HAND (Hydro's A New Dawn)

I have to spend a little more time going through both the Craft mod and Firestom and Water Mod before claiming anything. I also want to see what killtech wants to do next; personally, I would like to see him intertwine the Craft mod around his production buildings upgrade chain.
i have not much time currently so it'll take time until i add more of the mod. i wanted to update the my alternative civics first but i don't find for that enough time either. but, well, i think i can add in the water and fire stuff of HAND. when i look more into the future i could probably adapt most of the transportation, health, cranes (craft), maybe farms. if no one else takes it i would add the pseudo-resource buildings of the domestic animal and other packages (although i don't like them personally).

but as the situation looks don't expect any new additions of me until the end of the month. that's how scare civ modding time has become.
 
Hi, I keep getting an error when I try and use this mod when loading Rise of Mankind. It says

Tag: TECH_CLOUD_PATTERNS in Info class was incorrect
Current XML file is:
modules\Hydro\Farming\Farming_CIV4BuildingInfos.xml

Tag: TECH_CLOUD_PATTERNS in Info class was incorrect
Current XML file is:
modules\Hydro\Farming\Farming_CIV4BuildingInfos.xml

Any help?
 
A big THANK YOU to Hydromancerx for all his work on HAND! Also, thanks to generalstaff and Killtech for integrating HAND into their mods.
 
Does anyone know whether I can use the patches (latest is 1.73K) or is HAND only compatible with 1.73 itself?

Edit: well gave it a try and everything seems to work ok, but of course that's no quarantee when it comes to mods... *fingers crossed*
 
i have not much time currently so it'll take time until i add more of the mod. i wanted to update the my alternative civics first but i don't find for that enough time either. but, well, i think i can add in the water and fire stuff of HAND. when i look more into the future i could probably adapt most of the transportation, health, cranes (craft), maybe farms. if no one else takes it i would add the pseudo-resource buildings of the domestic animal and other packages (although i don't like them personally).

but as the situation looks don't expect any new additions of me until the end of the month. that's how scare civ modding time has become.

Transportation and a lot of the craft mod definitely fits into your projects. I also see Health being tweaked into a extendbuildingclass mod (Dentist extends into Doctor's Office, merging Lasik and Optometrist into one building, and then extending them into Hospital, Acupuncturist into Healer's Hut, etc.); I also see it being merged with the Prisons from NIMBY since Health as a Mental Health Hospital and Rehab Center.

Anyways, I am claiming Water/Firestorm, since merging, balancing, and bugfixing went easier than expected (a little too easy...). I still have to polish it up, then I can release a new buildingpack, which would include Entertainment and Water/Firestorm; after that, I have to see how my time is looking, especially since I want to be able to start a game.

I completely understand how modding time can be scarce. There are less then 50 days until Civ5, which is a lot of time in XML modding days, and unless you have Civ5 preordered, its release is hardly a deadline. In other words, there is no rush.

Hi, I keep getting an error when I try and use this mod when loading Rise of Mankind. It says

Tag: TECH_CLOUD_PATTERNS in Info class was incorrect
Current XML file is:
modules\Hydro\Farming\Farming_CIV4BuildingInfos.xml

Tag: TECH_CLOUD_PATTERNS in Info class was incorrect
Current XML file is:
modules\Hydro\Farming\Farming_CIV4BuildingInfos.xml

Any help?

Farming requires Meteorology (playing with that game option on), Hydro should have used dependencies on the Weather techs. My recommendation is either play with the game option on or delete the Farming folder depending on how much you want to play with Farming.
 
The farming mod was made by Afforess. If he changed anything in his weather mod then there is possibly an error for that.

Like it says in the first post, its made for ...

- Beyond the Sword v3.19
- Rise of Mankind v2.91
- A New Dawn v1.73

Which means if there are any newer versions of any of those 3 files then the mod may not work.
 
Surprise! HAND v1.3 is out!

Changes
- NEW High-Tech Crane
- NEW Modern Crane
- NEW Steam Crane
- Fixed Bugs with Farm Mod vs the New Weather Mod in AND.
- Disabled Killtech's folder from loading so Crafting Mod will not get errors.
- Minor Tweaking from awhile back.

Note that this is just more or less an update so it can be compatible with "Rise of Mankind v2.92" and "A New Dawn v1.74". The cranes are left over from when I was actively working on the mod and disabling Killtechs folder is just a quick and easy solution. Thus if you like his upgrade chains then I am sorry but they will be disabled.

