Hydro's Mods for AND

EDIT: Or better yet and more simple, put a standard -1 or -2 or -3 gold on the building, so that it has flat maintenance costs.

I think we figured out that you can't have negatives for either types of commerce (gold).

I agree that the maintenance method used in Civ IV sucks. But the maintenance thing was another thing seen as not fun in Civ III and so dropped in Civ IV.
 
Zen Archery is called Kyūdō
Your engineering school is very powerful with its three engineer slots
Crafts Hut can yield 19:gold: pretty good for a building only needing trade
 
I have noticed recently when people have posted the mods they play none of them list any of my mods. Is there even anyone besides myself that plays with my mods? Also is it because its unchecked during installation that you don't install them?

In short does anyone play with any of the following mods? If so which one(s)?

- Water Mod
- Misc Mod
- Transportation Mod
- Health Mod

I play with at least 3 of them. Not sure right now about the Misc Mod. I don't remember that one unless it is like miscellaneous buildings or something like that. Then I could say I play with them all. However, I've got to say that I don't understand why there's so much unhealthiness in the water mod. Please explain why the town well, for example, gives 3 unhealthiness. Also, I play with the Domesticated Animals mod, but I have modified it so the resource must be in the city vicinity. I found there were too many "farms" to build, and I don't think the AI takes into account all the unhealthiness they create. With most cities only able to build one or two, it seems to work out better IMHO.
 
I play with at least 3 of them. Not sure right now about the Misc Mod. I don't remember that one unless it is like miscellaneous buildings or something like that. Then I could say I play with them all. However, I've got to say that I don't understand why there's so much unhealthiness in the water mod. Please explain why the town well, for example, gives 3 unhealthiness. Also, I play with the Domesticated Animals mod, but I have modified it so the resource must be in the city vicinity. I found there were too many "farms" to build, and I don't think the AI takes into account all the unhealthiness they create. With most cities only able to build one or two, it seems to work out better IMHO.

1. The Misc Mod has the Animal Shrine, Chinampas, Great Chinampas and Tattoo Parlor. I recently made a new version that should be in AND 1.73. Its has some tweaks on the old buildings and 8 brand new buildings.

2. The reasoning on the water mod can be found HERE.

3. Hmm city vicinity might be a good way to balance thing a bit more. I am open to this change. BTW what is the codding for vicinity?
 
1. The Misc Mod has the Animal Shrine, Chinampas, Great Chinampas and Tattoo Parlor. I recently made a new version that should be in AND 1.73. Its has some tweaks on the old buildings and 8 brand new buildings.

Then yes, I am definitely using it.

3. Hmm city vicinity might be a good way to balance thing a bit more. I am open to this change. BTW what is the codding for vicinity?

I think you had PrereqBonus or something like that. I changed it to VicinityBonus. These are the two files I changed.

View attachment Animals_CIV4BuildingInfos.zip

View attachment Animals_CIV4BuildingsSchema.zip
 
The reasoning on the water mod can be found HERE.

Ok, I understand all the reasoning you all went through. But to be honest, I see no reason to ever build the town well as it is. 3 :yuck: at the early stages of the game is a killer for cities. I haven't used it for that reason.
 
Ok, I understand all the reasoning you all went through. But to be honest, I see no reason to ever build the town well as it is. 3 :yuck: at the early stages of the game is a killer for cities. I haven't used it for that reason.

Well you would only use it unless you had to. Such as a city not next to a river or jungle. Its basically only good for the freshwater bonus. So in a landlocked desert it may be beneficial.

Then yes, I am definitely using it.



I think you had PrereqBonus or something like that. I changed it to VicinityBonus. These are the two files I changed.

View attachment 249242

View attachment 249243

Looks good as far as I can tell. I will ask Afforess to update with these changes.
 
Well you would only use it unless you had to. Such as a city not next to a river or jungle. Its basically only good for the freshwater bonus. So in a landlocked desert it may be beneficial.

OK, now I think I understand. I don't think you can put a city in a desert, but if you put it next to an oasis, you could still use the fresh water benefit for the remaining tiles.

Looks good as far as I can tell. I will ask Afforess to update with these changes.

Great! That would be the first real input I ever had on a mod that I can remember. But I am getting senile, so who knows? :lol: You might have Afforess take a good look at the files, because I was trying to figure out how it was done by whoever made the minerals mod. It's in a sub-folder named vicinity in Afforess' mod folder. Anyway, I may have included one line too many, but it does work.
 
No the well gives freshwater. So no need for a river or oasis.

Then I don't understand because I've tried to build a city in the desert to access some resources and I can't. There is no button for building the city when you are on a desert tile. And since the town well is a building and not an improvement, I don't see how it will help you build the city. Please enlighten me.
 
