Yes, this is another mod that adds inquisitor units to the game but that is
where similarity ends between this mod and the others. The first and most
distinctive difference between this inquisition mod and others is that the AI
fully understands how to use the new inquisition units.
Don't think that your inquisitor unit can just stroll into any city and just
remove a religion from the city without any difficulties or ramifications.
Religions in cities that are well established will be harder to remove than
ones that have just spread to the city. If an inquisitor unit does manage to
remove a religion from a city don't be suprised if it causes a couple of your
neighbors to become upset with you.
Installation Instructions:
1) Unzip this into the "warlords_install_folder\Mods\" folder.
2) Open the CivilizationIV.ini configuration file
3) Change the Mod line to read: Mod = Mods\Inquisition Mod
4) Load the game.
5) Then play as normal.
-----Game Play-----
-----Units-----
-----Notes to Modmakers-----
If you want to use the Inquisition in your mod I have tried to make things as
easy as possible for you. In the XML files I have added
<!-- Inquisition Start --> and <!-- Inquisition End --> in all of the places
that I have made changes to the original files.
In the SDK files I have added // < Inquisition Start > and
// < Inquisition End > in all of the places that I have made changes to
the original files.
In the Python files I have added # < Inquisition Start > and
# < Inquisition End > in all of the places that I have made changes to
the original files.
-----Version Information-----
-----v0.4.1w------
- Integrated Dr Elmer Jiggle's event manager and INI parsing code.
- Added the configurable option allowing players to indicate if the religion
of the inquisitor should not be required to be present at the city where an
inquisition should be started.
- Added the configurable option allowing players to indicate if the state
religion of the owner of the target city should not match the state religion
of the owner of the inquisitor unit to start an inquisition at the target
city.
- Added the configurable option allowing players to indicate if inquisitors
should be able to remove religions from any city they can enter.
- Updated to be compatible with Warlords v2.0.8.0 patch.
- Fixed the issue where players could not remove non-state religions in their
own cities. Reported by Orion Veteran.
-----===Credits & Thanks===-----
- Exavier
[TAB]Composite Mod - readme.txt format
- C.Roland
[TAB]For his Mages reskins of the missionaries and prophet
[TAB]
- Donegeal
[TAB]For inspiring me to develop this mod.
- Orion Veteran
[TAB]For providing several suggestions to the mod.
- Dr Elmer Jiggle
[TAB]For providing the INI file parser code allowing for players to
[TAB]customize this mod without having to touch the python code!!!
[TAB][TAB]
- Testers
[TAB]Jeckel, Aussie_Lurker, Dom Pedro II and Donegeal
where similarity ends between this mod and the others. The first and most
distinctive difference between this inquisition mod and others is that the AI
fully understands how to use the new inquisition units.
Don't think that your inquisitor unit can just stroll into any city and just
remove a religion from the city without any difficulties or ramifications.
Religions in cities that are well established will be harder to remove than
ones that have just spread to the city. If an inquisitor unit does manage to
remove a religion from a city don't be suprised if it causes a couple of your
neighbors to become upset with you.
Installation Instructions:
1) Unzip this into the "warlords_install_folder\Mods\" folder.
2) Open the CivilizationIV.ini configuration file
3) Change the Mod line to read: Mod = Mods\Inquisition Mod
4) Load the game.
5) Then play as normal.
-----Game Play-----
Spoiler :
-----Units-----
Spoiler :
-----Notes to Modmakers-----
If you want to use the Inquisition in your mod I have tried to make things as
easy as possible for you. In the XML files I have added
<!-- Inquisition Start --> and <!-- Inquisition End --> in all of the places
that I have made changes to the original files.
In the SDK files I have added // < Inquisition Start > and
// < Inquisition End > in all of the places that I have made changes to
the original files.
In the Python files I have added # < Inquisition Start > and
# < Inquisition End > in all of the places that I have made changes to
the original files.
-----Version Information-----
-----v0.4.1w------
- Integrated Dr Elmer Jiggle's event manager and INI parsing code.
- Added the configurable option allowing players to indicate if the religion
of the inquisitor should not be required to be present at the city where an
inquisition should be started.
- Added the configurable option allowing players to indicate if the state
religion of the owner of the target city should not match the state religion
of the owner of the inquisitor unit to start an inquisition at the target
city.
- Added the configurable option allowing players to indicate if inquisitors
should be able to remove religions from any city they can enter.
- Updated to be compatible with Warlords v2.0.8.0 patch.
- Fixed the issue where players could not remove non-state religions in their
own cities. Reported by Orion Veteran.
Spoiler :
-----===Credits & Thanks===-----
- Exavier
[TAB]Composite Mod - readme.txt format
- C.Roland
[TAB]For his Mages reskins of the missionaries and prophet
[TAB]
- Donegeal
[TAB]For inspiring me to develop this mod.
- Orion Veteran
[TAB]For providing several suggestions to the mod.
- Dr Elmer Jiggle
[TAB]For providing the INI file parser code allowing for players to
[TAB]customize this mod without having to touch the python code!!!
[TAB][TAB]
- Testers
[TAB]Jeckel, Aussie_Lurker, Dom Pedro II and Donegeal