Keldath addons

I've tried all the links provided at the beginning of the thread, and I can't download the addon from anywhere.

Also, there are so many different references, I don't know which one to download.

I currently have SevoMod installed...and I plan on installing GIR's addon, Keldath's addon and the Megalopolis addon...

So which file do i download?


Thanks
 
ok go to
http://mrgenie.dyndns.org/

there go to file server

then,

sevo_alternative

then download this file
Keldath 5UU + GIR_complete install including SEVO 3.1

then dl
5UUX-v2gir.exe

after you opened it
dl
patch-for5uu-v3gir.rar

and overwrite the files.
and enjoy.

megapolises doesnt compatibble with the current sevo version.
 
Thanks Keldath,

2 more questions...

Will I need to have Sevo installed first, or is this a fully integrated version?

And the original Sevo is not compatible with Warlords...but with your updates and patches, will it now work with Warlords?


Thanks again.
 
Keldath, i was reading in civmore modpack that you are the one who made the partisian unit for gir mod. I curse you for that, lol. They do alot of damage, but add alot of flavor to girs mod. Also makes it more realisic when taking a city.
 
heheheh....

yeah i asked him to do it for me acctualy....more like beged him for it - he wrote the code.

glad to know they are a pain in the butt - that my intent.

me and a freind raised the values - for every 3 city size - 1 partisan - it mean that in modern time - around 10-15 part can popout.

p.s
im working on adding missile mod,
so far - had 60% succses...
 
Could you pretty, pretty please make a combination of these mods with Eusebius' World Religions Mod for Sevo 3? I would do it myself but I don't know a shred of python or xml. :(
 
keldath said:
heheheh....

yeah i asked him to do it for me acctualy....more like beged him for it - he wrote the code.

glad to know they are a pain in the butt - that my intent.

me and a freind raised the values - for every 3 city size - 1 partisan - it mean that in modern time - around 10-15 part can popout.

p.s
im working on adding missile mod,
so far - had 60% succses...

Man, plz plz plz<begging>, dont make the next version of your addon a warlike version plz >.< What you mean with AI more agressive and you really want to put partisan in each 3 pop?? Then I cant conquer cities with big pop in early-middle game witohut lose a lot of my army's power >.<
 
rockinroger,
already merged and first tested the missiles on kelgir mod,
seems to work fine :)

Xanthippus,
yeah i checked this mod - and i really like it -its really hard to merge - a lot of work -
but - i most defently try - the thing is - i dont know if i should start now or wait for sevo warlords....

Arlborn ,
not to worry my friend,
ill do the version normally - though, i already did aggressive ai...
ill supply both files.


so this is my to do list:

1. add bombared ranged by dale
2. fix mule and endeverer units (the can upload them selfs to transport each other - plus - i dont like seeing two units - ill make one vehilce each unit graphic.
3. im gonna use the civics from mongooses mod -check them out.
4.perhaps adding assaisins
5.also working on beta version for warlords.

hope to get some done today

wish me luck :)
 
keldath, do you ever get any sleep? I see where you are adding range bombardment from dale. thats great, ive been playing around with his warlord version. the bombard capability adds alot to combat. keep on trucking!
 
rockinroger ,

yeah.. iwatse all my spare time on this....

its a real addiction.

now i have to edit the units with the bombard capability,
then try merge religions,

then turn to my warlords v...

i need to have a clone of my self for help


****edit*****

guys i need your help

do you think archery units should get ranged attack?
or perhaps only unique ones? as a special ability?
 
keldath said:
rockinroger ,

yeah.. iwatse all my spare time on this....

its a real addiction.

now i have to edit the units with the bombard capability,
then try merge religions,

then turn to my warlords v...

i need to have a clone of my self for help


****edit*****

guys i need your help

do you think archery units should get ranged attack?
or perhaps only unique ones? as a special ability?

Uniques ones, but Really weak ranged atk and if possible only in hills?
 
keldath said:
NO...sorry not possible only on hills...

oh well... lets leave that for now... just an idea.

Only on hills, city or fortress would be nice but well :p
 
followed the instructions on how to set up the mod (post 24) as I was really interested in how the 5UUGir mod improved on Gir. Unfortunately I'm having all sorts of problems using it I'm playing warlord level and have got to 800BC but every time I load up my game it crashes 2 turns later :cry: . It just seems incredibily unstable whereas I've never had a crash with either Sevo or Gir. I have plenty of memory 2Gig , plenty of CPU horsepower FX60 and plenty of graphical power x1900xt. All I can think of is a badly implemented script but have no idea which one :(

sys.path = ['ASSETS\\PYTHON\\SYSTEM\\email', 'ASSETS\\PYTHON\\SYSTEM\\encodings', 'ASSETS\\PYTHON\\SYSTEM\\wx', 'ASSETS\\PYTHON\\SYSTEM\\wx\\build', 'ASSETS\\PYTHON\\SYSTEM\\wx\\lib', 'ASSETS\\PYTHON\\SYSTEM\\wx\\py', 'ASSETS\\PYTHON\\SYSTEM\\wx\\tools', 'ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\colourchooser', 'ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\editor', 'ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\floatcanvas', 'ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\masked', 'ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\mixins', 'ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\ogl', 'ASSETS\\PYTHON\\SYSTEM\\wx\\py\\tests', 'ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\XRCed', 'ASSETS\\PYTHON\\SYSTEM']

sys.modules = {'zipimport': <module 'zipimport' (built-in)>, 'signal': <module 'signal' (built-in)>, '__builtin__': <module '__builtin__' (built-in)>, 'sys': <module 'sys' (built-in)>, '__main__': <module '__main__' (built-in)>, 'exceptions': <module 'exceptions' (built-in)>, 'CvPythonExtensions': <module 'CvPythonExtensions' (built-in)>}

