[MOD] Genetic Era for Warlords

MusX said:
does it works with new Warlords patch 2.08 ?

No. Like every mod which uses a custom CvGameCoreDLL.dll.
You will have to merge the C++ files and recompile the dll or wait some days until this mod is updated.

Matze
 
WOW. just played it!!! it's the best civ4 mod i ever played!!!! it's awesome! seafarm/mines like in ctp2 :D and antigrav units. KEWLL!!!
please don't stop imporoving it :D

any maps didicated for this mod?? :>

and also please add some infos in first post like "list of to do" and "when will be new version"
 
MusX said:
it's awesome! seafarm/mines like in ctp2 and antigrav units. KEWLL!!!
please don't stop imporoving it

We appreciate the response :) . And don't worry... we got some new things coming! It may be a little while because we are adding a few new features to the game play that will make the game more interesting. They require some significant changes to the sdk and xml files.

We should be releasing an update for the patch soon. The SDK changes have been updated. We are just deciding about what of the new stuff we want to add at this point. (Minor things... we will save the major things for the next version)

MusX said:
any maps didicated for this mod?? :>

you mean dedicated? no... that hasn't crossed our minds. I am not sure any of us are scenario players. Some of us are considering eventually building a new map script though.

What kind of maps did you have in mind?
 
There is a new Blake-Mod improving AI further. Do you intend to use it? Would be great.
However, I've had an idea how to improve the mod (if it is possible to improve it - it's awesome) but I seem to have forgot. I'll tell you if I remeber.
 
What kind of maps did you have in mind?
didn't really know. but i remember there were some maps didicated for sevomod/civ4gold. so i've just asked about it :P
can't wait to get coming version :D
 
The near future is an exciting place. Consider the new passenger jets based on stealth technology that are said to be as noisy as a washing machine (presumably not the on that shakes free from the wall and pounds down the stairs like at my friends place). Or the cordless drills etc coming out now battteries are blowing away what was believed to be the limits of these things. There's an electric mower that runs off batteries FGS, it's just hurting my jaw with all the gawping. And the usb key... sneakernet is back, baby! Scatter a few in front of an office with viruses preloaded and you can take down a corporation!

Sorry got a fever might be raving a bit :)
 
would it be hard to merge visamod and your mod? Mind you imagine you might need 4 gig ram just to load it up, and multicore processors immersed in liquid nitrogen...
 
seady said:
would it be hard to merge visamod and your mod? Mind you imagine you might need 4 gig ram just to load it up, and multicore processors immersed in liquid nitrogen...

keldath already did that...just back on ViSa v1.2 but if we get lucky parts of this will be in ViSa next week :)

And yes you might want to think about 4GB RAM :crazyeye:
 
Nice idea. First: Good work! Its great...

But how about genetic enhanced soldiers in genetic era?
somehow i miss them, maybe with halolike armor? ;)

And you can tell me what you want, but nanites come too early in the techtree... its not very realistic that they come with spaceflight...
 
Suggestion: Very rough draft of an aquatic harvesting refinery (first attempt at making a building and i suspect it's buggy)

Essentially an advanced sea farm/processing factory, a step up from the oyster/fish farms of today, not only using organic sea life for food but also mineral concentration e.g. gold and mercury extraction from water, near future

Ideas for balancing: need an increase in cost, requirement of power, and possibly more tech and building requirements e.g. nanotech.<FreeStartEra> needs to be later. Is <iCost>360</iCost> about right?

