View Full Version : British Isles circa 400AD mod
Shaitan Dec 26, 2001, 07:03 AM This mod will contain the major kingdoms of the British Isles circa 400 to 1100 AD. The 2nd post in this thread shows the new civ specifics. The 3rd post is the bulk of the readme file (please read this before installing/playing).
Help is needed for graphics. Anybody have decent leader heads that would fit these?
Any help or feedback is greatly appreciated! :)
Version 0.1 removed after 22 downloads.
Version 0.2 removed after 44 downloads.
Version 0.3 removed after 133 downloads.
Version 0.4 removed after 27 downloads.
Version 0.5 removed after 130 downloads.
Version 0.6 removed after 146 downloads.
Version 0.61 removed after 66 downloads.
Version 0.62 removed after 39 downloads.
Version 0.7 removed after 119 downloads.
Version 0.8 removed after 46 downloads.
Version 0.9 removed after 232 downloads.
Version 1.0 removed after 48 downloads.
Version 1.1 removed after 457 downloads.
Version 1.2 removed after 565 downloads.
Install instructions
Full instructions are included in the readme.txt file in the download. Simple instructions are to unzip the file into your Civ3 folder and run the install batch file.
Important note for those upgrading from version 1.0 or earlier
You must uninstall the European art mod as well as the previous version of BritIsles before installing version 1.1 or higher. The art mod has been incorporated into the game mod install and uninstall files beginning in version 1.1.
Shaitan Dec 27, 2001, 03:19 AM Anglicans (East Anglia)
Traits: expansionist and militaristic
Starting Techs: Pottery and Warrior Code
Unique Unit: Blade. Based on Swordsman (4/2/1)
Leader: Raedwald
Agression: Medium (3)
Preffered Gov: Monarchy
Shunned Gov: Communism
Culture: Angle (European used)
Breton (Brittany)
Traits: militaristic and industrious
Starting Techs: Warrior Code and Masonry
Unique Unit: Sarrisa. Based on Pikeman (1/4/1)
Leader: Francis II
Agression: Low (2)
Preffered Gov: Republic
Shunned Gov: Communism
Culture: Q-Celtic (Middle Eastern used)
Cornish (Cornwall)
Traits: militaristic and expansionist
Starting Techs: Warrior Code and Pottery
Unique Unit: Cavalier. Based on Knight (5/3/2), can attack twice
Leader: John Betlesworth
Agression: Medium (3)
Preffered Gov: Monarchy
Shunned Gov: Communism
Culture: Q-Celtic (Middle Eastern used)
Danes (The Danelaw)
Traits: expansionistic and commercial
Starting Techs: Pottery and Alphabet
Unique Unit: Vikings Based on Swordsman, amphibious
Leader: Canute the Great
Agression: High (4)
Preffered Gov: Monarchy
Shunned Gov: Communism
Culture: Germanic (Roman used)
Essex (Essex)
Traits: expansionist and militaristic
Starting Techs: Pottery and Warrior Code
Unique Unit: Berzerker. Based on Swordsman (5/1/1)
Leader: Saebert
Agression: High (5)
Preffered Gov: Monarchy
Shunned Gov: Communism
Culture: Saxon (American used)
Irish (Ireland)
Traits: religious and militaristic
Starting Techs: Ceremonial Burial and Warrior Code
Unique Unit: Hibernian Raider. Based on Swordsman (3/2/2)
Leader: Brian Boru
Agression: High (4)
Preffered Gov: Brehon Law
Shunned Gov: Communism
Culture: P-Celtic (Asian used)
Kent (Kent)
Traits: expansionist and militaristic
Starting Techs: Pottery and Warrior Code
Unique Unit: Falconer. Based on Warrior (1/1/2)
Leader: Hengist
Agression: Medium (3)
Preffered Gov: Monarchy
Shunned Gov: Communism
Culture: Angle (European used)
Manx (Isle of Man)
Traits: religious and industrious
Starting Techs: Ceremonial Burial and Masonry
Unique Unit: Manx Galley. Based on Galley (2/1/3)
Leader: William de Montacute
Agression: Low (1)
Preffered Gov: Monarchy
Shunned Gov: Communism
Culture: Q-Celtic (Middle Eastern used)
Mercians (Mercia)
Traits: expansionist and militaristic
Starting Techs: Pottery and Warrior Code
Unique Unit: Svinfylking. Based on Swordsman (4/2/1)
Leader: Aethelbald
Agression: Medium (3)
Preffered Gov: Monarchy
Shunned Gov: Communism
Culture: Angle (European used)
Normans (Normandy)
Traits: militaristic and expansionist
Starting Techs: Warrior Code and Pottery
Unique Unit: Chevaliers. Based on Cavalry (7/3/3), can attack twice, cannot enter unroaded mountains or swamps.