I have not had time to check it over much so let me know if there are any major bugs.

I just felt bad having my mod being picked apart by other modders and though I should at least leave a semi-working version of my mod. In short this is probably the last update. Note that HAND v1.2 will still be available from download too. Just don't install both at the same time.

In addition I have no idea if there are any conflicts with other mods but I suspect there may be with Killtechs or Generalstaffs. So its not recommended to use HAND with those mods. Plus I will have some left over stuff from GeneralStaff's mods in HAND too. Mainly because I don't have to time to sort through them all to take them out of my mods.
 
Excellent. I've been waiting for this to become 1.74 compatible. Thanks, Hydro.

EDIT: Simply deleting one of the subfolders that I find unfavorable will work right? Deleting the Garbage Mod won't affect anything else, correct?

Thought so. Saw confirmation on first page.
 
I just felt bad having my mod being picked apart by other modders and though I should at least leave a semi-working version of my mod. In short this is probably the last update. Note that HAND v1.2 will still be available from download too. Just don't install both at the same time.

In addition I have no idea if there are any conflicts with other mods but I suspect there may be with Killtechs or Generalstaffs. So its not recommended to use HAND with those mods. Plus I will have some left over stuff from GeneralStaff's mods in HAND too. Mainly because I don't have to time to sort through them all to take them out of my mods.

I am glad you found time to fix a few things. I found a few bugs in Water, which I fixed for an upcoming building pack (I am improving game text, which is delaying things), and did some needed balancing (some of which was done in the middle of a game I was playing). The upcoming building pack will have slightly less than 1/3 of the HAND content between borrowed buildings and maintained projects.

If you plan on releasing a 1.4, my buildings are:
-Storage Pit (Craft)
-Brahman Library (Education, which I am maintaining a version of)
-Art Patronage (Entertainment, which I am maintaining a version of)
-Local Radio Station (Entertainment, which I am maintaining a version of)
-Recording Studio (Entertainment, which I am maintaining a version of)
-Mercenary Camp (Military, which I am maintaining a version of.)
-Liquor Store (NIMBY)
-Poacher's Camp (NIMBY)
-All of the Spiritual Mod
-All of the Tower Mod
-Caravan Post (Transportation)
-All of the Vacation Mod
I will also be maintaining: Water/Firestorm, Entertainment (I merged it with Radio Show and Liquor Store into one mod for loading time speed), Military, Saloon from NIMBY, Education, and Palace
I think killtech is currently only maintaining Science, but is likely to move onto a few more things.
 
@generalstaff

I know its probably too late for this but who knows. I was thinking it would be cool if your mods + my mods + killtechs mods could be combined into one big mod that could come out once RoM and AND get to their final versions. Sort of like one big wrap up modmodmod where they can somehow work together.

I think it might be possible for both my idea of "fake resources" to work with Killtech's upgrade chains. It just would take a little compromise from each of us.
 
@generalstaff

I know its probably too late for this but who knows. I was thinking it would be cool if your mods + my mods + killtechs mods could be combined into one big mod that could come out once RoM and AND get to their final versions. Sort of like one big wrap up modmodmod where they can somehow work together.

I think it might be possible for both my idea of "fake resources" to work with Killtech's upgrade chains. It just would take a little compromise from each of us.

I don't believe it is a matter of compromising. Killtech is a type of person who consider others' analysis/criticisms. It's more a matter of understanding the importance of balance for gameplay, even to surrending some cool looking stuff.

I'll say nothing more here but I'm very sure you understand where I and several others are coming from.
 
@generalstaff

I know its probably too late for this but who knows. I was thinking it would be cool if your mods + my mods + killtechs mods could be combined into one big mod that could come out once RoM and AND get to their final versions. Sort of like one big wrap up modmodmod where they can somehow work together.

I thought that was the idea behind United Modders? Anyways, I always try to maximize compatibility when I mod, the best example being adding a modifier to the Nightclub in Textiles. Well, I think the best first steps I can take towards this "megamodule" idea is for me to finish Water/Firestorm, then release the building pack, mainly since it is more balanced, fixed some bugs, and did a much needed combination.

As for coordinating, I think that it should not be a problem. Many of your buildings can easily be added when they are scaled back and/or use the extendbuildingclass tag.

