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  1. orlanth

    XML Generator for modmods of M:C

    For Lib Spi't and others considering making a new total conversion modmod based on M:C ; if you're finding it hard to generate all the needed XML files and cross-referenced XML tags by hand, you can feel free to try this XML generator script which is designed to generate a complete set of...
  2. orlanth

    Python issues

    I PMed Platyping to see if he'd be willing to look at M:C & potentially help out with Python issues; he is temporarily out of commission but hopefully may be able to look at it once installed. Here is a list of Python stuff from the other thread. Personally I don't mind either way about...
  3. orlanth

    2071 Scifi Buttons Pack

    This is a big pack of over 2100 Buttons (standard 64x64 pixel resolution with borders) for use in Civ4 modding. The initial images are a wide variety of clips from deviantart.com and google images; they're mostly scifi and space themed but many may work well for modern, near-future, or even...
  4. orlanth

    Proposal: National Domestic Market

    Here's an idea I've had for enhancing the Domestic Market feature to enable a more fun and realistic domestic economy, while still allowing trade route micromanagement as usual if players want that. I've been thinking about it a while, so I'll post it here and let me know what you think...
  5. orlanth

    Infinite Terrain Pack

    For your modding enjoyment.. over 200 new Terrain Textures for use in Civ4 or Civ4 Colonization! :cool::king: This pack contains dozens of unique terrains, from picturesque agricultural landscapes to searing magma fields and freezing arctic wastes, fetid swamps and misty moors for fantasy fans...
  6. orlanth

    [GRAPHICS] Infinite Terrain Pack

    For your modding enjoyment.. over 200 new Terrain Textures for use in Civ4 or Civ4 Colonization! :cool::king: This pack contains dozens of unique terrains, from picturesque agricultural landscapes to searing magma fields and freezing arctic wastes, fetid swamps and misty moors for fantasy fans...
  7. orlanth

    weplayciv.com down?

    weplayciv.com has been down for the past several weeks.. does anyone know if it's closing or this is just temporary? I had relied on that site to host my mod :sad::scan:
  8. orlanth

    [Religion and Revolution]: Unique Buildings

    In all other Civilization games, each Civ has at least 1 unique Building or Unit which is a slightly modified version of a standard buildingclass or unitclass from the game. Currently, we have numerous civs with not much actual difference between them other than traits and artstyles. I think a...
  9. orlanth

    2 Cyberpunk LHs

    Here are 2 futuristic or cyberpunk-themed LHs from the mod Colonization: 2071. First is the Syndicate Crimelord who could be used for any futuristic-type bad guy or James Bond nemesis. It's a reskin of TheCapo's Comte de Cavour LH and uses the Churchill animations. I think some hair dye...
  10. orlanth

    [Religion and Revolution]: Events

    Here are some possible additional random Events. (I may wait to add a large set of new ones, since I'd like to have some with options that are unlocked with a Tech or Native Knowledge.) I'd also like to add a set of simple quest type events where your king demands 100 of a given Yield type...
  11. orlanth

    How to mod Evasion chance for ships

    I added hostile UFOs (privateers) to my mod but have come to realize they destroy ships too frequently :scan::sad::crazyeye: . I'd like to use the Evasion feature of Civ4Col so that privateers are still a threat but don't destroy ships as often. I know that <evasionbuilding> in unitinfos is...
  12. orlanth

    python question

    To prevent players from using a captured Treasure to explore around at will, I'm trying to apply promotion to Treasure units that reduces their sight range and gives a negative healing rate. Giving this promotion in Civ4Unitinfos.xml didnt work, so I tried adding the following python code in...
  13. orlanth

    misc modding questions

    I'm getting ready to release the (probably) final version of my mod and had a few minor issues I couldn't figure out - if anyone more experienced knows how to accomplish these I'd be grateful! :king: Could someone help me out with a short chunk of Python code to run at game start that...
  14. orlanth

    loading graphic

    Does anyone know how to change the popup loading-bar graphic that appears while loading? I replaced the default one at Assets\res\CivIV-INIT with an updated one, but can't get it to load in game. :(
  15. orlanth

    [MODCOMP] Historic Ship Names

    As a Perl learning project, I made some quick regular expressions to extract arrays of historic ship names from wikipedia articles. So I used those for a quick modcomp that randomly assigns an appropriate historic name to every ship unit in the game. It's limited to several blocks in...
  16. orlanth

    Historic Ship Names Modcomp [WIP]

    As a Perl learning project, I made some quick regular expressions to extract arrays of historic ship names from wikipedia articles. It worked well and I'll paste a list of the resulting ship names below. I'm hoping to make use of these lists by making a quick modcomp that anyone can include in...
  17. orlanth

    some terrain questions

    Looking through the files I can't seem to find what XML tags or other identifiers specify if a tile is a "Sail to Europe" tile or Fresh Water Lake (inland water tiles). Does anyone know how these tiles are identified or if you could check for them using python? I'd like to make a python function...
  18. orlanth

    Switch player civs

    I'd like to make an event triggered at the Revolution, where the player can choose either to continue to lead his/her colony in the fight for freedom, or instead accept a massive bribe to switch sides and take control of the invading forces to brutally crush the colony he had spent so long...
  19. orlanth

    Invasion of the Honored Matres

    I tried my hand at making a quick prototype Honored Matres invasion event per the discussion in this thread (basically just making a new barb unit and porting over some code from the Barbarian Uprising events I'd made for the Warhammer mod). :edit: attached updated working version with two HM...
  20. orlanth

    bGraphicalOnly stuff still showing up in pedia

    It looks like in the RevDCM pedia, pedia entries for "Land Worked" Improvement and all the Features for battlefields are showing up even when <bGraphicalOnly>1</bGraphicalOnly> is set. Is there a way to prevent these dummy entries from displaying in pedia?
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