Second Unique Unit Mod 1.00 http://forums.civfanatics.com/showthread.php?t=156997 This is a working standalone mod, but it is intended to be integrated into other mods. Every standard civ gets a second unique unit which has a new skin, new name (in all languages), a new icon and civilopdia description (english and german). Maybe with some help, I can add descriptions in other languages too. So there are 2nd uus, as well as new skins for existing units and other units have been altered. Download: There are two versions currently, the one has just the 2nd uu and new skins. The "Plus" version also has the t-34 as second tank included, the original tank has the name Sherman and +Amphibious, the new tank has the name T-34 and +10%withdrawal. All the eastern civs get the T-34 and the western get the Sherman. This shows some historical differences between east/west. plus version: http://civ.myrror.net/2nduuplus10.rar standard version: http://civ.myrror.net/2nduu10.rar If the download doesn´t work, try again in a few hours, maybe I am just updating. You can talk to me in on irc.irc-chat.net 6667 in #civfanatics or in #civmod (irc channel for modding civ4) or click here for java irc to this channel here the list of the current second uus: (fs(c) = first strike (chance)) America - Minuteman replaces rifleman, +1fs, +30% withdrawal, -10 prod Arabia - Ansar Warrior replaces knight, +get terrain defense, + heal 1 Aztec - Elite Jaguar replaces maceman, +woodsman 1&2, -5 prod China - Junk replaces galleon, +1 cargo, +20% withdrawal Egypt - Egypt Archer replaces archer, +1fs, +1fsc England - English Longbowman replaces longbowman, -10 prod France - Dragoon replaces cavalry, +get terrain defense, -20 prod German - Teutonic Knight replaces maceman, +march Greek - Companion Cavalry replaces knight, +1fs, +1fsc Inca - Elite Quechua replaces swordsman, +50% vs archer, needs iron or copper India - Indian War Elephant replaces war elephant, +25% vs melee, +50% prod with ivory, doesn't need ivory Japan - Zero Fighter replaces fighter, +1str, +20% evasion Mali - Mali Cavalry replaces knight, +commando, +10 prod Mongol - Keshik Horse Archer replaces horse archer, +ignores terrain movecost, +1fs Persia - Sipahi replaces knight, +2str Rome - Roman Cavalry replaces knight, +30% withdrawal, +1fsc Russia - Tank-54 replaces tank, +retreat 1, +10% vs armored Spain - Treasure galleon replaces galleon, +2str other units that have been modified: Swordsman -> 10% city attack to 20% Jaguar -> -25% jungle defense, + woodsman 1 Camel Archer -> replaces horse archer, +30% vs mounted Keshik -> replaces knight Here the screenhots of all new 2nduu of all civs.: Credits: Minuteman - C.Roland - http://forums.civfanatics.com/showthread.php?t=155881 Ansar Warrior - Wyz_sub10 - http://forums.civfanatics.com/showthread.php?t=152199 Elite Jaguar Warrior - MasterLexx - not published Junk - Exavier - http://forums.civfanatics.com/showthread.php?t=147560 Egyptian Archer - Hell's Angel - http://forums.civfanatics.com/showthread.php?p=3587078 Longbowman - Hell's Angel - http://forums.civfanatics.com/showthread.php?t=151313 Dragoner - Arne - http://www.civforum.de/showthread.php?t=30072 Teutonic Knight - krowtrobot - not published Companion Cavalry - Civ4 - Civ4 Elite Quechua - Master Lexx - not published Indian Warelephant - Master Lexx - not published Zero Fighter- krowtrobot - http://forums.civfanatics.com/showthread.php?t=146648 Mali Cavalry - C.Roland - http://forums.civfanatics.com/showthread.php?t=155552 Mongolian Horsearcher - Mumin - http://forums.civfanatics.com/showthread.php?t=151409 Sipahi - krowtrobot - http://forums.civfanatics.com/showthread.php?t=146788 Roman Cavalry - Robo Magic Man - http://forums.civfanatics.com/showpo...6&postcount=23 T-34/54 Tank - Master Lexx - not published Treasure Galleon - Arne - http://www.civforum.de/showthread.php?t=30096 new skins for existing units: Warrior leopard outfit - Hell's Angel - http://forums.civfanatics.com/showthread.php?t=150566 German Panzer realistic style - mirtan - http://forums.civfanatics.com/showthread.php?t=147955 MechInfantry urban camo - Fëanor - http://forums.civfanatics.com/showthread.php?t=137389 Navy Seal darker clothes - CrazyAce - http://forums.civfanatics.com/showthread.php?t=148111 Scout with more clothes - Tremo - http://forums.civfanatics.com/showthread.php?t=140120 Modern Worker more stylish - Spindrift - http://forums.civfanatics.com/showthread.php?t=141741 Samurai less golden skin - Expositus - http://forums.civfanatics.com/showthread.php?t=153510 Praetorian with red shield - Master Lexx - not published Galleon less coloured - Master Lexx - not published Last edited by Master Lexx : Jan 31, 2006 at 07:30 PM. Lost Units Mod for Civilization 4 v1.2 Created by Frontbrecher Supported Language: English and German Installation: ================================================== =============== Start the installer LostUnits.exe, it