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Rise of Mankind - Addons (by Jooyo)

jooyo

Warlord
Joined
Jan 9, 2009
Messages
240
Location
Poland
Addons list:
============================================================================
*RoM 2.7+ means RoM 2.7 and above

Jooyo's Addons Pack
Download: Jooyo's Addons Pack v1.17 [4.33MB] for RoM 2.7 and 2.71
Download: Jooyo's Addons Pack v1.17-1.18 [1.82MB] for RoM 2.7 and 2.71

This is pack of most of my modmods. This pack includes:

CoreDLL Addon
This is modifed DLL file. Needed for some modules to work.
Replaces RoM files: CvGameCoreDLL.dll, GlobalDefinesAlt.xml
Separate Download: CoreDLL v1.17 [1.10MB] for RoM 2.7
Separate Download: CoreDLL v1.18 + Sources [1.10MB] for RoM 2.7 and RoM 2.71​

Modules folder (can be deleted):

Terraforming
Workers now can Terraform plots. Terraforming paths:
Snow -> Tundra, Tundra -> Plains , Desert -> Plains, Marsh -> Plains, Plains -> Grassland
Requires: CoreDLL Addon v1.0 or above

Make Jungle
Workers now can make jungle.
Requires: CoreDLL Addon v1.0 or above

Plant Forest
Workers now can plant forest.
Requires: CoreDLL Addon v1.0 or above

Enslavement
Now with Slavery Civic you can enslave your enemy units. You have 15% chance to enslave unit after winning of combat.
Known issue: Description only available in civilopedia not on ingame Civic Screen.

Civics Attitude
If other leader have the same civic like you, you will gain attitude bonus to this leader. This only work with some civics like Democracy, Communism, President... etc
Requires: CoreDLL Addon v1.11 or above

Sea Tunnel
New route type - tunnels. Tunnels allows land units move across sea. This mean that tunnel can connect two lands and resources.
Requires: CoreDLL Addon v1.13 or above

Missile Launcher
New unit: Rocket Launcher - can transport 2 missile type units.

Espionage Process
This mod allows you to convert 100% of production in a city to espionage (with Paper) like you can with research and culture.

Unloaded Modules folder (for use paste to Modules/Jooyo folder):

3 Plot Radius - Normal
This modmod will gives 3 city radius on culture expand. Don't use with "3 Plot Radius - Later" modmod on the same time.
Requires: CoreDLL Addon v1.01 or above

3 Plot Radius - Later
This modmod will gives 3 city radius on 2 last culture levels. Don't use with "3 Plot Radius - Normal" modmod on the same time.
Requires: CoreDLL Addon v1.01 or above

Brown Theme
This modmod replaces default blue Civ4 theme with new brown Colonization like interface.

============================================================================

Others modmods:

Polish Empire Main Pack
This module add Poland Empire to the game - plus 5 unique units and one unique building.
Needs: Polish Empire Patch
Download: Polish Empire Main Pack v1.3 [42.63MB] for RoM 2.7+

Polish Empire Patch
Fixes sounds and diplomacy texts for Polish Empire in RoM
Requires: Polish Empire Main Pack v1.3 or above
Download: Polish Empire Patch v1.0 [0.05MB] for RoM 2.7test2
Download: Polish Empire Patch v1.01 [0.05MB] for RoM 2.7, 2.71​


**************************


Better Terrain [not modular]
This modmod improves textures of terrain, 2 buildings, 12 resources, some routes and 2 improvements. Based on Blue Marble and Improved Graphics for CIV (by Chuggi).
Download: Better Terrain v1.0 [not modular] [24.42MB] for RoM 2.7+

Better Leaderheads [not modular]
This modmod improves textures and meshes of 53 RoM leaderheads. Based on Blue Marble and Improved Graphics for CIV (by Chuggi).
Download: Better Leaderheads v1.0 [not modular] [30.91MB] for RoM 2.7+



more soon...

