working? I have almost finished putting it all back together. Just the wonders to do.
I was wondering if the Itsukushima Shrine would not be better as a National Wonder for anyone with a state religion of Shinto rather than a Great Wonder?
Afforess Oct 27, 2009, 07:41 PM Any idea why your dependancy code is not working? I have almost finished putting it all back together. Just the wonders to do.
No idea why. I PM'd mamba, the last real person in WoC, and hopefully will get an answer, because that code seems fine to me, and it isn't giving an error, and the dependency logs clearly showing it working on my computer...
Dancing Hoskuld Oct 28, 2009, 05:28 PM New beta for the Shinto and Shamanism has been loaded.
@JaeChunDaeSung can you point me to another tech which gives bonuses to buildings because I am having no luck figuring out how to add the stuff to Geomancy for research bonus to monastrys and happiness to the beautification buildings.
JaeChunDaeSung Oct 29, 2009, 06:32 AM There's Guilds, which gives a +1 :hammer: bonus for workshops. Or for mod techs, Afforess' Cloud Patterns tech adds +1 :gold: and :hammer: to workshops.
Dancing Hoskuld Oct 29, 2009, 03:27 PM There's Guilds, which gives a +1 :hammer: bonus for workshops. Or for mod techs, Afforess' Cloud Patterns tech adds +1 :gold: and :hammer: to workshops.
Unfortunately those are improvements not buildings.
New version going up today I had forgotten to let Prophets build the Shinto Shrine.
JaeChunDaeSung Oct 29, 2009, 07:03 PM Sorry about the confusion, posted that answer at about 3 in the morning, just when I was finally falling asleep.
JaeChunDaeSung Nov 01, 2009, 10:25 PM I'm still too new at this. I downloaded the mod, now do I just place the folder in one particular place, or do all of them go to specific folders within the RoM assets?
RobO Nov 02, 2009, 12:46 AM Sorry for not being up to date, but what is the purpose of the Holy Shrine change? There is no readme, and the first post doesn't explain it very well. "great profit's button"?
Dancing Hoskuld Nov 02, 2009, 01:38 AM I'm still too new at this. I downloaded the mod, now do I just place the folder in one particular place, or do all of them go to specific folders within the RoM assets?
I will post one with all the correct load controls and describe where it needs to go in the first post.
Sorry for not being up to date, but what is the purpose of the Holy Shrine change? There is no readme, and the first post doesn't explain it very well. "great profit's button"?
In standard BtS when the Great Prophet is active it shows you which holy shrines that have not been built by displaying a number of actions button for the GP. In RoM holy shrines are not Great Wonders so it shows all the shrines not just the ones not built. This mod makes it work the same way as in BTS but you will probably need to increase the maximum number of wonders you can build in a city.
RobO Nov 02, 2009, 01:42 AM In standard BtS when the Great Prophet is active it shows you which holy shrines that have not been built by displaying a number of actions button for the GP. In RoM holy shrines are not Great Wonders so it shows all the shrines not just the ones not built. This mod makes it work the same way as in BTS but you will probably need to increase the maximum number of wonders you can build in a city.
Thanks. That's clear. I already made the wonder limit change (set it to 6).
JaeChunDaeSung Nov 02, 2009, 02:01 AM I found quotes for the techs.
When the Gods want to punish us, they answer our prayers. -Oscar Wilde (Shamanism)
Creativity comes from awakening and directing man's higher natures which originate in the primal depths of the universe and are appointed by Heaven - Quote from the I Ching (Geomancy)
JaeChunDaeSung Nov 02, 2009, 02:26 AM It's loaded in successfully, but the images aren't coming up (just pink squares). Am I missing something?
Dancing Hoskuld Nov 02, 2009, 02:32 AM It's loaded in successfully, but the images aren't coming up (just pink squares). Am I missing something?
Rats! It means that I did not check the folder names fully. I thought I had. I will run a test of what I uploaded again and fix it. I have just put in your suggested quote but not uploaded it yet.
JaeChunDaeSung Nov 02, 2009, 02:57 AM Rats! It means that I did not check the folder names fully.
I tried to rename so as to match all the files, but either I get the pink squares, or its all gone. I'm sure you know the solution, because some of this is beyond me... :P
Again, thank you for all your efforts.
Dancing Hoskuld Nov 02, 2009, 06:24 AM I tried to rename so as to match all the files, but either I get the pink squares, or its all gone. I'm sure you know the solution, because some of this is beyond me... :P
Again, thank you for all your efforts.
Where exactly are you getting the pink squares?
JaeChunDaeSung Nov 03, 2009, 09:08 AM On the Shamanism tech button. But I'm having trouble loading it. I renamed the main folder the mod is in for the Modules, but something isn't loading properly. Though I can R&D both techs and found Shinto with no problem, I can't build the Shaman's hut, doesn't even mention it.
Also, I think Afforess did an addon to provide different bonuses for the University after researching certain techs, so if one could figure out how he did that, we can do the +5% research bonus for Monasteries for Geomancy.
Also, I know other Shinto mods had a unique sound/ping for the religion. I think Da Capo's Diplomacy does.
Dancing Hoskuld Nov 03, 2009, 01:21 PM On the Shamanism tech button. But I'm having trouble loading it. I renamed the main folder the mod is in for the Modules, but something isn't loading properly. Though I can R&D both techs and found Shinto with no problem, I can't build the Shaman's hut, doesn't even mention it.
Also, I think Afforess did an addon to provide different bonuses for the University after researching certain techs, so if one could figure out how he did that, we can do the +5% research bonus for Monasteries for Geomancy.
Also, I know other Shinto mods had a unique sound/ping for the religion. I think Da Capo's Diplomacy does.
You should not need to rename anything, doing so will break all the graphics. The DancingHoskuld folder just goes in the Assets\Modules folder. You may need to edit the MLF_CIV4ModularLoadingControls.xml in the Assets\Modules folder to change the entry "Dancing Hoskuld" to "DancingHoskuld" ie with no space. This can be done using notepad or equivalent.
Sounds are difficult but possible since they are not modular. If I add them then I would need anyone installing this to run a WoC process to get the sounds into their version
Dancing Hoskuld Nov 04, 2009, 11:28 PM I have posted a new beta of the Shinto and Shamanism mod in the first post. I think I have everything except Geomancy in the correct place on the tech tree and happiness to Afforess' beautification buildings.
Note this requires Afforess' modmods 1.41 or higher.
Dancing Hoskuld Nov 05, 2009, 02:19 PM Added Extra movie pack it adds some static movies for some of the wonders. The good thing is that if you want to down load "real" movies from the WonderMovie thread and put the movie in your movie folder replacing any of these statics then it will work. I have already tested Hermatige, Globe Theatre and (I think) Apollo project movies from that source.
The ShintoAndShamanism mod will now require the next release of Afforess mod ie 1.5 which is currently in beta and I have a more advanced version from him. I still have to move the tech tree around and get the civics bonuses working. the rest is done :)
Dancing Hoskuld Nov 07, 2009, 08:06 PM Added a Trade Caravan graphics just a replacement for the trade caravan so that it does not look like a Great Merchant. based on Anubis Reskins (http://forums.civfanatics.com/showthread.php?t=300304) by GFO Anubis
strategyonly Nov 08, 2009, 01:03 AM Added Extra movie pack it adds some static movies for some of the wonders. The good thing is that if you want to down load "real" movies from the WonderMovie thread and put the movie in your movie folder replacing any of these statics then it will work. I have already tested Hermatige, Globe Theatre and (I think) Apollo project movies from that source.
