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For modders & mergers

Discussion in 'Civ4 - Revolution Modpack' started by jdog5000, Jun 6, 2007.

  1. Kissa

    Kissa Warlord

    Joined:
    Aug 16, 2004
    Messages:
    156
    Location:
    Paris
    Don't Know if it's the right place to say that, I really enjoy Rev DCM Mod, but... ;)

    Could you add something like Air_Bombing for the sea units against land units/ improvments/ cities (Destroy city Buildings, Walls, Ships in the city, units in the city, etc... like Air_Bombing but for sea units) ? Sea_Bombing ?

    and in the same idea for land units against sea units (with gunpowder). For ex : Cannon vs. Galleon and Galleon vs. Cannon etc...

    Each unit type could fight each other, the ability of all unit type will be full developed.

    And to merged "Commander v.0.1 Mod" with RevDCM ? =>link to thread http://forums.civfanatics.com/showthread.php?t=352036
     
  2. phungus420

    phungus420 Deity

    Joined:
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    6,296
    Civ4 isn't balanced with such a feature in mind, I also personally don't like the concept. I'm firmly against the inclusion of this modcomp. Feel the need to respond to this, because it's been asked for a few times.
     
  3. Kissa

    Kissa Warlord

    Joined:
    Aug 16, 2004
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    156
    Location:
    Paris
    I'v made a small change in my game, i'v add "General" to Great General.

    Rename Great General to "Marshall" and this unit is only able to add Xp to a city, or build a Military academy.

    The "General" could only give Xp to Units, and lead one of them,

    i decrease the amont of Xp the "General" can give to units.

    Then in the game there are more "General" emerging in the game, but less effective, it's fun to build small armies.

    I don't know if it's really balanced, i think the AI can use its "General" as Great General ?

    But it's fun to play, and more logical ?

    Like in CivIII, Generals can Lead 3 to 5 Units (?)

    Maybe give the Special promotions to Generals, and not by very bizzare Promotions pathes.
     
  4. Afforess

    Afforess The White Wizard

    Joined:
    Jul 31, 2007
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    Location:
    Austin, Texas
    For that feature, may I recommend my mod? It uses RevDCM as a base, but has that mod, amongst many others in it. I'm sure you would enjoy it. ;)
     
  5. Kissa

    Kissa Warlord

    Joined:
    Aug 16, 2004
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    Location:
    Paris
    Thinx, i'll try it.
    If there's a "but", i'll tell you.
    :cool:
     
  6. Corvex

    Corvex Emperor of Canada

    Joined:
    Jul 10, 2004
    Messages:
    595
    Location:
    The Holy City of Winnipeg
    Has anyone had any success merging this with CivGold 5.0? I've done it myself for earlier versions of each of these mods, but with the present versions, for some reason I can only get one mod or the other to work depending on what I call the combined mod.
     
  7. Duneflower

    Duneflower Warlord

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    Location:
    SW Utah
    Right here, dawg. Take a look at NwT.
     
  8. kris159

    kris159 Kris P Bacon

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    I have absolutely no experience in merging mods, but I'll give a backstory and my problem.

    I've been playing the BTS 3.17 version of Thomas' War for a while now, since I can't get 3.19 (which I'm fine with). I just thought it needed some Revolution, so I went hunting around and found the one compatible with 3.17.

    I followed the merge guide until I came up to this:
    I can't find the .ini that came with the origonal mod under __init__ anywhere... I'm looking in CvCustomEventManager.py, am I looking in the wrong place?
     
  9. Duneflower

    Duneflower Warlord

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    At the risk of getting flamed like a punk, since this thread's been dead for nearly a year...

    I'm a little baffled by the BUGEventManager paradigm. How do I go about merging in the Next War events, which already have a CvRandomEventManager.py and EventInfo XMLs?
     
  10. Terkhen

    Terkhen King

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    I'm interested in the mechanics of this mod, but sadly I usually play multiplayer...

    I'm curious, what would be needed to make this mod work in multiplayer? What are the biggest issues that would need fixing?
     
  11. Duneflower

    Duneflower Warlord

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    To my knowledge, they've got all the major bugs worked out already. Go peruse the RevolutionMP forum.
     
  12. Terkhen

    Terkhen King

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  13. Absolution

    Absolution Prince

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    I wan't to merge it with History Rewritten, which includes alot of new civs, buildings, leader traits, etc.
    How should I do that?
    I tried copying files from HR to Revolution, but it didnt work.
    Are there specific files that I should not copy?
    (I don't know anything about merging mods..)
     
  14. Duneflower

    Duneflower Warlord

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    Get yourself a copy of WinMerge and compare the directories - chances are there are certain files in common which you'll have to merge in order to get everything to work. Also, if HR includes a DLL, the project is likely going to be over your head since you'd have to merge those as well, which means getting the source-code for both DLLs...
     
  15. Midnight-Blue766

    Midnight-Blue766 The filidh that cam frae Skye

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    How can I merge the Dynamic Civ Names mod with this? SDK work is not my forte.
     
  16. Duneflower

    Duneflower Warlord

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    DCN's already in it, dawg!
     
  17. Midnight-Blue766

    Midnight-Blue766 The filidh that cam frae Skye

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    Why isn't DCN in my version of Revoluton?
     
  18. Duneflower

    Duneflower Warlord

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    That...is indeed curious. Which version do you have?
     
  19. Midnight-Blue766

    Midnight-Blue766 The filidh that cam frae Skye

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    I have 2.90.
     
  20. kiwitt

    kiwitt Road to War Modder

    Joined:
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    Auckland, NZ (GMT+12)
    What additional XML tags have been inserted into the base Civ4 files? In particular, I would like to import new XML files for leaders, civilizations, buildings, units, promotions in particular, to create a new Modern Earth (Giant) scenario

    Also have art XML files being altered at all.
     

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