============================================================================
Changes in newest CoreDLL
New Attributes:
Build Attributes
TerrainChange - changes terrain after build completed. (attribute used in Terraforming modmod)
FeatureChange - changes feature after build completed. (attribute used in Plant Forest and Make Jungle modmods)
Civic Attributes
iAttitudeShareMod - modifier on attitude with other leaders that have this civic. (attribute used in Civics Attitude modmod)
iEnslavementChance - chance that slaves will be captured from defeated units. (attribute used in Enslavement modmod)
CultureLevel Attributes
iCityRadius - changes the cities plot radius, only 1, 2 or 3 are valid entries. (attribute used in 3 Plot Radius modmod)
Improvement Attributes
iHealth - changes amount of health added to the city. (attribute used in Industry modmod)
Route Attributes
bSeaTunnel - makes plots available for land units (attribute used in Sea Tunnel modmod)
============================================================================
 
OLD ADDONS FOR PREVIOUS ROM VERSIONS:

RoM - Graphic Pack v1.01 by Jooyo
This addon add better graphic in many parts of game. Details in Readme.
Screens
Spoiler :

Readme:
Spoiler :
[addon]RoM - Graphic Pack v1.01 by Jooyo
======================================================
DESCRIPTION:

RoMGP improve textures of
- terrain
- buildings
- resources
- routes
- improvements
- leaderheads
- interface (+adding new Brown Interface)

======================================================
CREDITS:

Most of textures are from:
- Blue Marble
- Improved Graphics for CIV (by Chuggi)
- Thomas' War (by tsentom1)

======================================================
INSTALL:

Just copy and replace all files in Rise of Mankind folder.

======================================================
BROWN INTERFACE

To enable Brown Interface open MLF_CIV4ModularLoadingControls.xml file in
"Rise of Mankind (WoC Lite)\Assets\Modules\Interface"and change <bLoad>0</bLoad> for "Civ4 Brown Theme"
to <bLoad>1</bLoad>

Download: RoM - Graphic Pack v1.01 (for RoM 2.63 WoC Lite)
Download: RoM - Graphic Pack v1.0 (for RoM 2.62 and earlier)


RoM WoC Lite - Better Gameplay v1.20 by Jooyo (for RoM2.63)
This addon expand Rise of Mankind with new elements.
Description how to disable unwanted modules is in Readme
Screens
Spoiler :










Readme:
Spoiler :
[addon]RoM2.63 - Better Gameplay v1.20 by Jooyo
======================================================
CREDITS:

Merged mods(fully or partially):
- Bridges & Tunnels by Patar
- Bridge Art Model by Refar
- Golden Gate Bridge by Tsentom1
- Polish Empire (by Asioasioasio)
- Teraform
- Convert Production to Espionage v1.2 (by Jon Deane)
- Tech Era Limit (by jdog5000)
- PolUniqueGP (by Sioux)
- Tornado and volcano events (by AAranda)
and more...

======================================================
CHANGELOG:

RoM2.63 - Better Gameplay v1.2

Main Changes
===============
CHANGED: Converted to work with RoM 2.63

Sea Colony
===============
STATUS: BETA (AI don't found Sea Colonies yet)
CHANGED: Biodome model
CHANGED: SeaFarm model
CHANGED: Better button for Sea Settler
CHANGED: Better button for Sea Worker
CHANGED: New button for Tunnel
CHANGED: Sea Colonies can't build: Aqueduct, Observatory, Arcology, Military Airbase, Commercial Airport
CHANGED: Sea Colonies can't be found on Coast
FIXED: Rewrited moving on Tunnels code
FIXED: AI now correctly moving on Tunnels and can attack enemy's Sea Colonies
FIXED: Biodome model now correcly appearing on Sea Colonies plots (centered)
FIXED: No other routes than Tunnels appearing on Sea Colonies plots
ADDED: New Global Define 'SEA_COLONY_ENABLED' in GlobalDefinesAlt.xml (default on)
ADDED: New Global Define 'SEA_COLONY_MAX_DISTANCE' in GlobalDefinesAlt.xml (default 10)
FIXED: AI for Sea Worker is working correctly
CHANGED: Sea Colony Mod is now integrated with RoM (no longer module)
CHANGED: Biodome provide for Sea Colony bonus (+1/+1/+1) on water tiles
FIXED: Biodome no longer available for build and during advanced start
FIXED: Founding Sea Colonies (also during advanced start) is available only after discover 'MEGASTRUCTURE ENGINEERING' tech.