The ShintoAndShamanism mod will now require the next release of Afforess mod ie 1.5 which is currently in beta and I have a more advanced version from him. I still have to move the tech tree around and get the civics bonuses working. the rest is done :)
I just deleted the Geomancy from the old Shinto/Shamanism (plus changed the techs around) and i think it works ok, i like it better NOT to have to include any stuff that deals with SDK, or having a requirement that does, sorry.
Dancing Hoskuld Nov 18, 2009, 02:39 PM Uploaded a new version of my ShintoAndShamanism mod, still beta, but I think I have all the bugs out now. For full functionallity it requires Afforess' 1.5beta2 or later but it plays OK with out it.
strategyonly Nov 18, 2009, 03:18 PM How about putting a date or an up-date date next to the religion(first page), so people know when it was done, just an idea.
Afforess Nov 18, 2009, 03:19 PM requires Afforess' 1.5beta2 or later
Unless you time warped or something, I never released a beta2.;)
strategyonly Nov 18, 2009, 03:21 PM Unless you time warped or something, I never released a beta2.;)
Dang you just got there before i was going to ask that, :lol: Dang your fast.
EDIT: I just looked at your Shinto/Shaman/Tegrii religions and you made a NEW area in the modules called: Custom_Religions instead of just Custom Religions.
Dancing Hoskuld Nov 18, 2009, 09:17 PM Unless you time warped or something, I never released a beta2.;)
No but you did post an unofficial update to 1.5beta1 which made stuff I needed work! And said it would be in 1.5beta2.
EDIT: I just looked at your Shinto/Shaman/Tegrii religions and you made a NEW area in the modules called: Custom_Religions instead of just Custom Religions.
I had to move the lot so that promotions and buildings would not show up as pink squares when you mouse over cities or unit stacks due to BULL. The space in Custom Religions was causing the pink squares.
strategyonly Nov 18, 2009, 11:45 PM No but you did post an unofficial update to 1.5beta1 which made stuff I needed work! And said it would be in 1.5beta2.
I had to move the lot so that promotions and buildings would not show up as pink squares when you mouse over cities or unit stacks due to BULL. The space in Custom Religions was causing the pink squares.
I was wondering about that myself, i get pick squares for Armourer and Art of War also?? weird. :crazyeye:
generalstaff Nov 19, 2009, 01:37 PM I was wondering about that myself, i get pick squares for Armourer and Art of War also?? weird. :crazyeye:
Same for Petra. I posted screenshots and the explanation in a bug reporting thread; I do not think zappara noticed, though. Also, the UN Mission and Holy Wars currently have the same issue. I posted a fix for both, but I do not think that received zappara's attention either.
Dancing Hoskuld Nov 19, 2009, 01:49 PM I am not getting pink squares for Petra, Armourer or the Art of War:confused:
generalstaff Nov 19, 2009, 01:57 PM I am not getting pink squares for Petra, Armourer or the Art of War:confused:
Not the actual buttons, but on the BULL mini-screen when you get quick information from a city. If zap, made a hotfix to solve this issue that I am not aware of, please provide the link.
Dancing Hoskuld Nov 19, 2009, 02:00 PM Not the actual buttons, but on the BULL mini-screen when you get quick information from a city. If zap, made a hotfix to solve this issue that I am not aware of, please provide the link.
I have no idea where or when the fix happened, I just know that I don't get the pink squares. I had to do another release of AAranda's religions to fix the problem which was occurring with some of those buildings and promotions. That is why I know I am not getting them now.
Supercheese Nov 19, 2009, 02:32 PM I have no idea where or when the fix happened, I just know that I don't get the pink squares.
The fix happened here: http://forums.civfanatics.com/showthread.php?t=340141
Notice the lines:
Buildings
---------
- Fixed: Petra button when hovering mouse over city
- Fixed: Secret Army's Base button when hovering mouse over city
- Fixed: Paradise Garden button when hovering mouse over city
- Fixed: Armourer button when hovering mouse over city
- Fixed: Universal Translator button when hovering mouse over city
- Fixed: Sun Tzu's Arts of War button when hovering mouse over city
Modules
-------
- Fixed: UN Mission button when hovering mouse over city
strategyonly Nov 19, 2009, 02:33 PM Not the actual buttons, but on the BULL mini-screen when you get quick information from a city. If zap, made a hotfix to solve this issue that I am not aware of, please provide the link.
Yeppers that is actually what i get only on the BULL stuff.
EDIT: We just posted at the same time, see above reference.
Went back and looked an now they DO work correctly with the posted Hotfix3 above, thx, i must have missed it someplace.
Also i changed the NBG to reflect the changes also.
JaeChunDaeSung Nov 19, 2009, 09:50 PM I'll try and think of a better button for the Religion-related promotion, which I will call Honor to avoid confusion with Aaranda's preexisting Bushido promotions.
Since there's a II and III, the first Bushido might as well have a Roman numeral I, easily done. (Rhyme, lol)
Other than that, since one of the promotions is only granted when you build a Shinto jingu (cathedral ingame), if it were possible, what if the Bushido promotions could be made accessible once you've researched Feudalism or Vassalage?
Dancing Hoskuld Nov 23, 2009, 02:25 PM I'll try and think of a better button for the Religion-related promotion, which I will call Honor to avoid confusion with Aaranda's preexisting Bushido promotions.
Since there's a II and III, the first Bushido might as well have a Roman numeral I, easily done. (Rhyme, lol)
Other than that, since one of the promotions is only granted when you build a Shinto jingu (cathedral ingame), if it were possible, what if the Bushido promotions could be made accessible once you've researched Feudalism or Vassalage?
I have fixed it in my copy. The Honour promotion is now given by the Shinto Jingu. The three promotions by AAranda are now available from technologies but you still need to be running Shinto as your state religion.
I need that new button before I can post this mod again. Do you think I have the costs correct for the techs? I think Shamanism may be to expensive and Geomancy to cheap but that may be just because of the way I play the game.
JaeChunDaeSung Nov 23, 2009, 09:56 PM I need that new button before I can post this mod again
Sorry, I meant an idea of what design to use for a button. If anything, I'd use the first Chinese character (kanji in Japanese) for the word Bushido. I think the costs are fine.
Shamanism has usually taken me 10-12 turns to research, which I think is fair, considering it should be worth say 1.2-1.5x Dualism (Zoro) perhaps? Geomancy should be fine, maybe a bit more since its a later tech.
strategyonly Nov 25, 2009, 04:07 AM Dont know if anyone found this error before or not, but in your Asatru folder, you have FLAVOR_MILITAR should be FLAVOR_MILITARY.
Dancing Hoskuld Nov 25, 2009, 01:47 PM Dont know if anyone found this error before or not, but in your Asatru folder, you have FLAVOR_MILITAR should be FLAVOR_MILITARY.
nice catch, I inherited it from AAranda ;). I have converted other of the standard RoM religions but they will not be completely modular. When I finish them all I will need to replace the standard RoM BuildingInfos so I will do it when I have them all done.
Afforess Nov 25, 2009, 01:52 PM nice catch, I inherited it from AAranda ;). I have converted other of the standard RoM religions but they will not be completely modular. When I finish them all I will need to replace the standard RoM BuildingInfos so I will do it when I have them all done.
