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Title & Version Number: for CIV4: Warlords [Global mod] Medieval (Beta version)
Author Name: PSYX
Type: Modpack
Thread URL: http://forums.civfanatics.com/showthread.php?p=4523290
File DB Entry URL: http://psyx.civfanatics.ru/mod_files/medieval/Medieval.zip
What's new in this version?:
This mod is about medieval times (7 – 14 century).
Added:
- 11 units (more in info in mod folder file: “ReadMe - Medieval mod Units”)
- 7 civs (with their leaders, units and buildings)
- 2 new religions: Catholicism, Orthodoxy
 
Title: Military Medals
Version Number: v0.1
Author Name: TheLopez
Type: Interface Graphics
Thread: http://forums.civfanatics.com/showthread.php?t=186154
File DB Entry: http://forums.civfanatics.com/downloads.php?do=file&id=2778
What's new in this version?:
Contained in the package are 25 different military medal buttons requested by MaxRiga for his MaxRiga mod. There are 5 sets of buttons each set containing 5 buttons.

Included with the 25 buttons are the original PSD files used to make the buttons and a button atlas...


Title: Enhanced Tech Conquest
Version Number: Enhanced Tech Conquest v0.5 and Enhanced Tech Conquest v0.5w
Author Name: TheLopez
Type: Mod comp
Thread: http://forums.civfanatics.com/showthread.php?t=171748
File DB Entry:
[TAB]Warlords Edition - http://forums.civfanatics.com/downloads.php?do=file&id=2779
[TAB]Regular Edition - http://forums.civfanatics.com/downloads.php?do=file&id=138
What's new in this version?:
- Fixed several areas of the code that were not working correctly leading to
technology being given from one civ to another civ with the mod is configured
to prevent this.

- Updated all code to be warlords compatible


Title: Upgradeable Buildings
Version Number: Upgradeable Buildings v0.2 and Upgradeable Buildings v0.2w
Author Name: TheLopez
Type: Mod comp
Thread: http://forums.civfanatics.com/showthread.php?t=186158
File DB Entry:
[TAB]Warlords Edition - http://forums.civfanatics.com/downloads.php?do=file&id=2781
[TAB]Regular Edition - http://forums.civfanatics.com/downloads.php?do=file&id=2780
What's new in this version?:
This mod implements the concept of upgradeable buildings and buildings that
when constructed obsolete a building in the Installation. The building upgrade
part of the mod works like the unit upgrade system in regards to how the
upgrade chain is defined and buildings are upgraded. As a proof of concept the
Barracks have been broken up into a base building that only gives 1 experience
point and two building upgrades that give the rest of the experience points
that the original Barracks gave.

The second part of the mod allows for buildings when constructed to obsolete
one or more buildings. For example the forge can be obsoleted when a factory is
built.


Title: Civics Resources Mod
Version Number: Civics Resources Mod v0.1 and Civics Resources Mod v0.1w
Author Name: TheLopez
Type: Mod comp
Thread: http://forums.civfanatics.com/showthread.php?p=4529843
File DB Entry:
[TAB]Warlords Edition - http://forums.civfanatics.com/downloads.php?do=file&id=2784
[TAB]Regular Edition - http://forums.civfanatics.com/downloads.php?do=file&id=2783
What's new in this version?:
This mod adds the tags to enable a civic to give a civilization free bonuses
when the player switches to that civic. So for instance in the sample included
CIV4CivicInfos.xml file one gold is now given whenever a player switches to the
hereditary rule civic. To achieve this the following XML tag snippet was added
to the hereditary rule definition in CIV4CivicInfos.XML following the
<WeLoveTheKing> tag.
[TAB][TAB][TAB]<FreeBonuses>
[TAB][TAB][TAB][TAB]<FreeBonus>
[TAB][TAB][TAB][TAB][TAB]<BonusType>BONUS_GOLD</BonusType>
[TAB][TAB][TAB][TAB][TAB]<iBonusAmount>1</iBonusAmount>
[TAB][TAB][TAB][TAB]</FreeBonus>
[TAB][TAB][TAB]</FreeBonuses>


Title: M.A.D. Nukes Mod
Version Number: M.A.D. Nukes Mod v0.3.2 and M.A.D. Nukes Mod v0.3.2w
Author Name: TheLopez
Type: Mod comp
Thread: http://forums.civfanatics.com/showthread.php?t=168858
File DB Entry:
[TAB]Warlords Edition - http://forums.civfanatics.com/downloads.php?do=file&id=2545
[TAB]Regular Edition - http://forums.civfanatics.com/downloads.php?do=file&id=119
What's new in this version?:
- Fixed issue causing crashes when a civilization has no cities but still has
units in the game. Reported by MatzeHH.


Title: Building Heal Rate
Version Number: Building Heal Rate v0.1 and Building Heal Rate v0.1w
Author Name: TheLopez
Type: Mod comp
Thread: http://forums.civfanatics.com/showthread.php?p=4531734
File DB Entry:
[TAB]Warlords Edition - http://forums.civfanatics.com/downloads.php?do=file&id=2789
[TAB]Regular Edition - http://forums.civfanatics.com/downloads.php?do=file&id=2788
What's new in this version?:
This mod adds three new tags allowing buildings to heal units from a specific
domain, unit combat or unit class. By doing this buildings that provide healing
can target their healing powers instead of just being able to heal any unit.
For instance drydocks can now heal any ship while a specialized building like
tank factory could heal just armor units.