Bridges
===============
STATUS: ALMOST COMPLETED (AI don't build bridges yet; no move bonus)
ADDED: Bridges now connecting resources
FIXED: Rewrited moving on bridges code
FIXED: AI now correctly moving on bridges
CHANGED: Rewrited all bridges code for optimizing and future changes
ADDED: New Global Define 'BRIDGES_ENABLED' in GlobalDefinesAlt.xml (default on)
ADDED: New Global Define 'BRIDGES_RANGE' in GlobalDefinesAlt.xml (default 2)
CHANGED: Bridges Mod is now integrated with RoM (no longer module)
FIXED: Bridge improvement no longer available during advanced start

Terraforming
===============
STATUS: COMPLETED
CHANGED: Rewrited all terrafoming code for optimizing and future changes
REMOVED: Code for terraforming in Python
FIXED: Workers now correcly ending tasks
ADDED: Some new terrafoming paths
ADDED: New build option - Raise Elevation
ADDED: New build option - Lower Elevation
ADDED: New Global Define 'TERRAFORMING_ENABLED' in GlobalDefinesAlt.xml (default on)
CHANGED: Terraforming of plots takes more time.
CHANGED: Terraforming is now integrated with RoM (no longer module)
FIXED: AI should use simple Terraforming

Polish Civilization
===============
FIXED: Graphical glitch in Caravel

Other changes
===============
ADDED: MAP: 'ADDON - RFC18 (enlarged Europe)' - with Preset Civs and Bonuses
REMOVED: Missionary Sounds (RoM2.62 have it already)



RoM2.62 - Better Gameplay v1.11

Main Changes
===============
CHANGED: Converted to work with RoM2.61



RoM2.61 - Better Gameplay v1.10

Main Changes
===============
CHANGED: Converted to work with RoM2.61

Module Changes
===============
ADDED: Espionage Process Module
ADDED: Tech Limit
ADDED: Unique GP names for Poland Empire
ADDED: Tornado and volcano events - integrated with RoM
ADDED: Sea Colony Module
REMOVED: "Better Bunker" (this model is now in RoM2.61)
REMOVED: Abandon/Raze City Mod (my version of this module don't work with new BUG mod)
FIXED: AI can use Terraforming



RoM2.6 - Better Gameplay v1.05

Initial release


======================================================
MODULES:

Name: Terraforming
To disable: set 'TERRAFORMING_ENABLED' in GlobalDefinesAlt.xml to 0
Desc: Workers can Terraform, raise and lower elevation of plots and plant Forest and Jungle.
Terraforming paths are:
Snow -> Tundra, Tundra -> Plains , Desert -> Plains, Marsh -> Plains, Plains -> Grassland

Name: Bridges
To disable: set 'BRIDGES_ENABLED' in GlobalDefinesAlt.xml to 0
To change range of Bridges: change 'BRIDGES_RANGE' in GlobalDefinesAlt.xml to other value
Desc: Workers can build a Bridges on sea (default is 2 water plots long). Bridges connecting resources. AI can move on Bridges.
Todo: AI for build bridges

Name: Sea Colony
To disable: set 'SEA_COLONY_ENABLED' in GlobalDefinesAlt.xml to 0
To change max distance from own cities for founding sea colonies: change 'SEA_COLONY_MAX_DISTANCE' in GlobalDefinesAlt.xml to other value
Desc: You can now found sea colonies! This module also add new route (Tunnel), 2 new units (Sea Settler, Sea Worker), 1 improvement (Sea Farm). Sea Colonies can't be found on Coast and can't build some building (Airports for example)
Todo: AI for Sea Settler

Name: Missing Wonder Movies
To disable: -
Desc: Adds missing Wonder Movies like:
A.Smith Trading Company
Circus Maximus
Marco Polo
Newton University
Pont du Gard
Silkroad
Theater of Dionysis
Space Station
SDI

Name: Flying Spaceship
To disable: remove Modules\Custom Units\Flying Spaceship
Desc: Fusion Ships are now a real spaceships! They can move over all terrains: lands and seas!

Name: Poland Empire
To disable: remove Modules\Custom Civilization\Poland
Desc: This module add Poland Empire to game - plus 5 unique units and one unique building for it.

Name: Better Nuke
To disable: -
Desc: Nukes can now completly destroy small city! Nukes are also little stronger. For example city (size 20) can be completely destroyed after using 3 nukes on it.