will find the Civilization 4 folder automatic if the game was installed properly. If not you must select the main folder (not the mod folder) by yourself (example "C:\Program Files\Sid Meier´s Civilization 4"), the installer will create the subfolder mods\Lost Units by himself. After the installation start the game and load the mod Lost Units in the advanced options of the main menu. The game restarts and if everything went right you will see "Lost Units" on the upper right corner of the main screen. You can also load the mod by default, just modify the CivilizationIV.ini located in your My Documents\My Games\Sid Meier's Civilization 4 Folder. Open it with notepad and replace "Mod = 0" with "Mod = Mods\Lost Units". Save games from a previous version of this mod can't be used anymore. Also don't forget to clear the cache by holding the SHIFT key during the start up. Changes from the original game: New Units (Note: Most units have just a different skin and not a new model) ================================================== =============== -Hypaspist -Cataphract -Tank Mark V -Biplane -Privateer (Special: Will be captured instead of destroyed) -Ship of the Line -AEGIS Cruiser -Trebuchet -Bazooka -Commando -IFV -Modified Mechanized Infantry -Modified Cavalry -Strike Fighter (Special: Unit can destroy ground units) --->New units in v1.2<--- -Naval Mine -Zeppelin More informations about the units can be find in the civilopedia. New Religious Special Units ================================================== =============== -Crusader -Mujahid -Ruji Savant -Chi Savant -Siddha Monk -Guru -Aman Spy(Special: Unit can move through impassable terrain and flat movement cost) New Promotions: ================================================== =============== -Religion Just a placeholder for the hint that you can build these units only with the specific state religion. -Sentry II exclusive promotion for the AEGIS cruiser. Additional Modifications: ================================================== =============== -Changes of the availability for ships -Increased production cost for Carrier (requires Uranium) and Battleship -New textures for the cavalry (additional upgrade to the modern armor) -New textures and modifications of the Mechanized Infantry -The original Mechanized Infantry was modified to the IFV -Removed Navy SEALS, new unique unit of america is the US Cavalry. History: V0.1 first public release with the 5 hidden units and the Mujahid. V1.0 second release with with more units . v1.1 Bugfix for the Trebuchet Unit, didn´t appear in the build menu. v1.2 New units Naval Mines and Zeppelin added, decreased cost of Hypaspist and Battleship, changed the commando skills (not invisible anymore, +1 movement and Woodsman II promotion), Caravel can now transport any type of ground units, new text for the sid's tips pop up, published with a installer. Civilization 4 Random Events Mod V1.3 By David Fidge email@example.com IMPORTANT NOTE - Since version 1.3 adds new sounds and a bonus resource, it is incompatible with previous save games. Unfortunately there is no way around this. Features: - Olympic Games. This will happen every 35 turns during the ancient era and every 15 turns after any civ researches Railroad. For a city to be eligible to host the games it must be size 10 or greater and have a colosseum - Locust Swarm. There will be a chance (1 in 15 every 20 turns) that a locust swarm gathers on the western coast of any piece of land. The swarm will move eastward, devouring any farm improvements in its path! The swarm will cease to exist when it reaches a body of water (not rivers) or if it reaches a city. - Earthquakes. There is a 1 in 60 chance that an earthquake will appear in the world every turn. Earthquakes have various magnitudes. Small earthquakes have a chance to destroy improvements on a plot of land. Medium earthquakes have a chance to destroy improvements, city buildings and city population on a plot of land. Large earthquakes destroy plot improvements, city population and buildings on a plot of land and all surrounding plots. - Volcanos. A certain amount of Volcanos are created at the start of a new game. There is a 1 in 15 chance of an eruption every 5 turns. Also, there is a small chance of new volcanos being discovered part-way through a game. An eruption causes 1/3 population loss to a city adjacent to a volcano and destroys all improvements and units to adjacent plots. The eruption of a volcano or founding of a volcano is only announced if a player has the origin square within their fog of war, however a label will always be hovering over a volcano even if you haven't explored it yet. - Droughts. No rain and searing weather cause crops to wither. All land squares affected that do not have a bonus resource will produce -1 food for the duration. Droughts last between 6-12 turns and can affect a 5x5 square area to a 11x11 square area. The