Recent content by Androrc the Orc

  1. Androrc the Orc

    [We the People] Mod overview

    @raystuttgart It's great to see you again on the Civ4Col modding scene after all this time! I hope you are doing well :)
  2. Androrc the Orc

    RAR modmod: global colonization

    What problems did you encounter with that? Also, did you consider having ocean tiles adjacent to the European city give access to "Europe" as well?
  3. Androrc the Orc

    RAR modmod: global colonization

    Yes, it is complicated, since the base game wasn't made with that possibility in mind at all. Having kings on the map is nevertheless possible, though. A lot of it depends, of course, on changing the pieces of code that make special cases with the "isEurope" function. Though some pieces of code...
  4. Androrc the Orc

    RAR modmod: global colonization

    It has been many years, but I had a similar problem. IIRC the EXE itself tries to access the "ParentCivilization" XML field for civs, or (more likely) its C++ counterpart. I remember being able to solve the issue back then, but I don't recall exactly how. Did you change the name of that...
  5. Androrc the Orc

    RAR modmod: global colonization

    An awesome idea! This was one of the main things I wanted to do back when I modded Civ4Col. I think it is possible, actually... I recall doing something of that sort years ago. It needed some DLL changes though.
  6. Androrc the Orc

    Increase Workable Tile Radius

    It would be pretty nice for it to be released, but we may have to wait a long time... if it will ever be released. Civ: BE's DLL source still isn't available, and may never be.
  7. Androrc the Orc

    Colonization for Civ 6

    In short: they tried to add a system for loading multiple mods at the same time. It just didn't work out very well. I do not see a bright future for FreeCol. It's written in java, which is never a good choice when you aim for performance. It's not as brilliant as people say for supporting...
  8. Androrc the Orc

    Colonization for Civ 6

    Civ5 had many issues with moddability compared to Civ4 indeed. IIRC to this day you can't add new sound files. You can add sound files to Civ6, but much of the rest is unlikely to be possible. For example, a lot of the yields code is AFAIK hardcoded, so having resources as yields (like Civ4Col...
  9. Androrc the Orc

    MOAR Units Mod

    Thanks for the explanation! The unit graphics in MOAR Units look great to me already, even without new models. I love the variety (and having Bandeirantes as a Brazilian UU is a must) :) I wonder how feasible converting portraits from Civ5 would be (removing the background and adapting the...
  10. Androrc the Orc

    Different Human Species as a Mod

    Have you played Evolution: The Game of Intelligent Life? It is a nice game from the 1990s, in which you evolved species all the way from early amphibians to a sapient species. You could achieve what you want with a similar framework in place; have the player begin as an hominid, and then have...
  11. Androrc the Orc

    Let's all try and help each other with these Art 'Assets'

    Awesome! With green copper we could have luboric back in the game :)
  12. Androrc the Orc

    MOAR Units Mod

    Are the any plans to add portraits for the new units (beside the new icons)? :)
  13. Androrc the Orc

    Information from Firaxis Developer on the Mod Tools

    That is pretty useful. But most of all, it makes me happy to see the developer so excited in helping the modding community :)
  14. Androrc the Orc

    Colonization for Civ 6

    Indeed, so mixing multiple mods seems to be the only advantage as far as modding goes for choosing Civ5/Civ6 over Civ4/Civ4Col. Civ5 does have the DLL source available, and though it's (sadly) not as powerful as the Civ4/Civ4Col one, that already helps immensely with modding. Hopefully Civ6's...
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