Spoiler :
Code:
	<BuildingInfo>
			<BuildingClass>BUILDINGCLASS_AQUATIC_HARVESTER</BuildingClass>
			<Type>BUILDING_AQUATIC_HARVESTER</Type>
			<SpecialBuildingType>NONE</SpecialBuildingType>
			<Description>TXT_KEY_BUILDING_LIGHTHOUSE</Description>
			<Civilopedia>TXT_KEY_BUILDING_LIGHTHOUSE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_BUILDING_LIGHTHOUSE_STRATEGY</Strategy>
			<Advisor>ADVISOR_GROWTH</Advisor>
			<ArtDefineTag>ART_DEF_BUILDING_LIGHTHOUSE</ArtDefineTag>
			<MovieDefineTag>NONE</MovieDefineTag>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<GlobalReligionCommerce>NONE</GlobalReligionCommerce>
			<VictoryPrereq>NONE</VictoryPrereq>
			<FreeStartEra>ERA_INDUSTRIAL</FreeStartEra>
			<MaxStartEra>NONE</MaxStartEra>
			<ObsoleteTech>NONE</ObsoleteTech>
			<PrereqTech>TECH_CELLULAR_BIOLOGY</PrereqTech>
			<TechTypes/>
			<Bonus>NONE</Bonus>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_ORGANIZED</ProductionTraitType>
					<iProductionTrait>100</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<HappinessTraits/>
			<PowerBonus>NONE</PowerBonus>
			<FreeBonus>NONE</FreeBonus>
			<iNumFreeBonuses>0</iNumFreeBonuses>
			<FreeBuilding>NONE</FreeBuilding>
			<FreePromotion>NONE</FreePromotion>
			<CivicOption>NONE</CivicOption>
			<GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
			<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<bBorderObstacle>0</bBorderObstacle>
			<bTeamShare>0</bTeamShare>
			<bWater>1</bWater>
			<bRiver>0</bRiver>
			<bPower>0</bPower>
			<bDirtyPower>0</bDirtyPower>
			<bAreaCleanPower>0</bAreaCleanPower>
			<bDiploVote>0</bDiploVote>
			<bForceTeamVoteEligible>0</bForceTeamVoteEligible>
			<bCapital>0</bCapital>
			<bGovernmentCenter>0</bGovernmentCenter>
			<bGoldenAge>0</bGoldenAge>
			<bMapCentering>0</bMapCentering>
			<bNoUnhappiness>0</bNoUnhappiness>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<bNeverCapture>0</bNeverCapture>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqReligion>0</bPrereqReligion>
			<bCenterInCity>0</bCenterInCity>
			<iAIWeight>0</iAIWeight>
			<iCost>360</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iMinAreaSize>10</iMinAreaSize>
			<iConquestProb>66</iConquestProb>
			<iCitiesPrereq>0</iCitiesPrereq>
			<iTeamsPrereq>0</iTeamsPrereq>
			<iLevelPrereq>0</iLevelPrereq>
			<iMinLatitude>0</iMinLatitude>
			<iMaxLatitude>90</iMaxLatitude>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
			<iAnarchyModifier>0</iAnarchyModifier>
			<iGlobalHurryModifier>0</iGlobalHurryModifier>
			<iExperience>0</iExperience>
			<iGlobalExperience>0</iGlobalExperience>
			<iFoodKept>0</iFoodKept>
			<iAirlift>0</iAirlift>
			<iAirModifier>0</iAirModifier>
			<iNukeModifier>0</iNukeModifier>
			<iNukeExplosionRand>0</iNukeExplosionRand>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iAreaFreeSpecialist>0</iAreaFreeSpecialist>
			<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
			<iMaintenanceModifier>0</iMaintenanceModifier>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
			<iHealRateChange>0</iHealRateChange>
			<iHealth>0</iHealth>
			<iAreaHealth>0</iAreaHealth>
			<iGlobalHealth>0</iGlobalHealth>
			<iHappiness>0</iHappiness>
			<iAreaHappiness>0</iAreaHappiness>
			<iGlobalHappiness>0</iGlobalHappiness>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iSpaceProductionModifier>0</iSpaceProductionModifier>
			<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
			<iTradeRoutes>0</iTradeRoutes>
			<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
			<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
			<iTradeRouteModifier>0</iTradeRouteModifier>
			<iGlobalPopulationChange>0</iGlobalPopulationChange>
			<iFreeTechs>0</iFreeTechs>
			<iDefense>0</iDefense>
			<iBombardDefense>0</iBombardDefense>
			<iAllCityDefense>0</iAllCityDefense>
			<iAsset>3</iAsset>
			<iPower>0</iPower>
			<fVisibilityPriority>1.0</fVisibilityPriority>
			<SeaPlotYieldChanges>
				<iYield>1</iYield>
				<iYield>1</iYield>
				<iYield>1</iYield>
			</SeaPlotYieldChanges>
			<GlobalSeaPlotYieldChanges/>
			<YieldChanges/>
			<CommerceChanges/>
			<ObsoleteSafeCommerceChanges/>
			<CommerceChangeDoubleTimes/>
			<CommerceModifiers/>
			<GlobalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<StateReligionCommerces/>
			<CommerceHappinesses/>
			<ReligionChanges/>
			<SpecialistCounts/>
			<FreeSpecialistCounts/>
			<CommerceFlexibles/>
			<CommerceChangeOriginalOwners/>
			<ConstructSound>AS2D_BUILD_LIGHTHOUSE</ConstructSound>
			<BonusHealthChanges/>
			<BonusHappinessChanges/>
			<BonusProductionModifiers/>
			<UnitCombatFreeExperiences/>
			<DomainFreeExperiences/>
			<DomainProductionModifiers/>
			<BuildingHappinessChanges/>
			<PrereqBuildingClasses/>
			<BuildingClassNeededs/>
			<SpecialistYieldChanges/>
			<BonusYieldModifiers/>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_GROWTH</FlavorType>
					<iFlavor>10</iFlavor>
				</Flavor>
			</Flavors>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
		</BuildingInfo>
 
Thanks Seady. We will keep it in mind. We do have some tile improvements for the ocean already as you may have seen but if it comes in handy we will look into it. I like that it is based on something that already exists.
 
Dubmetender said:
OK, the new version is online V0.3
i just updated the first post, with the new link
that work with 2.08 patch
don't forget to read the "readme" file

Will the source code be available?

Not sure how much time keldath has to go over the new version so I might take a peak at putting this in ViSa...keldath put previous version in ViSa a few weeks back but we never released it.

BTW, I love the changes/additions you folks have made :)
 
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