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New Destiny 4.0 2016-10-05

ok this is a list of everything ive done with this mod from the begining. well at least most of it. there will be some small changes that i either forgot about or didnt think were worth mentioning. enjoy :)

also here is the thread for it if you are interested in checking anything. dont worry about the old patches listed there as you wont need any of them for this. :)

http://forums.civfanatics.com/showthread.php?t=257234

Spoiler :

ND v4.0
I have changed flood plains. it is now a +2 to food and a -1 to production, the -1 to production will only affect the plains or places where you build workshops and watermills. it will also appear in tundra, grasslands and plains now as well as desert.

I have changed yields on rivers, now ANY tile that a river runs through, with the exception of ice, will get a +1 to food. the ice/snow tiles will only get the +1 to income. if there is a flood plain it will take the place of the river yields not add to them.

You can now build farms on desert and tundra that have access to a river

I have added the Ice breaker mod

I dont believe the water animal mod is working correctlly and will not redo the python for it as everytime i have it has caused the tech videos to stop working.

I have fixed the misplaced tech audio quotes, some of the original quotes where being used by the new techs.

I have put the adj for the norse religion in, it was missing.

Added new promos, Desert1 & 2 and Arctic1 & 2. they add 20% defense on #1 and 20% defense and 10% attack on #2 as well as double movment in dessert and snow/ice.

Made the Harbor grant +2 experience to naval units

Made the Gunship upgrade to the hover tank

Super Carrier upgrades to Supernaught

Attack Sub upgrades to Phantom Frigate


ND v3.0
Added the Unit Allegiance mod updated by Amra
Added the Water Animals mod (just the waterspout) updated by Amra
Added the Glance screen
Added new Actual Quotes by Willowmound
Upgraded the civ/unit graphics to Diversica .95 by mamba

includes all patches,fixes and changes from 2.0 on

ND v2.0
Added the Iroquois back in from diversica
Added Australia from civ gold
Added new units
the jeep by snafusmith
and the hummer
the robot tank suggested and graphics provided by SOG
upgraded diversica to version .90
upgraded JPKs events
added in icebreaker by Orion
new civics added for late game
fixes many of the minor problems from v1.5
all civs now have 2 UUs, in the last version i had missed putting in several.
added trafalgar square by Asioasioasio


ND v1.5
Fixed the problem with not being able to rename cities or units. i have not yet checked it but this should also have fixed the problem with the corprate and colony buttons not working.

New units for future era
Star Destroyer
Star Cruiser
Supernaught
Starship
Space Fighter
Space Bomber

Tech Tree change

Iron working was move and comes later now.
The swordsman now comes with bronze working

JKP1187's event mod updated to 1.01
Mamabas Diversica updated to .70d
removed the unit allegiance mod

The Odyessy speed is 2000 turns and ends at the year 2601AD

Added wonder movie for forgotten palace


ND v1.3
changed odyssey to 2000 turns
changed main menu picture
changed starting music


ND 1.2
put roman roads bik file in
changed starting time back to 4000BC

ND 1.1
replaced missing menu options

New Destiny v1.0
By Lord Graywolfe

compatible with BtS 3.13

Norse/Legendary Saga
Greek/Oral Tradition
Egyptian/Mummification
Mesoamerican/Shamanism
thanks to Amra who let me import these religions in from his warlord mod and gave me a bit of help in getting parts to work :)

Discription:

New Detiny is a mod that adds a little of everything to the game. Filing in a few areas that i felt were lacking.
There are many mods out there already that probally have everthing i've put into mine and more. There are also
mods that probally add much less than i did. This is my first attempt at a full fledged mod and i've learned alot
while making it.If you decide to try this mod i hope you enjoy playing it as much as I enjoyed making it. :)


Installation:

unzip this into your beyond the sword mods folder; Sid Meier's Civilization 4\Beyond the Sword\Mods
start the game and load the mod from the main menu.

Credits:
This mod is based alot on Arma's warlords mod, it just has a bit less, and i thank him for allowing me to use his great
work as a template for my first attempt.

