Recent content by mihaemon

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    Quick Trade System Proposal

    I posted this in the multiplayer section, but since it is something I am considering creating a mod for, it seemed worth posting a link here, to grab the developer traffic and get more input. Summary & Excerpt: Click here for the full thread (please use that thread for dicussion)
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    Quick Trade System Proposal

    So, after playing with multiplayer and enjoying the fast paced turn timers, I found myself frustrated with the clumsy trade window. Having to take precious time out of your short turns to make contact and negotiate really interupts the flow of the game. So, here is my idea for a solution...
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    Mod - Pirate Islands

    Hey, Duke. You inpsired me to write this post: http://forums.civfanatics.com/showthread.php?t=182584 Thanks!
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    Praise to the Mod-Makers! (aka the unappreciated modders' rant)

    I would like to take this opportunity to thank all mod-makers (here and everywhere else) for every iota of custom content they have released. Any new addition to a game, no matter how small, is a gift of time and creativity! Many people who see these custom mods under-appreciate the time and...
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    Mod - Pirate Islands

    "All you did was add three more leaders and one more civ and two UUs" -- prussia prussia: I also added a custom scripting to: -- transform the terrain tiles into jungle/deserty islands -- make it so improvments could be built on jungles -- create the ability to capture ships -- make loot from...
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    Mod - Pirate Islands

    Duke van Frost: thats a cool idea and should be doable. I will add it to my list of features to incorporate into the next version. Aeon221: thanks. and no, it does not require warlords. In fact, I'm not sure if it will work with warlords (probably not, or at least new civs/features will...
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    Mod - Pirate Islands

    surferjmb7: glad the folder issue got straightened out. I hope its working for you now. Storander: thanks for helping with that darkedone02: next time, please give due diligence before blasting me and my mod. if you load up a mod and nothing shows, chances are it isn't loading right...
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    Civilization IV: Religious Victory

    I like this mod alot. I think 66% is a pretty good number and works well. But I would consider the following conditions: 1/2 (or 1/3?) of cities of each civilization must be your religion (not as demanding as the 66% global requirement, but insures that you need to hold some sway over all...
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    Announce your new/updated Civ4 files for frontpage coverage!

    Title: Pirate Islands Type: Modpack File Version: 1.0 Forum Thread URL: http://forums.civfanatics.com/showthread.php?p=4319730#post4319730 Author Name: mihaemon What's new in this version?: This mod includes the following (in a nutshell): - A Pirate Empire Civilization - Three Pirate Leaders...
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    Mod - Pirate Islands

    This mod includes the following (in a nutshell): - A Pirate Empire Civilization - Three Pirate Leaders with custom AI - A Pirate Leader Trait with custom scripted behavior - Three new Naval Promotions with custom scripted behavior (Salvage I, II, III) - Two unique units: Pirate Ship (with...
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    moding the main menus

    Hmmm... that's a good idea. Might work. As long as there are python functions that let you edit those properties of a civ, and those changes will take effect before doing things such as creating starting units, and assigning starting techs. I'll check it out. Thanks. What file would I...
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    moding the main menus

    I was wondering if anyone knows if the main game menus (i.e. start new game / game world selection parameters, civilization / leader selection, etc.) were scriptable with python, or if they only exist in the C source. My idea was to make the ability to select a civilization and then...
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