Roger Bacon's Custom Assets Folder

RogerBacon

King
Joined
Nov 16, 2003
Messages
649
Hello All,

I thought I'd post my custom Assets folder online for anyone who wants to copy it. You can find it here: http://www.sendspace.com/file/pu754f
If you want to use it I suggest you backup your own customAssets folder and then delete it and then copy mine into the same location. When you get tired of it you can always restore your own afterward. Everything in it works for version 1.61.

What's in it:
1 All of my mods that I have released.
2 Other mod components that I haven't released. For example, I have a new unit SKILLED_WORKER that gives the city its in bonuses based on new leader traits I added. For example, if a leader has the HIGHLY_SCIENTIFIC trait then each worker gives +1 science per experience point it has. All of these special units and traits are currently set up for CIVILIZATION_JAPAN because I use that civ as my testing platform. Of course, it is easy to add the abilities to any other civ with just a couple of lines in the XML.
3 Lots of the best mods released on these forums. I probably can't even name all of them because I'm so used to playing with them I can't remember what the game was like without them. Some of them include: the new advisor screens, terraforming mod, civilopedia screen, specialist stacker, culture decay, Shepherd mod, Caravan mod, AbandonCity mod, action buttons, railroad 100 move mod, the mod that gives 4 leaders for each civ, Zulu civ, Philippeans civ, Shinto religion, extra wonders, Diety +5 difficulty, many map scripts, and many more I'm sure I've forgotten.

I'f I've forgotten anybody and you see your mod in here just drop me a line and I'll add you to the list above. I'm not trying to take credit for anybody's work. You can tell my work from everyone else's because mine stands out due to the crappy coding. ;)

Enjoy,
Roger Bacon
 
Why are you using the customassets folder? This will keep anyone who does it from being able to run other mods.
 
Kael said:
Why are you using the customassets folder? This will keep anyone who does it from being able to run other mods.

I've always put everything I like in the CustomAssets folder. Isn't that what its there for? These are the files that I run everytime I play civ so that is why they are in that folder. Yes, it makes it impossible to use any mid that also uses a file that is in my customAssets folder but, in those cases, I just delete my customAssets folder and then re-paste it back in when I'm done with the mod.

If you want, you could probably put the whole thing in the \mods folder and treat it as one big mod. Just make an ini file like other mods have.

Roger Bacon
 
RogerBacon said:
I've always put everything I like in the CustomAssets folder. Isn't that what its there for? These are the files that I run everytime I play civ so that is why they are in that folder. Yes, it makes it impossible to use any mid that also uses a file that is in my customAssets folder but, in those cases, I just delete my customAssets folder and then re-paste it back in when I'm done with the mod.

If you want, you could probably put the whole thing in the \mods folder and treat it as one big mod. Just make an ini file like other mods have.

Roger Bacon

Yeap, I definitly agree with you. My fear is that someone downloads this who doesnt understand how it integrates with other mods as well as you do and they become confused as to why other mods aren't working.
 
I actually had tried to add it in the Mods folder, launched it in ModStarter and it didn't seem to apply it. It came up as vanilla CIV. I did notice that Modstarter created an ini during its startup process, but after restarting(with the new ini built in) and clearing the cache, it still doesn't seem to load properly as a mod. I checked other mod INIs and didn't notice anything special in them...
as far as I can tell, nothing is missing from your folder that isn't in any other given Mod(and obviously a good deal more than some)...
any ideas what it might be missing?

btw, I did try it in its official CustomAssets location and it is a pretty fun combination(despite, or perhaps because of the uber powered traits :) ).

Cheers!
 
wow, japan is VERY overpowered. I see what you mean.

How do you use these shepards and pig herders, or fast workers?
I create them and set them to sleep in cities and see no effect.

very neat mod though, I see a lot of possibilities as long as the AI doesn't end up with Japan.
 
BlazeRedSXT said:
I checked other mod INIs and didn't notice anything special in them...
as far as I can tell, nothing is missing from your folder that isn't in any other given Mod(and obviously a good deal more than some)...
any ideas what it might be missing?

btw, I did try it in its official CustomAssets location and it is a pretty fun combination(despite, or perhaps because of the uber powered traits :) ).

Cheers!

I never actually tried it in a mod folder. I just assumed it would work. There isn't anything special that makes a mod a mod though, except for the ini file.

As for the uber traits, yeah they're over the top. Originally I designed them to be twice as strong as the basic traits (that's why they are called HIGHLY_...) and give each leader only one trait instead of two.

Roger Bacon
 
Kaenash said:
wow, japan is VERY overpowered. I see what you mean.

How do you use these shepards and pig herders, or fast workers?
I create them and set them to sleep in cities and see no effect.

very neat mod though, I see a lot of possibilities as long as the AI doesn't end up with Japan.

Shephards and swineherders move into one of your cities and set up a farm there. They add two food to that city and take 2 food away from the city that built them. After 20 turns the farm is removed.

The SKILLED workers (fast workers are the stock Indian UU) give a bonus to the city they are in based on they exp (or level for one thing). For example, HIGHLY_CHARISMATIC leaders get +1 culture for each exp of each skilled worker in the city (up to 5 max). HIGHLY_INDUSTRIOUS workers get bonus production, HIGHLY_SCIENTIFIC get bonus science, etc. That sounds like a lot but it really depends on hom much experience the units are likely to get and that, in turn really depends on how you set the training barracks because skilled workers aren't likely to be getting exp from winning battles with their low combat strength.

The AI can't get Japan. I set Japan as unplayable in random games. ;)
 
Where is the Custom Assets folder? I can't find it:(
 
Back
Top Bottom