Star Wars Mod

jcb said:
Once downloaded how do you install this mod?

I think you activate the installer, but you need to direct it to install in your:

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods folder.

edit - I get the top and bottom this time! Civmansam - check the prior post for my response about leaders. The damn bottom post!
 
SirManiac said:
If anyone knows how i can manually fix the multiplayer version that would be cool. I'd hate to ask for a patch, but I don't really want to wait to next version for a fix either heh.

I never play Civ solo. Me and my buds always download the mods and play em together online. Any help would be appreciated.
Could you please re-post the issue in heavy detail? The first time around I didn't really understand what the problem was ...

Hey woodelf, I asked you first about EEOB leaders! :p
 
Shqype said:
Could you please re-post the issue in heavy detail? The first time around I didn't really understand what the problem was ...

Multiplayer Bug:

Whenever you create a unit you can't move it. You can fortify in the city you create the unit no problem. If you promote the unit or move it out of the city you get OS value erros when playing multiplayer.

I can't say it happens to all units, but i know for a fact it happens with Settlers, Sargent's, Gunships's etc. Doesn't seem to happen with workers but i have them on automate when created.

Everytime you create a unit my buddy has to re-coonect to my IP to get re-synched. We also get the same errors whenever he creates a unit and moves it etc.
 
Goals that you need to do:

-fix all white flags
-make custom resources
-change all city names to non-capital letters
-Custom Star Wars music
-remove the 2nd soldier
-allow us to trade gold or "credits"
-allow us to make jedis
-make custom civics

and plenty more chores for you, newbie modders.
 
darkedone02 said:
Goals that you need to do:

-fix all white flags
-make custom resources
-change all city names to non-capital letters
-Custom Star Wars music
-remove the 2nd soldier
-allow us to trade gold or "credits"
-allow us to make jedis
-make custom civics

and plenty more chores for you, newbie modders.

All coming in the next version.
And I would appreciate it if you didn't call us "newbie modders"
 
SirManiac said:
Multiplayer Bug:

Whenever you create a unit you can't move it. You can fortify in the city you create the unit no problem. If you promote the unit or move it out of the city you get OS value erros when playing multiplayer.

I can't say it happens to all units, but i know for a fact it happens with Settlers, Sargent's, Gunships's etc. Doesn't seem to happen with workers but i have them on automate when created.

Everytime you create a unit my buddy has to re-coonect to my IP to get re-synched. We also get the same errors whenever he creates a unit and moves it etc.
What are "OS value errors" ?

You may need to post your multiplayer logs ....

and plenty more chores for you, newbie modders.
:lol: You're kidding, right? :wallbash:
 
woodelf said:
I think you activate the installer, but you need to direct it to install in your:

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods folder.

edit - I get the top and bottom this time! Civmansam - check the prior post for my response about leaders. The damn bottom post!

I installed it into the mods folder but it still doesnt show up as a choice (i.e. Greek World) when I goto 'custom' games.

Is there a different way I should load it?
 
darkedone02 said:
Goals that you need to do:

-fix all white flags
-make custom resources
-change all city names to non-capital letters
-Custom Star Wars music
-remove the 2nd soldier
-allow us to trade gold or "credits"
-allow us to make jedis
-make custom civics

and plenty more chores for you, newbie modders.
Wasn't there another wanrning issued to this individual earlier? I don't think he actually realizes who the modders of this particular mod are either and that some are also currently working on the pther top mods for the game.

I think most of the suggestions he has made Have already been made. Not sure if he has played the mod himself since there IS SW music in it. The whole "Second Soldier" is not a big deal.

jcb said:
I installed it into the mods folder but it still doesnt show up as a choice (i.e. Greek World) when I goto 'custom' games.

Is there a different way I should load it?
Have you tried the desktop Icon folder I uploaded? That skips the whole thing of having to start the actual Civ 4 game and just starts the mod. Check post #848 for the link. If that does not work, the mod has to be in the wrong folder or something. That would be the only thing I could think of.

In closing: Keep up the good work and ignore any Assclowns that think you don't know what you are doing. They are just mad because they have no idea how to mod in the first plce. I respect you guys and will fully admit I couldn't even begin to understand the hard work you guys do. It boggles my mind. I bow to you.
 
woodelf said:
Oops, I guess the list is WHFB, EEOB, then SW. :)
Poor woodelf ... you're the kind of guy that everyone wants on their mod development team because of your great contribution and hyper activity, so everyone is pulling you in a different direction at the same time :lol:

Oh yea, and did I mention you're a nice guy too? :)
 
jcb said:
I installed it into the mods folder but it still doesnt show up as a choice (i.e. Greek World) when I goto 'custom' games.

Is there a different way I should load it?
Yes, don't go to "Custom Games." Go to "Load a Mod" , load up the Star Wars mod, and then start up a normal game.
 