Having problems with starting a game on rom 2.91, AND 1.72B with the following :-

Tag: BUILDINGCLASS_WHEELWRIGHT in Info class was incorrect. Current XML file is:
modules\Hydro\Transportation\Transportation_CIV4BuildingInfos.xml

Any ideas what this could be?
 
Having problems with starting a game on rom 2.91, AND 1.72B with the following :-

Tag: BUILDINGCLASS_WHEELWRIGHT in Info class was incorrect. Current XML file is:
modules\Hydro\Transportation\Transportation_CIV4BuildingInfos.xml

Any ideas what this could be?

I am using the Transportation modmod. I haven't had any problem. Maybe you could do a clean install, or maybe your d/l was corrupted.
 
Having problems with starting a game on rom 2.91, AND 1.72B with the following :-

Tag: BUILDINGCLASS_WHEELWRIGHT in Info class was incorrect. Current XML file is:
modules\Hydro\Transportation\Transportation_CIV4BuildingInfos.xml

Any ideas what this could be?

Have you altered any of the files? If not maybe you should re-download and install again.
 
Just re-posting some of my old ideas from the request thread so I can eventually make them.

So I was watching the history channel and they were talking about lost technology and it got me thinking of some cool wonders we could have for a RoM modmod.

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Callinicus' Workshop (Great Wonder)
Cost: 2400
Culture: +2
Great People: +1

Requires: Iron Working

Obsolete: Gunpowder

Special Abilities

  • +50% Science
  • Can turn 3 Citizens into Scientist.
  • City More likely to generate Great Scientist.
  • Ranged, Siege Weapons and Wood Ships get "Greek Fire" Promotion

Greek Fire (Promotion)
+10% City Attack
+25% Forest Attack
+25% Jungle Attack
+100% vs. Wood Ships
+100% vs. Siege Weapons
+100% vs. Melee
+100% vs. Animals
+20% vs. Early Tanks

200px-Hand-siphon_for_Greek_fire%2C_medieval_illumination_%28detail%29.jpg


Reason: This is to simulate "Greek Fire" cheirosiphōns that were made during ancient times. They were very much like modern flamethrower units. However this technology was lost until the modern era.

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Archimede's Workshop (Great Wonder)
Cost: 1200
Culture: +2
Great People: +1

Requires: Ship Building, Glassware

Obsolete: Optics

Special Abilities

  • +50% Science
  • Can turn 3 Citizens into Scientist.
  • City More likely to generate Great Scientist.
  • +25% Defense
  • Siege Weapons and Wood Ships get "Heat Ray" Promotion

Heat Ray (Promotion)
+25% City Attack
+100% vs. Wood Ships
+100% vs. Siege Weapons

180px-Archimedes_Heat_Ray_conceptual_diagram.svg.png


Reason: This is to simulate Archimede's "Heat Ray" which supposedly used mirrors. It both helps protect the city from ships but then can upgrade wooden ships and siege weapon with mirrors.

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Zhang Heng's Workshop (Great Wonder)
Cost: 1000
Culture: +2
Great People: +1

Requires: Canal Systems, River City

Obsolete: Steam Power

Special Abilities

  • +50% Science
  • Can turn 3 Citizens into Scientist.
  • City More likely to generate Great Scientist.
  • +25% Production (Water Power Machines)

200px-Clock_Tower_from_Su_Song%27s_Book.JPG


Reason: This is to simulate Zhang Heng's water machines that were made long before the industrial revolution.

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[Someone's] Workshop (Great Wonder)
Cost: 1200
Culture: +2
Great People: +1

Requires: Machinery

Obsolete: Thermodynamics

Special Abilities

  • +50% Science
  • Can turn 3 Citizens into Scientist.
  • City More likely to generate Great Scientist.
  • Siege Weapons and Wood Ships get "Kite Bomb" Promotion

Kite Bomb (Promotion)
+10% City Bombing Damage
+15% City Attack

FA96MHJG1QWB42P.MEDIUM.jpg


Reason: This is to simulate medieval kite bombs that were used to drop over city walls. However I have no idea who invented the Kite Bomb. So I have no name yet for the wonder.

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I am sure there are plenty more "lost technology" that we could incorporate into wonders. However this is all i have for now. Let me know if you think some stats should be changed icne its more for the concept rather than the stats.
 
There is already a Greek Fire event that gives the promotion to naval units.

There never was a mirror based heat ray it was a fiction created by romantics sometime between 1600 and 1900 AD. I forget when.

Like the kite bomb idea - is it a promotion for units built in that city or a unit?

I know its a lot of work but could you post a link to the description or documentation for each of your mods in your first post. I keep forgetting which one does what.
 
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