1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

WoC List of Modules

Discussion in 'Civ4 - World of Civilization' started by TAfirehawk, Nov 15, 2007.

  1. TAfirehawk

    TAfirehawk WoC Team Manager

    Joined:
    Aug 25, 2006
    Messages:
    2,326
    Location:
    Florida
    This will be the "official" list of APPROVED modules that follow the WoC Standard.


    WoC Core

    AutoAI - CTRL-SHFT-X to turn over control to AI for X number of turns ***Not Modular, always available***
    36 Civ limit ***Not Modular, always available***


    Modules

    Blue Marble Terrain-Background ***WoC Background override***
    Dale's Ranged Bombard - True ranged bombard added to many units
    Extended City Radius - Fully flexible configuration of any city radius setting
    Ice Breaker - Workboat gains ability to Break Ice
    Inquisition - Remove religion from cities
    Mission Pillage Route - Adds ability to pillage just the road/railroad instead of the improvement
    Unit Statistics - Tons of info on units
    Willowmound's Actual Quotes - Many new Intro Quotes for leaders
    Albania Civ - 2 leaders, 1 UB, 4 UU's
    Austria Civ - 2 leaders, 1 UB, 1 UU
    Brazil Civ - 1 leader, 1 UB, 2 UU's
    Canada Civ - 5 leaders, 1 UB, 2 UU's
    Pirates Civ - 1 leader, 1 UB, 3 UU's
    Tibet Civ - 1 leader, 1 UB, 1 UU
    Ukraine Civ - 1 leader, 1 UB, 1 UU
    New Resources - 29 added
    Dark Blue UI - Customized font and color ingame
    World Wonders - 16 added
    National Wonders - 1 added
    New Units - 19 added
    New Civics - 1 civic added to each category
    New Buildings - 11 added
     
  2. TAfirehawk

    TAfirehawk WoC Team Manager

    Joined:
    Aug 25, 2006
    Messages:
    2,326
    Location:
    Florida
    This will be the list of IN PROGRESS modules that will follow the WoC Standard.
     
  3. TAfirehawk

    TAfirehawk WoC Team Manager

    Joined:
    Aug 25, 2006
    Messages:
    2,326
    Location:
    Florida
    This is the WISH LIST for modders to convert into the WoC Standard.
     
  4. TAfirehawk

    TAfirehawk WoC Team Manager

    Joined:
    Aug 25, 2006
    Messages:
    2,326
    Location:
    Florida
    Updated list.....with items available on latest version of the SVN.
     
  5. Shqype

    Shqype Shqyptar

    Joined:
    Nov 15, 2005
    Messages:
    2,468
    Location:
    New York + Shqypni
    I love the decision to include Albania in. Thanks :D

    I got to this sub-forum from the old CCCP; does this mean that is dead?
     
  6. TAfirehawk

    TAfirehawk WoC Team Manager

    Joined:
    Aug 25, 2006
    Messages:
    2,326
    Location:
    Florida
    CCCP is for Warlords...this is "basically" the CCCP for BtS...kinda ;)
     
  7. Angst

    Angst Rambling and inconsistent

    Joined:
    Mar 3, 2007
    Messages:
    13,186
    Location:
    A Silver Mt. Zion
    Are you able to include Austria civ with only 1 leader?
     
  8. TAfirehawk

    TAfirehawk WoC Team Manager

    Joined:
    Aug 25, 2006
    Messages:
    2,326
    Location:
    Florida
    The flexibility added with the WoC allows you to easily remove a leader....thus taking Austria down to 1 leaderhead if you wish.

    Right now it requires you to manually move folders, but in V2.00 we will have a GUI program that runs before Civ loads to select things.
     
  9. Angst

    Angst Rambling and inconsistent

    Joined:
    Mar 3, 2007
    Messages:
    13,186
    Location:
    A Silver Mt. Zion
    grrrrreat :D
     
  10. Tboy

    Tboy Future world ruler

    Joined:
    Aug 5, 2004
    Messages:
    1,111
    Location:
    At my Computer, somewhere in the UK
    The revolution modpack would make a welcome addition here.
     
  11. TAfirehawk

    TAfirehawk WoC Team Manager

    Joined:
    Aug 25, 2006
    Messages:
    2,326
    Location:
    Florida
    And the Revolution Modpack creator is more than welcome to come here and convert it to the WoC Standard.....I would be glad to help any and all modders learn the Standard.
     
  12. Soduka

    Soduka Warlord

    Joined:
    Sep 2, 2007
    Messages:
    289
    This modular stuff is really confusing me to no end. In theory it all looks cool, I can pick and choose extra civs that I want to play with instead of someone handing me a pack with civs I may not want bundled in with the ones I do want. However, this modularity breaks down on almost all of these modules because of Audio XML. For example;

    Nazi Germany by DWOLF is very cool, it has the files:

    Nazi Germany\Assets\Modules\Custom Civilizations\Nazi Germany

    If it were just that, it'd be perfect. But then Audio XML comes in....

    Nazi Germany\Assets\XML\Audio

    This folder then contains several files that are common with OTHER "Modular" civs that would require merging that I do not know how to do. Another Civ I would want is Mexico, it looks great, having the Custom Civilization folder which means no files would anger each other. But Mexico has the Audio XML files, meaning it won't work properly and ends up crashing my game.

    Am I missing something or are these civs not really "Modular"?
     
  13. NikNaks

    NikNaks Deity

    Joined:
    Jul 25, 2006
    Messages:
    2,972
    Location:
    England
    One of the limitations with Modular XML is that not all files are modular. Those audio files are some of them. In order to get the new sounds those people have implemented, you need to merge the files.
    With the WoC, these files will come fully merged in the core, so you won't have to worry about them.

    So you know, Nazi Germany is already available in WoC Standard, and I might just do Mexico...
     
  14. FlashAron

    FlashAron Chieftain

    Joined:
    Jan 2, 2008
    Messages:
    14
    So may I ask , which modules are now just in 1.2 and are ACTIVE

    Playing that version, seems some are turned off ? Resources are missing ... all that production make no sense, no storage of goods and no production lines ...
    maybe it is the problem, taht I use that WORLD MAP Scenario ?

    Thank you
     
  15. dwilliscp

    dwilliscp Chieftain

    Joined:
    Apr 2, 2009
    Messages:
    5
    I would like to know how to turn off some things that are now auto installed. But looking under the modules folder, inside of the XMLfile, you have things that do not make sense..like AC_DC. I have no idea of what mod this is? Also there is something about the asking if you would like to talk about the spy you just cought that seems to create a error, that only shows up if you min the game, I would like to turn this off so the error does not happen...but I do not know how.
     

Share This Page