Well, either way, I am equally looking forward to the final versions as I am regretting it. It will be nice to mod with final works, but it will also mean the loss of some great potential features.
 
compatibility problems will come up between HAND and my BUC mod only i guess. we've tried to find a way for cooperation but concluded that we follow too different philosophies (like it can be read in the BUC thread.. first 2 pages of discussion). but sure we could work out a compromise for our mods to work together iff both sides are willing to make concessions. i've made my changes mostly due to balance and game play simplification reasons. i didn't originally indent to add that many buildings in the end.

as for the fake resources, making them compatible isn't the big problem. i personally didn't like the concept but this isn't a reason that will hinder to find a compatible solution. what they do need change however is their stats. i'm not sure what bonuses they give, but if they add more of something then other buildings in the original RoM that also grant that something must be changed - their boni must be reduced in order to make room for the new buildings. that is exactly the way i went with 'science mod': i've reduced university research bonus in order to add the additional science buildings.

so there is room for compatibility, but as i said earlier not much time for me for modding. i don't intend to drop it though... things just get delayed.
 
@generalstaff

That was the original idea of the UM but it became disorganized quickly. Mainly because the right hand was not knowing what the left hand was doing.

Well I feel out of all the moders here you get what i was trying to do generalstaff. Your modding is very similar to mine which is why I wanted you and killtech to take them over since you would be best to help merge mine with yours and ultimately both with his.

@Killtech

After playing some of AND with the upgrade chains it has been growing on me and i think can work. Unlike before in the original BUC discussion I am much more laied back when it comes to merging my stuff. The stats and even some buildings I understand that they either don't fit or would be a double. I think all that needs to be done is to get the core concepts of each of my mods merged and balanced.

I would like to hear your feed back of what you think should be changed in mod mods to make it work. Perhaps I can give you some feed back on what I was thinking when I was making them and help you better merge them.

@Killtech and Generalstaff

I am not sure when I will get Civ5 but it would be great if in the future we could work together on a mod for it. I mean who knows maybe there will be a RoM or AND for civ5. A fresh start I think would be good to where we could get some core stuff made from the beginning and learning from the past stuff we made.
 
Hydromancerx, Killtech and Generalstaff:

So, is it official that the three of you are going to try to make one modmod that is compatible with the final version of RoM for Civ IV?
 
I play BTS + RoM 2.92 + AND 1.74G + HAND 1.3.

I can't imagine playing anything else, the mod, modmod and modmodmod are all great. Thanks to all those involved!

However, in the tech tree, sometimes the name does not appear but only the tag, something that looks SEWAGERESOURCE_BUILD or something like that (can't run the game and be here at the same time).

In those cases, the tag will also appear in the Sid's Tips. I wonder if that can be fixed?

PS: It's the firefighters tech and the one leading to it.
 
Well I feel out of all the moders here you get what i was trying to do generalstaff. Your modding is very similar to mine which is why I wanted you and killtech to take them over since you would be best to help merge mine with yours and ultimately both with his.

Well, I think I "get" HAND is because of the ideas you had for Early Buildings and Towers.

Anyways, I finally finished with merging Firestorm into the Water Mod in my new Building Pack. I also did some balancing, bugfixes, and added some very needed game text. I did not remove any buildings, civic effects, or upgrade chains. If you have time/want to, look over it.
 
I play BTS + RoM 2.92 + AND 1.74G + HAND 1.3.

I can't imagine playing anything else, the mod, modmod and modmodmod are all great. Thanks to all those involved!

However, in the tech tree, sometimes the name does not appear but only the tag, something that looks SEWAGERESOURCE_BUILD or something like that (can't run the game and be here at the same time).

In those cases, the tag will also appear in the Sid's Tips. I wonder if that can be fixed?

PS: It's the firefighters tech and the one leading to it.

Thanks so much for the nice comments.

Hmm that is weird I will have to look into it when I have time.

Hmm even weirder to see in the tips.

Thanks for reporting those.

Well, I think I "get" HAND is because of the ideas you had for Early Buildings and Towers.

Anyways, I finally finished with merging Firestorm into the Water Mod in my new Building Pack. I also did some balancing, bugfixes, and added some very needed game text. I did not remove any buildings, civic effects, or upgrade chains. If you have time/want to, look over it.

I will try to take a peak. I have been trying AND without additional mods and have been very impressed.
 
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