Post by MookieNJ on Aug 10, 2006 23:20:21 GMT -5
Download here:
www.civ4fans.com/RayRenMod.exe
www.civ4fans.com/RayRenMod.exe
** RaY Renaissance Mod v1.00 **
About:
Why make a Renaissance mod? We found three major reasons:
* Try to eliminate the build up and points race phase of the game.
With the trait changes in Warlords, two of the best early game players in Vanilla Civ, Ghandi and Napoleon, lost much of their effectiveness in a Knight/Musketeer rush. This gives players much more time to sit back, play SimCity, and then build a giant Cavalry stack. There should be a balance between building and fighting earlier in the game. To achieve this balance we made more unique units available that can play the role of the Conquistador and Musketeer early in the game.
* Try to balance the tech path.
Gunpowder --> Nationalsim --> Military Tradition sounds pretty standard. By rebalancing the tech costs, it is much more of a viable option to go for Rifles or Grenadiers/Cannons.
* Bring more civilizations into games.
India/France/Arabia/England/Spain gets pretty boring after a while. With a new UU for America and Germany they both become better options. With UU modifications, the Aztecs, Japan, and Russia are better options than before. Greece and the Zulus can build their UU's even after Iron is connected, so they too become better options. Add in the trait changes in Warlords and you can make an argument for every Civ in the game to be included in a Renaissance teamer.
We hope you will enjoy playing with the changes we have made and look forward to your feedback.
How To Install:
Extract the contents of the archive to your Civ4 Warlords installation directly, typically
this will be --
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Mods\
When you are done, you should see a new folder --
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Mods\RaY Renaissance Mod\
If you do not keep the mod folder named exactly as it is in the archive, Civ4 will not recognize it as the Renaissance mod in the GameSpy lobby and you will not be able to join multiplayer games hosted by players using the standard name.
How To Load:
To load the mod from the game, click on the Advanced menu and choose Load A Mod. Select the RaY Renaissance Mod and allow Civilization to restart.
If you are running Civ4Fans, select the MODCENTRAL dropdown menu and choose "Launch RaY Renaissance Mod."
Version History:
08/10/2006 v1.00 --
* release -- installer made by Eiffel, thank you!
08/09/2006 v.17 --
* bugfix - Civilopedia XML formatting
* bugfix - German Potsdam Giant description Object in Unit Infos
* localization - German Potsdam Giant changed to Lange Kerl in German
08/07/2006 v.16 --
* tech - Technology Costs Changed (Costs, in beakers, on Normal Speed)
* tech - Military Tradition 2000 ==> 2800 ==> 2500
* tech - Chemistry 1800 ==> 1600
08/06/2006 v.15 --
* unit - German Unique Unit - Potsdam Giant added: Base Grenadier stats with 25% City Attack bonus
* unit - German Potsdam Giant Civilopedia, Strategy, Objects, and Buttons added
* unit - German Panzer cannot be built
* unit - Aztec Jaguar changed from 1 to 2 moves
* unit - Greek Phalanx now upgrades to Rifleman or Grenadier
* unit - Zulu Impi now upgrades to Rifleman or Grenadier
08/06/2006 v.14 --
* unit - Fixed Minuteman formation
* unit - Arabian Camel Archer receives free Flanking I and Protective Bonuses
* unit - Russian Cossack receives +25% vs. Melee and Gunpowder
* unit - Russian Cossack removed +50% vs. Mounted
08/05/2006 v.13 --
* tech - Technology Costs Changed (Costs, in beakers, on Normal Speed)
* tech - Constitution 2000 ==> 1600
* tech - Democracy 2400 ==> 2000
* tech - Education 1800 ==> 1600
* tech - Military Tradition 2000 ==> 2800
* tech - Nationalism 1800 ==> 2000
* tech - Printing Press 1600 ==> 1400
* tech - Rifling 2400 ==> 2200
08/05/2006 v.12 --
* unit - American Minuteman Civilopedia, Strategy, Objects, and Buttons added
08/04/2006 v.11 --
* unit - American Unique Unit - Minuteman added: Base Rifleman stats with 2 movement
* unit - American Navy Seal cannot be built
* promotion - Blitz Promotion available after Combat/Flanking II
* promotion - Commando Promotion available after Combat/Drill III
08/03/2006 v.10 --
* unit - Japanese Samurai changed from 1 to 2 moves
* unit - Japanese Samurai removed 2 free first strikes
* unit - French Musketeers receive free Combat I promotion
Credits:
* American Minuteman uses the Continental Regular skin included in the American Revolution scenario
* German Potsdam Giant uses the Prussian Grenadier skin created by Chamaedrys as posted on CFC
Concept, Ideas, Coding, & Playtest by RaY - DeyReepher, Metallian, Mookie, Speaker, Churchill1, Gogf, Ironclad, Knupp, LordElgis
Playtest - Alice, AngelOnEarth, CiverDan, Colasus, Everybodysdarling, Eiffel, Grimarch, lporiginalg, MissLadyLuck, Nero, Polydeukes, Pochesun, Stin, TheWiz, Zhenon
About:
Why make a Renaissance mod? We found three major reasons:
* Try to eliminate the build up and points race phase of the game.