Leader: William the Conqueror
Agression: High (4)
Preffered Gov: Monarchy
Shunned Gov: Despotism
Culture: Germanic (Roman used)
Northumbrians (Northumbria)
Traits: expansionist and militaristic
Starting Techs: Pottery and Warrior Code
Unique Unit: Ulfhedhn. Based on Swordsman (4/1/2)
Leader: Edwin of Deira
Agression: High (4)
Preffered Gov: Monarchy
Shunned Gov: Communism
Culture: Angle (European used)
Picts (Pictland)
Traits: militaristic and religious
Starting Techs: Warrior Code and Ceremonial Burial
Unique Unit: Wold Warrior. Based on Swordsman (4/2/1)
Leader: Bridei
Agression: Low (2)
Preffered Gov: Monarchy
Shunned Gov: Communism
Culture: P-Celtic (Asian used)
Scots (Scotland)
Traits: religious and militaristic
Starting Techs: Ceremonial Burial and Warrior Code
Unique Unit: Highlander. Based on Swordsman (4/2/1)
Leader: Kenneth MacAlpine
Agression: High (4)
Preffered Gov: Brehon Law
Shunned Gov: Communism
Culture: P-Celtic (Asian used)
Sussex (Sussex)
Traits: expansionist and militaristic
Starting Techs: Pottery and Warrior Code
Unique Unit: Seaxman. Based on Swordsman (4/2/1)
Leader: Aelle
Agression: Low (2)
Preffered Gov: Monarchy
Shunned Gov: Communism
Culture: Saxon (American used)
Welsh (Wales)
Traits: religious and militaristic
Starting Techs: Ceremonial Burial and Warrior Code
Unique Unit: Cambrian Archer. Based on longbowman (5/1/1)
Leader: Llewelyn ap Iorwerth
Agression: Medium (3)
Preffered Gov: Monarchy
Shunned Gov: Communism
Culture: Q-Celtic (Middle Eastern used)
Wessex (Wessex)
Traits: expansionist and militaristic
Starting Techs: Pottery and Warrior Code
Unique Unit: Axeman. Based on Swordsman (3/3/1)
Leader: Caewalla
Agression: Low (2)
Preffered Gov: Monarchy
Shunned Gov: Communism
Culture: Saxon (American used)
Shaitan Dec 28, 2001, 05:13 AM __________________________________________________ _________________________
SPECIAL THANKS TO:
Stormerne - Historic city names for The Danelaw, Northumbria, East Anglia,
Cornwall, Mercia, Essex, Wessex, Sussex and Kent. Much historical
research, UU's for Germanic civs, civ specific abilities
GreyFox - Map! Idea to rework entire tech tree (future implementation)
Kal-el - artifact and flax recource icons (future implementation)
Shockwave - stone resource icons
PlayDead - Welsh city names
celtic_bhoy - Brehon Law government style
Garret - basic mod idea, technical help
Longshanks - British Isle history and leaders
lenius - idea to use european culture art for all civs
Charis - playtesting, modification of Brehon Law, Berzerker and Ulfedhn
__________________________________________________ _________________________
MOD INSTALLATION WITH .BAT FILE
The BritIsles folder must be located in your Civ3 directory (the folder
where your civ3mod.bic file is. The default location for this is
C:\Program Files\Infogrames Interactive\Civilization III\.
To install, double click on the InstalBritIsles.bat file within the
BritIsles folder. This will back up your civ3mod.bic, civilopedia.txt
and PediaIcons.txt files, then copy over the BritIsles versions of
those files. It will also create folders and files within the ART folder
to support BritIsles' Unique Units.
__________________________________________________ _________________________
MOD UNINSTALL WITH .BAT FILE
The uninstall will not work correctly unless you installed with the
InstalBritIsles.bat file.
The BritIsles folder must be located in your Civ3 directory (the folder
where your civ3mod.bic file is. The default location for this is
C:\Program Files\Infogrames Interactive\Civilization III\.
To uninstall, double click on the UnInstalBritIsles.bat file within the
BritIsles folder. This will remove all BritIsles files and restore your
civ3mod.bic, civilopedia.txt and PediaIcons.txt files from backup.
__________________________________________________ _________________________
GAME MODIFICATION PARTICULARS:
Based on Civilization 1.17 properties and costs.
Barracks, Palace, Forbidden Palace and all Great Wonders reduce corruption.
Max cities for corruption increased 20% for each map size.
New government - Brehon Law (communal gov't lying between Monarchy and
Republic in efficiency)
Bonus resources converted to Strategic Resources.
New resources - Stone and hardwoods added. Incense, silk and ivory changed to
herbs, flax and relics.
New Unique Units for all civs.
Natural resources now required for many city improvements.
New unit for all civs: General.
All civilizations replaced.
__________________________________________________ _________________________
HOW TO PLAY THE MOD
The British Isles mod can be started with a "New Game" or by loading a
map or save game (see next section for maps and save games).
