Conquest

tchristensen

Emperor
Joined
Jul 21, 2010
Messages
1,241
Location
Grand Rapids, Mi
Conquest
A modified mod of Xyth's History Rewritten
Civilization IV


Conquest.jpg


Version: .01

Download: http://www.atomicgamer.com/file.php?id=97232

Changes & Modifications:
Resources now require specific technologies to reveal
Traits & Civics modified
All path systems (i.e. roads, railroads, etc..) now add a bonus to improvements
Improvements have been significantly changed
Ships and technology associated with their invention modified
New ships added
New generic units added
New buildings added

Incoming Changes
New path systems including Sea Lanes and Flight Paths
New Generic Units, including various mercenary units (can buy earlier than your technology permits, but costs gold per turn)
Further refinements
New Technology
 
Credits:


• Troy Christensen
• Xyth for such a fantastic Kernel mod, History Rewritten is incredible
• The Capo, author of the forthcoming Diplomacy II, many amazing LHs and lots more
• Cybrxkhan, author of World of Legends, Civs of the Week, and many leader personalities I've used
• Ekmek, creator of many amazing LHs
• Bakuel, creator of the bulk of the awesome unit art used
• Coffee Junkie, unit creator and fellow Mac modder!
• Ambrox62, for his many great units
• Geomodder, author of the superb Cultural Citystyles
• Hrochland, for his useful and attractive building art
• ColdFever, for the beautiful Blue Marble terrain
• EmperorFool, for the awesomeness that is BUG and ever helpful Python advice
• JustATourist, author of JARM, whose work the new religions is based on
• The J, author of Starting Points and lots of handy Python
• Tsentom1, for his very useful Python stuff
• OrionVeteran, for Inquisitions and other handy bits and pieces
• Asaf, for his brilliant GameFont editor and Python wisdom
• Baldyr, for even more Python wisdom and borrowed code
• LunarMongoose and Cephalo, for incredible mapscript work
• Temudjin, for his fantastic Mapscript Tools

A big thanks to Joe Wekenman & Wade Ranburger

A huge thank you also to the regular contributors, past and present, who are helping make History Rewritten much better than I could ever manage alone:
Absolution, Andrewicus, Azoth, civ_king, davidtylr, Eucalyptus, Howard Mahler, Jarlaxe Baenre, Keinpferd, Lachlan, Mr. Sulu, PlaysCiv, Simon_Jester, Skidizzle, Skwink Caesar,
tchristensen, wanderm. Other people deserving credit and thanks are AlanH, s.bernbaum, avain, Lemon Merchant, MadmanOfALeader, Willowmound, Danrell, Zerver, Chugginator, Sakhr,
Walter Hawkwood, Melcher Kürzer, Amra, IgorS, cfkane, saibotlieh, veBear, Triver, MethylOrange, esnaz, mourndraken, pencilgod, charle88, The Almighty dF, God-Emperor, mechaerik,
strategyonly and NotSoGood.
 
A bit more info would be welcome. I really didnt find anything different from most mods that would make me download this one and try it out.
 
A bit more info would be welcome. I really didnt find anything different from most mods that would make me download this one and try it out.

All I can tell you is that it is worth the download. It is based on an incredible mod and I have added subtle game changing modifications and just enough new stuff for it to be a great play for those used to History Rewritten.
 
Getting ready to D/L.

Is Extreme2 gonna get anymore luv?

JosEPh ;)
 
Religions in Conquest use the Divine Prophet mod? In the techtree where do you find which techs enable a Religion to be founded by a prophet?

I have rampant Unhealthiness and Unhappiness. Pachacuti has cut me off from the main continent and he has declared war. I'm rebuffing his assaults on my 3 border cities but my research slider is at 10% and Culture is at 30% (no other means to make pop happy) and I have no gold left. Pach has 10 cities to my 7. I did raze one of his border cities after he declared war on me.

Without knowing which techs give a religion I'm flying blind and it's adding to the Red and Green faces problems because I have no religion in my Empire to combat this problem. And so far there have been about 8 founded. I may be totally out of luck in getting one. I have a GP in my Capital but no option for founding. I already wasted one GP as a Super specialist (didn't mean to, just hit the wrong button) :p

Tough game so far. Every turn is a fight. And it's only a Noble level game, Islands Map with Extra Islands and Many Tiny Islands, Epic speed, 9AI. At 900AD I'm just researching the early tech that gives Jails, but may be forced to switch to Currency as I need both, desperately it would seem.

A question about resources, I have 3 Fish and 1 Clam in my Capital fat X but only get +2 Health from those 4 resources? Is it because only the general resource gets the +1 health and not each separate one? Just getting 2 more health would help tremendously in my Capital which is in a runaway yuck and Unhappy state. I just added Aqueduct but not nearly enough to over come the mounting yuck. What techs give happiness producing buildings/ wonders/etc.?