Name: War Improvements
To disable: remove Modules\Custom Extras\War Improvements
Desc: New unit - Sapper, better bunker (graphic only), minefield (give +10% damage for ENEMY units moving on minefield) and Entanglement (+15% defense bonus). Sapper building Road, Bunker, Minefield, Entanglement and can disarm minefield.
Todo: AI for new builds

Name: Missile Launcher
To disable: remove Modules\Custom Units\Missile Launcher
Desc: New unit: Rocket Launcher - can transport 3 rockets.

Name: Espionage Process
To disable: remove Modules\Custom Extras\EspionageProcess
Desc: This mod allows you to convert 100% of production in a city to espionage (with Paper) like you can with research and culture.

Name: Tech Limit
To disable: -
To change Era Limit: change 'MAX_TECH_LIMIT' in GlobalDefinesAlt.xml to other value
Desc: Tech Limit will stop research for all players at a specified era. Techs which are disallowed by era will still appear in the tech tree but will be red and cannot be selected. When an AI civ has exhausted all available research avenues they will turn their science slider to 0. By default the tech rate is halted in the Future era (which is RoM default).

Name: Tornado and volcano events
To disable: -
Desc: This is only visual events:
-VOLCANO When volcano event triggers , appears a real volcano in the spot affeccted spitting fire and ashes for a few turns to the adjacent spots
-TORNADO When vicious tornado event triggers , appears a real tornado in the spot affeccted for a few turns

Name: Satellite
To disable: remove Modules\Custom Units\Satellite
Desc: This mod adding new unit - Satellite (recon unit). It is invisible for most units and only other satellites can see it. Second added unit is ISS, which you can get after build ISS project. ISS unit can transport 2 rockets and have all abilities of satellite.


======================================================
INSTALL:

Just copy and replace all files in Rise of Mankind folder.

======================================================


Download: RoM2.63 WoC Lite - Better Gameplay v1.20
Download: RoM2.62 - Better Gameplay v1.10 to v1.11 (compatibility patch)
Download: RoM2.61 - Better Gameplay v1.10
Download: RoM2.6 - Better Gameplay v1.05
 
Yes where's the satellite? :(

But otherwise I'm glad this is finally released - been waiting for it ever since it was first announced. Thanks for your hard work!
 
does it include the combat details mod?
 
does it include the combat details mod?
Yes this is included in RoM2.6 so I deleted all references in my addon.

great, but dont have satellite recon?
I planning release it in next addon version. It still need some tests.. I don't have time to convert it to RoM2.6 yet. But i think it'll available soon.

What I planning in next version?
Fix bugs, add satellite module, fix abandon/raze city mod...and maybe something new :)
 
That is already in RoM 2.6 since it is part of the included version of BUG.
guess I'll just have to wait for it, I dont have 2.6 because the ROM GEM map is built for 2.5 =/
 
guess I'll just have to wait for it, I dont have 2.6 because the ROM GEM map is built for 2.5 =/

...no you don't. GEM for 2.5 works with 2.6 as well. Hafe fun!!!

P.S. if you cant run GEM because of performance difficulties in late game, try GEM (old world) - I am just playing it right now (with ROM 2.6) and it really rocks...
 
Question:
At what technologies is terraforming an option? My computer can only handle smaller maps (standard and smaller) and I never make to the later part of the tech tree most of the time. So I was curious when terraforming is an option?
 
Terraforming is available after discover of PLANETARY ECONOMICS tech. i think this is in future era ... If this is for you to late you can manually change Prereq Tech for Terraforming in TerraBridge_CIV4BuildInfos.xml file.
In next version I'll also add planting forest/jungle (PAPER/ECOLOGY tech).
 
Does it include planting forests and jungle?
 
This mod is an essential addon for RoM in my opinion. Thanks for your hard work Jooyo! :)

Zap is intending to release 2.62 tomorrow and I was hoping to play it over the Easter weekend, so is there any chance at all that you could release an update to your mod tomorrow as well? Sorry, I know it's a big ask. Or maybe an update won't be needed if zap's changes in 2.62 are minor?
 
Of course, I'll check 2.62 update tommorow and if nessesery I'll upload a patch for my addon :)
 
I can't thank you enough! Hats off to you, sir. :)
 
I have uploaded RoM2.62 - Better Gameplay v1.11 (compatibility patch). Download link is in first post. This patch makes only addon compatible with RoM2.62 (no other changes).
 
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