Doto [AdvCiv ModMod]

Incidentally, the font files don't contain icons for Motor Company corporation. Keldath, if you provide the artwork (including the trans map) I think I can put them in for you.
 
hey zulu,
what you you mean the trans map?
and by the art work you refer to additional religions icons?


mr. g... yeah..well im glad someone liked my english...

----
began work on 1.8,

added assimilation mod
added bug 3

im working on addind terraforming mod and abandon raze city mod.


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zulu,
ive been trying to add mad nukes,
but im having trouble, i can merge all the sdk, but some python files,
im not sure what to merge from there...so if you want it in...someone needs to help...
 
By the way, I figured out why Chinook Type A's art isn't displaying.

keldath is using the 2nd, animated version of the chinook that Servius posted here. However, chinocamo.nif is still the old, unanimated nif - it needs to be updated. Basically, the new, animated, chinook needs to be reskinned.
 
Okay, I've semi-fixed the Chinook type a art bug. It's art defines now points to the same files as the type b chinook. So they'll both look the same - but at least you don't have a red blob anymore. I've also fixed the bug with the Motor Company icon not displaying in the city bar.

Download Patch B 539 kB

Overlord2 1.7 Patch B Readme
=============================
This patch fixes a number of bugs within keldath's Overlord 2 mod. Patch B includes all the fixes of Patch A.

Installation
-----------------------------
Extract to your root Overlord2-1.7 directory

Changelog
-----------------------------

patch B - 19th July 2008

* Semi-fixed Chinook Type A art not displaying - both Type A and Type B Chinooks will look the same
* Fixed GameFont.tga and GameFont75.tga - citybar icons for Motor Company will now display correctly

patch A - 16th July 2008

* 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
 
awesome zulu!

thanks alot,
ive worked a little on the latest version,
i worked hard on the maininterface file, to fiz the scoreboard , now it ok,

im having dilemas on what mod should i add more,

i reallt wanted to have a terraform mod, but the code i have is onlt for civ4 vanilla, and i dont know how to merge the python,
acctually its only one file of python that im having trouble..

assimilation mod works nice,

and mad nukes, well same as the terraforming...i need somepython help.

ill add patch b to the main post :)
 
I do have a question... what's the rationale behind the Dark Crusader unit? It doesn't really fit with the historical theme of the thread.
 
Keldath, do you plan on adding any more ressources soon? Would be helpfull to know prior to me trying to make a new GEM version for OL ^^.
 
zulu9812 ,
well...........no logic there im affraid, its just a fictional horse unit to be
"equal" to the knight, you have another suggestion? i was acctually thoguht of replacing it with some better looking horse unit.

Bastian-Bux ,
glad to know your still in for it,
well i dont think ill add more rec' for the moment, though, i might change some, not sure yet,
im gonna implement what you suggested on page 59,

so i think you can go ahead...
 
Keldath, knowing that prior to starting would save some work, as Kai tends to leave the units in -> makes it necessary to clean up the whole file for each surplus civs.
 
Modular OverLord Expansion 1.2 Released

Download the MOLE (60.7 MB)

Modular OverLord Expansion v1.2
================================

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 the 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
An expanded Japan civ, with a 2nd leader (Hirohito)
Combat XP tweak - total xp gained from barbarians and xp retained after promotion increased
Religious Tech Tweak - religious system techs no longer give penalties
33 new unit buttons for existing units that were re-using buttons
Updated the religions that certain civs can found with more appropriate options
1 National Wonder - UN Mission - allows recruitment of UN military forces
Holy Wars mod - build headquarters of the holy orders and recruit religious knights

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.

You will be asked to overwrite 2 files - RebelTypes.py and CIV4DiplomacyInfos.xml, confirm that you want to overwrite. RebelTypes.py is required to integrate the new civs into the Revolutions aspect of Overlord, and CIV4DiplomacyInfos.xml is required for the diplomacy text of the new civs to display (CIV4DiplomacyInfos.xml, for some reason, can not be modular).

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

Change 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 Files 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 can drop me a personal message at the same site.

Yours,

zulu9812

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

1.2
Added 33 unique buttons for existing Overlord units that were re-using buttons
Added Combat XP tweak
Added Religious Tech Tweak
Added Hirohito leaderhead for Japan
Added UN Forces national wonder
Added Holy Wars mod
Added Civilization Religions Tweak - changes which religions civs can found
Fixed Diplomacy Infos for Iraq, Iran leaders & Kim Jong Il
Fixed Galleass - correctly upgrades from Trireme now
Raised max. Great Wonders per city from 6 to 8 (in CombatXP Tweak)
Raised max. National Wonders per city from 3 to 4 (in CombatXP Tweak)
Removed 2nd, unused, Ho Chi Minh (was showing up in Civilopedia/Leaderheads)
Vietnam now founds Taoism instead of Shinto
Iraq now founds Judaism instead of Zoroastrianism
Now using 7zip compression for a smaller download

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)
surdanis (original Crusades & UN Forces modcomps)
 
(Genghis) Kai, the maker of GEM is mostly working with the worldbuilder. So to get a "clean" map from his work requires some time. If I'd know that there'll be 40 civ slots in your mod, then I don't need to do that clean up work, and just have to add ressources in the worldbuilder.
 
I love what I hear but I can't play it! I've put in the patch but whenever I try to load a game it crashes while loading the graphics. Any help? thanks.

P.S. can you please tell me the steps to loading the patch I mite I'm doing it wrong.
 
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