Uh-Oh... Why do you need to replace the Standard RoM buildingInfos?
(Hint: We may run into issues, because I already replaced it with my installer, to remove the help text from buildings.)
Dancing Hoskuld Nov 25, 2009, 01:58 PM Uh-Oh... Why do you need to replace the Standard RoM buildingInfos?
(Hint: We may run into issues, because I already replaced it with my installer, to remove the help text from buildings.)
Short answer is because WoC is not the same as BtS modular. In WoC things are additive in BtS standard they replace. AAranda's religions already does a replace in the previous versions. I am looking at doing a minimum replace rather than what he did. Basically I will be removing certain buildings from the file.
Ans yes I had thought of the problems with this mod and other mods, which is one reason it is taking so long. I was hopping to get it of sufficient quality to merge into your pack. ;)
Afforess Nov 25, 2009, 02:00 PM Short answer is because WoC is not the same as BtS modular. In WoC things are additive in BtS standard they replace. AAranda's religions already does a replace in the previous versions. I am looking at doing a minimum replace rather than what he did. Basically I will be removing certain buildings from the file.
Ans yes I had thought of the problems with this mod and other mods, which is one reason it is taking so long. I was hopping to get it of sufficient quality to merge into your pack. ;)
Xienwolf, over in FF, implemented a <bForceOverwrite> tag for objects, which makes that object overwrite everything, like the old Firaxis Modular loading, deleting all pre-existing data, then loading that modular file.
I've already looked at it a couple of times, as I think it would be very useful. I take it you would support this addition as well?
Dancing Hoskuld Nov 25, 2009, 02:12 PM Xienwolf, over in FF, implemented a <bForceOverwrite> tag for objects, which makes that object overwrite everything, like the old Firaxis Modular loading, deleting all pre-existing data, then loading that modular file.
I've already looked at it a couple of times, as I think it would be very useful. I take it you would support this addition as well?
Assuming it is for single objects not for all objects in the file then yes I would support it. It would bring back some useful modularity functionality. OK that's more than 5 minutes and the pain has started again....
Dancing Hoskuld Nov 29, 2009, 04:27 PM I have just added the Strategic Grain Reserve national wonder by OrionVetrian to my first post. Once built it provides a free grainery in each city. His original tread.
Dancing Hoskuld Dec 14, 2009, 03:48 PM I have moved the ShintoAndShamanism mod into production with AAranda's Religions.
Dancing Hoskuld Jan 08, 2010, 03:43 PM I have just updated the first post to include A New Dawn mods I have and that I am working on a version of ShintoAndShamanism that will work without AND.
Dancing Hoskuld Feb 10, 2010, 02:10 AM I have uploaded a bunch of wonders were posted by Orion Veteran that only needed minor changes to work with RoM. The only major change was to the National Slave wonder. Included are "The Ark of the Covenant", "the Library of Alexandria", "The National Archives", "Strategic Grain Reserve" and "National Slave Auction".
All work with A New Dawn. All but National Slave Auction work with RoM.
Some of his wonders are already in RoM, some are the same as/similar to AAranda's.
Note. If you have my previous conversion of the Strategic Grain Reserve you should remove it.
They end up in the Modules/Custom_Buildings/RoMModularWonders folder.
strategyonly Feb 10, 2010, 03:21 AM Orion Vetran's wonders for RoM (9.06 MB) Download File
Author: Orion Veteran (Uploaded by Dancing Hoskuld)
You spelled his name wrong on the first line of the d/l page.
zoommooz Feb 10, 2010, 06:27 AM I have uploaded a bunch of wonders were posted by Orion Veteran that only needed minor changes to work with RoM. The only major change was to the National Slave wonder. Included are "The Ark of the Covenant", "the Library of Alexandria", "The National Archives", "Strategic Grain Reserve" and "National Slave Auction".
All work with A New Dawn. All but National Slave Auction work with RoM.
Some of his wonders are already in RoM, some are the same as/similar to AAranda's.
Note. If you have my previous conversion of the Strategic Grain Reserve you should remove it.
They end up in the Modules/Custom_Buildings/RoMModularWonders folder.
Downloading now, and will give them a run in beta 10, I especially like the ark of the covenant wonder. Cool:)
zoommooz Feb 13, 2010, 08:52 PM I have uploaded a bunch of wonders were posted by Orion Veteran that only needed minor changes to work with RoM. The only major change was to the National Slave wonder. Included are "The Ark of the Covenant", "the Library of Alexandria", "The National Archives", "Strategic Grain Reserve" and "National Slave Auction".
All work with A New Dawn. All but National Slave Auction work with RoM.
Some of his wonders are already in RoM, some are the same as/similar to AAranda's.
Note. If you have my previous conversion of the Strategic Grain Reserve you should remove it.
They end up in the Modules/Custom_Buildings/RoMModularWonders folder.
When I placed these wonders into the new beta 10, got some failed to load xml errors from the specific follder they went into. Did I do somthing wrong? Its just a copy and paste into RomModular wonders right? And is the building schema xml alright with these new wonders?
Dancing Hoskuld Feb 14, 2010, 01:40 AM When I placed these wonders into the new beta 10, got some failed to load xml errors from the specific follder they went into. Did I do somthing wrong? Its just a copy and paste into RomModular wonders right? And is the building schema xml alright with these new wonders?
I probably was not quite clear in my post. The compressed (7z) file contains all you need. Just uncompress it into the mods folder of BtS and overwrite. It does not overwrite anything but it has the "Rise of Mankind" directory structure in it. If you want to find them then each of the buildings appears as a folder under the "Modules/Custom_Buildings/RoMModularWonders"
JaeChunDaeSung Feb 14, 2010, 11:24 PM DH, I just figured, unless you and others can find any use or reinterpretation of the Geomancy tech, then by all means get rid of it. After so long, I've wondered how practical the idea was, so any thoughts or ideas would be appreciated.
strategyonly Feb 18, 2010, 11:43 AM How ya doing on the Animal frontier?
Dancing Hoskuld Feb 19, 2010, 02:37 AM How ya doing on the Animal frontier?
Family, bah humbug. Had a HD crash. Luckily I always have many backups. I am now trying to get it back to working. There were many bits changed after the last back up it seems :(. Maybe Monday, right now I am late for dance.
