SLower Tech + other balances mod.

Dearmad said:
It's not the shortcutted mods folder, are you sure? Civ IV manages its folders very oddly, IMO- and adds a bunch of folders that are shortcut folders to the wrong place.
I agree. You almost need a GPS device to find your way around it's convoluted paths at times. ;)
 
I also agree that the jungles should stay the way they are now.

ytswy said:
You will need to delete your cache if you have previously run the mod from the My Games folder.

The cache is located (this is different to the folder you previously installed the mod in, it's not under My Documents):
C:\Documents and Settings\USERNAME\Application Data\My Games\Sid Meier's Civilization 4\cache

Delete all documents in this folder, delete the mod from the My Games folder under My Documents, and the mod should load fine.

Personally, I delete the cache every time I run Civ... Of course since I made a .bat file to do that a while back, it's no harder than running it normally. And I don't have to worry about it forgetting about updates to mods, etc. :mischief:
 
Dearmad, excellent mod and IMO sorely needed. I had big problems with some of the decisions that Firaxis made in its version of the game and I find it very interesting that yours and the Realism Mod are getting an enormous amount of attention.

I wonder, can you remove the cultural boundaries requirement for sea reasources? I posted a thread in the general discussion forum discussing shortcomings in the naval aspect of the game and I am wondering if a mod could make the changes suggested.

http://forums.civfanatics.com/showthread.php?t=142616

Let me know what you think. If it is possible, then maybe I will write the mod up myself perhaps to be intergrated with yours.

...C
 
Well all the patch came.. and went. So skip it, the changes to it seem like they won't affect the mod much at all- in fact some of the changes are mirrors of what I wanted to do anyway. Doesn't look like any underlying game balances have changed. I'll release the next version of the mod once I return from a train trip on thursday or so.

ytswy:
THANKS for the further fix to that damned mod save-game problem. Will file the information.

craniumgroup:
That change wouldn't be a simple one AFAI can tell- seems like it might be bound up in the dll. I see no quick XML route to changing that and (while i haven't done a totally thorough search) the python scripts I see running this aren't involved. i could be wrong.

On the change itself- that might have some far reaching affects. If the arguement is not being able to get to whales- I changed that resource to appear more often near the coastline than too far out.
 
Hey, just registered to say I enjoy this mod very much. I had downloaded version 0.7 and played it just fine, however when trying to run the updated version 0.7a I get an error when trying to load it:

"Tag: UNIT_CHRISTIAN_MISSIONARY2 in Info class was incorrect
Current XML file is: Units/CIV4UnitInfos.xml"

It seems to give that error for every religion's missionary unit.

I'm running patch 1.09, I hope that's not a problem :( (Again, no errors when running version 0.7)
 
Dearmad,
what do you think, might this one add in well into your mod?
http://forums.civfanatics.com/showthread.php?t=143682 (UN Resolution Modification)

i know, technically there should be no problem, as the UN-mod consists of 2 files not common with your mod (so i can merge them myself), but what do think of its idea?

[edit after trying: at least when loading a saved game, adding the 2 UN-Mod-files to your Mod crashes the game, even if i delete the cache. it seems to work when starting a new game, though]
 
This is easily my favorite mod.
it trounces realism mod because it cares more for the A.I and the actual gameplay, and features are more checked against the A.Is ability to handle them properly (not perfectly, of course, but still. there's clearly more attention to what the AI does).
 
Is there any way that you could add some of the new civilizations to this mod? I would love to use this mod as the Cherokee or Vikings etc. etc., but I am not sure if this is possible. Love the mod though. Thanks.
 
Please update dearmad, I am dying to try your mod altho I hope you are going to change clear jungle to steam power. Holding off on my first game with the new patch till I can get the updated version of your mod! Great work!
 
"FISSION reveals URANIUM (was physics):
Because the stupid AI will trade Uranium and mine it before it can USE it! -sigh- So that's fixed."

This makes no sense. Plenty of countries have uranium and sell it to other countries, without having the nuclear reactors to use it themselves. The country of Niger comes to mind (yellowcake fiasco)....

SO PLEASE FIX IT BACK FOR REALISM'S SAKE!!!!
 
Dearmad,
i was trying to merge your mod with the promotions-mod and discovered you also changed CIV4GameTextInfos_Objects.xml. there are some bishops in there now (for every religion, but only in english language, other languages get 2 different "missionary"-entries).

was that you & what do they do?
 
Would it be possible to combine the Lost units and Lost wonder mods with this one? I tried copying them into this mod and got some very odd results. Has anyone else had any success?
 
Skeeder said:
Would it be possible to combine the Lost units and Lost wonder mods with this one? I tried copying them into this mod and got some very odd results. Has anyone else had any success?

I have not tried, but I would like it very much!
 
Skeeder said:
Would it be possible to combine the Lost units and Lost wonder mods with this one? I tried copying them into this mod and got some very odd results. Has anyone else had any success?
it's not possible by simply copying the files. you have to merge them, as there are some identical files changed in both mods.
at home, I merged lost wonders with this mod and it worked on a new game (and without further testing) - it crashed a previous savegame though, so if you want to merge them, you'll have to start a new game.

@info screen, thanks Flatline23, anybody else?
 
I like the idea of slowing down gameplay, and I intend to use the updated version of this mod, but I think you went way overboard with the changes.

In real life, Uranium is mined and traded by countries that cannot use it.
Steam power to clear jungles? WHY? Man has cleared jungles since the beginning of time with bare hands and burning, and still does in parts of the world.
Etc.
 
You should slow city growth in proportion to the science rate and game length, otherwise you're not really accomplishing that much.
ah, and reduce the abundance of resources somewhat.
 
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