Once you have started a game, take a tour through the Civilopedia. All of
the civs and UU's are different and there have been many small changes.
One very important change is the extended use of required resources for
city improvement construction. For example, granaries, cathedrals and
city walls all require particular resources. When something happens
(or doesn't happen) that seems to contradict the game you are used to,
check back to the civilopedia to see why.
__________________________________________________ _________________________
MAPS AND SAVE GAMES WITH CORRECT STARTING POSITIONS
There is currently one map and 6 save games with correct starting
positions (one for each civ). The civs present in 400 AD were: Cornwall,
Ireland, Isle of Man, Pictland, Scotland, Wales. The Install will put
these files in the Scenario and Saves folders.
BI400ad.bic (Map) Standard size, 6 starting positions. Starting
positions are set for the civilizations that were present at 400 AD.
The map includes the British Islands (Brittania, Hibernia, Man, The
Orkneys). The save games for this map are named BI400ad(civ).SAV where
(civ) is the player civilization. Save games are Monarch difficulty
with raging barbarian hordes.
__________________________________________________ _________________________
BUGS DUE TO OTHER BUGS IN THE CIV3 PROGRAM:
Some icons in the city build list and pop up build list in the Domestic
Advisor screen are invisible. This is due to a displaced icon bug in
Civ3.
__________________________________________________ _________________________
BUGS THAT WILL BE FIXED IN UPCOMING RELEASES:
Graphics for Galley are currently used for the Coracle ship. This can be
confusing when galleys become available.
__________________________________________________ _________________________
CIV BREAKDOWN BY ERA:
This section shows what civilizations were active in the British Isles in
each specified period of incursion.
Pre-Roman (BC): Cornwall, Ireland, Isle of Man, Pictland, Wales.
400 AD: Cornwall, Ireland, Isle of Man, Pictland, Scotland, Wales.
500 AD: Brittany, Cornwall, East Anglia, Essex, Ireland, Isle of Man,
Kent, Mercia, Northumbria, Pictland, Scotland, Sussex, Wales, Wessex.
850 AD: Brittany, Cornwall, Danelaw, Ireland, Scotland, Wales, Wessex.
1050 AD: Brittany, Cornwall, Ireland, Normandy, Scotland, Wales, Wessex.
1200 AD: Cornwall, Ireland, Scotland, Wales, Wessex.
__________________________________________________ _________________________
UPCOMING ADDITIONS:
Maps/Save Games of the British Isles for the other time periods defined.
Reworked tech tree.
Change generic civ3 wonders to British Isles wonders.
Addition of Book of Kells great wonder.
Addition of Stone of Scone great wonder.
Addition of resource specific minor wonders.
Leaderhead artwork.
New building artwork.
New unit animations.
__________________________________________________ _________________________
Help Needed:
Feedback on the mod overall.
Playtesting on the reworked Civilopedia.
Ideas for resource specific minor wonders.
Leaderhead artwork.
New building artwork.
New unit animations.
Anybody and everybody can help with the playtesting and Civilopedia. Just
give me feedback on the gameplay, enjoyment factor, etc and and notify
me of any inconsistencies or errors in the Civilopedia.
If you would like to help with any of the other items, please contact me.
I can be reached by email at jpeacock@gbronline.com or post to the forum noted
in the first section of this readme file.
celtic_bhoy Dec 30, 2001, 04:45 AM Shaitan...keep up the good work on the MOD! I'm anxiously awaiting version 4, although you should remove the title "British Isles" - many people (particularly Irish and including me) - would take offense to that. Also, about the Celts in Galicia... I was nearly sure that there were Celts in Galicia, but I'll have to get back to you on that one. Some theorists believe that there was a strong Celtic influence in North Africa, particularly in Morocco, because it's music and Irish music are so similar.
You should expand this Celtic idea a bit. What about government types? The Irish Celts had a form of government, whereby there were many kings or ríthe, ruling over small areas (tuath[a]). The tuatha could be represented by cities in the game, and their spheres of influence. As in the built-in ideology of Republic, there is a central leadership (like in the government type, "Republic"); the Ard Rí, or High King. Succession was designated through a derbfine, basically the Rí's pool of relations extending to about second cousins, I think. The ruling Scottish Celts (Scotii - Irish originally) had the common Celtic matrilinear succession system (based on the queen's relations). You probably know all this already, but I believe that with proper research, all these things could be accounted for in a MOD. Also, what about Celtic wonders, units etc..
I was planning for some time, a Civ III site encompassing not only general Civ III topics, but also the history/politics associated with the game and having a specifically Celtic theme. If we had an artist amongst us, maybe we could team up and get this project off the ground. What do you think?
HisDivineShadow Jan 01, 2002, 01:47 PM The term "British Isles" is geographical, not political.
They are defined as being a group of islands off the northwest coast of Europe consisting of Great Britain, the whole of Ireland, the Orkney and Shetland Islands, the Isle of Man, the Inner and Outer Hebrides, the Isle of Wight, Scilly Islands, Lundy Island, the Channel Islands and many other offshore islands.
