Doto [AdvCiv ModMod]

zulu9812
you are currect, but thats one of the fix.

ive succesfully merged bug 3 :), though i had to leave one part out.

i will load a small patch to fix this display for the current 1.7,

the one with bug 3 is for 1.8 which ill release when god decides that ive done enough exams for this semster.


pilotis....
well...thats what happens when your doing civ instead of studing and time is of the essense...ill load a patch soon :)
 
thnxs for the new update, i've been following this mod since las september, it's the best creation for civ iv i've seen!

Could you add more units for a new update? It's interesting to make a mod that includes physical leaders (like great persons), UN Units (like that mod) or special future roads, that make much more easy to move around the map.

thanks a lot, anyway. it's great!:goodjob::goodjob:
 
Okay, I've updated my add-on to work with keldath's new version of Overlord. This should be fully compatible and I reckon I've ironed out any bugs. Please post if you find any.

This add-on (the Modular OverLord Expansion) doesn't change the game play of Overlord. The largest addition is some new civs from the modern era (so you can have Iraq and Babylon in the same game) as well as complimenting new units and buildings.

Download the MOLE (91.3 MB)

Readme:

Modular OverLord Expansion v1.1
================================

Welcome to the Modular OverLord Expansion (or MOLE, for short). This is a modular expansion pack for keldath's magnificent Overlord 2 v1.7 mod for Beyond The sword 3.17. The goal of this little pack is to expand the Overlord in a modular fashion, allowing the player to pick and choose which parts they want to keep.

Currently, MOLE contains the following:

6 new civilizations, complete with 3D animated leaderheads and unique units and all compatible with he DCM and Revolution components of Overlord.
1 new generic unit, the Galleass, that slots in between the Trireme and the Frigate.
An expanded Korea civ, with a 2nd leader (Kim Jong Il) and some new units

By making this add-on modular, you the player can cherry-pick which parts you want. So if you don't want the Canada civ, you can simply delete that folder. Or, if you want all of the new goodies, you don't have to do anything (well, not much). Everything is included ready-to-go.

Installation
================================

Extract the contents of the zip file to the root Overlord folder. That's probably D:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\OverLord2-1.7
This will ensure that everything is installed in the correct place.

VERY IMPORTANT!

Overlord is not initially configured for modular loading. In order to play with MOLE, you MUST do the following:

Open overlord2-1.7.ini - this is located in your root Overlord folder (see above). Any text editor will do: Notepad is fine.

Near the top of the .ini file, you will see this:

# ; Modular XML Loading
ModularLoading = 0

Chnage the 0 to 1, so it looks like this:

# ; Modular XML Loading
ModularLoading = 1

That's Overlord configured for modular loading. You are ready to play!

A note on modules
==================================

If you do decide to delete some of the folders, please note the following. It's probably not a good idea to delete the Common Units folder. Several of the new civs share units from that folder, so deleting that might screw up some thing you wanted to keep.

Feedback, Criticisms, etc.
==================================

I'm usually to be found at CivFanatics. Specifically, I can be found at the official Overlord thread there - http://forums.civfanatics.com/showthread.php?t=236605. Failing that, you drop me a personal message at the same site.

Yours,

zulu9812

Changelog
==================================

1.1 Updated for BTS 3.17 & Overlord 2 1.7
Added Italy Civ
Added Thailand Civ
Moved MiG-21 from Custom Units to Common units
Correctly integrated Revolution python components with all new civs
New civs can now build the "Found [Religion X]" buildings
Removed the Canadian Voyageur unit
Removed Iran flavour units - was causing a CTD
Fixed various other crash-causing errors

1.0 Initial release

Credits
==================================

Please be aware that I made none of the art work. I merely pieced all of the pieces together. The real credit should go to these fine individuals:

Sevo (MacDonald and Trudeau leaderheads)
Slaxton (Canada Corps re-skins)
Bad_Ronald (flag)
General Matt (Avro Arrow)
nautil (MiG21 unit)
snafusmith (T55, MiG29, Centurion, Iraqi Soldier, Su 25)
Grave (Saddam 3D LH)
GarretSidzaka (Rebels)
Bakuel (Insurgent)
Ekmek (Khomeini, Mossolini & Garibaldi 3D LH)
asioasioasio (Stryker ACV unit)
The Conquests (T90 unit)
Zerver (NK modern troops unit)
DWOLF (Original Iraq, Iran civs & North Korea civs)
strategyonly (original Vietnam & Thailand civs)
Jimmyballz (original Italy civ)

Some notes on this release:

The new leaderheads don't have custom diplomacy text. I'm still figuring out how to successfully do that, but it's not a major flaw. As soon as I'm successful with it, I'll add it in. In the meantime, enjoy keldath's great mod and enjoy these new goodies.
 
absoulutly awesome work zulu,

im greatfull to you.

the diplomacy thing isnt so hard, its just scary at first - you can add the needed section to the diplomacy xml file in the gameinfo,
as for what to add where - just choose one leader as an example, and just copy and replecate the section of that leader throughout the file, renaming the replecated code to the leader you wish to add.

i will be happy to see mole grow with more civs , uus. ub and what ever you can think of :)


zulu - do you like the introduction on the main post?
 
absoulutly awesome work zulu,

im greatfull to you.

..........

i will be happy to see mole grow with more civs , uus. ub and what ever you can think of :)


zulu - do you like the introduction on the main post?

Thanks for the encouragement. I don't intend to just chuck the kitchen sink in though, I'll try and keep my additions in line with the them of your mod. And I do like I the introduction :)

Incidentally, has anyone found any bugs in the MOLE?
 
