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#81 | |
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Caveman2Cosmos Modder
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Quote:
http://forums.civfanatics.com/showpo...5&postcount=73
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Caveman 2 CosmosCaveman2Cosmos Forum: Project and Mod Development Forum HERE |
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#82 | |
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Chieftain
Join Date: Jun 2009
Location: BC, Canada
Posts: 26
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#83 | |
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Caveman2Cosmos Modder
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Quote:
,) all i am doing now is adding things that i think other player's would like to have added is all, plus a "few" changes.
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Caveman 2 CosmosCaveman2Cosmos Forum: Project and Mod Development Forum HERE |
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#84 |
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TBS WarLord
Join Date: Jun 2007
Location: Western IL. cornfields
Posts: 5,507
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Is your link up to date too?
JosEPh
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"Old and Slow and.... It's Not Y'UNs Turn!!." Member AND Resurrection Team |
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#86 |
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Chieftain
Join Date: Oct 2010
Posts: 9
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Hey strategyonly
thnx for the awesome mod. I have just heard about this CIV (I know right?) , and I thought i would give CIV IV a try and i must say from this forum, I have hit Eureka! Although this really didn't gave me too much chance to play the vanilla version, I really believe your mod (with ROM and AND) really is ultimately the complete version of the game anyway. One question though. Is the Oct 3 link the newest file? I see your edited first post and I noticed I have never seen that Homo Neanderthalinsis...although they look cool. And in my Sevopedia, it doesn't have the amount of food I can get from hunting certain animals.. thanx for the hard work |
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#87 | |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,874
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Quote:
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Dyslexia luRs Member of the C2C modding team. |
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#89 | |
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MANBEARPIG
Join Date: Oct 2009
Location: Santa Cruz, California
Posts: 277
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#90 |
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Chieftain
Join Date: Oct 2010
Posts: 9
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I don't get it.
When you say you've "added to the mods," Do you mean it's in your developing mod? Or if I was to download from the October 3 link, I'll be updated with all these new stuff you're implementing? Also I think I should ask this at ROME sub forum but can you help me? Right now my order of install has been : ROM > AND > Prehistoric (basically I'm using it as standalone mod) > and ROME But none of the ROME feature is shown. So i added the ROME entry in ModularLoadingControl and i get all these errors. The game still works, but I'm not sure if ROME is working. Anyways, the reason why I am asking you is, when your Varietas Delectas comes out, will it be pretty much the same thing as ROME? If yes, I wouldn't need to worry about the problem. If no, do you know why? |
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#91 | |
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Caveman2Cosmos Modder
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Quote:
All that is just discussed is a work in-progress for the NEXT version, i am waiting for Afforess to come out with a newer patch, that way i can get things done all at once, because it takes over 6 hours just to upload to the site. And ROME is not compatible with AND anymore, that is why you'll are having problems, so i'd suggest you didnt add that at this point. With me adding VD to the mod, there really is alot of "unique" units now, which for all intents and purposes add to the flavor and fun of the game, remember what i always say, "Just Have Fun." ![]() SIDE NOTE: I am adding the civs i did in the Unloaded Module area (i cant find my Germany or Nazi civs, so if anyone has them and the FPK pls post thx), because VD's are actually alittle better, but if you want them at least they are there to put into the game if you want to. btw oneday13 and Prenecae, Welcome to CFC
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Caveman 2 CosmosCaveman2Cosmos Forum: Project and Mod Development Forum HERE Last edited by strategyonly; Oct 28, 2010 at 01:08 AM. |
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#92 |
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Chieftain
Join Date: Oct 2010
Posts: 9
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Thank you chief.Btw, that was a fast response. I thought it's been a long time since Civ IV came out, but I'm looking around and this forum is more live than I thought! I have so many questions !! But what's bothering me at the moment is, what happened to the cool looking formation that AND had? I remember it giving me the option right when the install the mod, but is there any where else that I could activate it? Thank you |
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#93 |
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Chieftain
Join Date: Jun 2009
Location: BC, Canada
Posts: 26
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#94 |
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Chieftain
Join Date: Nov 2007
Posts: 55
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sweden and hungary.
(i might have answered, but doing it again
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#95 |
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Chieftain
Join Date: Oct 2010
Posts: 9
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Another question-although I'm not sure if this is for AND forum..
Why can't I build my Stoneworker's Hut? I have my "Early Building" checked, and I have a marble resource right next to my newly built city. When it says it needs to have marble or stone in "city vicinity," does the city need to be on TOP of the resource? Thanx |
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#96 | |
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Caveman2Cosmos Modder
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Quote:
<PrereqVicinityBonuses> <VicinityBonus>BONUS_MARBLE</VicinityBonus> <VicinityBonus>BONUS_OBSIDIAN</VicinityBonus> <VicinityBonus>BONUS_STONE</VicinityBonus> </PrereqVicinityBonuses> EDIT: What Dancing Hoskuld said below, THX
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Caveman 2 CosmosCaveman2Cosmos Forum: Project and Mod Development Forum HERE Last edited by strategyonly; Oct 29, 2010 at 08:02 AM. |
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#97 | |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,874
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Quote:
If you are playing prehistoric it says you can build a stone workers hut with a very early tech but since you need to work the stone, obsidian or marble, you can't actually build the hut until you can build the quarry which requires masonry. Unless SO has made the stone working improvement give stone etc. In which case building that improvement will work.
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Dyslexia luRs Member of the C2C modding team. |
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#98 | |
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Caveman2Cosmos Modder
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Quote:
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Caveman 2 CosmosCaveman2Cosmos Forum: Project and Mod Development Forum HERE |
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#99 |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,874
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Personaly I don't think any of the improvements built by the gatherer should ever go obsolete. I think they should self upgrade at the correct tech, but that will require python code. They should also provide the resource if they are built on one but only those that go with the improvement ie seed gatherer thingy provides wheat, corn and rice.
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Dyslexia luRs Member of the C2C modding team. |
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#100 | ||
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Chieftain
Join Date: Oct 2010
Posts: 9
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Quote:
And yeah, being able to build that out during the Prehistoric Era would be awesome! (*wink wink* @Strategy). I tell you, I'm playing my first Prehistoric Mod with 51 AI's in Snail speed and Huge Map, and each turn is taking pretty awhile, but I'm still enjoying every second of it. I just got to Ancient age after about three days!! Quote:
Which I guess if you were able to somehow make them work during Prehistoric Era, it wouldn't be too much of a problem. But if you meant the tile improvement (Seed Camp) going obsolete with Agriculture, I agree with Dancing Hoskuld. I just got into ancient age, and I'm not sure but I think I just lost some food and commerce? It ain't too much of a problem, but it just doens't look pretty.
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