So you shouldn't really be taking offence!
Longshanks Jan 02, 2002, 05:24 AM Originally posted by HisDivineShadow
The term "British Isles" is geographical, not political.
They are defined as being a group of islands off the northwest coast of Europe consisting of Great Britain, the whole of Ireland, the Orkney and Shetland Islands, the Isle of Man, the Inner and Outer Hebrides, the Isle of Wight, Scilly Islands, Lundy Island, the Channel Islands and many other offshore islands.
So you shouldn't really be taking offence!
Ah, you beat me to it. Your point about the British Isles being a geographical rather than political term is spot on.
The British nation derives its name from the location, the location does not derive its name from the nation (unlike say, England which derives its name from the inhabitants The Angles). Therefore, even if Ireland is part of the British Isles, it does not necessarily follow that Ireland is part of the British nation.
...and so no-one should be offended as the guy making the mod used the best term to describe the area of land the mod covered.
Shaitan Jan 02, 2002, 07:59 AM Thanks for the feedback! And a special thanks to stormerne for some excellent info that will be incorporated into V4 (also why V4 isn't here today - I want to put that info in before I post it).
Version 4 changes will include:
Correct city names for The Danelaw.
Readme file with civ and special unit specs.
Berzerker UU will be for the Germanic civs (Angles, Saxons, Jutes) instead of Picts.
New UU for Picts - Wold Warrior.
celtic_bhoy: I like the idea of a more representative government for the Celts. I'll definitely put it in my to do list. Also, like Longshanks and HisDivineShadow mentioned, the "British Isles" name is purely for geographic grouping. I suppose the most correct title for this mod would be "British Isles and the French channel coast" (Brittany and Normandy) but that's just too wordy. ;)
I'd be happy to corroborate on a web site but I'm definitely no graphic artist. Message me if you want to discuss it.
celtic_bhoy Jan 03, 2002, 02:04 PM First of all, 'British' is the possessive adjective of 'Britain'. If the term British Isles is geographical and it outdates the political institution which is Britain, it could not have anticipated the present day situation whereby an independent nation (almost anyway) i.e. Ireland, exists within it's boundaries, while there is also a nation it's namesake (adopted), 'Britain', in existance within those same borders. Futhermore, if it is centuries/millenia in use, it has not witnessed the political attempt by a nation using it's proper noun, i.e. 'Britain', being in possession of and struggling to control, a territory which does not derive it's name from that noun. In that context the term 'British Isles' can be, and has been used as a method of expression of superiority, by a British citizen or institution. In any case, the fact that Irish people do take offense from such terminology (and most do; it comes across as disdainful), should be reason enough for it's antiquation, if not officially, then only as a matter of etiquette.
Secondly, I checked and there was in fact a substantial Celtic presence in Galicia. I have the word of a man with a degree in history :D ! Just try a search for "Celtic" & "Galicia", leaving a comma between them. There are numerous matches...I'll post a URL later.
I'm working on an Irish MOD at the moment, and hopefully it will be complete by the weekend. So far it includes the placenames in Irish, leaders, a customised ideology; Brehon Law, a special unit; IRA Volunteer, and I hope to add a wonder; The Books of Kells or else Newgrange. I chose Religious and Commercial as the bonuses, and Ceremonial Burial and Bronze Working as free techs. Another other suggestions? If anyone knows how to load a premade map and add correct starting positions, please contact me.
Shaitan Jan 03, 2002, 05:54 PM Version 4 is now ready. Changes include:
Readme file with Civilization particulars, history of the Isles 400 AD to 1200 AD, and credits.
New UU for Picts - The Wold Warrior
UU change for Germanic civs - Berzerker (was Pict UU)
Correct city names for The Danelaw
celtic_bhoy: I found reference to Celts in Galicia. The tribes first gained prominence in Indo-Europe. They sacked Rome and at the height of their power controlled most of what is now Germany, North Italy and East France. They eventually fell to Rome and migrated to the British Isles and Ireland. I'm going to pass on the Galician Celts as they're beyond the scope of my mod.
Also, about the "British Isles" term. I honestly meant no offense. That's just how I've always heard the island grouping refered to. I'm also of Irish decent (that's where the interest for this whole mod got started) but we Americans are fairly poorly educated about such things. ;)
ruprecht Jan 03, 2002, 07:24 PM If the term British Isles makes the Irish unhappy perhaps they could provide a reasonable alternate?
macaskil Jan 04, 2002, 03:20 AM celtic_bhoy has a point in that the term British Isles (which is the official title of all the Islands lying to the North West of Europe as far as Rockall) would not have been used in the period referred to. At the time Britain was known as Britannia and Ireland as Hibernia in Latin which was the international language of the time. I'm not sure the British Isles had a name though I think the Greeks knew them as the Pretannic Isles (from which the name Britannia derives) - did the Greeks know about Ireland though?
