Announce your new/updated Civ4 files for frontpage coverage!

Status
Not open for further replies.
Title: TOTAL REALISM 2.0
Type: Modpacks
File Version: 2.0
Forum Thread URL: http://forums.civfanatics.com/showthread.php?t=173492
Autor name: Houman, Israfil, Nightravn, Mexico, Phatlip and 12Monkey
What is new in this version: Finally 1.61 compatible, more than 50 new units, several major new features like slavery uprising if using slavery civic, new military general who fights in the battlefield, new way of razing cities, new religious holy cities and much more...
 
Crap I didn't realise I had to post here to get my utility annouced. Well it may be too late but anyway:

Title: Pitboss turn watch
Type: Utility
File version: 0.2
Forum Thread URL: http://forums.civfanatics.com/showthread.php?t=172747
Author name: Scree for the program it's modified from (the Pitboss turn notifier), the oob for this program.
What is new in this version: Hopefully fixed the bug where it crashes at the end of turn, not certain this is gone though.
 
Title: Water Animals Mod
Type: mod component
File Version: v0.1
Forum Thread URL: http://forums.civfanatics.com/showthread.php?t=173781
Author Name: TheLopez
What's new in this version?
This mod basically enables animals to be automatically spawned in oceans if
they have their feature or terrain native values set correctly. So for instance
if a water animal should trawl through ocean and water plots then the terrain
native should be set in the unit definition like this:
[TAB][TAB][TAB]<TerrainNatives>
[TAB][TAB][TAB][TAB]<TerrainNative>
[TAB][TAB][TAB][TAB][TAB]<TerrainType>TERRAIN_OCEAN</TerrainType>
[TAB][TAB][TAB][TAB][TAB]<bTerrainNative>1</bTerrainNative>
[TAB][TAB][TAB][TAB]</TerrainNative>
[TAB][TAB][TAB][TAB]<TerrainNative>
[TAB][TAB][TAB][TAB][TAB]<TerrainType>TERRAIN_COAST</TerrainType>
[TAB][TAB][TAB][TAB][TAB]<bTerrainNative>1</bTerrainNative>
[TAB][TAB][TAB][TAB]</TerrainNative>
[TAB][TAB][TAB]</TerrainNatives>
As an example I have included Chalid's newly introduced Kraken.
 
Title: Pirates Mod
Type: mod component
File Version: v0.1
Forum Thread URL: http://forums.civfanatics.com/showthread.php?t=173859
Author Name: TheLopez
What's new in this version?
This mod basically enables barbarian unis to be automatically spawned in
oceans. When examining the SDK code it turns out that the feature way already
available but was not taken advantage of since Pirates were never able to
build any of the seafaring units.
 
Title: Unique Barbarian Mod
Type: mod component
File Version: v0.2
Forum Thread URL: http://forums.civfanatics.com/showthread.php?p=4149539
Author Name: TheLopez
What's new in this version?
This mod changes the types of barbarians that will appear in the game from
warrior, swordsman, axeman, archer and longbowman to Geirrman, Helwyr,
Huskarl and Norse Axeman.
 
Title: Immigration Mod
Type: mod component
File Version: v0.4.4
Forum Thread URL: http://forums.civfanatics.com/showthread.php?p=4149559
Author Name: TheLopez
What's new in this version?
Immigration has always been a part of the history of the world and now it can
be part of the history of your game. There are several conditions that can
cause a city to spawn immigrants war, sickness, unhappiness, lack of food, etc.
All of these can cause a group of immigrants to leave from one of your cities
to another city that may not necesarly be yours.
 
Title: Great Options Mod
Type: mod component
File Version: v0.1.7
Forum Thread URL: http://forums.civfanatics.com/showthread.php?p=4149594
Author Name: TheLopez
What's new in this version?
The great options mod is just that, a mod that provides players the flexibility
to configure and tune as many options as they want. So for instance if they
want to use the enhanced foreign advisor one game but decide that they prefer
the original foreign advisor all they need to do is open the "Great Options Mod
Config.ini" file and change the Foreign Advisor Type to its default value. Its
just that easy. All thes configuration INI files from mod components that have
been kept separate to allow players to quickly find the configurable options
they want to fine tune.

The core edition of the Great Options Mod combines most of my (TheLopez) mods
together into one mod, plus a select few other mods to demonstrait the usage of
the features this mod introduces. I hope who ever decides to use or play this
mod enjoys it.

This mod integrates the following mods:
- Cultural Influences v0.3
- Customizable Domestic Advisor v0.93
- Dead Civ Scoreboard Mod v0.2
- Enhanced Culture Conquest v1.4.1
- Enhanced Foreign Advisor Mod v2.1
- Enhanced Military Advisor v1.3
- Enhanced Tech Conquest v0.4.2
- Enhanced Tech Window v1.b
- Exotic Foreign Advisor Mod v0.95
- GP Trickle Mod v0.3.1
- Great Doctor Mod v1.0
- Great General Amped Mod v0.8.2
- Great Statesman Mod v0.9.2+SDK
- Homegrown Domestic Advisor
- Immigration Mod v0.4.4
- Localized Starting Techs Mod v0.3
- M.A.D. Nukes Mod v0.1.2
- Mercenaries Mod v0.6.1+SDK
- Military Bases Mod v0.2+SDK
- Not Just Another Game Clock Mod v0.3
- No Name Great Person Renamer Mod v0.1
- Modified Special Domestic Advisor v1.8e
- Pirates Mod v0.1
- Random Great Person Births Mod v0.2.1
- Sniper Mod v0.6.1
- Specialist Stacker Mod v0.7
- Unique Barbarian Mod v0.2
- Unit Allegiance Mod v0.4
- Water Animals Mod v0.1
 
----------------------
Title: 3 Missing Ancient Wonders
Type: Wonder Video
File Version:
Forum Thread URL:http://forums.civfanatics.com/showthread.php?t=172512
Author Name: Sevo
What's new in this version?:

The "new" feature is the Temple of Artemis Wonder Video I added to the thread to go along with the mesh as a world wonder.
----------------------
 
Title: Revolution Mod
Type: Mod pack
File Version: 0.35
Forum Thread URL: http://forums.civfanatics.com/showthread.php?t=171127
Author Name: jdog5000
What's new in this version?
City rebellions have been vastly improved over previous version. Now when cities are unhappy, there's a chance they will rise up in arms, form a new civ, and rebel against you!
 
Status
Not open for further replies.
Back
Top Bottom