Second Reneissanse

szipus

Chieftain
Joined
Jan 8, 2010
Messages
27
This is a world simulator mod, but i not programer and i need help!

unfortunately the world 2009 mod is not avaible.


which has been ready for bts 3.19 (not working fine i don't know why), : http://www.4shared.com/file/238103279/ab834754/Second_Reneissanse.html

which has been ready for bts 3.19 SKIRMISH(for custom game) (updated every day by day)(map not working i don't know why :( ) : http://www.4shared.com/file/245202638/eadb6708/Second_Reneissanse_skirmmish_.html



START MODERN AGE!


My planned animatrix second renessaince mod in future :scan: final fight with all nations against the robots


PLEASE SOMEBODY HELP MAKE MY DREAM :)

plans:
real corporations
+ later a robot civilization <<< stronger then all united earth civs (Matrix,or terminator skynet idea)

real earth map done, <<working this now

many countrys and national units avaible:

Afghanistan: Afghanistan infantry
Algerians: Algerians infantry
Angola: and all nations have own infantry
Argentina:
Australian: HMAS submarine
Brazil:
Canada: Canadian army trainer
China:
Congo: t72 <<and many country have this
Ethiopia:
EU: leopard2a5, CV9040
India:
Indonesia:
Iran:
israel:merkava
Iraq:
Japan: TYPE90
Kazashtan:
Libya:
Mexico:
Nigeria:
North korea:
Norway:
Pakistan:
Russia: t80,
Saudi Arabia:
South Africa:
Sudan:
Thailand:
Turkey:
Usa: M1A1, stryker <<and many country have this
Vietnam:
Barbarian = Skynet

new no national units(which has been ready):

btr80(some nation national unit), modern pirate, oil tanker, liberty class, wwbeetle(joke :) ), c130,

corporations :


important oil companies(seven sister, saudi aramco, petrobras, nioc)

plan, but not working fine :( :

-Toyota : enable type series tanks <<<not work fine(only unit in game), i dont know why :(

-GM : city with GM corporation enable M1A2 tank <<< that working now

-UAZ : btr80, bmp, t serie tanks <<<not work fine(only unit in game), i dont know why :(

Units :
nation's infantries,m1a2,btr80.leopard(eu special unit),type 90,c-130,uaz truck, and later more moremore


and i planned more more and more :D

not the full list but thinking tho outher nations

oh and this is a MODERN ERA mod

sry my bad english
 

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and i planned more corporations
63 avaible? i think :confused::lol:

but i need heeeelp :D:D:F


And i have a question: how i do prereq building for buildings ? in buildings.xml i dont find.

new industrial thing: stell mill,oil refinery>plastic factroy>electronics factory > car,tank,planes factory corporations
 

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well my bad. Any any event the first post isn't really clear. You'd probably get more downloads with a more descriptive explanation and some screen shots. ;)
 
well my bad. Any any event the first post isn't really clear. You'd probably get more downloads with a more descriptive explanation and some screen shots. ;)


uh jeah, but i alone, and my english to bad :( and everithing is in the civilopedia :p

somebody want to help me << that good thing :D:D:D:D
 
i implant more nations and when i change new nations(more than 22) te bts is crashed why????

because the citynames not changed?
ok i fck the xml
 
magyarok gyujetek má ide me tudom ,hogy vagytok itt is és segitsetek má mapot editálni eh. :D
 
Look at Geomodder's Cultural Citystyles mod ;).

sorry for your time leecheng, but how i make new art_city_style only for barbarian (i have a barbarian.nif for every era)

i think in : Civ4CityLSystem.xml << need edit but how(where in xml file)???
:goodjob: and thank the help
 
"Easiest" way: Try to find all references to one of the existing artstyles, copy them, rename them, change the .nifs.

This will sure take more than a few minutes, this file is one of the most horrible ones in the game.

Example :

<!-- 1x1 GENERIC INDUSTRIAL/MODERN -->
<ArtRef Name="generic:mod_eu.nif::1x1_03">
<Attribute Class="Era">ERA_MODERN</Attribute>
<Attribute Class="ArtStyle">ARTSTYLE_ANGLO_AMERICA,ARTSTYLE_NORSE,ARTSTYLE_EUROPE,ARTSTYLE_NATIVE_AMERICA,ARTSTYLE_BARBARIAN</Attribute>
<Attribute Class="Scalar">iBatchGroup:1</Attribute>
<Scale>1.0</Scale>
</ArtRef>

>>> transform to

<!-- 1x1 GENERIC INDUSTRIAL/MODERN -->
<ArtRef Name="generic:mod_eu.nif::1x1_03">
<Attribute Class="Era">ERA_MODERN</Attribute>
<Attribute Class="ArtStyle">ARTSTYLE_ANGLO_AMERICA,ARTSTYLE_NORSE,ARTSTYLE_EUROPE,ARTSTYLE_NATIVE_AMERICA</Attribute>
<Attribute Class="Scalar">iBatchGroup:1</Attribute>
<Scale>1.0</Scale>
</ArtRef>

<!-- 1x1 GENERIC INDUSTRIAL/MODERN -->
<ArtRef Name="generic:barbarian.nif::1x1_03">
<Attribute Class="Era">ERA_MODERN</Attribute>
<Attribute Class="ArtStyle">ARTSTYLE_BARBARIAN</Attribute>
<Attribute Class="Scalar">iBatchGroup:1</Attribute>
<Scale>1.0</Scale>
</ArtRef>

that the right way ??
and need transform all similar code ??:confused::confused::cry::confused::crazyeye:
 
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