For instance the updated part of the drydock definition using the new tags
looks like:
[TAB][TAB][TAB]<DomainHealRateChanges>
[TAB][TAB][TAB][TAB]<DomainHealRateChange>
[TAB][TAB][TAB][TAB][TAB]<DomainType>DOMAIN_SEA</DomainType>
[TAB][TAB][TAB][TAB][TAB]<iHealRateChange>10</iHealRateChange>
[TAB][TAB][TAB][TAB]</DomainHealRateChange>
[TAB][TAB][TAB]</DomainHealRateChanges>
[TAB][TAB][TAB]<UnitClassHealRateChanges>
[TAB][TAB][TAB][TAB]<UnitClassHealRateChange>
[TAB][TAB][TAB][TAB][TAB]<UnitClassType>UNITCLASS_BATTLESHIP</UnitClassType>
[TAB][TAB][TAB][TAB][TAB]<iHealRateChange>10</iHealRateChange>
[TAB][TAB][TAB][TAB]</UnitClassHealRateChange>
[TAB][TAB][TAB]</UnitClassHealRateChanges>
[TAB][TAB][TAB]<UnitCombatHealRateChanges>
[TAB][TAB][TAB][TAB]<UnitCombatHealRateChange>
[TAB][TAB][TAB][TAB][TAB]<UnitCombatType>UNITCOMBAT_NAVAL</UnitCombatType>
[TAB][TAB][TAB][TAB][TAB]<iHealRateChange>10</iHealRateChange>
[TAB][TAB][TAB][TAB]</UnitCombatHealRateChange>
[TAB][TAB][TAB]</UnitCombatHealRateChanges>


Title: PlotListEnhancements
Version Number: v2.04w
Author Name: TheLopez
Type: Mod comp.
Thread: http://forums.civfanatics.com/showthread.php?t=149572
File DB Entry: http://forums.civfanatics.com/downloads.php?do=file&id=2540
What's new in this version?:
- Fixed the divide by zero error reported by vorshlumpf.


Title: Great Doctor
Version Number: v1.0w
Author Name: TheLopez
Type: Mod comp.
Thread: http://forums.civfanatics.com/showthread.php?t=156186
File DB Entry: http://forums.civfanatics.com/./downloads.php?do=file&id=2826
What's new in this version?:
- Updated all code to be compatible with Warlords v2.0.0.0


Title: Great Statesman
Version Number: v0.9.3w
Author Name: TheLopez
Type: Mod comp.
Thread: http://forums.civfanatics.com/showthread.php?t=156188
File DB Entry: http://forums.civfanatics.com/./downloads.php?do=file&id=2827
What's new in this version?:
- Updated all code to be compatible with Warlords v2.0.0.0


Title: Customizable Domestic Advisor
Version Number: v0.94w
Author Name: Taelis and TheLopez
Type: Mod comp.
Thread: http://forums.civfanatics.com/showthread.php?t=150198
File DB Entry: http://forums.civfanatics.com/downloads.php?do=file&id=523
What's new in this version?:
- For some reason the button to open the city screen no longer worked in
the Warlords version. Some of the city zoom code was removed from the Warlords
SDK that was in the vanilla SDK, but the original domestic advisor city zooming
still works. In order to not break the original functionality a new widget type,
WIDGET_ZOOM_CITY_CDA, has been added to the Warlords SDK code and the original
code from the vanilla SDK has been added back in. Issue reported by Ket.

All changes made in the SDK have been wrapped with // < CDA Start > and
// < CDA End > tags.


Title: Raze City Mod
Version Number: v1.0w
Author Name: 12monkeys and TheLopez
Type: Mod comp.
Thread: http://forums.civfanatics.com/showthread.php?t=168952
File DB Entry: http://forums.civfanatics.com/./downloads.php?do=file&id=2829
What's new in this version?:


Title: Building Civic Prereqs
Version Number: Building Civic Prereqs v0.1 and Building Civic Prereqs v0.1w
Author Name: TheLopez
Type: Mod comp
Thread: http://forums.civfanatics.com/showthread.php?t=186731
File DB Entry:
[TAB]Warlords Edition - http://forums.civfanatics.com/downloads.php?do=file&id=2831
[TAB]Regular Edition - http://forums.civfanatics.com/downloads.php?do=file&id=2830
What's new in this version?:
This mod adds a new tag allowing for the specification of a civic as a
prerequisite for constructing a building. As an example all "cathedrals" now
require the "Organized Religion" civic to be built. To achieve this the
following has been added after the <PrereqReligion> tag:
[TAB][TAB][TAB]<PrereqCivic>CIVIC_ORGANIZED_RELIGION</PrereqCivic>


Title: Unit Civic Prereqs
Version Number: Unit Civic Prereqs v0.1 and Unit Civic Prereqs v0.1w
Author Name: TheLopez
Type: Mod comp
Thread: http://forums.civfanatics.com/showthread.php?t=186733
File DB Entry:
[TAB]Warlords Edition - http://forums.civfanatics.com/downloads.php?do=file&id=2833
[TAB]Regular Edition - http://forums.civfanatics.com/downloads.php?do=file&id=2832
What's new in this version?:
This mod adds a new tag allowing for the specification of a civic as a
prerequisite for building a unit. As an example all missionaries now require
the "Organized Religion" civic to be built. To achieve this the following has
been added after the <PrereqReligion> tag:
[TAB][TAB][TAB]<PrereqCivic>CIVIC_ORGANIZED_RELIGION</PrereqCivic>
 
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