Star Wars Mod

JeanZGerman said:
If one wanted to get into mod building could anyone tell me how one would one start.

First off, welcome to the CFC.

Secondly, this isn't the correct forum, but it's too early to quibble...

To start making a mod you should download an existing mod and simply start tearing it apart to see what changes affect what in game. Start small and go from there. Ask plenty of questions in the main C&C and you'll receive good answers.
 
Civmansam said:
Well the answer to your questions

1. This mod is playable, but not with Warlords, only with Vanilla CIV with patch 1.61.

2. This mod adds 16 Star Wars Civs, Star Wars Religions, Star Wars Technologies, Star Wars Units and lots of other Star Wars things

3. To install the mod, run the installer and select the path, Program Files/Firaxis Games/Sid Meier's Civilization 4/Mods directory


Thanks for your help! I'll try it out today.
 
We are looking for some people to playtest the new versions of te mod, if you are interested please Pm me
 
hey do you mind if I ask for pictures of the leaders please am sorry if its been posted before its just I don`t want to flip threw 53 pages
 
"original thread"
Isn't neutral spelt "N-E-U-T-R-A-L"? I don't mean to be anal, but if you are going to spend so much time building a mod, I am sure you have time to do a spell check. Lol.
 
Vanilla Civ is the civ you purchased. Civmansam will have to post some screenies in the first few posts...
 
woodelf said:
I hope and Yes.

Any suggestions for Wonders (and their effects) are always welcome.

I haven't played this mod yet, but I'm really excited about it. Here's a few ideas I had, but I'm not sure how many might be made obsolete by any rules alterations you've made.

I'd say "Death Star" would be a good Wonder. It could reduce War Weariness to zero or some other really low number across your empire. Remember, "Fear will keep the local systems in line." Taking the city in which it's located would destroy it, but the first player to build it would of course be able to build another one...

Not sure if it's possible, but it would be neat to see a "Treaty of Naboo" Wonder or something similar. It'd force a peace treaty among all units currently at war.

"Mustafar Mining Operation" could be neat. It'd reduce food production on all tiles worked on the city to one, but hammer production would go through the roof.

"Kaminoan Eugenics" could provide an additional two to four experience to all units produced in your empire, but reduce the chances of getting a Great Person. The idea there is that when genes are more uniform, there's not enough variation to get someone truly great quite as often.

"Jabba's Palace" could turn the costs from having a city far from the capital into a bonus, and maybe produce a couple of extra trade routes in that city. Maybe increase production on a couple of different units?

"Galaxy-Wide Swoop Open" could result in a bunch of happy faces in the city where it's built, and an extra happy face in the other cities in your empire. It would improve commerce in that city.

"Uthar Wynn's Sith Academy" could only be built in a Dark Side city and would force out all other religions, but would either cut production time on Force users in that city or give a lot of extra experience to any produced.

"Grey Jedi Temple" would allow you to produce missionaries from all faiths.

"Mass Shadow Generator" could essentially function the same as The Manhattan Project in the vanilla game.

"Citadel Station" I'm kind of torn on. It seems like it should be a Forbidden Palace that increases commerce but costs shields to maintain, but I'm not sure if that's doable or even useful.

"Peragus Station" would increase shield output for every tile in its cultural radius by one.

"Mos Eisley Cantina" would produce a small amount of culture, cost a couple of gold per turn, and greatly reduce production time/cost/whatever on mercenary/bounty hunter units.
 
shamelessposer said:
I haven't played this mod yet, but I'm really excited about it. Here's a few ideas I had, but I'm not sure how many might be made obsolete by any rules alterations you've made.

I'd say "Death Star" would be a good Wonder. It could reduce War Weariness to zero or some other really low number across your empire. Remember, "Fear will keep the local systems in line." Taking the city in which it's located would destroy it, but the first player to build it would of course be able to build another one...

Not sure if it's possible, but it would be neat to see a "Treaty of Naboo" Wonder or something similar. It'd force a peace treaty among all units currently at war.

"Mustafar Mining Operation" could be neat. It'd reduce food production on all tiles worked on the city to one, but hammer production would go through the roof.

"Kaminoan Eugenics" could provide an additional two to four experience to all units produced in your empire, but reduce the chances of getting a Great Person. The idea there is that when genes are more uniform, there's not enough variation to get someone truly great quite as often.

"Jabba's Palace" could turn the costs from having a city far from the capital into a bonus, and maybe produce a couple of extra trade routes in that city. Maybe increase production on a couple of different units?

"Galaxy-Wide Swoop Open" could result in a bunch of happy faces in the city where it's built, and an extra happy face in the other cities in your empire. It would improve commerce in that city.

"Uthar Wynn's Sith Academy" could only be built in a Dark Side city and would force out all other religions, but would either cut production time on Force users in that city or give a lot of extra experience to any produced.

"Grey Jedi Temple" would allow you to produce missionaries from all faiths.

"Mass Shadow Generator" could essentially function the same as The Manhattan Project in the vanilla game.

"Citadel Station" I'm kind of torn on. It seems like it should be a Forbidden Palace that increases commerce but costs shields to maintain, but I'm not sure if that's doable or even useful.

"Peragus Station" would increase shield output for every tile in its cultural radius by one.

"Mos Eisley Cantina" would produce a small amount of culture, cost a couple of gold per turn, and greatly reduce production time/cost/whatever on mercenary/bounty hunter units.
These are excellent ideas, I think I'll implement them all, thank you! :)
 
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