Robo Composite Mod

Hey, soldiers! A new version has come, of the Robo Composite Mod. The mod itself is not a mod, but a collection of the - [url=http://...

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Hey, soldiers!

A new version has come, of the Robo Composite Mod. The mod itself is not a mod, but a collection of the

- Lost Units Mod by Frontbrecher - Second Unique Unit Mod Plus by Master Lexx - Random Events Mod by DireAussie Check out the links for specs on the components

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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
dfidge@gmail.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 &quot;drought-striken&quot; 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 &quot;Fertile&quot; 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 &quot;c:\program files\sid meier's civilization 4\mods&quot;.  Answer 'yes' if prompted to overwrite files
        - When Civ 4 loads up, go to &quot;Advanced&quot; and then &quot;Load a mod&quot;
        - 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 &quot;civilizationIV.ini&quot; file located in your &quot;my documents\mygames\sid meier's civilization 4&quot; 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 dfidge@gmail.com


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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