1. Firaxis celebrates the "Asian American and Pacific Islander Heritage Month", and offers a give-away of a Civ6 anthology copy (5 in total)! For all the details, please check the thread here. .
    Dismiss Notice
  2. We have selected the winners of the Old World random draw and competition. For the winning entries, please check this thread.
    Dismiss Notice

[Modmod] Knoedelicious

Discussion in 'Civ4 - Legends of Revolution' started by Imp. Knoedel, Aug 20, 2015.

  1. Imp. Knoedel

    Imp. Knoedel Simperator Knoedel

    Joined:
    Nov 11, 2011
    Messages:
    8,832
    Location:
    The cooler Germany
    Knoedelicious​


    Download here

    This is a modmod for Legends of Revolution (version 0.9.9b) rebalancing civics, wonders and units for more realism. Among the features:

    Added a military civic column, renamed some civics and changed the effects of most of them. No more State Property being a low upkeep civic and some civics being completely useless, for I have taken great care to ensure every civic is useful in some situations and providing what you would expect from it in real life.

    Completion of the Pyramids leading to the establishment of a republic? The Kremlin making rushbuying cheaper and thus encouraging a democratic government? No more! Many wonder effects have been moved around and buffed, in fact it would be easier to name which wonders are still as they were in Vanilla!

    Sick of axe carrying thugs being the stars of the ancient battlefield? Me too! Axemen have been relegated to guerrilla duty, walls of spears is the name of the game! Confused as to why your draftees in the modern era get a free company's worth of APCs out of thin air? Say no more! Not a single unit has been left untouched!

    Tired of the snowballing effect leading to late unique units and buildings having insignificant impact compared to their earlier counterparts? Boy you are gonna love the mall, which provides a free specialist for every town in the BFC. 'Murrica!

    No idea what to do with idle workers? Settle them down in their own cottage, and watch as the commerce grows to unparalleled heights! Are you a treehugger? Good for you, now you can build lumbermills before the medieval age, and if you can refrain from chopping until the late game you will be rewarded with juicy buffed forest preserves! Be good to mother nature and she will be good to you!

    Colonization on other continents taking forever? Not any longer! Almost every ship now has twice as many movement points as before! However sailing close to the coast is now a much slower affair, based on an idea I shamelessly stole from RFC!

    And yet Knoedelicious is not a kitchen sink mod! In fact, I have only added two units so far, everything else is just various XML changes which hopefully add up to a much more enjoyable experience than plain LoR, never mind BtS. :)

    Unfortunately I'm a slob, and my exact list of changes I have made over the years is an unreadable mess, so I guess you'll just have to download and play it. Or don't, I'm neither your boss nor your mom. :lol:


    Installation instructions:
    1.: Duplicate your Legends of Revolution* mod folder in your BtS mod folder and rename one of the two to 'Knoedelicious v1.0'.
    2.: In it, extract Knoedelicious v1.0.zip and overwrite your existing Assets folder.
    3.: Have fun. :)

    *This is assuming you are using Version 0.9.9b.

    This modmod is fully compatible with Dave_uk's magnificient SDK mod, and in fact I encourage you to use the two in conjunction.

    Most of my changes were done with XML, except for a video I added for the Apollo Program and a new icon for The Internet.

    Credits:
    The developers of Civilization 4, duh
    Everyone who worked on Legends of Revolution
    Rhye or whoever created the Internet icon used in Rhye's and Fall of Civilization
    JustATourist for their Apollo Project video
    whoever responsible for Earth2012, to be more exact everything related to Modern Infantry as well as that one Python file for the expanded civics screen
    Flying Pig for the Police graphics
    I, duh

    Should I have forgotten to include someone just send me a PM.
     
