CIV Gold!

Is there a guide I can look at to integrate CIV Gold and Rev?
 
Shazbot!

If a particular report in the subforum is correct, I won't be able even to play CIV Gold 4, much less test CIV Diamond, as it reportedly uses about 1.5GB of RAM and I only have half that! :cry:

Anyone have any bright ideas here, or proof that it can use less?
 
Haven't heard that in a long time... Nanoo, Nanoo!

mork.jpg
 
I'd love to see some of the semi-powerful historic nations, like Aragon, Castille, Bavaria, Bohemia, Lith., etc.; for the most part the leaderheads are really powerful nations, modern nations and tribes and natives.

There are some really nice leaderheads though :goodjob:
 
I'd love to see some of the semi-powerful historic nations, like Aragon, Castille, Bavaria, Bohemia, Lith., etc.; for the most part the leaderheads are really powerful nations, modern nations and tribes and natives.

There are some really nice leaderheads though :goodjob:

We've added several nations that were more regional powers than anything else. Batavia, Mahapajit, the Malagasy, etc. Lithuania is there, by the way. Given the Firaxis presentation of Spain, we decided not to subdivide it.
 
Is civgold 5 ready yet? Or do you still need help with xml writing?
 
Can´t wait for the new version, since i´m in the civ fever once again :)

Alas i have one question, i love that Civ Gold leaves the core game mostly unchanged, but could you maybe include the BUG mod ? I think it is really useful and would also fit in nicely ?

thanks and keep up the good work!
 
Cool!

We purposely leave other mods out of it because we want Gold to be civ/lh only, in terms of added content. (once we start integrating other mods, it becomes way too much work to update and troubleshoot)

Having said that, there is always someone in the community that is combining mods, and I know Gold has been combined with several already.
 
Alas i have one question, i love that Civ Gold leaves the core game mostly unchanged, but could you maybe include the BUG mod ? I think it is really useful and would also fit in nicely ?

The should be no overlap between Civ Gold and BUG, so you can simply integrate the two. Basically it should work by copying all CG/Assest/Modules content to the BUG/Assets/Modules directory (the other way around you would need to do some editing as some of the BUG python is hard coded for its path).
 
I'd love to help with xml work, but I'm afraid I might muck it up since I just started reading/editing them a week ago.
 
I am trying to get the "plug and play" part of this mod down by trying to add the custom civ modules to other mods, but for the life of me I cannot get any modules to show up! (And the .ini file IS set to 1). What could it be? Please help. :(
 
When will 5.0 be out?

Right now, I'm finishing the text files and Art Defines files for the 25 leaders were adding. After that, I need to complete some art files for the added civs (some building and unit files).

It's hard to say, given the scarcity of time. I had been targetting month's end, but it's more likely early Feb.

Lots and lots of additions, though.
 
The "Nature of Man" pack is ready for release, but I'm waiting on 1 final art change. A LH has a black hat instead of a brown hat. I wanted to get that released first, before continuing on 5.0, but I have already started on completing 5.0. If there will be no similar art issues 5.0 could be ready for release at the end of february.
 
I am trying to get the "plug and play" part of this mod down by trying to add the custom civ modules to other mods, but for the life of me I cannot get any modules to show up! (And the .ini file IS set to 1). What could it be? Please help. :(

Make sure you edit the ini of the mod you are adding stuff to. The modular loading setting in any mod will override your CivilizationIV.ini
 
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