dancing Hoskuld's mods [MODULAR]

I liked HEMP too, but HAND is just as easy to say and write :)
 
You forgot Fundamentalist the modern Fanatic - Oh wait I have not released it yet because I have not tested it fully. Otherwise go ahead - Fanatic, Monk and Fundamentalist come with python code that needs to have an entry put in the config.ini.

Ok so I basically just copied over how it was in AND before Afforess took it out. Which means HAND now has ...

Custom Units Mod
- Celebrity [Unit]
- High-Tech Sniper [Unit]
- Modern Sniper [Unit]
- Sniper [Unit]
- Story Teller [Unit]
- Surgeon [Unit]

Warriors Of God Mod
- Fanatic [Unit]
- Monk [Unit]

Thank you. These will be in HAND v1.1 when I release it.
 
Ok so I basically just copied over how it was in AND before Afforess took it out. Which means HAND now has ...

Custom Units Mod
- Celebrity [Unit]
- High-Tech Sniper [Unit]
- Modern Sniper [Unit]
- Sniper [Unit]
- Story Teller [Unit]
- Surgeon [Unit]

Warriors Of God Mod
- Fanatic [Unit]
- Monk [Unit]

Thank you. These will be in HAND v1.1 when I release it.

So you have the python for the Warriors of God mod? they won't do their thing without them. I also have upgrades for them, I just haven't played a game far enough to see if they work OK.
 
I just took the stuff from AND 1.73 beta 2 (the version before he took your stuff out). Is that the right version?

Take a look at NWA (my sig) it has some of the upgrades i think should apply to the Warriors of Gods.
 
Take a look at NWA (my sig) it has some of the upgrades i think should apply to the Warriors of Gods.

Ack! You mean I need to download the entire NWA mod?

EDIT: You know what I think I will just remove them from HAND. I have enough of my own mods to keep track of.

EDIT2: Ok so I am going to keep HAND primarily my own mods (plus the ones that Afforess and General Staff made for me).

Thus if you want to use HAND as a base mod for your own there should not be too much overlap.
 
Ack! You mean I need to download the entire NWA mod?

EDIT: You know what I think I will just remove them from HAND. I have enough of my own mods to keep track of.

EDIT2: Ok so I am going to keep HAND primarily my own mods (plus the ones that Afforess and General Staff made for me).

Thus if you want to use HAND as a base mod for your own there should not be too much overlap.

ahaahha, i keep track of ALL of them, (NWA) its not really that bad except when they make changes to the schema's, then its a nightmare.
 
ahaahha, i keep track of ALL of them, (NWA) its not really that bad except when they make changes to the schema's, then its a nightmare.

Taking it out was my first step into trying to get the UM (United Modders) to work. Since you maintain these units then you would be responsible for them within the UM. Thus any other modders who wish to join the UM would not use that mod in their modds since you already have it in yours.
 
OK i am trying to get the female stuff to work, but i get this when i try to copy and paste, i have now tried 5 times:confused:

Interesting, I haven't seen the problem before. You could move them all up one level, ie out of the DancingHoskuld\Custom_Unit folder and into the DancingHoskuuld folder. Everything except the sounds should then work.

I left them with the folder structure that SaibotLieh used, I could have flattened it quite a bit.
 
Suggestion for the National Slave Market. Could you have it require that the Slavery Civic be active? It seems exploitative if a player can switch to Slavery, build it, then switch back, which would have all cities have extra gold and production, including cities which are built after the switch back. I know this kind of thing only matters on very slow game speeds, but that is why I did this as a personal change.

I haven't yet to playtest the tsentom1 wonders (started new game before their release), they look cool.
 
Suggestion for the National Slave Market. Could you have it require that the Slavery Civic be active? It seems exploitative if a player can switch to Slavery, build it, then switch back, which would have all cities have extra gold and production, including cities which are built after the switch back. I know this kind of thing only matters on very slow game speeds, but that is why I did this as a personal change.

I haven't yet to playtest the tsentom1 wonders (started new game before their release), they look cool.

Sounds like a good idea. I dropped it from my latest release since people say it is over powered. Making it civic based would help. I was thinking of increasing the cost, perhaps doubling it.

I have not looked at the AND Building Upgrade mod so don't know if it breaks anything in that.
 
Sounds like a good idea. I dropped it from my latest release since people say it is over powered. Making it civic based would help. I was thinking of increasing the cost, perhaps doubling it.

That sounds good since it is a powerful building; seeing a balanced version might get me to add few similar national wonders for Modular Civics Buildings. I added active civic reqs to the RoM civics buildings for Modular Civics Buildings (Agora, Manor, Slave Market, not Statue of Liberty) so I don't know how that effects the National Slave Auction.

I do not think killtech did anything to the slave market for his mod. You can download his mod through his thread and check the XML. The worst case scenario is that you just have to say that it is incompatible with upgradechains, which is not a big deal since it seems like either play with it or HAND, and HAND users are likely to play with more wonders.
 
I am getting an error that asks me to skip or cancel this file because the title is to long??

Greek Swordsman (Theban) (its with Fortifications)

It is the same problem as you were having with the FemaleMissionaries. The starting part of your Civ folder name is too long probably caused by the mod changing its name from "Rise of Mankind" to "Rise of Mankind - A New Dawn".

I will make a newer version with a shallower folder structure.
 
A couple of my mods have been converted to AND 1.75 SubdueAnimals (see) and Fortifications.

The Fortifications compressed file only contains the Modules and below folder so that you can put it in Rise of Mankind or Rise of Mankind - A New Dawn.

The only change between the old version and this one is that I have reduced the folder depth because some people are getting the message that their path is now too long.
 
Back
Top Bottom