strategyonly Feb 19, 2010, 11:39 PM How about adding this to the Sniper, since you already have the Sniper unit:
<PromotionInfo>
<Type>PROMOTION_SNIPER</Type>
<Description>TXT_KEY_PROMOTION_SNIPER</Description>
<Sound>AS2D_IF_LEVELUP</Sound>
<LayerAnimationPath>NONE</LayerAnimationPath>
<PromotionPrereq>NONE</PromotionPrereq>
<PromotionPrereqOr1>PROMOTION_COMBAT4</PromotionPrereqOr1>
<PromotionPrereqOr2>NONE</PromotionPrereqOr2>
<TechPrereq>TECH_RIFLING</TechPrereq>
<StateReligionPrereq>NONE</StateReligionPrereq>
<bLeader>0</bLeader>
<bBlitz>1</bBlitz>
<bAmphib>0</bAmphib>
<bRiver>0</bRiver>
<bEnemyRoute>1</bEnemyRoute>
<bAlwaysHeal>0</bAlwaysHeal>
<bHillsDoubleMove>0</bHillsDoubleMove>
<bImmuneToFirstStrikes>0</bImmuneToFirstStrikes>
<iVisibilityChange>0</iVisibilityChange>
<iMovesChange>0</iMovesChange>
<iMoveDiscountChange>1</iMoveDiscountChange>
<iAirRangeChange>0</iAirRangeChange>
<iInterceptChange>0</iInterceptChange>
<iEvasionChange>0</iEvasionChange>
<iWithdrawalChange>0</iWithdrawalChange>
<iCargoChange>0</iCargoChange>
<iCollateralDamageChange>0</iCollateralDamageChange>
<iBombardRateChange>0</iBombardRateChange>
<iFirstStrikesChange>1</iFirstStrikesChange>
<iChanceFirstStrikesChange>0</iChanceFirstStrikesChange>
<iEnemyHealChange>0</iEnemyHealChange>
<iNeutralHealChange>0</iNeutralHealChange>
<iFriendlyHealChange>0</iFriendlyHealChange>
<iSameTileHealChange>0</iSameTileHealChange>
<iAdjacentTileHealChange>0</iAdjacentTileHealChange>
<iCombatPercent>0</iCombatPercent>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<iKamikazePercent>0</iKamikazePercent>
<iRevoltProtection>0</iRevoltProtection>
<iCollateralDamageProtection>0</iCollateralDamageProtection>
<iPillageChange>0</iPillageChange>
<iUpgradeDiscount>0</iUpgradeDiscount>
<iExperiencePercent>0</iExperiencePercent>
<TerrainAttacks/>
<TerrainDefenses/>
<FeatureAttacks/>
<FeatureDefenses/>
<UnitCombatMods/>
<DomainMods/>
<TerrainDoubleMoves/>
<FeatureDoubleMoves/>
<UnitCombats>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_WOODEN_SHIPS</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_HITECH</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_ASSAULT_MECH</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_ROBOT</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
</UnitCombats>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<Button>Art/Units/Marine/Sniper.dds</Button>
</PromotionInfo>
attached is a different sniper btn.
Dancing Hoskuld Feb 20, 2010, 12:52 AM How ya doing on the Animal frontier?
I now have the animals and basic buildings working in game but the pedia is not working right for some reason. I now need to add the extra buildings and get the python working.
How about adding this to the Sniper, since you already have the Sniper unit:
<PromotionInfo>
<Type>PROMOTION_SNIPER</Type>
<Description>TXT_KEY_PROMOTION_SNIPER</Description>
<Sound>AS2D_IF_LEVELUP</Sound>
<LayerAnimationPath>NONE</LayerAnimationPath>
<PromotionPrereq>NONE</PromotionPrereq>
<PromotionPrereqOr1>PROMOTION_COMBAT4</PromotionPrereqOr1>
<PromotionPrereqOr2>NONE</PromotionPrereqOr2>
<TechPrereq>TECH_RIFLING</TechPrereq>
<StateReligionPrereq>NONE</StateReligionPrereq>
<bLeader>0</bLeader>
<bBlitz>1</bBlitz>
<bAmphib>0</bAmphib>
<bRiver>0</bRiver>
<bEnemyRoute>1</bEnemyRoute>
<bAlwaysHeal>0</bAlwaysHeal>
<bHillsDoubleMove>0</bHillsDoubleMove>
<bImmuneToFirstStrikes>0</bImmuneToFirstStrikes>
<iVisibilityChange>0</iVisibilityChange>
<iMovesChange>0</iMovesChange>
<iMoveDiscountChange>1</iMoveDiscountChange>
<iAirRangeChange>0</iAirRangeChange>
<iInterceptChange>0</iInterceptChange>
<iEvasionChange>0</iEvasionChange>
<iWithdrawalChange>0</iWithdrawalChange>
<iCargoChange>0</iCargoChange>
<iCollateralDamageChange>0</iCollateralDamageChange>
<iBombardRateChange>0</iBombardRateChange>
<iFirstStrikesChange>1</iFirstStrikesChange>
<iChanceFirstStrikesChange>0</iChanceFirstStrikesChange>
<iEnemyHealChange>0</iEnemyHealChange>
<iNeutralHealChange>0</iNeutralHealChange>
<iFriendlyHealChange>0</iFriendlyHealChange>
<iSameTileHealChange>0</iSameTileHealChange>
<iAdjacentTileHealChange>0</iAdjacentTileHealChange>
<iCombatPercent>0</iCombatPercent>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<iKamikazePercent>0</iKamikazePercent>
<iRevoltProtection>0</iRevoltProtection>
<iCollateralDamageProtection>0</iCollateralDamageProtection>
<iPillageChange>0</iPillageChange>
<iUpgradeDiscount>0</iUpgradeDiscount>
<iExperiencePercent>0</iExperiencePercent>
<TerrainAttacks/>
<TerrainDefenses/>
<FeatureAttacks/>
<FeatureDefenses/>
<UnitCombatMods/>
<DomainMods/>
<TerrainDoubleMoves/>
<FeatureDoubleMoves/>
<UnitCombats>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_WOODEN_SHIPS</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_HITECH</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_ASSAULT_MECH</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_ROBOT</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
</UnitCombats>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<Button>Art/Units/Marine/Sniper.dds</Button>
</PromotionInfo>
attached is a different sniper btn.
I will look at it soonish. Is that your button? So I can credit the artist in the pedia.
strategyonly Feb 20, 2010, 01:43 AM I now have the animals and basic buildings working in game but the pedia is not working right for some reason. I now need to add the extra buildings and get the python working.
I will look at it soonish. Is that your button? So I can credit the artist in the pedia.
Good luck on the python. And i have no idea who did the btn, i got it from Thomas' War.
strategyonly Feb 21, 2010, 06:00 AM You might want to check this out also, for the Subdue Animals:
http://forums.civfanatics.com/downloads.php?do=file&id=14291
Dancing Hoskuld Feb 21, 2010, 01:41 PM Didn't get much time to work on subdue animals over the weekend. Current status:-
pedia not working for Camel, Jaguar, Salt Water Crocodile, or subdued Jaguar or Panther
in game locusts are blobs (again) and not being placed
in game - salt water croc's sizes need fixing, large and small are the same size
pyhon not working
Other error found in Voodoo religion - one of the units had the wrong text for its name. The missionary was showing up as an animal unit:confused: turned out to be the hell's mouth dog had the wrong text in its name :lol:
You might want to check this out also, for the Subdue Animals:
http://forums.civfanatics.com/downloads.php?do=file&id=14291
That code is ready to be implemented. I just need to figure out what probabilities to use ie how often each of capture, kill or resource occurs.
