[SDK/MOD] Throughout the Ages v1.0

nice mod that you made, now i ask you to see if you can do this little nice feature, can you allow us to see cars or people roaming on the citys and caravans on the roads, trains on the railroads, and cars moving in highways? I like to see my city to be quite active.
 
darkedone02 said:
nice mod that you made, now i ask you to see if you can do this little nice feature, can you allow us to see cars or people roaming on the citys and caravans on the roads, trains on the railroads, and cars moving in highways? I like to see my city to be quite active.

LOL! That would be neat! However, I don't have the slightest clue how that could be accomplished. :confused:
 
easy, add animations on the road, highways, and railroads. create them first, then add it in.

oh and if you did not notice, the sinful civilization name have a txt error there, release a quick patch to repair some things.
 
yeah I am actually working on a patch.

As for animations, I am uncertain how that would be done with roads and such. It probably is possible however, I don't know any programming languages, so at this time I don't think I'd be able to accomplish that. Especially if it would take the SDK. ;)

Kep in mind that the unit animations are done with .kfm or .nif files. The .dds files are just the textures. So it might be possible to do this with the roads, but I don't have a way of doing that myself.

Maybe we'll get lucky and someone else will create this for us. ;)
 
Agent 009 said:
As for animations, I am uncertain how that would be done with roads and such. It probably is possible however, I don't know any programming languages, so at this time I don't think I'd be able to accomplish that. Especially if it would take the SDK. ;)

It could probably be possible if the nif files for the routes and such accept animations. You could then make car models as part of the roads. I don't know however whether animations ARE possible with improvements/routes. Cities is probably more likely. That said, I really don't you'd be able to have cars traveling the full length of the roads... they'd probably only be able to move on the inidividual tile and would sort of disappear off the edge, which if they're really tiny and numerous, that wouldn't be a huge deal.

It's unfortunate that we don't have a city view in this game because the 3D graphics engine is really ideal for this. It would be incredibly easy to add new buildings and structures to it. Maybe it's on the to-do list for the expansion pack. Who knows...
 
Try this:
Roads = Horse Caravan
Railroads = Trains
Highways = Cars
Ocean = Gallay in Classical and Medival Age, Caravel or Galleon in renisonce(sp correction needed), and Transport Carrier in Industrial and Modern Age.

I was thinking that we only allow these animations to occur once a city gain a route to another city for that transportation animation to occur.
 
Dom Pedro II said:
It could probably be possible if the nif files for the routes and such accept animations. You could then make car models as part of the roads. I don't know however whether animations ARE possible with improvements/routes. Cities is probably more likely. That said, I really don't you'd be able to have cars traveling the full length of the roads... they'd probably only be able to move on the inidividual tile and would sort of disappear off the edge, which if they're really tiny and numerous, that wouldn't be a huge deal.

It's unfortunate that we don't have a city view in this game because the 3D graphics engine is really ideal for this. It would be incredibly easy to add new buildings and structures to it. Maybe it's on the to-do list for the expansion pack. Who knows...

One thing I do know about the expansion from screenshots I've seen is that there will be a cultural or ethnic theme to the cities based on the civilization. In fact you can see it if you look at the CIV4CivilizationInfos.xml file. In there it shows that the Americans have a european style, Arabia has an Arabic style, China and Japan have an Asian style, and Greece and Rome have a Greco-Roman Style. So, the expansion pack will give new city graphics that are currently missing. ;)

For screenshots of some of these styles check out this link: http://www.civfanatics.com/gallery/browseimages.php?c=23
 
I've tried a little modding but don't really know much about it. So, could someone tell me what I can edit so that the cost of the techs will be down to something more managable?

NEW_Rome
 
NEW_Rome said:
I've tried a little modding but don't really know much about it. So, could someone tell me what I can edit so that the cost of the techs will be down to something more managable?

NEW_Rome

Well it is the CIV4TechInfos.xml file that determines the tech points. However, if you want lower tech points, try out the multiplayer quick gamespeed first. ;)
 
Ok I have released a patch for the Civilopedia entries and fixed the cultural borders spread. Special Thanks for Chalid for providing the code for that effect.

