Orions Mod Collection

Limited Religions

I have released the official version of Limited Religions for BTS 3.19. See first page for download.

Features:

1. This is now a completely separate mod comp.

2. Has XML option in the GlobalDefinesAlt.xml file to turn Limited Religions on or off.

3. Limits each Civ to founding only one Religion/Holy City. More Holy Cities can be obtained through combat.

4. There are new python code functions to automatically identifying the state religious shrine and the respective missionary. This code also works for any new religions added to your mod, without the need to make any manual changes to the python code. This was a major improvement.

5. Has XML Option in the GlobalDefinesAlt.xml file to limit Missionary production to only state religion Missionaries. This requires the can train callback.

6. The download includes both WoC and standard formats.

7. When using WoC version, remember to swap out your Schema files with those from your mod.
 
Orion's Inquisition Component

This mod component is from Orion's Inquisition Mod. See first post for download.

New Features:

1. This is now a completely separate mod comp for Inquisitions.

2. Has XML option in the GlobalDefinesAlt.xml file to get the Religious Threshhold for a religious victory.

3. There are new python code functions to automatically identify the state religion shrine, Inquisitor, Holy Office, Temple, Monastery and Cathedral. This code also works for any new religions added to your mod, without the need to make any manual changes to the python code. This was a major improvement.

4. The download includes both WoC and standard formats, making it easiler for you to add it to your mod.

5. Improved the Inquisitor.dds file graphic.

6. Changed the odds for producing AI inquisitors based upon a religious influence and other city production checks for the inquisitor. If religious influence is greater than 40%: Spiritual Civs: 66%; Non-Spiritual Civs: 50%. If religious influence is less than 40%: All Civs: 33%. This provides a distict incentive for AI spiritual Civs to produce more inquisitors and make it more likely to achieve a religious victory.

Enjoy!
 
Tech By Conquest

When you conquer and take over a city, shouldn't you benefit from any scientific knowledge the vanquished may have? This simple mod will give you one free tech from the list of techs the defeated Civ has, but you do not have. This mod allows you to gain scientific knowledge from the successful conquest of an enemy city. The download has both standard and WoC formats. See first page for download.
 
Sorry for the bump.

Anyway after getting the crop planting mod to work I decided to grab the Water Well mod too. However I tried to install it in RevDCM and it keeps spiting out errors about a line in buildinginfos.xml not being defined in the Schema. Now I'm not a modder so I have no idea what this means can anyone help?
 
copy the RevDCM schema file over into the Ag mod folder, the

CIV4UnitSchema.xml

Wait I need to copy something into the Ag mod for the water well to work or did I confuse you? Its the water well that's failing not the Ag mod. Sorry if I was being unclear.
 
Wait I need to copy something into the Ag mod for the water well to work or did I confuse you? Its the water well that's failing not the Ag mod. Sorry if I was being unclear.

For all WoC components, you must replace all of the Schema files with those from RevDCM. Just copy them right over those included with the water well mod.
 
Have you figured out a way yet to get the Immigration and Agriculture mod's working with RoM?

Yes. I downloaded ROM 2.91 and merged both mods. Both mods work perfectly, just like they did with the earlier version. I will post what I did (a combined version) later this evening.
 
The attached file has the WoC versions of the Immigration and Agriculture Mods combined into a single componenet for ROM 2.91. All you have to do is merge only two files! MasterModList.xml and CvMainInterface.py. The rest is just copy and paste. It can't get any easier than this. Let me know how it works.

Note: With ROM you must first use a worker to build a path way to the resource square where you intend to plant crops. Otherwise, the icons for planting crops will not light up in the Agriculture mod.

Orion Veteran :cool:
 

Attachments

  • Imm_Agr_For_ROM.zip
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The attached file has the WoC versions of the Immigration and Agriculture Mods combined into a single componenet for ROM 2.91. All you have to do is merge only two files! MasterModList.xml and CvMainInterface.py. The rest is just copy and paste. It can't get any easier than this. Let me know how it works.

Note: With ROM you must first use a worker to build a path way to the resource square where you intend to plant crops. Otherwise, the icons for planting crops will not light up in the Agriculture mod.

Orion Veteran :cool:

NOPE, no matter what i do i get a CTD right away:mad: while loading. ( I started easy enough, do just the merge) CTD, I then changed the schema's, CTD, i then changed and put the art in the art folder, CTD, no matter what, CTD.

Whats weird is i have your GPmodBB and it works great;)
 
NOPE, no matter what i do i get a CTD right away:mad: while loading. ( I started easy enough, do just the merge) CTD, I then changed the schema's, CTD, i then changed and put the art in the art folder, CTD, no matter what, CTD.

Whats weird is i have your GPmodBB and it works great;)

I'm not sure what is causing your CTDs. Try creating a new MasterModList.xml and re-type the mod entries. I've seen that file get corrupted on occasion.

Glad to hear the GP Mod is working good. It's one of my favorites.
 
I'm not sure what is causing your CTDs. Try creating a new MasterModList.xml and re-type the mod entries. I've seen that file get corrupted on occasion.

Glad to hear the GP Mod is working good. It's one of my favorites.

NOPE, i changed everything, manually and it still will CTD upon loading, even with the GPMod MasterMod.?? I even changed the paths to modules/_______/____, still CTD. I've just about tried everything.
 
NOPE, i changed everything, manually and it still will CTD upon loading, even with the GPMod MasterMod.?? I even changed the paths to modules/_______/____, still CTD. I've just about tried everything.

One of your merged mods is causing this. Here is what I would do.

1. Maintenance: Delete all unnecessary files and defrag your Hard drive.
2. Rename your Rise of Mankind Mod.
3. Download and install ROM version 2.91 and the patch.
4. Important: Make sure this clean version of ROM works OK, without any of your mods. None. This is a key step. If Step 4 blows up over and over, then you must re-install Civ4 on your PC and run through this process again.
5. Add all of my sub mods, that you wish to use, one at a time, checking that ROM works after each one.
6. After you confirm all of my mods will load, then add your mods, again one by one.
7. You do this step by step and you will find the problem.


Orion Veteran :cool:
 
Is that BUG Mod compatible?

Yes! As it turns out, the Python (surprisingly) was not the problem. We fixed the XML and now the specialist stacker mod works, as it properly lines up the buttons and icons in the the WoC/BUG version. It is a big success.
 
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