  2. jdc0331

    jdc0331 Chieftain

    Joined:
    Sep 24, 2016
    Messages:
    11
    So I realize this mod probably not at the top of anyone's priorities, but I have a couple of questions:
    1. Are cottages supposed to consume the worker when built?
    2. If the answer to question 1 is yes, have there been any changes made to cottages to account for this?
    3. Your post mentions a military civic category, and I see entries for them in the Civiliopedia, but I can't see them in-game. Bug or intended?
     
    Imp. Knoedel likes this.
  3. Imp. Knoedel

    Imp. Knoedel Simperator Knoedel

    Joined:
    Nov 11, 2011
    Messages:
    8,832
    Location:
    The cooler Germany
    1. Yes.
    2. IIRC towns are the most powerful improvement there is, in addition to massive yields they also connect resources, give a defensive bonus, carry irrigation and can be used as canals by ships.
    3. Can you give me a screenshot?

    Also how did you download the mod? Git? Zipped? Some older version that might be floating around on this site?

    Edit: Wait a minute... This isn't about Dawn of Knoedel, this is about my old LoR modmod! Huh. You are literally the first person to ever comment on it on these forums.

    You might be happy to hear that I am incidentally working on a new version of this mod, but I have no idea when I will publish it. This was literally the first mod I ever worked on, so let's just say I have grown more experienced since.

    I can still help you with the Military Civics of course.
     
    Last edited: Dec 13, 2017
  4. jdc0331

    jdc0331 Chieftain

    Joined:
    Sep 24, 2016
    Messages:
    11
    I got the mod via the link in the OP. And I'll send a screenshot ASAP
     
  5. Imp. Knoedel

    Imp. Knoedel Simperator Knoedel

    Joined:
    Nov 11, 2011
    Messages:
    8,832
    Location:
    The cooler Germany
    Never mind the first part, I confused this for a different mod of mine.
     
  6. jdc0331

    jdc0331 Chieftain

    Joined:
    Sep 24, 2016
    Messages:
    11
  7. Imp. Knoedel

    Imp. Knoedel Simperator Knoedel

    Joined:
    Nov 11, 2011
    Messages:
    8,832
    Location:
    The cooler Germany
    Huh? Your previous post said:

    And yet you give me a screenshot of an empty page of the Civilopedia? Do you get to that empty page whenever you try clicking on Civics in the Pedia? What about the actual F3 screen?
     
  8. jdc0331

    jdc0331 Chieftain

    Joined:
    Sep 24, 2016
    Messages:
    11
  9. Imp. Knoedel

    Imp. Knoedel Simperator Knoedel

    Joined:
    Nov 11, 2011
    Messages:
    8,832
    Location:
    The cooler Germany
    How strange, my local version works perfectly fine in that regard.

    Now that I'm taking a closer look at the archive I uploaded I think I know what might be the cause: I forgot to include a certain file I updated in order to extend the Civics screen.

    I attached it to this post.

    Unzip CvCivicsScreen.7z into Knoedelicious\Assets\Python\Screens so that you now have a file called CvCivicsScreen.py in that folder and it should work, presumably even right there and then for your current game.
     

    Attached Files:

  10. jdc0331

    jdc0331 Chieftain

    Joined:
    Sep 24, 2016
    Messages:
    11
    That did the trick! The screen's a little squished, but it's definitely working. Thanks for your help
     
    Imp. Knoedel likes this.
  11. Donut11975

    Donut11975 Chieftain

    Joined:
    Sep 8, 2012
    Messages:
    24
    Location:
    New York
    Hello,
    I know this is an old thread but suppeeer quick question.
    For playing with the SDK mod, install this first or the SDK mod first?
    Thanks!!!
     
  12. Imp. Knoedel

    Imp. Knoedel Simperator Knoedel

    Joined:
    Nov 11, 2011
    Messages:
    8,832
    Location:
    The cooler Germany
    I don't think it matters tbh, unless the SDK mod added content apart from the DLL, but my gut says SDK first and then let my mod overwrite if there happens to be an overlap in files somewhere.
     

Share This Page