Check the first post for the file and changelog. ;)


NOTE TO MODDERS: The original download for TTA has a file in the source code folder that shouldn't belong. It was to the original cultural borders spread code that didn't work correctly. Filename is: CvGameCoreUtils.h

Just delete that file as its code will mess up the AI when they build cities. ;)

I forgot to delete it myself when I release the mod, however, that code is not included in the CIV4GameCore.dll, so no worries. ;)
 
Just a quick nudgie. State property does not equate to communism.

Many nations have "nationalized" industries, but there are very few communist nations. This is a fairly large difference.

And you can have a state religion while in the free religion civic?

Sounds like America...
 
Yeah you're right about that Aeon, State Property doesn't equate to Communism. In my mod I have merely changed it as Communism is more of an economy than it is a government or anything else. Yes, the communism civic uses the old state property tag and button and is also revealed by the communism tech, but it isn't state property in the slightest. ;)

Also as I stated in an earlier post, the Free Religion Civic I decided to allow the player to choose a state religion simply because the player might want to have one. Why force them to not have one when that religion civic option gives the best stuff for that category?


As for new Music I have thought about adding the ancient music sounds that someone else made, but, just haven't got around to doing it.

I'm uncertain how I could go about making my own. :p
 
Not to be offense, "BUT" on the "CON" side, i have tried your mod and it took me 50 minutes to TRY and get to the FIRST tech (on quick) and i STILL had over 330 turns left and the highest i could get was warrior for fighting, talk about BORING and same ole same ole.:mad:
:confused: On the "PRO" side your mod "LOOKS" good and entriguing but took wayto long to get anyplace and that as i said was on quick!:rolleyes:
 
strategyonly said:
Not to be offense, "BUT" on the "CON" side, i have tried your mod and it took me 50 minutes to TRY and get to the FIRST tech (on quick) and i STILL had over 330 turns left and the highest i could get was warrior for fighting, talk about BORING and same ole same ole.:mad:
:confused: On the "PRO" side your mod "LOOKS" good and entriguing but took wayto long to get anyplace and that as i said was on quick!:rolleyes:

Yeah that's the point... it's meant to take long... however, it won't always take the same amount of turns to research a tech. The more cities you have and the bigger they get the less amount of turns will be needed.

I you are playing on the quick speed, and want to research techs really fast, just build about 50 cities and you'll be researching techs in about 25 turns or so and it will keep dropping as well.

Keep in mind that because each tech has the same amount of points needed, it does take quite a while to complete the first tech. Each subsequent tech will take less and less. So, just concentrate on building cities and working the plots untill there is no space left, and the techs will come. ;)

Of course, regardless of all of that, there will still be people that don't have any interest in a mod like this. I expect that in fact. I made this mod to my own liking and included a lot of other peoples mods or mod components that I enjoy as well, because I wanted to have a long game with a lot of new features. I just couldn't keep it to myself though knowing that there are likely others around that were hoping someone would make a greatly extended version of Civ 4. ;)
 
Ok, I have no idea what happend. I installed the new patch and played. The techs took slightly longer than normal. Pottery took, like, 30 turns MAYBE. I don't know. I'm not having the same probolems with time everyone else is. So yeah, INSTALL THE PATCH!!!!!!

NEW_Rome
 
I don't like long tech, seem i have to skip the quotes now so that i can + every tech to get to modern. It's boring when you only have a single fighting unit that you can produce, and you can settle a lot of citys... but though it still boring.
 
Hey there. Ive been looking out for this mod since ive seen the post and i have been eagerly anticipating it. One of my biggest gripes about CIV IV (and CIV III for that matter), was the tech overlapping the time period. Having gunpowder before reaching AD was kinda unrealistic. Im just d/ling your mod now to check it out, thanks for this. One suggestion though, I can see the reasoning for your starting the game at 500 bc because of the 1 yr/turn change but is there any way for you to start it at 3500 bc even if the difference between 3500bc and 500bc will last 50 or less turns? Just makes sense especially if youre playing ancient civilizations like the Egyptians or Greeks. Wasnt sure if the 500BC choice was a techinical issue or what...
 
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