strategyonly Feb 23, 2010, 04:03 AM How about putting this in the Warriors of God, it works ALOT better this way, and is more competitive, at least i think so:
<?xml version="1.0" encoding="UTF-8"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by EXTREME (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Unit Infos -->
<Civ4UnitInfos xmlns="x-schema:WarriorsOfGod_CIV4UnitSchema.xml">
<UnitInfos>
<UnitInfo>
<Class>UNITCLASS_FANATIC</Class>
<Type>UNIT_FANATIC</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_MELEE</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_FANATIC</Description>
<Civilopedia>TXT_KEY_UNIT_FANATIC_PEDIA</Civilopedia>
<Strategy/>
<Help>TXT_KEY_UNIT_FANATIC_HELP</Help>
<Advisor>ADVISOR_MILITARY</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bQuickCombat>0</bQuickCombat>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>1</bMilitaryHappiness>
<bMilitarySupport>1</bMilitarySupport>
<bMilitaryProduction>1</bMilitaryProduction>
<bPillage>1</bPillage>
<bSpy>0</bSpy>
<bSabotage>0</bSabotage>
<bDestroy>0</bDestroy>
<bStealPlans>0</bStealPlans>
<bInvestigate>0</bInvestigate>
<bCounterSpy>0</bCounterSpy>
<bFound>0</bFound>
<bGoldenAge>0</bGoldenAge>
<bInvisible>0</bInvisible>
<bFirstStrikeImmune>0</bFirstStrikeImmune>
<bNoDefensiveBonus>0</bNoDefensiveBonus>
<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
<bCanMoveImpassable>0</bCanMoveImpassable>
<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
<bFlatMovementCost>0</bFlatMovementCost>
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
<bNukeImmune>0</bNukeImmune>
<bPrereqBonuses>0</bPrereqBonuses>
<bPrereqReligion>0</bPrereqReligion>
<bMechanized>0</bMechanized>
<bSuicide>0</bSuicide>
<bHiddenNationality>0</bHiddenNationality>
<bAlwaysHostile>0</bAlwaysHostile>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_RIFLEMAN</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<FlankingStrikes/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_COUNTER</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs/>
<Builds/>
<ReligionSpreads/>
<CorporationSpreads/>
<GreatPeoples/>
<Buildings/>
<ForceBuildings/>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>TECH_DIVINE_RIGHT</PrereqTech>
<TechTypes/>
<BonusType>NONE</BonusType>
<PrereqBonuses/>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>65</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>1</iMoves>
<bNoRevealMap>0</bNoRevealMap>
<iAirRange>0</iAirRange>
<iAirUnitCap>0</iAirUnitCap>
<iDropRange>0</iDropRange>
<iNukeRange>-1</iNukeRange>
<iWorkRate>0</iWorkRate>
<iBaseDiscover>0</iBaseDiscover>
<iDiscoverMultiplier>0</iDiscoverMultiplier>
<iBaseHurry>0</iBaseHurry>
<iHurryMultiplier>0</iHurryMultiplier>
<iBaseTrade>0</iBaseTrade>
<iTradeMultiplier>0</iTradeMultiplier>
<iGreatWorkCulture>0</iGreatWorkCulture>
<iEspionagePoints>0</iEspionagePoints>
<TerrainImpassables/>
<FeatureImpassables/>
<TerrainPassableTechs/>
<FeaturePassableTechs/>
<iCombat>15</iCombat>
<iCombatLimit>100</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>4</iXPValueAttack>
<iXPValueDefense>2</iXPValueDefense>
<iFirstStrikes>0</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>0</iWithdrawalProb>
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>0</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives/>
<FeatureNatives/>
<TerrainAttacks/>
<TerrainDefenses/>
<FeatureAttacks/>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods/>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>3</iConscription>
<iCultureGarrison>6</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>2</iAsset>
<iPower>8</iPower>
<UnitMeshGroups>
<iGroupSize>2</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>2</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>2</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_FANATIC</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions/>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
<bStateReligion>1</bStateReligion>
</UnitInfo>
<UnitInfo>
<Class>UNITCLASS_MONK</Class>
<Type>UNIT_MONK</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_MELEE</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_MONK</Description>
<Civilopedia>TXT_KEY_UNIT_MONK_PEDIA</Civilopedia>
<Strategy/>
<Help>TXT_KEY_UNIT_MONK_HELP</Help>
<Advisor>ADVISOR_MILITARY</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>1</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bQuickCombat>0</bQuickCombat>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>1</bMilitaryHappiness>
<bMilitarySupport>1</bMilitarySupport>
<bMilitaryProduction>1</bMilitaryProduction>
<bPillage>1</bPillage>
<bSpy>0</bSpy>
<bSabotage>0</bSabotage>
<bDestroy>0</bDestroy>
<bStealPlans>0</bStealPlans>
<bInvestigate>0</bInvestigate>
<bCounterSpy>0</bCounterSpy>
<bFound>0</bFound>
<bGoldenAge>0</bGoldenAge>
<bInvisible>0</bInvisible>
<bFirstStrikeImmune>0</bFirstStrikeImmune>
<bNoDefensiveBonus>0</bNoDefensiveBonus>
<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
<bCanMoveImpassable>0</bCanMoveImpassable>
<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
<bFlatMovementCost>0</bFlatMovementCost>
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
<bNukeImmune>0</bNukeImmune>
<bPrereqBonuses>0</bPrereqBonuses>
<bPrereqReligion>0</bPrereqReligion>
<bMechanized>0</bMechanized>
<bSuicide>0</bSuicide>
<bHiddenNationality>0</bHiddenNationality>
<bAlwaysHostile>0</bAlwaysHostile>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_FANATIC</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<FlankingStrikes/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs/>
<Builds/>
<ReligionSpreads/>
<CorporationSpreads/>
<GreatPeoples/>
<Buildings/>
<ForceBuildings/>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>TECH_THEOLOGY</PrereqTech>
<TechTypes/>
<BonusType>NONE</BonusType>
<PrereqBonuses/>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>50</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>1</iMoves>
<bNoRevealMap>0</bNoRevealMap>
<iAirRange>0</iAirRange>
<iAirUnitCap>0</iAirUnitCap>
<iDropRange>0</iDropRange>
<iNukeRange>-1</iNukeRange>
<iWorkRate>0</iWorkRate>
<iBaseDiscover>0</iBaseDiscover>
<iDiscoverMultiplier>0</iDiscoverMultiplier>
<iBaseHurry>0</iBaseHurry>
<iHurryMultiplier>0</iHurryMultiplier>
<iBaseTrade>0</iBaseTrade>
<iTradeMultiplier>0</iTradeMultiplier>
<iGreatWorkCulture>0</iGreatWorkCulture>
<iEspionagePoints>0</iEspionagePoints>
<TerrainImpassables/>
<FeatureImpassables/>
<TerrainPassableTechs/>
<FeaturePassableTechs/>
<iCombat>9</iCombat>
<iCombatLimit>100</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>4</iXPValueAttack>
<iXPValueDefense>2</iXPValueDefense>
<iFirstStrikes>0</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>0</iWithdrawalProb>
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>0</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives/>
<FeatureNatives/>
<TerrainAttacks/>
<TerrainDefenses/>
<FeatureAttacks/>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods/>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>3</iConscription>
<iCultureGarrison>6</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>2</iAsset>
<iPower>7</iPower>
<UnitMeshGroups>
<iGroupSize>2</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>2</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>2</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_MONK</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions>
<FreePromotion>
<PromotionType>PROMOTION_MEDIC1</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
</FreePromotions>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
<bStateReligion>1</bStateReligion>
</UnitInfo>
</UnitInfos>
</Civ4UnitInfos>
Dancing Hoskuld Feb 23, 2010, 02:32 PM How about putting this in the Warriors of God, it works ALOT better this way, and is more competitive, at least i think so:
The problem is that the Monk and the Fanatic are totally different. The Monk is a defensive religious unit while the Fanatic is an agressive unit. I did find some graphics for a modern version of the fanatic but have not been able to figure out how to use it. It is a reskin in a dds and I can't find an example of how to define it in the XML.
