Discussion in 'Civ4 - Mod Components' started by platyping, Jun 2, 2013.
Can this be adapted to sevopedia?
Depends on your merging skills.
Yes but troublesome since almost all pages modified
Would C&P it work in the same places in both files?
Also for resources why is it not just General, Food, Luxury? Civ already its only categories, why create new ones?
Because those are the civ groups for civ iv.
Refer to the xml file
Why not do the settler religion modcomp? I tried to incorporate the one I could find out there but it never seems to work.
Whatever is that
As Platyping says those groups are the ones in the xml. They are used for resource placement on random maps.
No offense to you platyping, but those names in the first post in GREEN, really hurt the eyes
Thx much appreciated . . . SO
Updates to Platypedia
1) Fixed bug in Unit Screen
2) Improvements: Upgradeable ones grouped together
3) Civilizations: ArtStyle
Leaders I still deciding whether to group by Civilizations
When a settler is created from a city with a religion in it, when the settler creates a new city, that city starts with that relgion in it. I beleive someone released a version of it called unit religions
Add Unique DOM text to R:I! Thanks!
Pretty easy, may bother to do it after I wake up
Let me know if you managed to write a DOM Text for each Civ/Leader lol
Can you do a version compatible with BUG mod?
No, in our manual we have a text to each group of leaders/civilizations of our cruzaders scenario. I brought out from there.
An exception case once in a blue moon...
Do you guys a favour
Includes file for BUG 4.4
Can't be bothered to analyze it, simply replace all 3 specialist mods with mine
In other words, switching in the BUG options will not change it.
Advanced Tech Screen Updates
It now hides disabled techs.
This means you can design unique tech screens where different civs will see different tech screens.
Both Civ Techs are taking the same slot and it is not an issue.
Thus you can design your own unique tech trees for every single civ so that different civs can learn different techs.
Includes a sample of how to make civ specific techs for Zulu and Greece.
I know there is a disabletech tag in CivilizationInfos.xml but I am lazy to do it for 30+ entries just to make a tech civ specific.
how are you you sweet python master?
i have a small request,
this main thread for all your work is great ofc,
but near every mod you've made here, can u add the last update you've dine ?
Migrating Great People - 31/7/13
so we can keep[ trek in here for your updates?
ty in advance,
love your work.
Brave New World comes early.
Allows Great People to construct Unique Buildings.
These buildings are normal buildings but actually world wonders in disguise.
(One in whole world, movies, 100% conquer rate, nuke immune etc)
I merely set them as normal buildings so that they will not count towards WW count for players who play with limited WW option.
If you set them as World Wonders, you can simply remove all python files and treat it as XML mod component.
Art of War
Free City Raider I Promotion, +1 Towards Great General
New Units + 3 XP, +25% Military Production, +1 Towards Great General
No Unhappiness, 4 Culture, +1 Towards Great Prophet
+50% Great People Rate in All Cities, +4 Culture, +1 Towards Great Prophet
Free Theatre in All Cities, +8 Culture, +2 Artist Slots, +1 Towards Great Artist
Symphony No. 5
+50% Culture, +10 Culture, +2 Artist Slots, +1 Towards Great Artist
Theory of Evolution
+2 Free Scientist, +1 Towards Great Scientist
Theory of Everything
+100% Research, +1 Towards Great Scientist
Code of Hammurabi
Code of Laws
+4 Espionage, Reduces Maintenance in Nearby Cities, +1 Towards Great Spy
+4 Espionage, +50% Golden Age Length, +1 Towards Great Spy
+1 Production from All Engineers, +1 Engineer Slot, +1 Towards Great Engineer
Book of Lemmas
+50% Production, +2 Engineer Slots, +1 Towards Great Engineer
The Wealth of Nations
+1 Trade Route in All Cities, +50% Trade Route Yield, +1 Towards Great Merchant
The Gospel of Wealth
+100% Gold, +1 Towards Great Merchant
1) Static Movies
2) Modified Platypedia
Great Works Building Artwork:
1) Rewrite Wonder part so that Team Wonders will not take up empty space when there are none.
2) Merge some loops
Any chance you can create a modcomp for settler for the religion only w/o the promotions? i feel like if it was just a modcomp added to the game (city founded always gets religon from father city) it would be a lot smoother and realistic, as that is what happens in real life.
Another idea for a modcomp would be for each civ to have its own resource. Each civ would have a resource that when the game starts, that resource is placed on the nearest plot possible to the starting place. (Mali, Inca --> gold, Japan --> Fish, Russia-->Uranium, Arabia --> Oil, France--> Wine, etc etc) This creates obvious problems as obviously once in a while a civ won't be near a possible plot, but I dont see th at being a large problem as it will happen to every civ once in a while, just luck of the draw, plus one resource won't hurt/help to much
Separate names with a comma.