Advertisement
Civilization Fanatics' Center  

Welcome to Civilization Fanatics' Center.

You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support.

Go Back   Civilization Fanatics' Forums > CIVILIZATION IV > Civ4 - Creation & Customization > Civ4 - Project & Mod Development > Civ4 - Rise of Mankind > RoM Modmods

Notices

Reply
 
Thread Tools
Old Mar 16, 2009, 03:11 PM   #1
Dancing Hoskuld
Deity
 
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,526
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:
This is a addon to Rise of Mankind (current version 2.6) the XML changes are modular and the movies are also in the Modules\Wonder Movies\ directory.

Wonder movies done so far:-

Adam Smith's Traiding Company - Johny Smith
Circus Maximus -?
International Space Station - Arian
Marco Polo - Johny Smith
Newton's University - Johny Smith
Pont du Gard - Arian
SDI - Arian
Silk Road - Arian
Theater of Dyonysus - Arian

Static wonders :-

Apollo Space Program - a simple conversion from Civ III Rise and Rule by me (Dancing Hoskuld)
Eddison's Workshop - a simple conversion from Civ III Rise and Rule by me (Dancing Hoskuld)
Edinburgh Castle - picture pinched from web site
Einstein's Workshop - a simple conversion from Civ III Rise and Rule by me (Dancing Hoskuld)
Encyclopedie - a simple conversion from Civ III Rise and Rule by me (Dancing Hoskuld)
World Network News - a simple conversion from Civ III Rise and Rule by me (Dancing Hoskuld)

Missing that I know of:-

New Crusade wonders - Krak des Chevaliers, Montfort Castle, Al-Aqsa Mosque
Wonders and Projects - First Cloned Mammal, Global Stock Exchange, Human Genome, Sillicon Valley, Supercollider, Thermo somthing or other, Universal translator


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.
Dancing Hoskuld is offline   Reply With Quote
Old Mar 16, 2009, 04:47 PM   #2
Munger
Dietary
 
Munger's Avatar
 
Join Date: Jan 2006
Location: UK
Posts: 191
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.
Munger is offline   Reply With Quote
Old Mar 16, 2009, 05:52 PM   #3
Dancing Hoskuld
Deity
 
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,526
@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
Dancing Hoskuld is offline   Reply With Quote
Old Mar 16, 2009, 06:39 PM   #4
Dancing Hoskuld
Deity
 
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,526
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.
Dancing Hoskuld is offline   Reply With Quote
Old Mar 17, 2009, 09:47 AM   #5
zappara
Mod Designer
 
zappara's Avatar
 
Join Date: Dec 2003
Location: Finland
Posts: 2,781
Quote:
Originally Posted by Dancing Hoskuld View Post
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.
I tried to include abandon-raze city component to RoM 2.6 but couldn't get the shortcut work. I think BUG mod's new feature StrategyOverlay is preventing it somehow. By the way that feature uses ctrl-x and alt-x shortcuts.
zappara is offline   Reply With Quote
Old Mar 17, 2009, 03:47 PM   #6
Dancing Hoskuld
Deity
 
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,526
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.
Dancing Hoskuld is offline   Reply With Quote
Old Mar 18, 2009, 12:55 PM   #7
jooyo
Warlord
 
jooyo's Avatar
 
Join Date: Jan 2009
Location: Poland
Posts: 240
Dancing Hoskuld can I merge your Missionary sounds to my next addon?
jooyo is offline   Reply With Quote
Old Mar 18, 2009, 01:55 PM   #8
Dancing Hoskuld
Deity
 
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,526
Quote:
Originally Posted by jooyo View Post
Dancing Hoskuld can I merge your Missionary sounds to my next addon?
Sure, thats why they are here
Dancing Hoskuld is offline   Reply With Quote
Old Mar 18, 2009, 02:21 PM   #9
jooyo
Warlord
 
jooyo's Avatar
 
Join Date: Jan 2009
Location: Poland
Posts: 240
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.
jooyo is offline   Reply With Quote
Old Mar 18, 2009, 07:09 PM   #10
Dancing Hoskuld
Deity
 
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,526
Quote:
Originally Posted by jooyo View Post
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
Interesting, since it works fine for me. I tested it on a clean install, althouigh the only sounds I was interested in was when the missionary tried to spread the religion.

