Total Mod(ALPHA) v2

Usually happens when loading other civ mods with the mod. Not sure what the problem is but I will look into it.

I made a small mod NewStartForTotalMod that give fire + 1 prehistoric tech almost always language.
It's not random and you can edit.
DonMartyMod is made to be play with Total Mod. But i didn't want my mod to bug without it.

If you like my last mod. Maybe we could work together.
 
By the way, something I forgot to mention, in all technologies, when they say a famous phrase, there were many gaps, so I've completed all the texts.
Translate them into English as well to get it 100% complete, hehe

IN SPANISH:king:

Por cierto, algo que olvide mencionar, en TODAS las tecnologias, cuando dicen una frase celebre, habia muchos vacios, asi que he completado todos los textos
Traducidlos al ingles tambien para tenerlo 100% completo, jeje
 
Fantastic mod. (Had to top the last guy;)) I love the fact that I can play this in conjunction with CCMAT and R.E.D. mods.
However I found a bug. I just started a Marathon Game on the most massive map, I believe the bigger map comes with CCMAT. Anyways, I made a Caveman and sent him exploring. When he found a Barbarian Encampment, I decided to attack despite the fact that I knew I'd lose. I lost. However, you know the little sun rays (angel rays, sunlight, halo, whatever you'd like to call them) that shine down on the guys that are selected? Well, that didn't go away.
So, in fewer words, the tile that the Caveman unit was on before he died, continued to be shiny after he died. This continued on until I made another Caveman and selected him. I don't know if this is a bug with your mod or with CCMAT. Or if it is from running all three together. I'll try to reproduce it later if no one else has already done so.
I'll also inform the creator of CCMAT.

Thanks. :goodjob:
 
To the above - The shinyness is an error with the game itself, not any particular mod. More than likely its going to be fixed with the UI in the patch.

To the author - I'm a college student with more than enough time, effort, and playtime to help you test/make this thing into a monster like Rise of Mankind to Civ4. I've already created some techs of my own and put them in there, and I have some ideas to balance out the early game I'm going to try. (Much thanks to you for using logic when you write xml, it helps :D)

Anyway, if you'd like some help, PM me, if not, I'll continue to edit for my own fun (I won't release anything I make for sake of less overlap and less player-copywrites broken).

-Mort
 
Thanks to everybody for your help!

Im sorry I have not had a chance to post any updates lately since there hasnt been much to post on and I have started focusing efforts on trying to import new unit art. Although adding new unit models is not possible atm. But here is a sample of the Marine unit that I will be adding in the future.

Rendered:


In Nexus:


There will be plenty more units being added in the future, primarily in the digital and future era, but I am also considering creating more unique units. I have plenty of 3d models available for use so if anybody has any animations skills and you want to help out, please let me know.

In other news, the wood resource has also been fixed and will be available in the next update.
 


More great news! I was able to add a completley new unit using one of the existing models in the game, but assigning a different texture. The unit I used was the paratrooper and I changed the color to camo. This will also mean that things like terrain and features may be changed as well.

For now this will be the marine unit which will be released in the next update until we can sort out the problem with importing animations since this seems to be one of the final barriers.

Correction: This can and will be uploaded through modbuddy!!!
 
Could you adjust the start time please. Currently it's 4000 bc. Something like 10,000 bc would be better.
 
Could you adjust the start time please. Currently it's 4000 bc. Something like 10,000 bc would be better.

This will most likely be done in a later version once all the needed changes to the tech tree have been implemented. Since this really has no affect on the game other than aesthetic purposes, its not on the priority list atm. But it is something that I had already intended on changing.



The wheels of progress are turning....
 
A quick question: If I want to delete the 2 new resources only and keep everything else, how can I do it?
 
A quick question: If I want to delete the 2 new resources only and keep everything else, how can I do it?

Delete the file named "AssignStartingPlots.lua" from the LUA folder.
Then delete the files XML files located in the "XML\Resources\" folder.:cool:
 
I play this mod with CCMAT modpack. Makes the game totally awesome, and love this mod, btw. Anyways, eventually as they grow and expand they won't be compatible, right? May I suggest that you incorporate some other small mods in this one as well, in order to expand on this one?

What do you think?
 
I really like what you are doing here and after playing a few express games with this mod I have a few comments:

You are making wood such an INSANELY valuable resource that it cripples almost everyone. I understand that you are running into the issue of it not showing up as frequent and right now that really kills the early-mid game. I feel like it would just be better to remove the wood all together or fix it's abundance issue soon.

Seeing non-cartoon images for the techs is a little jarring. I realize this is just a stupid aesthetic complaint but it's something I notice a lot when I play.

I find it really hard to bring myself to EVER make Cavemen, they are so close to warriors in cost that I almost NEVER bother with them in early game. I don't know what you can do to fix this, maybe remove some of their negative effects? I don't honestly know. The plus is that the AI seems to LOVE cavemen and it makes it REALLY easy to overthrow civilizations early on by just spending a few extra turns and gold.

This is all I have for now that has been the most apparent. I've never got very far in my games with this mod because the wood problems really borks it for me.

Edit: I need to clarify that I really love this mod and want to see it improve has it really adds alot to my games. So many thanks for it!
 
Hey hey. Great mod but I'm having one issue. I can't chop (harvest?) the wood resource if it's not in a forest. Not sure if it's intended to be like this but I find it bothersome when I can't build spears because I don't have wood.
 
Another Preview of the upcoming new version of Total Mod :eek:

Spoiler :






Plus much more......
Once all animations are finished this version will be a go. :goodjob:
 


=]

Looking for someone to help with further development. There are about 10 new models that need animations. Any takers?
 
I really like what you are doing here and after playing a few express games with this mod I have a few comments:

You are making wood such an INSANELY valuable resource that it cripples almost everyone. I understand that you are running into the issue of it not showing up as frequent and right now that really kills the early-mid game. I feel like it would just be better to remove the wood all together or fix it's abundance issue soon.

Seeing non-cartoon images for the techs is a little jarring. I realize this is just a stupid aesthetic complaint but it's something I notice a lot when I play.

I find it really hard to bring myself to EVER make Cavemen, they are so close to warriors in cost that I almost NEVER bother with them in early game. I don't know what you can do to fix this, maybe remove some of their negative effects? I don't honestly know. The plus is that the AI seems to LOVE cavemen and it makes it REALLY easy to overthrow civilizations early on by just spending a few extra turns and gold.

This is all I have for now that has been the most apparent. I've never got very far in my games with this mod because the wood problems really borks it for me.

Edit: I need to clarify that I really love this mod and want to see it improve has it really adds alot to my games. So many thanks for it!

I've played 3 games with this mod (combined with CCMAT) and I have either never seen a wood resource anywhere or it's limiyed to one or two occurences. This might be my bad luck but its scarcity places a real burden on the early middle game when wood based units are mostly available. judging by the post above others also feel there is some sort of imbalance in how this resource gets generated
 
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