One thing Civ lacks is a means of having the kind of inter-ethnic conflict like that in Ireland, Bosnia, Rwanda etc; also the common situation of barbarians taking over an established civ and "going native". I have in mind the Mongols in China but celtic_bhoy might consider this applies to Anglo-Norman barbarians conquering Ireland!
Also there is no equivalent of a spontaneous revolution by a colony thereby establishing its own civ (Ireland, USA, Greece etc)
In civ there is the situation where a civ takes over a foreign city and hence some disaffected citizens but to represent the situation in Belfast the ethnic groups representing the "conquering" and "conquered" peoples would remain at loggerheads, with civil disorder lasting for the entire game no matter how many troops you sent there! There would presumably be the occasional "Bloody Sunday/Amritsar massacre" when your troops would turn on the citizens.
However it's only a game. If it was too realistic it would be too depressing to play.
HisDivineShadow Jan 04, 2002, 04:28 AM celtic_bhoy, I think you're being a little bit oversensitive.
I'm Scottish, and I have to put up with my country being called England a lot of the time (for example, when people are talking about the origin of the Great Wonders, they tend to say "England" instead of "Britain").
Lighten up!
Shaitan Jan 05, 2002, 06:05 AM Version 5 is now ready for download.
Changes include:
New UU's
Sussex: Seaxman
Wessex: Axeman
East Anglia: Blade
Cornwall: Cavalier
Kent: Falconer
Mercia: Wedge
Northumbria: Ulfhedhn
Updated civilopedia file
Updated readme file
Art folders for all UU's
Fixed some upgrade paths so all ancient units will eventually be removed from build lists
Install and Uninstall batch files! :D
Important notes for Install and Uninstall
These are simple batch files, not 'smart' install files. The BritIsles5.zip file must be unzipped directly into the Civ3 directory for them to work. The install will back up any files that the mod changes and the uninstall will remove all mod files and restore the originals. Complete details are in the readme.txt file.
Once again, huge thanks to :king:Stormerne:king:! The new UU's couldn't have happened without him.
KALIROB2k2 Jan 05, 2002, 02:37 PM I have to compliment you Shaitan, its good to see a new mod of this complexity.
As for the debate going on in the this subject, I highly doubt that he meant harm by saying British Isles just due to thats what they are just called, not being because of the British themselves. I agree with HisDivineShadow, I mean my dads is Irish and Scottish and I dont take offense to it, nor would my dad.
I just think that your being a tad to sensitive on the subject celtic_bhoy, he just called his mod the Britsh Isles, not like he called it the "Drunken Irishman mod" or something offensive like that heh. Just relax cause I have been through this, its not worth fighting on the forums,(after a while they will just think your flaming this subject), I know its a debate but your debate is that the title is insulting and well... its not. :)
Cant we all just get along and just post happy things lol? :confused:
celtic_bhoy Jan 06, 2002, 02:46 PM Just a quick word first to say that, what I made originally was a mere suggestion, that the title should be changed. When my comment drew some attention I felt compelled to reply. I honestly was not trying to offend anybody, especially Shaitan, as I have been a follower of his mod from it's beginning.
Longshanks Jan 08, 2002, 05:32 AM Fair enough Celtic Bhoy.
Ummm, I do have to say though that after you have taken slight umbrance to the term British Isles - which may not be ideal for you but is not really offensive, you have then proceeded to state that you wish to have an IRA Volunteer as a special unit for Ireland!!!!!
I urge you to consider how you would have felt had the makers of Civ put Ulster Unionist as a special unit for a British Civ?? You'd have been rightly offended... it works both ways you know... or have I misunderstood?
Shaitan Jan 14, 2002, 08:43 AM A succession game using version 6 has been started.
Here's the thread. (http://forums.civfanatics.com/showthread.php?s=&threadid=14408)
Shaitan Jan 15, 2002, 05:21 AM Version 6 has been uploaded. Changes are:
City names changed to original names and put in founding order where possible:
Northumbria
Cornwall
East Anglia
Ireland
UU Changes
Falconer - +1 movement
Cavalier - +1 attack, restricted from mountains
Wedge renamed to Svinfylking (Boar's Head)
Upgrade paths final(?) corrections
Longbow -> Rifleman
Cavalry -> Armor
Ironclad -> Frigate
Frigate -> Destroyer
Swordsman -> Musketman
Civilopedia: various additions/corrections
New Tech: Brehon Law allows Brehon Law government
Note that due to current limitations in the mod capabilities of Civ3, adding a new tech messes up the icons within the Civilopedia. All text and links are correct but the graphics will be skewed for much of the Civilopedia.
IMPORTANT NOTE ON INSTALL/UNINSTALL
You must uninstall version 5 before installing version 6. Some of the folders have different names and an ART path for unit files was corrected. The result is that if you simply install version 6, the uninstall for version 6 will not clean up things left over from version 5.