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?
Dancing Hoskuld is offline   Reply With Quote
Old Mar 18, 2009, 11:03 PM   #11
jooyo
Warlord
 
jooyo's Avatar
 
Join Date: Jan 2009
Location: Poland
Posts: 240
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.
jooyo is offline   Reply With Quote
Old Mar 19, 2009, 03:29 PM   #12
Dancing Hoskuld
Deity
 
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,526
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.
Dancing Hoskuld is offline   Reply With Quote
Old Mar 20, 2009, 10:04 AM   #13
zappara
Mod Designer
 
zappara's Avatar
 
Join Date: Dec 2003
Location: Finland
Posts: 2,781
Quote:
Originally Posted by jooyo View Post
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...
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).
zappara is offline   Reply With Quote
Old Mar 23, 2009, 02:34 PM   #14
Dancing Hoskuld
Deity
 
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,526
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.
Dancing Hoskuld is offline   Reply With Quote
Old Mar 23, 2009, 02:44 PM   #15
jooyo
Warlord
 
jooyo's Avatar
 
Join Date: Jan 2009
Location: Poland
Posts: 240
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...
jooyo is offline   Reply With Quote
Old Mar 24, 2009, 02:40 PM   #16
Dancing Hoskuld
Deity
 
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,526
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.
Dancing Hoskuld is offline   Reply With Quote
Old Mar 29, 2009, 05:54 PM   #17
Dancing Hoskuld
Deity
 
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,526
Moved the movies from filefont to CivFanatics.
Dancing Hoskuld is offline   Reply With Quote
Old Apr 07, 2009, 10:47 AM   #18
zappara
Mod Designer
 
zappara's Avatar
 
Join Date: Dec 2003
Location: Finland
Posts: 2,781
Quote:
Originally Posted by Dancing Hoskuld View Post
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.
I've included this now to v2.62 patch. Made few changes to it though: abandoning city gives also settlers (or colonist/pioneer if player has required techs) if city is large enough and demolishing buildings give 20% of building's original cost back to player as gold, this also checks game speed modifiers as those affect building costs

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.
zappara is offline   Reply With Quote
Old Apr 07, 2009, 12:19 PM   #19
Munger
Dietary
 
Munger's Avatar
 
Join Date: Jan 2006
Location: UK
Posts: 191
Zap, will you also include the missing wonder movies from this mod?
__________________
You will all become one... with the Borg.
Munger is offline   Reply With Quote
Old Apr 07, 2009, 02:31 PM   #20
Dancing Hoskuld
Deity
 
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,526
Quote:
Originally Posted by zappara View Post
I've included this now to v2.62 patch. Made few changes to it though: abandoning city gives also settlers (or colonist/pioneer if player has required techs) if city is large enough and demolishing buildings give 20% of building's original cost back to player as gold, this also checks game speed modifiers as those affect building costs
Excellent, I had found examples of code to do this but had not got it working yet

Quote:
Originally Posted by zappara View Post
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.
I am still amazed that discussions here and in the Inquasiosion mod suggest that it is OK to destroy a state religion building. I would have thought more people would have been upset with than for a minority religion.

Quote:
Originally Posted by zappara View Post
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...
Again, I have found some code that does something like this but haven't figured out how it is done yet.

Quote:
Originally Posted by zappara View Post
There possibly should also be check when player tries to demolish his last city, if he does that the game is lost.
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.
Dancing Hoskuld is offline   Reply With Quote
Reply

Bookmarks

Go Back Civilization Fanatics' Forums > CIVILIZATION IV > Civ4 - Creation & Customization > Civ4 - Project & Mod Development > Civ4 - Rise of Mankind > RoM Modmods > Dancing Hoskuld's unoffical addons for RoM 2.6

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off


Similar Threads
Thread Thread Starter Forum Replies Last Post
WOW addons Harbringer All Other Games 1 Feb 04, 2008 10:59 PM
Keldath addons keldath Civ4 - Modpacks 1408 Jan 27, 2007 04:38 PM
World Cup 2006 Group B offical or Unoffical thread Suppersalmon Sports Talk 200 Jun 21, 2006 03:30 PM
CD-ROM and DVD-ROM Games The 777 Hoax Computer Talk 13 Apr 19, 2006 08:48 PM
Unoffical Office of the Name Swissempire Civ4 - Demo Game: Citizens 43 Jan 31, 2006 08:10 PM


Advertisement

All times are GMT -6. The time now is 10:29 AM.


Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
This site is copyright © Civilization Fanatics' Center.
Support CFC: Amazon.com | Amazon UK | Amazon DE | Amazon CA | Amazon FR