JosEPh
 
Wow, sounds like you are having an exciting game. There no doubt many tweaks that may be need to be done.

Right now I am in a nasty fight with a friend as a partner, fighting against the Russians, Thailand, and English. We are playing on Marathon, but started in the Renaissance -- a fantastic start to a great lengthy game of Age of Discovery.

Think the computer cheats because battle odds are highly lopsided, but all the XML seems to check out. I surmise a deeper python screw going on, but don't know anything about that.

Such a good game right now -- we played until 2 AM on Saturday.
 
Thought I'd give this a try but when I try to load I get a Load Error message - GFC Error: failed to initialize the primary control theme Any suggestions?
 
Make sure you are putting it in the correct folder (if from the cd/dvd version of the game):

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods

If you got Civilization IV from Steam then place the mod in this folder:

Steam install=(driver Steam is on)/Program Files(x86)/Steam/steamapps/common/sid meier's civilization iv beyond the sword/beyond the sword/mods

Do not rename the mod

If you are still having an issue, try another large mod and see if that runs OK or not.

Your issue is very common and most players eventually figure it out (usually it is you are not putting the mod in the correct folder).

There is something in Custom assets that is interfering with the mod (this can be fixed by setting the mod's .ini file to specify "NoCustomAssets = 1").
 
It would really be nice if you were more precise in what the mod actually does.
The changes listed can be summed up as "more stuff", but without details.
A few examples of significant changes and/or screenshots with explanations (I mean seals are cool, and the images are nice, but the spies text isn't anything new) would make people more likely to try and download.
 
It would really be nice if you were more precise in what the mod actually does.
The changes listed can be summed up as "more stuff", but without details.
A few examples of significant changes and/or screenshots with explanations (I mean seals are cool, and the images are nice, but the spies text isn't anything new) would make people more likely to try and download.

Download the mod and try it out for an hour. Look through the civilopedia for all the modifications and nuances that have been added. I find that simply listing endless points of what is different or modified does not due the mod its justice nor captures the flavor of its gameplay.

I guess if people are too busy to give it a try, my extolling its virtues isn't going to change their minds. Not trying to be argumentative or disingenuous, but no matter how much details I give someone is going to ask for more.

Hope everyone has fun with the mod and if there is enough feedback, I will make changes or modifications where needed.
 
Make sure you are putting it in the correct folder (if from the cd/dvd version of the game):

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods

If you got Civilization IV from Steam then place the mod in this folder:

Steam install=(driver Steam is on)/Program Files(x86)/Steam/steamapps/common/sid meier's civilization iv beyond the sword/beyond the sword/mods

Do not rename the mod

If you are still having an issue, try another large mod and see if that runs OK or not.

Your issue is very common and most players eventually figure it out (usually it is you are not putting the mod in the correct folder).

There is something in Custom assets that is interfering with the mod (this can be fixed by setting the mod's .ini file to specify "NoCustomAssets = 1").

I can play pretty much every other mod without this problem, it's in the right folder and I haven't renamed it. My .ini file already specifies NoCustomAssets = 1 ; any other thoughts
 
Man that sucks you can't get it to work. I will say that once you figure out the problem you will more than likely be able to play all my other mods (Multiverse, Age of Discovery, and ExtremeMod2). That being said, I have seen this many times before and eventually the player does figure it out.

Prime culprit is the mod being in the wrong place. You having said that it was in the correct spot is troubling.

You are on a English OS version of Windows?

Patched up to the latest version and have all the expansions loaded?

Verify that the mod is not double nested, meaning that a Conquest folder is not in another Conquest folder?

Keep working at it man, I know you will like it.

Good luck!
 
Start playing 10 mn ago. First remark: why am i seeing all those barbarian workers wondering around?
 
Indigenous Peoples. Consider them wandering bands of tribes that have real no nationality or borders, no real way to defend themselves. If you attack them, they essentially become your slaves (but still called a worker).

Do not be fooled though -- if you leave a city undefended they will capture it (a friend found that out and we laughed our butts off as the wandering worker swiped his second city).
 
Indigenous Peoples. Consider them wandering bands of tribes that have real no nationality or borders, no real way to defend themselves. If you attack them, they essentially become your slaves (but still called a worker).

Do not be fooled though -- if you leave a city undefended they will capture it (a friend found that out and we laughed our butts off as the wandering worker swiped his second city).

OK. that makes building workers a waste of time than :confused:
i played till the renaissance but quit becasue there is a huge balance problem: things cost nada, my 5 big cities build any unit in one or less turn, wonders takes 7 to 8 turns, making decision making just useless. i was playing epic, emperor, mixed
 
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