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Title: Cultural Influences
Type: mod component
File Version: v0.2
Forum Thread URL: http://forums.civfanatics.com/showthread.php?t=170884
Author Name: TheLopez
What's new in this version?
The cultural influences mod provides several modifications to the workings of
culture in the game. This is achieved by combining Bhruic's Culture Decay mod
with RogerBacon's Border Over Ocean mod, Chalid's Slower Expanding Culture
Borders mod and TheLopez's culture over trade route (idea by Aussie_Lurker).
 
Title: Great Doctor
Type: mod component
File Version: v1.0
Forum Thread URL: http://forums.civfanatics.com/showthread.php?p=3629057
Author Name: TheLopez
What's new in this version?
Added the code needed in the SDK to implement the health yield type. This
change in the SDK now allows for doctors that join cities to provide +1
towards the health of the city and great doctors that join cities to provide
+2 towards the health of the city.
 
Title: Enhanced Cultural Decay
Type: mod component
File Version: v0.1
Forum Thread URL: http://forums.civfanatics.com/showthread.php?t=171745
Author Name: TheLopez
What's new in this version?
- Rewrote several of Bhruic's culture decay mod methods to improve their
efficiency.

- Added the configurable option allowing players to enable or disable the
culture shock effects.

- Added the configurable option allowing players to enable or disable the
culture decay effects.

- Added the configurable option allowing players to fine tune the amount of
culture decay that should be applied each turn.

- Change from using random to using getSorenRandNum. Provided by Jeckel
 
Title: Enhanced Tech Conquest
Type: mod component
File Version: v0.4.2
Forum Thread URL: http://forums.civfanatics.com/showthread.php?t=171748
Author Name: TheLopez
What's new in this version?
- Integrated Dr. Elmer Jiggle's event handler and INI parser code

- Added the configurable option allowing players to specify if technology
should be handed completely over from the conquered city to their new owners
or not.

- Added the configurable option allowing players to specify the number of or
part of technologies conquered cities will hand over to their new owners.

- Added the configurable option allowing players to specify the amount of
technologies conquered cities will hand over to their new owners should not
be random.

- Added the configurable option allowing players to specify if the conquering
civilization can receive technology without the appropriate prerequisites or
ignore their civilization technology restrictions.

- Added the configurable option allowing players to specify if full technology
transfer should be allowed. By setting the value to true this will force
players to spend at least one turn researching pillaged technology.

- Added the configurable option allowing players to specify the base technology
transfer percentage amount.

- Added the configurable option allowing players to specify the percent amount
per city population that will be used to transfer technology to the new owners
of the conquered city.

- Added the popup informing players that they did not learn anything from a
conquered city if there was nothing to learn. Requested by woodelf.

- Changed removed the popups from the mod and replaced them with messages
instead. The popups are displayed for all human players even if they are not
the currently active players. Requested by Shqype, reported by TheLopez.
 
Title: Enhanced Culture Conquest
Type: mod component
File Version: v1.4.1
Forum Thread URL: http://forums.civfanatics.com/showthread.php?t=171751
Author Name: TheLopez
What's new in this version?
- Integrated Dr. Elmer Jiggle's event handler and INI parser code

- Reorganized the mod and created a new readme file

- Stripped the extra mods from the Enhanced Culture Conquest mod

- Implemented the code to actually give a city founded on top of city ruins a
certain amount culture either from the previous civilization that owned the
city or culture from the player that founded the city.

- Added the configurable option allowing players to specify if cities founded
on city ruins should not be given part of the culture from the city that
created the city ruins.

- Added the configurable option allowing players to specify if the culture
given by city ruins should be the same as the player who founded the city.
If set to true then the culture given to the new city will be from the
civilization that last owned the city that created the city ruins.

- Added the configurable option allowing players to specify the number of
years that city ruins give culture.

- Added the configurable option allowing players to specify the max amount of
culture in percent city ruins give.

- Added the configurable option allowing players to specify if the founder of a
conquered city should not be allowed to be reassigned if the conqueror is not
the original founder and the losing civilization is also not the original
founder and the city's culture is at least double what it was when the
founder lost it.

- Added the configurable option allowing players to specify if culture should
be maintained after a city is captured by a civilization from another
civilization.

- Added the configurable option allowing players to specify the max amount of
culture in percent retained after a city is conquered.

- Change the code that retains culture after a city is conquered to use
setCulture instead of changeCulture. Using changeCulture gave too much culture
to the civilization that conquered the city.
 
Title: Better Ship Scale
Type: Graphic Modpack
File Version: 2.2
Forum Thread URL: http://forums.civfanatics.com/showthread.php?t=161368
Author Name: Elhoim
What's new in this version? Changed the scale of most ships, made them bigger most of the time. (For those who wanted it, I´ve made the carrier bigger). Changed subs from 2 to 1.
 
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