With the trait changes in Warlords, two of the best early game players in Vanilla Civ, Ghandi and Napoleon, lost much of their effectiveness in a Knight/Musketeer rush. This gives players much more time to sit back, play SimCity, and then build a giant Cavalry stack. There should be a balance between building and fighting earlier in the game. To achieve this balance we made more unique units available that can play the role of the Conquistador and Musketeer early in the game.
* Try to balance the tech path.
Gunpowder --> Nationalsim --> Military Tradition sounds pretty standard. By rebalancing the tech costs, it is much more of a viable option to go for Rifles or Grenadiers/Cannons.
* Bring more civilizations into games.
India/France/Arabia/England/Spain gets pretty boring after a while. With a new UU for America and Germany they both become better options. With UU modifications, the Aztecs, Japan, and Russia are better options than before. Greece and the Zulus can build their UU's even after Iron is connected, so they too become better options. Add in the trait changes in Warlords and you can make an argument for every Civ in the game to be included in a Renaissance teamer.
We hope you will enjoy playing with the changes we have made and look forward to your feedback.
How To Install:
Extract the contents of the archive to your Civ4 Warlords installation directly, typically
this will be --
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Mods\
When you are done, you should see a new folder --
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Mods\RaY Renaissance Mod\
If you do not keep the mod folder named exactly as it is in the archive, Civ4 will not recognize it as the Renaissance mod in the GameSpy lobby and you will not be able to join multiplayer games hosted by players using the standard name.
How To Load:
To load the mod from the game, click on the Advanced menu and choose Load A Mod. Select the RaY Renaissance Mod and allow Civilization to restart.
If you are running Civ4Fans, select the MODCENTRAL dropdown menu and choose "Launch RaY Renaissance Mod."
Version History:
08/10/2006 v1.00 --
* release -- installer made by Eiffel, thank you!
08/09/2006 v.17 --
* bugfix - Civilopedia XML formatting
* bugfix - German Potsdam Giant description Object in Unit Infos
* localization - German Potsdam Giant changed to Lange Kerl in German
08/07/2006 v.16 --
* tech - Technology Costs Changed (Costs, in beakers, on Normal Speed)
* tech - Military Tradition 2000 ==> 2800 ==> 2500
* tech - Chemistry 1800 ==> 1600
08/06/2006 v.15 --
* unit - German Unique Unit - Potsdam Giant added: Base Grenadier stats with 25% City Attack bonus
* unit - German Potsdam Giant Civilopedia, Strategy, Objects, and Buttons added
* unit - German Panzer cannot be built
* unit - Aztec Jaguar changed from 1 to 2 moves
* unit - Greek Phalanx now upgrades to Rifleman or Grenadier
* unit - Zulu Impi now upgrades to Rifleman or Grenadier
08/06/2006 v.14 --
* unit - Fixed Minuteman formation
* unit - Arabian Camel Archer receives free Flanking I and Protective Bonuses
* unit - Russian Cossack receives +25% vs. Melee and Gunpowder
* unit - Russian Cossack removed +50% vs. Mounted
08/05/2006 v.13 --
* tech - Technology Costs Changed (Costs, in beakers, on Normal Speed)
* tech - Constitution 2000 ==> 1600
* tech - Democracy 2400 ==> 2000
* tech - Education 1800 ==> 1600
* tech - Military Tradition 2000 ==> 2800
* tech - Nationalism 1800 ==> 2000
* tech - Printing Press 1600 ==> 1400
* tech - Rifling 2400 ==> 2200
08/05/2006 v.12 --
* unit - American Minuteman Civilopedia, Strategy, Objects, and Buttons added
08/04/2006 v.11 --
* unit - American Unique Unit - Minuteman added: Base Rifleman stats with 2 movement
* unit - American Navy Seal cannot be built
* promotion - Blitz Promotion available after Combat/Flanking II
* promotion - Commando Promotion available after Combat/Drill III
08/03/2006 v.10 --
* unit - Japanese Samurai changed from 1 to 2 moves
* unit - Japanese Samurai removed 2 free first strikes
* unit - French Musketeers receive free Combat I promotion
Credits:
* American Minuteman uses the Continental Regular skin included in the American Revolution scenario
* German Potsdam Giant uses the Prussian Grenadier skin created by Chamaedrys as posted on CFC
Concept, Ideas, Coding, & Playtest by RaY - DeyReepher, Metallian, Mookie, Speaker, Churchill1, Gogf, Ironclad, Knupp, LordElgis
Playtest - Alice, AngelOnEarth, CiverDan, Colasus, Everybodysdarling, Eiffel, Grimarch, lporiginalg, MissLadyLuck, Nero, Polydeukes, Pochesun, Stin, TheWiz, Zhenon