19 is a nice rate,
give it time,

most folks just dont enter my web i think because i hope they have no complaints..hehe...

also...not many are familiar with my mod i belive.

dont worry, even if 1 person gets the mod, its worth it :)


***
ive been thinking,
i would have liked to see more civs for overlord2, that can be cool, i wanna compete rise of mans mod hehe...
people seem to like massive modpack even though it may be less stable...
 
ive been thinking,
i would have liked to see more civs for overlord2, that can be cool, i wanna compete rise of mans mod hehe...
people seem to like massive modpack even though it may be less stable...

No, I prefer stability. If there's one thing that's holding the Civ4 modding community back, it's a lack of a professional(ish) sheen on mods. Too many crashes, not enough quality artwork, sloppy coding, etc. Overlord handles it all well.
 
Keldath,

While I enjoy RoM, it has two flaws:

1: There's too many technologies. I mean, I love the numberless buildings and units (Former needs a little balance, though...), but the technologies...sheesh.

2: It currently has a hard to locate CTD. This makes it hard to enjoy, understandably. :(

My only beef with Overlord is all the punishing buildings, improvements, and technologies. How does gaining access to something like Methane make people sick and unhappy?

<Ponders making his own modpack using the awesome of other modpacks as a base in the same moment he asks the above question>
 
keldath,

since you're about to start work on version 1.8 and are planning on adding new features, I figure that now might be a good time to put in some requests. Don't worry, I don't think that it's anything too major.

High-priority Requests

Assimilation mod - "adds a new game option, appropriately called Assimilation. With this option selected captured cities retain their original build abilities. So if you capture an Egyptian city you will be able to build War Chariots (Egyptian UU) and Obelisks (Egyptian UB) in it. If you capture a Roman city you can build Praetorians and Forums in that city. Captured cities will not be able to build your real civilization units and buildings, so if you are playing as Babylon and you capture an Egyptian city you won't be able to build Bowmen (Babylonian UU) in it. You can now build diverse empires where samurai are trained in your Japanese holdings while your German territories enjoy the benefits of their Assembly Plants." I feel that this is an excellent way of simulating real history: the Romans, for example, would recruit auxiliaries from their empire, who would be unique to that region.

The 2nd high-prioty request is just an idea from me. I almost always set my workers to automatic, which more or less rules out using other manual workers to build forts since the automated workers tend to improve over the forts. Is it possible to have an option for automated workers to leave forts, similar to the existing option for automated workers to leave old improvements? Obviously, I could use that existing game option, but that does tend to defeat the point of automated workers in the first place.

Low-priority Requests

M.A.D. Nukes Mod - this was originally done by TheLopez before he left, but it's since been updated to BtS 3.13. I would love to see this in Overlord - I think that it would really add something to the late game that isn't present in the other eras.
 
Mister Giggles,
thanks mate, thats good info,

well the negetive buildings...well i know its annoying, but...it makes the gameplay abit hard -more emphasis of happines, grouth of cities and such..i like a challanging game option..but..i agree that i might have made a bit too much negetives...
i will take it underconsidiration.

zulu,
well ive seen assimilation, and all i can say, that amod by kael, is a must have. it will be added.

the 2nd...this is the main reason why i never trust automasation...this requires an sdk coding which i dont know how, so maybe directing this idea to one of the coders here on the site.

mad nukes...i loved that mod, its really awesome one, i thought its not very stable and might obstruct multiplayer games...
but, if you tried it - id be more then happy to add it, cause i remmber that i really enjoyed having missiles aimed at my enemies :)
 
Actually, never mind - I figured it out.

Okay, I've updated Pilotis's patch for Overlord 1.7 and added a bug fix of my own. Unzip this file to your root Overlord directory. It will ask you if you want to overwrite files - you do.

Download Patch A 476 kB

Changelog:

Patch A
Fixed Trade Caravan bug - you can now build Trade Caravans with Currency

Fixed Religious buildings bug - once you've built, say, Discover Buddhism, you will no longer have the option of building it in another city.

Fixed GameFont.tga and GameFont75.tga - citybar icons for Druidism will now display correctly

I've deliberately left out Pilotis's other fix, eliminating penalties from the religious system techs, as that's more of a design tweak than a bug fix. It's going in the next version of the MOLE, though.
 
Keldath,

If I may make a suggestion, perhaps focus the negatives on the buildings themselves instead of the improvements and technologies. One thing RoM does well is keep the gains and losses finely balanced. If you make a city filled with airports and ports with factories on every street, then obviously it's going to be a cesspool full of angry people.

It makes better game logic, as well. For example, just having access to natural gas isn't a bad thing, and natural gas itself is actually one of the cleanest fossil fuels we have in the real world.
 
Mister Giggles,
thanks for the suggestion, i indeed need to do much balance - this never ends...

and your right about natural gas...illogical to give a bad bones,

zulu wrote a detailed suggestion about all the resources i need to change a few pages ago, i will use it.

zulu9812 .....
well.....you rock man, what can i say more, im esspecially greatfullfor fixing the tga file!
can i ask you a favor for the next version of ol? could you add some more religion icons there fro future religions i wanna add? i wanna extend the relgion system, and it will cope well with your civ additions aswell :)

i cant wait to get these horrible exams..... i will be able to mod only on september, and abit in auguest, im accumilating so much stuff to do !


***edit***

Mister Giggles,

i have a quastion, does your nick name, mr. giggles, comes from the movie : "the green mile"?
 
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