Shaitan Jan 15, 2002, 08:59 AM I just realized that I didn't completely update the readme.txt file in version 6. I missed the most critical part - the credits!
Thanks to celtic_bhoy for original Irish city names and Brehon Law government.
Thanks to Stormerne for original city names for Northumbria, Cornwall and East Anglia plus enormous help on the Anglo-Saxon special units.
wilboman Jan 18, 2002, 02:20 PM I think you may have misconstrued Celtic_bhoy's meaning...
Longshanks. (He was a brilliant soldier but really not a nice man you know).
The IRA were around long before the troubles. The ones you are, I'm sure, thinking about, are the Provisional IRA. They're the ones who have been raving about blowing things up, and they are the ones you liken to the Ulster Unionists.
The IRA volunteers I *HOPE* (I will be very disappointed otherwise) Celtic_bhoy is referring to are the ones who fought in the Irish Republican Army during the War of Independence in the early twenties, and acted as a counterbalance to the viscious Black-and-Tans, british militia (read: violent ex-cons) who had been brought in to "solve" the problem and quell the growing revolution. Desperate times called for desperate measures, and they too could be thoroughly cruel at times. But the IRA of those days were, if not really very pleasant in their methods then either, far better than the loonies who are only now beginning to put their guns down (or sell them to Cuba). You should see the movie Michael Collins. It's really quite a flight of fancy, and wrong on several points (Dev was not by far as bad as they make him out to be), but in every story there is a grain of truth as they say.
Now I hope I'm not coming across as some kind of IRA-supporter. I'm just saying that if I've understood Celtic_bhoy correctly, the IRA volunteers are actually the ones that were historically quite important to Ireland's breaking away at the beginning of this century, not the gun(uhm... semtex?)-toting, bloodthirsty terrorists that hopefully have ended their savage campaign once and for all.
And, hey, the name British Isles offends noone (even though it leaves some of my denser fellow countrypersons (very PC) rather stumped. I think they all wish the whole area was called England. That's what they insist on calling it anyway. There are manymanymany stupid people in Norway.) The term British Isles is *of course* derived from the fact that it lies within the cultural sphere of influence of GB. I mean, didn't Ireland have pounds (punds) until recently? Isn't England still their greatest trading partner? But it swings both ways. Watch the reaction on a tourists (preferably Norwegian, if you can find one) face when you tell him/her that the Shannon, in Ireland, is the longest River in the British Isles...
Basta.:viking:
Shaitan Jan 26, 2002, 07:34 AM Version 6.1 updates only the installation batch file. There was an error in the install batch file for version 6. It didn't copy over the art initialization files for the Unique Units. This caused a game crash when a unique unit was built.
Attached to this message is the corrected install batch file. If you already have version 6 downloaded, you don't need to download the entire thing again. Just grab this file and unzip it to the BritIsles folder to replace the old batch file.
Important
If you have the mod Installed already, you need to uninstall it before running the new install batch file.
Special thanks to Charis for finding this bug.
lenius Jan 27, 2002, 09:13 PM Wow great Mod!!!
Only problem is i can't get it to install properly. The only thing i can get to install is the new unit folders but theres nothing in them. I'll probably realise what i've done wrong after a while but some help would be most appreciated.
On that british isles thing i see where celtic bhoy is coming from, ireland fought long and hard for their independence from britain/england and be it a geographical term or not ireland is not part of britain.
Also on the terms of offensive, nicknaming yourself after a murdering tyrant that longshanks was offends me. It's to me probably the same as how a jewish person would feel of someone who called themself Hitler.
Shaitan Jan 28, 2002, 09:02 AM Originally posted by lenius
Wow great Mod!!!
Only problem is i can't get it to install properly. The only thing i can get to install is the new unit folders but theres nothing in them. I'll probably realise what i've done wrong after a while but some help would be most appreciated.
Make sure you've got version 6.1 - the version 6 installation batch file had an error that created the art folders but didn't copy over the files.
The mod needs to be unzipped directly into the Civilization III directory. Some zip utilities will want to unzip into a folder based on the zip file name. If yours did this you will have the BritIsles folder inside BritishIsles6 folder. That won't work - the BritIsles folder has to be right inside the Civ3 folder.
If I think of anything else to check, I'll post here. Please let me know if these tips help you get it installed.
Also - Make sure to run the uninstall before trying to reinstall.
lenius Jan 28, 2002, 10:43 AM Thx Shaitan
everythings working fine now
oh i was just wondering how come the calvary unit now upgrades to a UU unit shouldn't it just upgrade to the tank.
Also your mod is in desperate need of a Briton and Ireland map, theres one on the map forum but to be honest i think it's a bit crappy.
