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Post by Grave on Jul 27, 2007 16:07:11 GMT -5
I finished up the Atom Bomb Mod. It's now BtS 3.02 compatable. I handed over the source code for it to Impaler, so that's one mod of mine down.
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Post by TAfirehawk on Jul 27, 2007 18:28:10 GMT -5
We have been working on the fix for Upgradeable Buildings....just need to test it....
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Post by Grave on Jul 27, 2007 18:57:36 GMT -5
I don't know if Impaler did this or not... but I just converted TheLopez' Resource Tech Research Modifier Mod over to BtS.
Just using it to hone my skills.
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Post by TAfirehawk on Jul 27, 2007 19:26:01 GMT -5
I don't know if Impaler did this or not... but I just converted TheLopez' Resource Tech Research Modifier Mod over to BtS. Just using it to hone my skills. Great....now it just needs brought into the WoC standard....
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Post by Grave on Jul 27, 2007 22:29:37 GMT -5
I don't know if Impaler did this or not... but I just converted TheLopez' Resource Tech Research Modifier Mod over to BtS. Just using it to hone my skills. Great....now it just needs brought into the WoC standard.... I did use Impaler's standardized comment format for the SDK. I made them available over at CFC's download database.
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Post by Grave on Jul 28, 2007 10:33:57 GMT -5
I just finished the SDK for TheLopez' Pirates Mod. However, there's also Python involved with that mod. I tried testing the mod in BtS, but I can't tell if it was working or not. I checked the logs and didn't see any errors, but I couldn't get any Barbarians to pop up in my game to see if the Pirates Mod was working.
How much Python was changed with BtS?
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Post by purplexus on Jul 29, 2007 9:10:00 GMT -5
As for Amra's mod.... Please allow me to tackle that one. As I am already doing so anyways. Amrra and Myself are part of the CIV GOLD team and most of Amra's mod are included there already. Are you guy familiar with the CCCP repository?.... sourceforge.net/projects/civ4ccpI think Impaler is the admin on this and should be able to get you U/L priviledges. You automatically get d/l priviledges. This is a place in which I have been storing my Modular Civilizations. Lots in there already... only they are for Warlords.. Lots of Converting to be done. But... There are over 60 Modular Civ's in there already. Would love it if someone wants to help me tackle converting these. They are all double checked to be properly coded.
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Post by purplexus on Jul 29, 2007 9:13:36 GMT -5
Note.... Amra's mod and the CIV GOLD mod are just XML files only. They do need to become modular but nothing else is included in them.
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Post by TAfirehawk on Jul 29, 2007 9:18:53 GMT -5
As for Amra's mod.... Please allow me to tackle that one. As I am already doing so anyways. Amrra and Myself are part of the CIV GOLD team and most of Amra's mod are included there already. Are you guy familiar with the CCCP repository?.... sourceforge.net/projects/civ4ccpI think Impaler is the admin on this and should be able to get you U/L priviledges. You automatically get d/l priviledges. This is a place in which I have been storing my Modular Civilizations. Lots in there already... only they are for Warlords.. Lots of Converting to be done. But... There are over 60 Modular Civ's in there already. Would love it if someone wants to help me tackle converting these. They are all double checked to be properly coded. The CCCP is the main ingredient here....as is Impaler....
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Post by Gmatt on Jul 29, 2007 14:18:03 GMT -5
2.Navy mod by Gmatt. Civ4 sorely lacks good ship battles. 8) I actually just started a little making it BtS, cutting out quite a few units to.. (Wooden Corvettes, WW 1 cruisers/destroyers)> But I haven't had a whole ton of time..
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Post by Gmatt on Jul 29, 2007 19:29:51 GMT -5
1-National Diverse Units:
Basically EDU expanded a little. Instead of having the flavour types split by ethnicity you have one type for each country. I know there is not enough new Graphics to do a unique unit for each Civ (And it would add a lot of useless MB's) but this is how you would do it. For most of the units without custom graphics per Civ you would use the EDU ones (So the Celts, British, French etc would still use the same ART_DEF_UNIT files for ones they would not have civ specific flavour for.
This would allow a whole ton of cool graphics to be added that would otherwise be left behind, especially in the Industrial age when there was a lot of diversity and they all did not look fairly similar.
2. Musket Infantry
It bugs me that there is none and it goes (Again as in Civ 3) from Musketmen to Riflemen. I know that Riflemen look a little like the musket units from the previous century, but I would like to see a new unit in there.
This is how it could work.
Musketmen comes with Gunpowder and has the same stats. Musket Infantry comes with Replaceable Parts, 14 power, %25 vs Cavalry (Grenadiers get there bonus vs them now and also upgrade to Riflemen) Riflemen come with Rifling and Corporation, 15 power, %25 vs Gunpowder and Melee.
3. Bombards /Earlier Cannon
Either add in a Bombard (8 Power) with Gunpowder and Engineering, or an early type Field gun. It makes more sense than waiting for steel, Cannons were the first use of Gunpowder in war.
Just some ideas...
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Post by Ionopachys on Aug 4, 2007 17:39:59 GMT -5
How about the option to found no religion upon discovering a spiritual tech. I was incredibly disappointed when I learned there was no such option. Lot's of people are very frustrated by "accidentally" founding religions.
I don't know how religions are coded now, but if they don't have specific prerequisites then it might be possible to add new religions without having to give each one a new unique tech. It would be neat to have all the pantheons from Amra's and the Ancient Mediterranean mod. If you have anyone who can model, maybe make a few new temple buildings to go with them.
Oh, and maybe you could add some sort of early battleship to bridge the gap between iron clads and WWII era battleships. Maybe they could be called dreadnoughts.
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Post by d**nyankees on Aug 5, 2007 11:23:01 GMT -5
A couple ideas I thought of - I'm not sure if there are already mods for this, but I think they are worthwhile. If they are already in the game, sorry for bringing it up! 1) A lot of mods have alternate religions, but I've never seen a mod which allows more than 7. With the new "Choose Religioun" option built into the game, I'd like to see maybe 15-20 religions in the game, only 7 of which would actually make it in to any given game. It gets a little boring having the exact same 7 religions in every game. 2) A unit which changes population balance. I guess it s a type of immigration mod. A city would make this mod and lose population. The unit created could then move to another city, and increase that city's population, but it would also change the composition of cultures in that city toward your civ. So if there was a border city you were afraid would revolt because its only 5% you, you could make an immigrant unit in your capital (since you're not worried of them revolting) and send them to the border city. They unit would join the city, increase the population by 1, and increase the % of your citizins by whatever % (that percent would probably depend on the size of the city being joined - if the population goes from 1-2, then its a huge increase, but if it goes from 9-10, the impact is less). You could also send this unit into cities of other civs in order to encourage a revolt.
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Post by dompedroii on Aug 5, 2007 19:50:57 GMT -5
1) A lot of mods have alternate religions, but I've never seen a mod which allows more than 7. With the new "Choose Religioun" option built into the game, I'd like to see maybe 15-20 religions in the game, only 7 of which would actually make it in to any given game. It gets a little boring having the exact same 7 religions in every game. Now that is a very good idea! That would be a good way to add more variety but at the same time keep the number of religions per game manageable.
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Post by 09camaro on Aug 6, 2007 14:32:44 GMT -5
i have a couple suggestions...
- the Total Realsim mod
- a couple new resources. ie Potatoes, Poultry (chickens and turkeys), Fowl (ducks and geese).
- each religion has a unique advantage. an example of which i do not yet have
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