I am thinking that they should be restricted to certian civics.
strategyonly Feb 23, 2010, 03:29 PM The problem is that the Monk and the Fanatic are totally different. The Monk is a defensive religious unit while the Fanatic is an agressive unit. I did find some graphics for a modern version of the fanatic but have not been able to figure out how to use it. It is a reskin in a dds and I can't find an example of how to define it in the XML.
I am thinking that they should be restricted to certian civics.
I agree with that, but for now, it works fantastic the way i have it, just "food for thought.":p Cause right now there are TOO many just defensive units.
Dancing Hoskuld Mar 13, 2010, 01:20 PM New versions of my mod pack for RoM 2.9 now loaded. See first post for link.
Contains
- some of Orion Vereran's wonders modified for RoM
- new graphics for trade caravan and viking longboat (button)
- static wonder movies for some of wonders without movies
- spies upgrade to agents
- tea mod
strategyonly Mar 13, 2010, 01:46 PM New versions of my mod pack for RoM 2.9 now loaded. See first post for link.
Contains
- some of Orion Vereran's wonders modified for RoM
- new graphics for trade caravan and viking longboat (button)
- static wonder movies for some of wonders without movies
- spies upgrade to agents
- tea mod
Thx, first to d/l these to.;)
EDIT: The Extra movies do NOT work, causes an error CTD. Take it out everything else works.
strategyonly Mar 19, 2010, 12:27 AM OK got these errors in the Audio area:
[41429.450] Audio Manager: Loading Audio Defines file XML\Audio\AudioDefines.xml...
[41429.591] Audio Manager: Successfully loaded Audio Defines file XML\Audio\AudioDefines.xml.
[41429.591] Audio Manager: Loading 2D Scripts file XML\Audio\Audio2DScripts.xml...
[41429.809] ERR: FAudioManager::GetAudioTagIndex(): Could not find string SND_BUILD_DRUID of TagId 0
[41429.809] ERR: FAudioManager::GetAudioTagIndex(): Could not find string SND_BUILD_DRUID_MOVIE of TagId 0
[41429.809] ERR: FAudioManager::GetAudioTagIndex(): Could not find string SND_BUILD_DRUID_MISSIONARY of TagId 0
[41429.809] ERR: FAudioManager::GetAudioTagIndex(): Could not find string SND_BUILD_SHAMAN of TagId 0
[41429.809] ERR: FAudioManager::GetAudioTagIndex(): Could not find string SND_BUILD_SHAMAN_MOVIE of TagId 0
[41429.809] ERR: FAudioManager::GetAudioTagIndex(): Could not find string SND_BUILD_SHAMAN_MISSIONARY of TagId 0
[41429.825] Audio Manager: Successfully loaded 2D scripts file XML\Audio\Audio2DScripts.xml.
[41429.825] Audio Manager: Loading 3D Scripts file XML\Audio\Audio3DScripts.xml...
[41430.043] ERR: FAudioManager::GetAudioTagIndex(): Could not find string SND_DRUID_MISSIONARY_ACTIVATE of TagId 0
[41430.043] ERR: FAudioManager::GetAudioTagIndex(): Could not find string SND_SHAMAN_MISSIONARY_ACTIVATE of TagId 0
[41438.779] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_RECON_HAWK_PATROL of TagId 4
[41438.779] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_RECON_HAWK_COMMAND_PATROL of TagId 4
[41438.779] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_RECON_HAWK_PATROL of TagId 4
Dancing Hoskuld Mar 19, 2010, 03:51 AM OK got these errors in the Audio area:
[41429.450] Audio Manager: Loading Audio Defines file XML\Audio\AudioDefines.xml...
[41429.591] Audio Manager: Successfully loaded Audio Defines file XML\Audio\AudioDefines.xml.
[41429.591] Audio Manager: Loading 2D Scripts file XML\Audio\Audio2DScripts.xml...
[41429.809] ERR: FAudioManager::GetAudioTagIndex(): Could not find string SND_BUILD_DRUID of TagId 0
[41429.809] ERR: FAudioManager::GetAudioTagIndex(): Could not find string SND_BUILD_DRUID_MOVIE of TagId 0
[41429.809] ERR: FAudioManager::GetAudioTagIndex(): Could not find string SND_BUILD_DRUID_MISSIONARY of TagId 0
[41429.809] ERR: FAudioManager::GetAudioTagIndex(): Could not find string SND_BUILD_SHAMAN of TagId 0
[41429.809] ERR: FAudioManager::GetAudioTagIndex(): Could not find string SND_BUILD_SHAMAN_MOVIE of TagId 0
[41429.809] ERR: FAudioManager::GetAudioTagIndex(): Could not find string SND_BUILD_SHAMAN_MISSIONARY of TagId 0
[41429.825] Audio Manager: Successfully loaded 2D scripts file XML\Audio\Audio2DScripts.xml.
[41429.825] Audio Manager: Loading 3D Scripts file XML\Audio\Audio3DScripts.xml...
[41430.043] ERR: FAudioManager::GetAudioTagIndex(): Could not find string SND_DRUID_MISSIONARY_ACTIVATE of TagId 0
[41430.043] ERR: FAudioManager::GetAudioTagIndex(): Could not find string SND_SHAMAN_MISSIONARY_ACTIVATE of TagId 0
Rats! I thought I had caught all of these.
[41438.779] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_RECON_HAWK_PATROL of TagId 4
[41438.779] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_RECON_HAWK_COMMAND_PATROL of TagId 4
[41438.779] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_RECON_HAWK_PATROL of TagId 4
I have not released a 2.9 version of the hunter mod yet! But yea, it it a problem with using the WoC released units they have some sound files but no sound XML files so I needed to make them up. Looks like I missed something somewhere.
JaeChunDaeSung Mar 19, 2010, 09:27 AM Is there some requirement to actually use the Bushido promotion?
I've founded Shinto in multiple games, converted to it, researched Vassalage (even Feudalism), but can only access the Honour promotion after building the proper building.
Somehow I feel something is missing. The 3 promotions show up in the Civilopedia, but again, I can't personally grant the promotion.
Dancing Hoskuld Mar 19, 2010, 09:28 PM Is there some requirement to actually use the Bushido promotion?
I've founded Shinto in multiple games, converted to it, researched Vassalage (even Feudalism), but can only access the Honour promotion after building the proper building.
Somehow I feel something is missing. The 3 promotions show up in the Civilopedia, but again, I can't personally grant the promotion.
It should be a free promotion given to units produced in the city with the building.
JaeChunDaeSung Mar 20, 2010, 11:11 AM I checked the Civilopedia. The Bushido promotions are accessible to a variety of units, according to its own article, but unit profiles say otherwise. It must be missing from all of them.
Blue Senshi Mar 23, 2010, 09:27 AM The 2.9 version of this mod is preventing ROM 2.9 from loading for me. When I remove the Dancing Hoskuld folder, the game loads.
strategyonly Mar 23, 2010, 09:39 AM The 2.9 version of this mod is preventing ROM 2.9 from loading for me. When I remove the Dancing Hoskuld folder, the game loads.
Just take out the "Extra Movies" folder then try it.
strategyonly Mar 25, 2010, 08:36 AM Is there anyways to keep the Hunter from being the FIRST scout available, it takes over for the regular scout and messes everything up??