origin point of droughts is always a desert. The drought is only announced if a player has the square within their fog of war. The player can mouse-over squares to see if a square is "drought-striken" or not. - Fertility. Ideal weather conditions cause a greater yeild of crops. All land squares affected that do not already have a bonus resource will produce +1 food for the duration. Fertility last between 6-12 turns and can affect a 5x5 square area to a 11x11 square area. The origin point of fertility is always grassland. Fertility is only announced if a player has the origin square within their fog of war. The player can mouse-over squares to see if a square is "Fertile" or not. Installation: - if you have a previous version installed, it is recommended that you delete the mod folder (usually located at c:\program files\sid meier's civilization 4\mods\random events). It is not critical that you do this, but some files may not be needed anymore in the new version of the mod so you'll save disk space. - Unzip all contents of the file to your civ 4 mods directory, which is usually located at "c:\program files\sid meier's civilization 4\mods". Answer 'yes' if prompted to overwrite files - When Civ 4 loads up, go to "Advanced" and then "Load a mod" - Click on the Random Events mod and click OK at the bottom right of the screen. The mod will now load If you want the mod to load automatically when you start the game instead of having to go through the menu screens each time then: - open the "civilizationIV.ini" file located in your "my documents\mygames\sid meier's civilization 4" directory - change the following line: Mod = 0 To: Mod = Mods\Random Events Frequently Asked Questions: Q: I had a previous version and the new version doesnt seem to play the new events A: Try clearing out the cache. Do this by holding down shift as soon as you start civ 4, up until the movie or main menu shows. If that doesnt work, try renaming the Random Events folder to something different and then activating the mod inside civ 4. Q: Is the mod compatible with existing saved games? A: Since version 1.3 adds new sounds and a new bonus resource, it is incompatible with previous save games. Unfortunately there is no way around this. Q: I want to adjust the frequency of events A: Open the RandomEventsConstants.py file. This is the easiest way to edit how the mod works. Q: I want to disable an event A: Open the RandomEventsConstants.py file. Change the ENABLE flag to false for the particular event you do not want. Q: Can I disable events I dont like half way through a saved game? A: Yes. Save your game, exit civ 4, disable the event then reload the game. It is best you do this while the event isnt running otherwise landmark labels and bonus resources will not be removed properly. Possible/Known Bugs: - if an earthquake occurs on a city and a building is destroyed and it has no buildings to build on the build queue then you may not be able to build anything in that city. Only happens for the human. It looks like a bug in Firaxis's main interface code as my mod shouldnt cause this to happen. If in the unlikely event this happens to you then simply save your game and reload it. Please report any other bugs found on the forums or to me via email at firstname.lastname@example.org Version History: V1.3 - added droughts event - added fertility event - fixed a bug which would cause a very large earthquake to destroy plot improvements on squares far away V1.2 - added volcanos event. Credits - Andrew Coates - removed some constants that can be obtained through a CyGlobalContext function V1.1 - added earthquakes event - removed the popup code and put in revised screen code for the random events popup screens - users can now press the numeric enter or return key to dismiss popups (due to new screen code) - popups and sounds no longer overlap if two events occur at once (due to new screen code) - new modern olympics graphic - save games from previous versions can now be loaded in V1.0 - Overhauled the mod so that it is now a loadable mod in-game (where it belongs) rather than residing in the customassets directory. - Re-structured the files. The code is now much more modular, easier to add new features and disable/enable events - Added roman numerals to olympics random event popup - replaced screen code with popup code in PyPopup as having 2 or more showScreen requests coming up at once causes screens to override each other and important screens like tech just researched to disappear completely. Popups arent as customisable unfortunately so it will have to stay like this until Firaxis (hopefully) fixes their screens code. - introduced saving and loading of variables - Added locust swarm event V0.1 - Initial release. Olympics random event only Credits: Rufus T. Firefly - graphic for modern olympics Andrew Coates - code for the volcano event
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