Shqype said:
Poor woodelf ... you're the kind of guy that everyone wants on their mod development team because of your great contribution and hyper activity, so everyone is pulling you in a different direction at the same time :lol:

Oh yea, and did I mention you're a nice guy too? :)

Send me French Vanilla coffee and the sucking up is complete! ;)

I've noticed that I like to help out, but not be in charge. That seems to works pretty well. :crazyeye:

I'm currently working on something for this mod that may/may not work:

Spoiler :
Rabbit, White and C. Roland are making me a "moon" model to be used as a resource. Once I figure out how to make it look good I'll replace fish, whales, crabs, and clams with 4 different types of moons. From there we can see what to do about improvements and resources that accompany them.
 
Good thing woodelf!

I very much appreciate your afford.
But maybe you should leave the gfx things to the gfx guys and concentrate on XMLs ;), that´s only if you´re not trying to get some experience on the other fields of modding (but it would be a shame to not here you giving a statement about everything gfx-related also :p )
 
List for Next Version

0.67

What's definetly going in,

-Kael's Fixes
-Other balances and changes
-Recources and improvements
-Buildings
-Civics

What I hope to go in
-UU's
-Religion that does something more

What is doubtful to go in but may go in future versions,

-Jedi
-Other Fun stuff
-Hero's
 
Duke van Frost said:
Good thing woodelf!

I very much appreciate your afford.
But maybe you should leave the gfx things to the gfx guys and concentrate on XMLs ;), that´s only if you´re not trying to get some experience on the other fields of modding (but it would be a shame to not here you giving a statement about everything gfx-related also :p )

Duke, if someone else wanted to run with the ball I'd be thrilled. I simply think this idea is too cool not to implement. Volunteers? I'd rather stick with XML to be honest. ;)
 
Civmansam said:
List for Next Version

0.67

What's definetly going in,

-Religion that does something more

Religion is just a mechanic. For Star Wars you may find that using it for something other than religion may make more sense. In my mind the light side and dark side of the force makes more sense to be as tech tree splits (once you pick one tech option you cant choose the other). Or you may just have them associated to the civs so that its impossible to switch during the game. Or you could have 3 civic options in a new category, one dark side, one light side and a neutral option.

So what to use the religion mechanic for? What about using it to represent the different species that can move into cities. Star wars cities always seem so eclectic, so the religion spread could represent new species moving into the cities. These could give access to new units or building, etc.

Of course we would want to remove the block so that more than one "religion" can spread to a city naturally. And instead of missionaries you could have species immigrants that would spread their speicies to other cities. The functions of "holy cities" could remain the same, acting as a capital for that race.

If you did this I wouldn't assume you would want the "religion" given at tech discovery. You could have emmigrants granted by goodie huts or upon the capture of barbarians.

You also wouldn't want to allow people to adopt state religions (all religion civics block state religions like free religion does now). Instead the dark or light setting controls the attitude differences.

Anyway, just ideas for you to consider.
 
woodelf said:
Send me French Vanilla coffee and the sucking up is complete! ;)

I've noticed that I like to help out, but not be in charge. That seems to works pretty well. :crazyeye:

I'm currently working on something for this mod that may/may not work:

Spoiler :
Rabbit, White and C. Roland are making me a "moon" model to be used as a resource. Once I figure out how to make it look good I'll replace fish, whales, crabs, and clams with 4 different types of moons. From there we can see what to do about improvements and resources that accompany them.
No, not sucking up, just being honest. Sometimes I feel bad because everyone wants you and there's not enough time to do everything, :lol:

Religion is just a mechanic. For Star Wars you may find that using it for something other than religion may make more sense. In my mind the light side and dark side of the force makes more sense to be as tech tree splits (once you pick one tech option you cant choose the other). Or you may just have them associated to the civs so that its impossible to switch during the game. Or you could have 3 civic options in a new category, one dark side, one light side and a neutral option.

So what to use the religion mechanic for? What about using it to represent the different species that can move into cities. Star wars cities always seem so eclectic, so the religion spread could represent new species moving into the cities. These could give access to new units or building, etc.

Of course we would want to remove the block so that more than one "religion" can spread to a city naturally. And instead of missionaries you could have species immigrants that would spread their speicies to other cities. The functions of "holy cities" could remain the same, acting as a capital for that race.

If you did this I wouldn't assume you would want the "religion" given at tech discovery. You could have emmigrants granted by goodie huts or upon the capture of barbarians.

You also wouldn't want to allow people to adopt state religions (all religion civics block state religions like free religion does now). Instead the dark or light setting controls the attitude differences.

Anyway, just ideas for you to consider.
Thanks Kael, all good ideas and easily implementable - the problem is deciding what we want to do.
 
Religion can be a bugger in mods. Trying to pigeonhole something into religion doesn't work, but omitting this game mechanic seems wasteful. Tough call IMO.

Thanks for the kind words Shqype.
 
i ani't flaming you or nothing but since yall are slow and all, i call yall newbie modders, but i will stop calling you newbie modders once you updated the game faster like the current speed of other modders in the forums (sevomod, Fall from heaven, etc).

List for Next Version

0.67

What's definetly going in,

-Kael's Fixes
-Other balances and changes
-Recources and improvements
-Buildings
-Civics

What I hope to go in
-UU's
-Religion that does something more

What is doubtful to go in but may go in future versions,

-Jedi
-Other Fun stuff
-Hero's

cool, this will help this mod a lot better, since you are going a little bit faster, i might not call yall newbies a lot.
 
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