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    Magic and Rituals in C2C

    Cool beans. I would love to get more involved in developing C2C, as it is pretty much the only way I play Civ IV. Alas, I only have limited programming skills - mostly XML-based stuff, although I could help with balancing, I guess... I love the idea of "realistic" magic - looking into the...
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    Magic and Rituals in C2C

    That's the sort of thing I was thinking of working from for the religious rituals. I don't have too many details, but I wanted to look more into religious mysticism to help flesh them out - as well as provide a counterpoint to early game magic options.
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    Magic and Rituals in C2C

    I was thinking about some more Alt-Timeline options for C2C. In particular, around the theme of magic and spellcasting. Magic and the Supernatural have been a theme throughout the ages, and even now, similar themes can be seen with the ideas behind psychic powers and the paranormal. Even...
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    Modding Preferences: Civ IV or Civ V

    How easy is it to change the above aspects of Civ V? I have experience modding Civ IV, but I have no experience with modding Civ V as of yet. My vision for the "hybrid" mod is two-fold: Reduce the micromanagement of the game as much as possible, so that the focus is on grand strategy, as...
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    Modding Preferences: Civ IV or Civ V

    My personal preference seems to hint towards using Civ IV as a basis, simply because a lot of the issues I have with Civ V seem to be intricately part of the engine for Civ V. I have the following key gripes with Civ V so far (I will add to the list as I explore more of the game): 1UPT...
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    Modding Preferences: Civ IV or Civ V

    I have just made the jump to Civilization 5 from Civilization IV, and it seems that the changes between the two versions are different enough to make the two completely different games. Since what I desire is something between Civ IV and Civ V, I want to ask what would you consider easier to...
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    Civ Ideas & Suggestions Not-Worth-Their-Own-Thread

    I have been playing Civ V for a while now, having been initially put off by the differences from Civ IV. There's a lot to like about Civ V, and it is growing on me. I have just one area that I think needs to be changed - there needs to be an option to turn off whether a unit auto-embarks when...
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    Roleplaying Civs and the Policy Tree

    I think it does when the people making those laws happen to be the Republican President trying to amend the constitution with the Defence of Marriage Act because of religious beliefs on what marriage is. The very strong ultra-conservative right makes for a lot of piety. Remember that America...
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    Technology XML Weirdness

    So, I removed the comments, and the file started working again. :confused: I don't get why comments would have such a drastic effect, and I really need them to help me organise and layout my files. I guess I am going to have to have a draft set with comments and a test set without for...
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    Technology XML Weirdness

    The Tech-only Test Mod also failed to work. There is clearly something wrong here, but it only seems wrong with the file I am using. I am stumped, and it's brought my Mod development to a grinding halt. Can someone take a look at the file to make sure everything is correct? I am pretty sure...
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    Technology XML Weirdness

    So, yeah - the reinstalation did nothing to resolve this issue. My only other option right now is to see if the techInfos file works in a new mod. Strange, because none of the other vanilla mods I have seem to be affected by this - only my testing mod and main mod, i.e. this specific techInfos...
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    Technology XML Weirdness

    Yeah, the Tech Screen is a mess - the Technologies are all in the right places, but the connections are all wrong. Some of the later ones are even just simply missing. I know it's not the XML file - I am going to try and reinstall Vanilla, and hope that resolves the issue. Maybe my installation...
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    Technology XML Weirdness

    Is the order of technologies important in the TechInfos XML file at all? I seem to encounter all sorts of strange wierdness in the tech tree when modding this file, even if it's just reordering, adding simple comments, or just replacing a tech infos entry with itself! Seems no matter what I...
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    Davane's Daily Mod Release Thread

    A new thread has been released for this mod. You can find it here. behold! No more AtomicGamer waiting times for this mod.
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    Da' Vane's Mod Release Thread v2

    Latest News 16/06/10: It saddens me to say this, but I have encountered a fatal flaw which I am unable to resolve at this time. This means that the development of Da' Vane's Mod will have to be suspended indefinately until more information can be obtained about this issue, as I have exhausted...
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    Davane's Daily Mod Release Thread

    Da' Vane's Mods (01/06/10) This week's mods finish up the non-unique buildings for Civ IV, by updating the Corporate Headquarters. In addition, the corporations themselves have been revised and added, and because these are completed, the new corporations have also been added to the Complete...
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    Deep Sea Fishing Fleet

    Why not make Deep Sea Fishing a building AND a unit/resource? The resource would work like Fishing and Whaling Boats, but not required to be within cultural borders (like forts). Meanwhile, the building improves the benefits of the resource. As for GMOs, the most accurate way to represent the...
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    Davane's Daily Mod Release Thread

    Da' Vane's Mods (25/05/10) Just a quick notice before this week's mods - due to other commitments, I will most likely be limiting my Mod releases to Tuesdays pretty soon. Luckily, most of the significant parts of the basic Mod have been done, so this reduced schedule will have a minimal...
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    Davane's Daily Mod Release Thread

    Da' Vane's Mods (17/05/10) Almost done with the standard buildings in Civ IV, so it won't be too long before I can balance their Production costs. After that, I can incorporate each Civ's Unique Building. This will put this mod well over 50% completion (pushing up to 75%), with it finally...
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