I don't know if your going to put new unit animations and/or pictures in your mod but it would be excellent if you did (would take a lot of work though)
Also I noticed you have made the celts and the germanics seperate cultral identities this is a good thing but the graphics for the celts (now being middle eastern is a little weird) isn't there a way to keep european style graphics for the celts but keep them cultrally different from the germanics?
anyway thx again for such a great mod
Lenius
Shaitan Jan 28, 2002, 11:22 AM Oops. Thanks for catching that cavalry upgrade. That was a leftover from when I was experimenting with smooth unit upgrades. That will be fixed to upgrade directly to tank in the next release.
I agree about the maps and pictures. I'm just lousy at mapmaking and graphic arts.
Now that you mention it, I believe I could use the European graphics for all of the different regionalities by renaming the appropriate files. Yes, I like that a lot. I'll do that and split the Celts into Q and P Celtic and the germanics into Angle and Saxon as well. Great idea. Thanks!
I'm glad you like the mod. If you have any more feedback or other ideas I'd love to hear them.
Shaitan Jan 29, 2002, 06:58 AM Version 6.2 corrects 3 bugs:
Wrong unit graphics for Berzerker.
Readme.txt file unzipped outside of BritIsles folder.
Instal batch file unzipped outside of BritIsles folder.
DazednConfused Jan 29, 2002, 08:00 PM Shaitan,
BTW, great mod ... however ... I'm having a problem. I'm playing the Scots and for some reason, the game crashes when I discover gunpowder.
Now, it could be because I'm running the game on Windows NT, but I wanted to check with you first to find out if you'd had any other reports on this.
-D&C
Shaitan Jan 30, 2002, 06:42 AM Originally posted by DazednConfused
I'm having a problem. I'm playing the Scots and for some reason, the game crashes when I discover gunpowder.
-D&C
Hmmm...nobody's reported this problem before. Does it happen immediately when you discover gunpowder? That is, right after the message comes up that you have finished the research. The only crashes that have been noted so far are for UU builds. Does your research coincide with an AI civ bilding a UU?
Also, make sure that you have version 6.2 installed. Version 6 and 6.1 had the UU crash problem.
okieman1200 Jan 30, 2002, 01:28 PM Boy, great mod, love all the celtic tribes. WHat I would kill for leaderheads, i'd settle for even a nonanimated picture becasue it ticks me off to talk to Joan of Arc's face with the Picts civ.
Could you perhaps point me in the right direction....
Really, other than that great mod
Shaitan Jan 30, 2002, 01:37 PM Originally posted by okieman1200
Boy, great mod, love all the celtic tribes. WHat I would kill for leaderheads, i'd settle for even a nonanimated picture becasue it ticks me off to talk to Joan of Arc's face with the Picts civ.
Really, other than that great mod
Cleo as Robert the Bruce is the one that irritates me the most, especially when he/she's wearing the bonnet.
Static leaderheads is where I'm going now. Each leaderhead will be one graphic in various sizes with smiley or frowny icons to denote attitude. I'm planning on having these for version 9.
Version 7 should be posted by Friday, includes palaceview edits and period specific city names for the rest of the Angles and Saxons.
Version 8 will have customized leader text. ETA 2 weeks.
Crazy_Buddha Jan 30, 2002, 02:00 PM First of all I have to say great mod! Love the idea and the implementation. Leaderheads would be good, and I'm eagerly awaiting them...
Just one small gripe - in the Wessex civ, the city shouldn't be called Dorsetshire (that's a county). Dorchester would be a good replacement, and is an ancient regional capital I think (the Romans called it Durnovaria).
I'm done with pedantry now... again, great mod!
kirbtron Jan 30, 2002, 03:45 PM I tried out the mod. Although leaderheads would be nice, that must be an awful lot of work. I would like to see three things:
1. More balanced special attributes. As I recall, far too many of the modded civs had the expansionist attribute, which I don't like as a player or in the computer (I think it makes 'em even more land grabby than usual). Although it isn't necessary to get all 15 different combinations, I would like to see most of them available.
2. The ability to turn off industrial and modern eras. I don't know whether this is possible.
3. The use of a Britain and Ireland actual map. It was the lack of this that made the mod much less enjoyable to me. I would be nice also if there was the option to start in actual starting locations. In fact, if I had to choose between modified civs and a Britain/Ireland map, I would choose the map. It's important.
Thanks for your work on this.
best,
Peter Kirby
Shaitan Jan 31, 2002, 07:17 AM Originally posted by Crazy_Buddha
Just one small gripe - in the Wessex civ, the city shouldn't be called Dorsetshire (that's a county).
Fixed in V7 :)
Originally posted by kirbtron
1. More balanced special attributes. As I recall, far too many of the modded civs had the expansionist attribute, which I don't like as a player or in the computer (I think it makes 'em even more land grabby than usual).