Dancing Hoskuld Mar 25, 2010, 01:44 PM Is there anyways to keep the Hunter from being the FIRST scout available, it takes over for the regular scout and messes everything up??
The problem is that it is better than a scout and available on the same tech. I could move it to a different tech. Perhaps make it part of the Scout upgrade path? Move explorer to a bit latter, carry hawk and stronger also?
strategyonly Mar 25, 2010, 03:47 PM The problem is that it is better than a scout and available on the same tech. I could move it to a different tech. Perhaps make it part of the Scout upgrade path? Move explorer to a bit latter, carry hawk and stronger also?
The explorer carrying the hawk and stuff sounds intriguing;) Also make the Hunter more like the BeastMaster.
strategyonly Apr 01, 2010, 04:53 AM The problem is that it is better than a scout and available on the same tech. I could move it to a different tech. Perhaps make it part of the Scout upgrade path? Move explorer to a bit latter, carry hawk and stronger also?
OK i moved the Hunter back to the Tech Writing, now it at least doesNOT show up first;) and changed the str of the Explorer to str 4, plus made the Adventurer to str 13.
The subdue animals also has one flaw, the "extra units" ie, Hunter, Apache's Alchesay or any other civ that already has a starting "scout/recon" unit doesNOT start with the subdued animal, and it will not show up as a promotion button either for them?
strategyonly Apr 15, 2010, 06:19 AM OK i dont what to be a nag:mischief: or anything, but the Monk needs to be at least a str 9, at the str it is now "6" just isnt any good for a defensive unit that late in the game, by then the other civs have Light Cav (or higher units) etc with str of 8 (and above)and defeats the monk like nothing. That is why i am suggesting a str of 9, also the Fanatic needs to be at least str 15 to be effective also, cause if your going to call it a Fanatic Monk, then really its more than likely a Kung Fu style monk and has great fighting ability especially with a sword which it is equipped with.
btw yes, when you add the Hunter even in later techs the Barbs still build him faster and more than any other unit.
Dancing Hoskuld Apr 16, 2010, 11:42 PM OK i dont what to be a nag:mischief: or anything, but the Monk needs to be at least a str 9, at the str it is now "6" just isnt any good for a defensive unit that late in the game, by then the other civs have Light Cav (or higher units) etc with str of 8 (and above)and defeats the monk like nothing. That is why i am suggesting a str of 9, also the Fanatic needs to be at least str 15 to be effective also, cause if your going to call it a Fanatic Monk, then really its more than likely a Kung Fu style monk and has great fighting ability especially with a sword which it is equipped with.
Ah well that explains it. I never build horse units until I have Chilvary.
btw yes, when you add the Hunter even in later techs the Barbs still build him faster and more than any other unit.
Interesting, in the last few games I have played they are never built. This is using the ones in Subdue Animals beta 2. I am about to upload beta 3 which includes NotSoGood's mod.
strategyonly Apr 17, 2010, 12:30 AM Ah well that explains it. I never build horse units until I have Chilvary.
Interesting, in the last few games I have played they are never built. This is using the ones in Subdue Animals beta 2. I am about to upload beta 3 which includes NotSoGood's mod.
Yeah i use horses because of the extra movement.(sometimes)
Good i need a newer version.;)
btw I like O's version of the library alot better than the normal N Library.
also i put a message in the modder's area on "CapSla" (abbreviated)
Hydromancerx May 01, 2010, 01:06 AM @Dancing Hoskuld
I would like to include some of your mods in the next version of HAND (Hydro's A New Dawn) (http://forums.civfanatics.com/showthread.php?t=363058). Is that ok? The stuff I am interested in are things that got cut out of ROM such as ...
- Storyteller
- Medic
- Entertainer
- Sniper
- Fanatic
- Monk
Please let me know if that's ok. If not I understand too.
Also I may want to include your vicinity buildings, but am am unsure right now.
strategyonly May 01, 2010, 02:40 AM @Dancing Hoskuld
I would like to include some of your mods in the next version of HAND (Hydro's A New Dawn) (http://forums.civfanatics.com/showthread.php?t=363058). Is that ok? The stuff I am interested in are things that got cut out of ROM such as ...
- Storyteller
- Medic
- Entertainer
- Sniper
- Fanatic
- Monk
Please let me know if that's ok. If not I understand too.
Also I may want to include your vicinity buildings, but am am unsure right now.
Hydro, since its really not a part of AND anymore, wouldn't the title be more appropriate then like Hydro's RoM additions, Hydro Productions, or something like that:confused:
Hydromancerx May 01, 2010, 06:44 AM Its dependent upon AND files. Also it was a catchy name. My other ideas were ...
HEMP = Hydro's Expansion Mod Pack
HMMMM = Hydro's Mega Modmodmod
KSM = Kitchen Sink Mod
However a few people said they liked HAND (and so did I) so I went with that. Its just a name after all. Heck I could have called it AND+ :p
strategyonly May 01, 2010, 07:08 AM Its dependent upon AND files. Also it was a catchy name. My other ideas were ...
HEMP = Hydro's Expansion Mod Pack
HMMMM = Hydro's Mega Modmodmod
KSM = Kitchen Sink Mod
However a few people said they liked HAND (and so did I) so I went with that. Its just a name after all. Heck I could have called it AND+ :p
Now i like HEMP, has a nice ring to it.:p
Dancing Hoskuld May 02, 2010, 02:24 AM @Dancing Hoskuld
I would like to include some of your mods in the next version of HAND (Hydro's A New Dawn) (http://forums.civfanatics.com/showthread.php?t=363058). Is that ok? The stuff I am interested in are things that got cut out of ROM such as ...
- Storyteller
- Medic
- Entertainer
- Sniper
- Fanatic
- Monk
Please let me know if that's ok. If not I understand too.
Also I may want to include your vicinity buildings, but am am unsure right now.
You forgot Fundamentalist the modern Fanatic - Oh wait I have not released it yet because I have not tested it fully. Otherwise go ahead - Fanatic, Monk and Fundamentalist come with python code that needs to have an entry put in the config.ini.
Hydromancerx May 02, 2010, 02:34 AM Oh, hmmm. If its too difficult I will just leave it out.
Arakhor May 04, 2010, 06:06 AM I liked HEMP too, but HAND is just as easy to say and write :)
Hydromancerx May 05, 2010, 12:10 AM You forgot Fundamentalist the modern Fanatic - Oh wait I have not released it yet because I have not tested it fully. Otherwise go ahead - Fanatic, Monk and Fundamentalist come with python code that needs to have an entry put in the config.ini.
Ok so I basically just copied over how it was in AND before Afforess took it out. Which means HAND now has ...
Custom Units Mod
- Celebrity [Unit]
- High-Tech Sniper [Unit]
- Modern Sniper [Unit]
- Sniper [Unit]
- Story Teller [Unit]
- Surgeon [Unit]
Warriors Of God Mod
- Fanatic [Unit]
- Monk [Unit]
Thank you. These will be in HAND v1.1 when I release it.
Dancing Hoskuld May 05, 2010, 04:26 AM Ok so I basically just copied over how it was in AND before Afforess took it out. Which means HAND now has ...
Custom Units Mod
- Celebrity [Unit]
- High-Tech Sniper [Unit]
- Modern Sniper [Unit]
- Sniper [Unit]
- Story Teller [Unit]
- Surgeon [Unit]
Warriors Of God Mod
- Fanatic [Unit]
- Monk [Unit]
Thank you. These will be in HAND v1.1 when I release it.
