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#1 |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,526
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Dancing Hoskuld's unoffical addons for RoM
Since there are likely to be four I decided to make a thread to hold them all.
Missing Rom Movies for RoM 2.7 - these modular addons they do not change any existing files. Now that RoM has gone WoC these should work for future versions without me having to do anything Unfortunately I got something wrong in teh XML so while they work for 2.7 they don't work for 2.71, I am testing a fix now. Edit: 23/7/09 patch to fix movies in 2.71 attached below. It goes in Modules/Custom Buildings and works with generalstaff's extra wonders.All are put in the Rise of Mankind/Assets/Modules/Custom Buildings folder Silk Road by Arian Theater of Dionysus by Arian Pont Du Gard by Arian Circus Maximus by unknown Marco Polo by Johny Smith Adam Smith's Traiding Company by Johny Smith Newton's University by Johny Smith Static wonder movies by me Einstein's Lab, Edison's Workshop, Encyclopedie and Edinburgh Castle Still testing the rest. It takes a long time on marathon even when I cheat to make sure I get to build them ![]() Older Versions Missing Rom Movies for RoM 2.6 - these modular addons they do not change any existing files. Edit 30th March: to replace file on FileFont with a group of files on CivForum database. Note: These don't work with WoCed versions of RoM ie 2.63 or 2.7test2 onwards. They will show the movies but they also double the bonuses. Spoiler:
Each is independent of the others. Due to FileFont closing I have loaded them here which means they wont all fit in one file. Adam Smith and Pont du Gard Circus Maximus International Space Station Marco Polo's Embassy, Newton's College and static or place holder movies. SDI Silk Road and Theater of Dionysus Missionary sounds for the new missionaries - obsolete since it was included in RoM 2.62 Abandon City - Raise building mod. Now included in RoM 2.7 Last edited by Dancing Hoskuld; Mar 25, 2010 at 01:21 PM. |
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#2 |
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Dietary
Join Date: Jan 2006
Location: UK
Posts: 191
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Sweet! I'm loving this new trend in mods for the RoM mod.
![]() However are they compatible with each other? I must have them all!
__________________
You will all become one... with the Borg.
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#3 |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,526
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@Munger, if the mod is modular it should be compatible with other modular mods. So my missing movie mod should be compatible with a mod that adds new modular units or buildings. However mods which change the same file such as the main python event manager or change the same bits of XML, ie for the same building even if modular, it won't be compatible.
So Civ Fuehrer's and Jooyo's mods will not be compatible with my Abandon City merge nor with my proposed Great People merge. This is because the mods all change the python code which is not modular. Either we would need to work together to merge all the bits together or if Zappara likes some of them they may get included in the main RoM. I know that jooyo proposed to have Abandon City and the missing movies in her/his mod. So you would not need mine as well. But we will need to wait and see what actually makes it into the mod first
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#4 |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,526
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I have just noticed that Zappara has changed what happens when you raise a city with holy shrine(s) and other holy buildings. You get more money but anger the other players (AI?) who have that/those religions. This means I will take longer to do this than I thought. To make matters worse I can't get the game to recognise the keyboard command - Cntl-A in this case. Which is another difference with jooyo's mod which uses Cntl-X for the same thing.
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#5 | |
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Mod Designer
Join Date: Dec 2003
Location: Finland
Posts: 2,781
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Quote:
__________________
Civ 4: Rise of Mankind v2.92 mod for BtS v3.19
Rise of Mankind: Features | Download v2.92 (torrent) | Download v2.91 | Download v2.91patch | Addons | Scenarios & Maps | Strategy & Tips | FAQ | Bug reports | Version History | Forum |
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#6 |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,526
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MY Abandon City conversion uses Cntl-A. I have noticed that you can only Cntl-A in the city screen but the pop up appears very briefly once you exit the city screen. I assume that it is exiting itself because it is empty since you are no longer in the city screen - if that makes sence.