sys.builtin_module_names = ('CvPythonExtensions', '__builtin__', '__main__', '_bisect', '_codecs', '_codecs_cn', '_codecs_hk', '_codecs_iso2022', '_codecs_jp', '_codecs_kr', '_codecs_tw', '_csv', '_heapq', '_hotshot', '_locale', '_multibytecodec', '_random', '_sre', '_subprocess', '_symtable', '_weakref', '_winreg', 'array', 'audioop', 'binascii', 'cPickle', 'cStringIO', 'cmath', 'collections', 'datetime', 'errno', 'exceptions', 'gc', 'imageop', 'imp', 'itertools', 'marshal', 'math', 'md5', 'mmap', 'msvcrt', 'nt', 'operator', 'parser', 'regex', 'rgbimg', 'sha', 'signal', 'strop', 'struct', 'sys', 'thread', 'time', 'xxsubtype', 'zipimport')
load_module CvEventInterface
load_module CvUtil
load_module traceback
load_module CvSevoEventManager
load_module CvEventManager
load_module CvScreensInterface
load_module CvMainInterface
load_module ScreenInput
load_module CvScreenEnums
load_module time
load_module MonkeyTools
load_module PyHelpers
load_module string
load_module AStarTools
load_module CvConfigParser
load_module ConfigParser
load_module CvPath
load_module _winreg
load_module CvModName
CvModName import failed
load_module CvModSpecialDomesticAdvisor
load_module DomPyHelpers
load_module CvTechChooser
load_module CvExoticForeignAdvisor
load_module math
load_module IconGrid
load_module CvForeignAdvisor
load_module TechTree
load_module CvMilitaryAdvisor
load_module CvFinanceAdvisor
load_module CvReligionScreen
load_module CvCivicsScreen
load_module CvVictoryScreen
load_module CvOptionsScreen
load_module CvReplayScreen
load_module CvHallOfFameScreen
load_module CvDanQuayle
load_module CvGameUtils
load_module CvUnVictoryScreen
load_module CvDawnOfMan
load_module CvTechSplashScreen
load_module CvTopCivs
load_module random
load_module CvInfoScreen
load_module CvIntroMovieScreen
load_module CvVictoryMovieScreen
load_module CvWonderMovieScreen
load_module CvEraMovieScreen
load_module CvPediaMain
load_module CvPediaScreen
load_module CvScreen
load_module CvPediaTech
load_module CvPediaUnit
load_module CvPediaBuilding
load_module CvPediaPromotion
load_module CvPediaUnitChart
load_module CvPediaBonus
load_module CvPediaTerrain
load_module CvPediaFeature
load_module CvPediaImprovement
load_module CvPediaCivic
load_module CvPediaCivilization
load_module CvPediaLeader
load_module CvPediaSpecialist
load_module CvPediaHistory
load_module CvPediaProject
load_module CvPediaReligion
load_module UnitUpgradesGraph
load_module base
load_module search
load_module queues
load_module bisect
load_module search_class
load_module paths
load_module CvWorldBuilderScreen
load_module Popup
load_module CvWorldBuilderDiplomacyScreen
load_module CvDebugTools
load_module CvDebugInfoScreen
load_module CvMapGeneratorUtil
load_module CvGFCScreen
load_module CvPopupInterface
load_module CvScreenUtilsInterface
load_module CvScreenUtils
load_module CvWBPopups
load_module CvCameraControls
load_module CvAdvisorUtils
load_module SevoMod
load_module pickle
load_module DataStorage
load_module cPickle
load_module StackAid
load_module adPerks
load_module Monument
PY:OnInit
load_module CvAppInterface

and

[Aug 25, 2006 - 18:58:00] Messages while processing 'Resource/Themes/Civ4.thm'

Error : Decl - ('Civ4Theme_Common.thm', Ln:401, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size3_Italic' not found
Error : Decl - ('Civ4Theme_Common.thm', Ln:402, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size3_BoldItalic' not found
Error : Decl - ('Civ4Theme_Common.thm', Ln:408, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size1_Bold' not found
Error : Decl - ('Civ4Theme_Window.thm', Ln:3048, Col:9) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size1_Bold' not found


EDIT - hopefully found the problem i just extracted the patch straight to the folder and it seems to have extra directory structure -

EDIT 2 - tried that approach now CIV 4 just crashes on load ing the mod :( :( - HELP !!!!!
 
@ Keldath, thanks for all the hard work. A couple of ideas though. I saw a really cool Tomahawk cruise missile in the unit thread that should go well with Dale's mod. Also, is it possible to fire those missiles from submarines & maybe the Aegis cruiser...About time that Aegis lived up to it's real purpose, a guided missile cruiser. :goodjob:
 
Well I've tried everything I can think of and this Mod is still crashing randomly so I will just have to pass on it and not recommend it in the magazine article I'm writing which is a pity as it looked really interesting. I've now tried it on two completely different systems and it's flaky on both so it's either a systematic error on my part ( possible ) or there's a serious bug :(
 
Axil , HI :)

WELL ITS PROBOBLY THE PATCH...

NEVERMIND -
IM HOPING TO UPLOAD TODAY THE NEW VERSION - WITH A LOT OF IMPROVMENTS - TESTED IT ALSO.


GRABNAR,
acctually - i used the 5 models of missiles availble -also the tomahawk,
also - what a coinsidence - i named one of the missles - guided cruise missile................

im getting ready to upload it now to mrgeanie new server
 
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