HAND (Hydro's A New Dawn)

Does the HAND V1.3 rar get extracted to BTS/MODS/Rise of ManKind or BTS/MODS? I ask because the structure when extracted is Rise of Mankind/Assets/Modules/Hydro/and then all the seperate mod folders. I have never dealt with modular loading so I could use some guidance.
 
Does the HAND V1.3 rar get extracted to BTS/MODS/Rise of ManKind or BTS/MODS? I ask because the structure when extracted is Rise of Mankind/Assets/Modules/Hydro/and then all the seperate mod folders. I have never dealt with modular loading so I could use some guidance.

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind\

In other words you are opening up the RAR within the Mods folder so it overrides "Rise of Mankind" folder. Note it needs to be there in order to disable Killtechs stuff by never calling up his mod in the first place.
 
Loaded HAND 1.73..Seems to be a bug with "TXT" errors with a couple of the firefighing techs and buildings.
 
In other words you are opening up the RAR within the Mods folder so it overrides "Rise of Mankind" folder. Note it needs to be there in order to disable Killtechs stuff by never calling up his mod in the first place.
I got it figured out. I unzipped it to "C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods". Thanks. Great mod. It's perfect for me. I love building as many buildings as possible.
 
Loaded HAND 1.73..Seems to be a bug with "TXT" errors with a couple of the firefighing techs and buildings.

The issue is that gametext was missing in Firestorm; the Water Mod also had some typos causing similar issues. The Water Mod in my building pack contains the firefighting stuff and fixes those errors (which is why I asked him to take a look if he had time). Just download my building pack, delete Firestorm and Water from HAND, then install the Water from mine. This is a solution who to play with working Water/Firestorm until Hydro either fixes them in 1.4 or lets me maintain those portions.
 
Played a game all the way through the tech tree with HAND 1.3..my observations..

1. Too many buildings with cultural bonuses in the early modern era and beyond. Certain buildings like the Telephone network, which you really have to build anyways probably should not also give a % bonus to culture. I am sure I can get every city I own in my game to Legendary status with 0% on the culture slider in my Settler level test game. That is just silly.

2. Tech pace is too rapid. Even on settler I should not be able to 1 turn tech on enternity speed by middle of the Transhuman era. Note that the "science mod" buildings were a non factor. barely built any until I was basically through the tech tree.

I think a lot of this results from too much food. Allows much more rapid expansion than in Reg AND 1.74 because settlers can be built quicker. Things like the Dog Breeder and the Pyramids +1 food per river tile are big factors. Don't understand the conecting between breeding dogs and food to be honest anyways...Never built any pure health buildings (except hospitals after a nasty event whacked 12 pop off a city). So I could just spam scientist specialists w/all the slot available from buildings and run Technocracy. True I was using an extreme combo of Pacal/Hittite to see how much food could be generated w/Larger cities option (If you have no domination on and you spam map with cities size 180-190 w/cottages is possible 200+ if you switch to Senate for trade food.)

My solution to this. a) no Pyramids +1 food w/agri civs and Organic Cities all river grass cottages have 6 food.. b) get rid of the Dog Breeder and force people to focus on cities with food resources more. Maybe not obsoleting the Farm buildings at Cloning though.

Couple of odds and ends:

Hittites never need to build Steel Mills. (THey result in loss of 10% food and hammers) except for 2 needed to SoL.

Was able to build Carriage Builders again after Skyroads made my Automobile Factories obsolete..(didnt need the miltary prereq for Skyroads). Off course in a "normal" game where you still have to fight you wouldnt bypass that tech. I don't like that it goes obselete there tbh. The autos are still being made, they just can fly....
 
@CiverDan

1. Telephone network is either already in RoM or AND. I did not add them.

2a. It is recomended to play it on Snail speed or slower. Also its recommended to play it on Noble or Better difficulty.

2b. Did you have any health problem from the garbage mod?

3. Hmm If i ever get around to fixing stuff again I will fix the carriage builder.

Thanks for the feedback.
 
Did not really have any health problems from the garbage mod. I suspect that if I wasn't playing a lakes map and was using a water heavy one growth would have been slowed because I wouldn't have rushed to seafaring early (for less food box penalty). Do feel Waste to Energy is available too early though. Maybe at Recycling is Better?
 
I have playing HAND v1.2 and it is quite good job you done with this mod. I not tried HAND v1.3 yet, because I had no time to download newer versions of ROM and AND. It is pity that HAND will be discontinued but maybe I will give try to this Prehistoric NWA soon...
 
But I think it is big download, and I am on rather slow network with limited bandwidth usage. Hope that before X-mas I will be able to download it. It is also pity that when someone updates big mod, there no patches often but I have to download large files again and again. But I will have at lest time to finish my current game before upgrading as saves never compatible.

Are there many changes in HAND 1.3 compared to 1.2? And also I am curious if you contributed something new to this new Prehistoric NWA mod, because I very like and appreciate your work as moder! :)
 
Well, I wanted to D/L Caveman2Cosmos, but friend told me that file is enormous big. About 1.5GB or something, even without leaderheads which are in different file, and there still no Polish Civilization as custom civ, so I will still have to add it by myself. Also I cannot d/l now such big files, as I am on slow mobile connection and I pay for every kb downloaded, so it will be bit expensive, but maybe I will find one friend who will d/l it to me and send me a copy on dvd or something ;)

Edit: also question comes: Maybe you know
Cold War basic mod / inspiration: TheLopez (MAD Nukes Mod) modification / update: Thomas SG, macsbug

Cold War is a modification of the M.A.D. Nukes Mod (Mutually Assured Destruction Nukes Mod). It changes the way that nuclear armed units work in the game depending on the configuration of the mod. By using this mod cities can be completely destroyed including all of the units in the city and the plot the city is on is devistated and reduced to a water plot.

Especially, players are able to target the cities of their enemies and future enemies with their nuclear warheads once they have discovered the satellites technology.

It is part of this mod pack:
http://forums.civfanatics.com/showthread.php?t=291518&page=2 I wonder how this mod works and if maybe it is part of new version of ROM or Caveman2Cosmos? If not, then if it would be possible to add if by myself on hand? Or it will be too hard? ;)
 
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