So I have the shortcut being recognised in the right place but the event code is activating in the wrong screen. I figured that it must be something new that was causing it. |
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#7 |
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Warlord
Join Date: Jan 2009
Location: Poland
Posts: 240
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Dancing Hoskuld can I merge your Missionary sounds to my next addon?
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#8 |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,526
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#9 |
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Warlord
Join Date: Jan 2009
Location: Poland
Posts: 240
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Your Missionary sounds don't work
. You only added sounds to xml\audio but you must also change some lines in civreligioninfo.xml to add this sounds to game.EDIT: and in CIV4ArtDefines_Unit.xml
Last edited by jooyo; Mar 18, 2009 at 02:33 PM. |
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#10 | |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,526
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Quote:
I can see that I should change CivReligionInfo.xml but there does not seem to be anything in CIV4ArtDefines_Unit.xml that is relevant. What is it that you think needs changing there? |
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#11 |
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Warlord
Join Date: Jan 2009
Location: Poland
Posts: 240
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in CIV4ArtDefines_Unit.xml file is a tag <TrainSound>, but maybe I wrong and it no need to be change since all units having the same sound...
I have also trying merge abandon city mod with RoM2.6, and for now with no effect... Abandon City popup don't appear... Last edited by jooyo; Mar 18, 2009 at 11:09 PM. |
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#12 |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,526
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Updated the Missionary Sounds patch to fix some events (xml) which were still using old sounds eg Zoro was still using Buddist in one place, xml\gameinfo\CivReligionInfo.xml.
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#13 |
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Mod Designer
Join Date: Dec 2003
Location: Finland
Posts: 2,781
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Unit sounds (specific to that unit) are set in the nif files and then those audios are defined in audio define xmls (normal, 2D and possibly 3D as well).
__________________
Civ 4: Rise of Mankind v2.92 mod for BtS v3.19
Rise of Mankind: Features | Download v2.92 (torrent) | Download v2.91 | Download v2.91patch | Addons | Scenarios & Maps | Strategy & Tips | FAQ | Bug reports | Version History | Forum |
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#14 |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,526
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I now have the Abandon City Demolish Building mod working with BUG. Now I need to get it working with RoM, but being me I want it to be generic and not include the RoM code but call the onCityRazed event instead
So I am currently chasing up how this all works together.
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#15 |
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Warlord
Join Date: Jan 2009
Location: Poland
Posts: 240
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This is great news!
I have trying but fail with converting abandon city mod to RoM2.6. I don't know to this day why this mod didn't work correcly...
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#16 |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,526
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Out now - Abandon City Demolish Building mod for RoM 2.6. See first post for download link.
The good thing I have achieved with this is that I did not have to put all that code zappara had put in onCityRazed since the mod now calls that event. Fewer places that need changing when new stuff is added. It currently only gives one worker for each five population in the original city rathre than settlers as in my RoM 2.5 conversion. I thought I should get it working, post it to both fourms and then see what the RoM community wanted. |
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#17 |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,526
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Moved the movies from filefont to CivFanatics.
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#18 | |
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Mod Designer
Join Date: Dec 2003
Location: Finland
Posts: 2,781
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Quote:
![]() What I still like to include to this component is that when demolishing non-state religious buildings, there should be unhappiness penalty to the city for some turns. And another thing is checking for UU workers&settlers.. the code already finds the worker / settler unit types with python so it shouldn't be too hard to add code which checks for unique units... There possibly should also be check when player tries to demolish his last city, if he does that the game is lost.
__________________
Civ 4: Rise of Mankind v2.92 mod for BtS v3.19
Rise of Mankind: Features | Download v2.92 (torrent) | Download v2.91 | Download v2.91patch | Addons | Scenarios & Maps | Strategy & Tips | FAQ | Bug reports | Version History | Forum |
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#19 |
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Dietary
Join Date: Jan 2006
Location: UK
Posts: 191
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Zap, will you also include the missing wonder movies from this mod?
__________________
You will all become one... with the Borg.
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#20 | |||
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,526
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Quote:
![]() Quote:
Quote:
I tested this and the player does loose/end the game if the city is too small. Or are you suggesting that you should not be allowed to abandon their last city. |
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