Mamba for his Diversica mod which plays a large part in this

Grave
Marnz
The Lopez
JKP1187
Wolfshanze
Whiterabbit
C.Roland
Sevo
Gir

I know there are probally more i've gotten units, graphics or even just ideas from that i can't remembr right now.
If i have used material from you and not listed your name i'm sorry. Just let me know and ill be happy to add it to
the list.

Thank you all :)

Mods merged in:
I've added in JKP1187's event mod
The Lopez unit allegience mod, however that one isnt working at the moment and i dont know why yet.
Mamba's diversica
Enhanced tech conquest by Grave.
Sevopedia
Blue Marble


New units:
Elephant rider
Imperial marine
Galleass
Biplane
Steamship
Steam Cruiser
Dreadnought
Cruiser
Jet bomber
Stealth Fighter
Bombard
Hover tank
Hover infantry
Star trooper
I have also given every civ 2 UUs and plan at a later time to add a third. My goal here is to have units
spread out through the game. 1 in the early game, 1 in mid game and 1 in late game.

New Civs:
Scotland
Canada
Polynesia
Pirates
I also removed the Holy Roman Empire from the game

New Leaders for exsisting civs:
Hirohito
Joan of Arc
Dido
Theodora

New Techs:
Military training
Seafaring
Naval warfare
Anti-grav
Invention
Archeology
Tourism
Amphibious warfare
Steam turbine
Armor tactics
Super Sonic Flight
Aviation

New Leader Traits:
Seafaring: Gives free Navigation1 promo to all ships doubles production of harbors, lighthouses and drydocks
Scientific: +2 science in each city, doubles production of labs and observatories.

I have also divided the traits into 3 groups and given each leader a trait from each list. so every leader now has 3 traits.

the traits are orginized as follows;

Military:.........................Social:..........................Political( for lack of a better term):
Aggresive.......................Creative.........................Organized
Protective.......................Philisophical....................Industrious
Imperialist.......................Spiritual.........................Financial
Seafaring........................Expansive.......................Scientific

and Charismatic can fall under any/all of them

New Bonuses:
sulphur
cotton
cocco
tobbaco
coffee
citrus
Temple ruins
Natural Gas

New Buildings:
Inn: adds happiness from tobbaco, cocco, coffee and wine and increases commerce
Gas Plant: increases production
Archery Range: +2 to acrhery units experiance
Rifle Range: +2 to gunpowder units experiance
Garrison: +2 to melee units experiance
Tank Factory: +2 to armor units experiance

New Wonders:
World;
Big Ben: free bunker in each city and reduces war weariness
Leonardo's workshop : increase chance of an engineer and can make 2 citizens engineers
Copernicus's observatory : can make 2 citizens scientists and increases science output
Roman Roads: Increases commerce
Art of War: increases chance of great general and grants +2 experiance to all units built in the civ

National;
World Fair: increases commerce and happiness





Other:
I have also made some changes in the Tech tree. Construction comes earlier now. Compass is now Navigation, i moved the Cuiriser to
gunpowder. Moved the Grenadier to gunpowder. Moved Privateer to Nationalism. Moved Ship of the Line, Frigate and Galleon to gunpowder.
I know there are other small changes that im forgetting at the moment, oh well im sure you will figure it out.

I made a few small changes in some of the units also. the Machine gunner is no longer a siege unit but now a gunpowder unit.
All the UUs now start with a promotion that they will take with them when they upgrade.
The siege units no longer attack directly, they are defensive only and can bombard anything or anyone. I used a method suggested by Grave
They can still defend themselves if attacked. However the flanking attack by the horse
units is no longer needed and they now have a bonus against archery units. Once again i know there are other small changes that i'm
forgetting at the moment but that you will find as you play.

Well i think thats everything for now. I will appreciate any feedback on the mod. Im sure there are things i didnt think of that can improve it
so please tell me what you think is good and what is bad and what is yet needed.
Author
lord_graywolfe
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