Search the Community: Showing results for tags 'mod'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • WePlayCiv
    • Site Feedback & Community
  • Sid Meier's Civilization Series
    • Civilization VI
    • Civilization V
    • Civilization: Beyond Earth
    • Civilization IV
    • Alpha Centauri
    • Other Civ Games
  • Other Games
    • Paradox Interactive Strategy Games
    • Indie Games
    • Other Games
  • Miscellaneous
    • Off Topic
    • Archive

Found 2 results

  1. Foreword: Alpha Centauri was never meant to be played as the 8th Faction. As such I've had to make a lot of allowances in this game, as well issue a lot of warnings to the player: these are documented below and should be reviewed before starting the game. Premise A planet drifts through the void, endlessly circling its primary. Sometimes a companion star encroaches, adding its light to the circling worlds, only to slowly drift deeper into space once more. Millennia turn to eons, and eons to epochs, and still the planet continues its endless journey. Until one day one of the lesser creatures of this world encounters something that is different. The creature stalks the strange craft, and as its kind had been primordially taught to do, it attacked and captured the strange craft. Having accomplished the task its primeval drive had been programmed to do, the creature wasn’t sure how to proceed, until a voice it had never heard before but instantly recognized spoke, “bring it to Me”. You are Eywa, all knowing, all seeing, and master of this world. As the lesser creature you had created eons ago escorted the strange craft back to you, you reach out to probe the strange minds within: at first you thought it was the return of the false prophets who had long ago claimed to be your creators, but upon closer examination these beings are different, and if anything even more primitive. As the craft nears you notice a lot of the creatures on the strange craft have succumbed to the fungus your minion used to commandeer their minds with: some you can barely recognize the outlines of their former bodies, the fungus having completely absorbed them. However one of the strange creatures seems less effected by the fungus than the others, so you sift through the creatures memories, and find they are from a world ruined by its kind’s greed and recklessness towards the cradle of their birth. You query the creature, “you would do the same to this world?”. “Yes”, the creature’s fungus-addled brain answers honestly. “No”, you reply, “this will not happen on My world”. Objective: you are Eywa, and your mission is to rid Planet of the blight that is Humanity. Game Settings - Small Map. - Abundant Native Lifeforms selected. - Difficulty Level: Librarian. - Planetary Council has been disabled due to a bug causing crashes. - No Colony Pods or Seabases can be built. - Intense Rivalry selected. - Blind Research selected. - Tech Stagnation is on. - Game is played in Editor mode due to a graphics bug in regular mode. Other Observations - Cities belonging to the 8th Faction can only produce one unit, called a Wraith. Trying to change production in cities belonging to the 8th Faction crashes the game. - Cities belonging to the 8th Faction do accrue ECs: these cannot be used to rush units, but can be used for probe actions. - The Headquarters building will need to be disabled in your alphax.txt file, otherwise you cannot kill the defenders within cities containing Headquarters buildings (the game won't allow units to be killed). Directions on how to do this are listed below. - A player playing as the 8th Faction cannot conquer other player's cities, and once a unit from the 8th Faction enters another player's city all adjacent 8th Faction units disappear. Workaround directions on how to a) kill other players cities, and b) how to replace your vanished units are listed below. - Sealurks and Isles of the Deep are equipped with the Marine Detachment, meaning they can commandeer units from other Factions. - Wraith units are amphibious, meaning they can attack from the sea. - You can negotiate peace with the other players, for what its worth. - Do not select the F1 - FX buttons, as this will crash the game. Directions on how to "conquer" a city and replace units which disappeared 1. After destroying the last defender in a city take inventory of the units you have around the city, including morale level of each unit. Then invade the city with one of your units. Immediately all of your adjacent within two tiles will disappear from the map. 2. Right-click on the map and place the cursor next to the city. 3. Press Shift-F1, select "Player", then "Aliens", and choose "OK". 4. Locate the Wraith in the menu and click on that entry: a Wraith unit will appear in the cursor-marked square. 5. Invade the city with it, knocking the population down by one. 6. Repeat steps 3-5 until the city disappears. 7. Using the inventory you did in step 1, right-click on the map to place the cursor where needed to replace the first disappeared units. 8. Press Shift-F1 and place the desired unit onto the selected tile. 9. Referring to the morale of the unit as noted in step 1, right-click on the unit and select "Morale": choose the corresponding morale level from the value noted in step 1. 10. Repeat steps 7-9 for all additional units which had disappeared. Directions on how to disable the Headquarters building 1. Open a folder window, and go to the Firaxis Games/ Sid Meier's Alpha Centauri subdirectory. 2. Open the alphax.txt file using Notepad. 3. Locate the Headquarters entry, and update as follows: Headquarters, 5, 0, Disable, Disable, Efficiency 4. Save the update. 5. Once done playing this game, to re-enable the Headquarters building make the following change: Headquarters, 5, 0, None, Disable, Efficiency Directions on playing the game 1. Download the attached file, unzip, and place into your .../Firaxis Games/Sid Meier's Alpha Centauri/ saves subdirectory. 2. Start Alien Crossfire, select "Load", and load HYKGOMP.SAV. 3. Game will automatically start up with the 8th Faction, and in Scenario Editor mode. HYKGOMP 2217.zip
  2. mod