So you have the python for the Warriors of God mod? they won't do their thing without them. I also have upgrades for them, I just haven't played a game far enough to see if they work OK.
Hydromancerx May 05, 2010, 07:05 AM I just took the stuff from AND 1.73 beta 2 (the version before he took your stuff out). Is that the right version?
Dancing Hoskuld May 05, 2010, 03:54 PM I just took the stuff from AND 1.73 beta 2 (the version before he took your stuff out). Is that the right version?
That is the correct stuff. I will change my first post to reflect where my components are included. When I finish testing the new version I will notify you.
Hydromancerx May 06, 2010, 03:19 AM Thanks. :)
strategyonly May 06, 2010, 05:57 AM I just took the stuff from AND 1.73 beta 2 (the version before he took your stuff out). Is that the right version?
Take a look at NWA (my sig) it has some of the upgrades i think should apply to the Warriors of Gods.
Hydromancerx May 06, 2010, 08:25 PM Take a look at NWA (my sig) it has some of the upgrades i think should apply to the Warriors of Gods.
Ack! You mean I need to download the entire NWA mod?
EDIT: You know what I think I will just remove them from HAND. I have enough of my own mods to keep track of.
EDIT2: Ok so I am going to keep HAND (http://forums.civfanatics.com/showthread.php?t=363058) primarily my own mods (plus the ones that Afforess and General Staff made for me).
Thus if you want to use HAND as a base mod for your own there should not be too much overlap.
strategyonly May 07, 2010, 01:50 AM Ack! You mean I need to download the entire NWA mod?
EDIT: You know what I think I will just remove them from HAND. I have enough of my own mods to keep track of.
EDIT2: Ok so I am going to keep HAND (http://forums.civfanatics.com/showthread.php?t=363058) primarily my own mods (plus the ones that Afforess and General Staff made for me).
Thus if you want to use HAND as a base mod for your own there should not be too much overlap.
ahaahha, i keep track of ALL of them, (NWA) its not really that bad except when they make changes to the schema's, then its a nightmare.
Hydromancerx May 07, 2010, 02:29 AM ahaahha, i keep track of ALL of them, (NWA) its not really that bad except when they make changes to the schema's, then its a nightmare.
Taking it out was my first step into trying to get the UM (United Modders) (http://forums.civfanatics.com/showthread.php?t=363690) to work. Since you maintain these units then you would be responsible for them within the UM. Thus any other modders who wish to join the UM would not use that mod in their modds since you already have it in yours.
strategyonly Jul 30, 2010, 11:28 PM OK i am trying to get the female stuff to work, but i get this when i try to copy and paste, i have now tried 5 times:confused:
Dancing Hoskuld Jul 31, 2010, 05:04 PM OK i am trying to get the female stuff to work, but i get this when i try to copy and paste, i have now tried 5 times:confused:
Interesting, I haven't seen the problem before. You could move them all up one level, ie out of the DancingHoskuld\Custom_Unit folder and into the DancingHoskuuld folder. Everything except the sounds should then work.
I left them with the folder structure that SaibotLieh used, I could have flattened it quite a bit.
strategyonly Aug 08, 2010, 12:54 AM OK the Female stuff is working (i guess)
generalstaff Aug 22, 2010, 05:45 PM Suggestion for the National Slave Market. Could you have it require that the Slavery Civic be active? It seems exploitative if a player can switch to Slavery, build it, then switch back, which would have all cities have extra gold and production, including cities which are built after the switch back. I know this kind of thing only matters on very slow game speeds, but that is why I did this as a personal change.
I haven't yet to playtest the tsentom1 wonders (started new game before their release), they look cool.
Dancing Hoskuld Aug 22, 2010, 05:55 PM Suggestion for the National Slave Market. Could you have it require that the Slavery Civic be active? It seems exploitative if a player can switch to Slavery, build it, then switch back, which would have all cities have extra gold and production, including cities which are built after the switch back. I know this kind of thing only matters on very slow game speeds, but that is why I did this as a personal change.
I haven't yet to playtest the tsentom1 wonders (started new game before their release), they look cool.
Sounds like a good idea. I dropped it from my latest release since people say it is over powered. Making it civic based would help. I was thinking of increasing the cost, perhaps doubling it.
I have not looked at the AND Building Upgrade mod so don't know if it breaks anything in that.
generalstaff Aug 22, 2010, 06:15 PM Sounds like a good idea. I dropped it from my latest release since people say it is over powered. Making it civic based would help. I was thinking of increasing the cost, perhaps doubling it.
That sounds good since it is a powerful building; seeing a balanced version might get me to add few similar national wonders for Modular Civics Buildings. I added active civic reqs to the RoM civics buildings for Modular Civics Buildings (Agora, Manor, Slave Market, not Statue of Liberty) so I don't know how that effects the National Slave Auction.
I do not think killtech did anything to the slave market for his mod. You can download his mod through his thread and check the XML. The worst case scenario is that you just have to say that it is incompatible with upgradechains, which is not a big deal since it seems like either play with it or HAND, and HAND users are likely to play with more wonders.
strategyonly Sep 08, 2010, 11:17 AM I am getting an error that asks me to skip or cancel this file because the title is to long??
Greek Swordsman (Theban) (its with Fortifications)
Dancing Hoskuld Sep 08, 2010, 03:39 PM I am getting an error that asks me to skip or cancel this file because the title is to long??
Greek Swordsman (Theban) (its with Fortifications)
It is the same problem as you were having with the FemaleMissionaries. The starting part of your Civ folder name is too long probably caused by the mod changing its name from "Rise of Mankind" to "Rise of Mankind - A New Dawn".
I will make a newer version with a shallower folder structure.
Dancing Hoskuld Sep 08, 2010, 04:00 PM A couple of my mods have been converted to AND 1.75 SubdueAnimals (see (http://forums.civfanatics.com/showthread.php?t=319186)) and Fortifications.
The Fortifications compressed file only contains the Modules and below folder so that you can put it in Rise of Mankind or Rise of Mankind - A New Dawn.
The only change between the old version and this one is that I have reduced the folder depth because some people are getting the message that their path is now too long.
rwglaub Nov 12, 2010, 04:50 PM Please convert the rest of your mods to AND1.75. It really sucks playing without them...
Dancing Hoskuld Nov 13, 2010, 02:45 AM Please convert the rest of your mods to AND1.75. It really sucks playing without them...
Not going to happen, I hate AND1.75, or strongly dislike at least. I may convert them to Prehistoric which means that they almost certianly will work in AND1.75. However RL is in the way at the moment and I don't see it getting out of the way any time soon. :(
strategyonly Nov 13, 2010, 05:39 AM Please convert the rest of your mods to AND1.75. It really sucks playing without them...
What exactly are you looking for, i have (i think) mostly if not all of Dancing H's stuff in Prehistoric NWA.:p
rwglaub Nov 14, 2010, 07:35 AM So I'm finding out...
Dancing Hoskuld Nov 14, 2010, 03:04 PM I am working on a Great Doctor or Medical mod (slowly) which will incorporate Orion Veteran's stuff with some of the buildings and units already in my mods, mostly AAranda's. I have most of it working except the city screen doctor specialist. If I can figure out the "Gods of Old" or Destiny mods I hope to include that. Strategyonly suggested it and it is interesting to do.
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