    Colonization: 2071 update 1/28/12: the latest version 1.41 has been kindly hosted here at weplayciv after the shutdown of megaupload, and is now available for download from the link on this page. The latest patch will always be available at the top of the civfanatics forum thread. Welcome to Colonization: 2071 , a complete scifi / space colonization remake of Civ4Col. Replacing ocean terrain with Deep Space, New World continents with faraway planets, Caravels with Starships, and native tribes with alien species, this mod aims to recreate the classic gameplay of Colonization in a scifi setting. Similar to their compatriots of 579 years earlier, the colonists of 2071 are setting forth from a repressive and dystopian Earth in search of freedom and opportunity in strange new lands. Arriving on a variety of distant planets, the colonists encounter rare plant and mineral resources instantly in great demand by Earth's dying industry, and uncover a series of ancient ruins left by an advanced and mysterious alien race known as the Progenitors. The latest version incorporates features from the Tech Tree Modcomp by Kailric, enabling a technology tree that gradually unlocks access to various resources, units, and professions with the progress of research. The natives (alien species) are also enabled as playable civilizations that can interact with Earth. Read the Game Concepts entries in the Civilopedia for a review of the major new game features in this mod. If you want to try the gameplay of standard Colonization with a scifi setting, I'm leaving up a link to the 0.02 version which is largely a cosmetic reskin of the original game with few dramatic gameplay changes. All of the graphical imports you'll find in-game are taken from the excellent work of other mods (mostly Final Frontier and NextWar, also DuneWars, Planetfall, FfH2, Mars Now, Song of the Moon and more) and contributors on civfanatics forums (including LordTirian, Deliverator, cfkane, Ekmek, TheCapo, nitro15, Walter Hawkwood, GeoModder, GarretSidaka, seZereth and again others too numerous to mention). This version also includes a custom mapscript created by TC01 that can generate sets of random circular "planets", as well as the awesome Tech Tree Modcomp by Kailric. Thanks to them and the relative simplicity of Civ4Col (and some quick Civilopedia find/replace ;-), I was able to go from nothing to a playable version in just under two weeks! I'll look forward to hearing any playtesting reports and feedback, and would welcome anyone interested to join in on mod development. Some screenshots and background below: Backstory: The Earth Colonies: Tradable Resources: Alien Civilizations: Technologies and Research: Download link: http://www.weplayciv.com/forums/downloads/Colonization_2071.zip Installation instructions: * completely delete any old versions of this mod * ensure you are using Colonization with the latest patch * download from the link above * unzip into your civilization iv colonization/mods folder * download the latest patch from this thread, then unzip into your colonization/mods/Colonization 2071 folder, overwriting old files * start Colonization, choose Advanced, Load a Mod, Colonization 2071