It does make the AI more effective at land grabbing. I'd like to make these more diversified. My problem is that for the period of this mod, they were all in heavy expansion fazes. I'll look into this and consult with a few people. We can probably get some good arguments for different attributes. If you have any specific suggestions for any of the civs I'd be glad to hear them.
Originally posted by kirbtron
2. The ability to turn off industrial and modern eras. I don't know whether this is possible.
Not possible per se but could probably be finangled by removing the tecs for those periods. I'll look into this and maybe put in a second .bic file for it.
Originally posted by kirbtron
3. The use of a Britain and Ireland actual map. It was the lack of this that made the mod much less enjoyable to me. I would be nice also if there was the option to start in actual starting locations. In fact, if I had to choose between modified civs and a Britain/Ireland map, I would choose the map. It's important.
Absolutely! This is way up high on my wish list too. I've been hoping to find such a map on the forum but no luck yet. My own map making skills have proven inadequate. If you happen to find one, please let me know.
Thanks for the feedback and ideas!
Shaitan Jan 31, 2002, 07:40 AM Version 7 has been uploaded and is ready for use. Changes include:
Regionality changed from just 2 (Celtic and Germanic) to 5:
P-Celtic - Ireland, Scotland, Pictland
Q-Celtic - Manx, Brittany, Cornwall, Wales
Angle - Northumbria, Mercia, East Anglia
Saxon - Essex, Wessex, Sussex
Germanic - Danelaw, Norman
Caveats - The Picts were added to P-Celtic for game balance. Common thought is they were not Celtic but they were effectively absorbed into the Dalraidan Scots. Same with tying the Danes and Normans together. The Danelaw was history by the time the Normans came to the isles but the Normans were the descendants of the same Great Army that created the Danelaw so its not too great a stretch.
Added new batch files to change all palace art to European. This is independent of the BritIsles mod batch files. Run the EuroPalace install/uninstall batch files for this side mod.
Fixed an upgrade path error.
Added period specific city names for Mercia, Essex, Sussex, Wessex and Kent.
Red 100 Jan 31, 2002, 03:40 PM Great Mod, but...
I have a few suggestions for revisions, for version7.
the descriptions of the tribes were not displaying in the civlopedia, maybe you don't have those yet? but if not, it would be nice. Also descriptions of UU's.
The game still starts at 4000 BC? Is there not a way to make it 400 AD?
THis is a small thing, the names of the barbarians have not been changed. I was attacked by Inuits and Incas and such, not very realistic for the British Isles, is it?
The tech tree seemed to be having lots of problems. I was able to trade maps without having Mapping Advance, and also some of the pics were displaying wrong (for Literature it showed Magnetism pic).
There, that should keep you busy for awhile! :)
Shaitan Feb 01, 2002, 07:06 AM Originally posted by Red 100
the descriptions of the tribes were not displaying in the civlopedia, maybe you don't have those yet? but if not, it would be nice. Also descriptions of UU's.
These descriptions are there. When you look up a tribe or unit there is a little "Description" button in the right margin. Press that to view the description.
Originally posted by Red 100
The game still starts at 4000 BC? Is there not a way to make it 400 AD?
Not yet :(. Maybe when the new editor comes out.
Originally posted by Red 100
THis is a small thing, the names of the barbarians have not been changed. I was attacked by Inuits and Incas and such, not very realistic for the British Isles, is it?
Excellent point. I'll edit those for V8.
Originally posted by Red 100
The tech tree seemed to be having lots of problems. I was able to trade maps without having Mapping Advance, and also some of the pics were displaying wrong (for Literature it showed Magnetism pic).
I'll check into the mapping thing, not sure what's up there. The incorrect icons is another editor limitation. Because the Brehon Law tech was added, all techs after that (alphabetically) have their icons scrambled. It's a problem with hard coded data and will hopefully be fixed with the new editor.
Thanks for the feedback!
Jolly Gnome Feb 02, 2002, 05:25 AM Originally posted by Shaitan
about removing industrial and modern eras:
Not possible per se but could probably be finangled by removing the tecs for those periods. I'll look into this and maybe put in a second .bic file for it.
Hmm, could it be possible, if you'd just rename all the Industial and Modern techs to something like "Additional tech no. x", and remove all of the "allows y" stuff from them? Also, rename the eras to something else...
I figure that could do the trick... no Industrial or Modern tech would do anything, so the progress would stop at the end of Middle Ages
Shaitan Feb 07, 2002, 03:27 AM Brit Isles version 8 is now ready for use. Changes in this version include:
Changed EuroPalace mod to EuroArt mod. This now includes city art as well as palace art.
Tribe names for barbarians changed to those native to British Isles. No more Anasazi barbarians.
Corrected 1 upgrade path.
Falconer UU is now based off Warrior instead of Scout
Berzerker & Ulfedhn UU's now require Polytheism instead of Ironworking
Civ specific abilities changed. As requested, the plethora of Militaristic Expansionist civs has been reduced. Changed civs are:
Kent is scientific/commercial
East Anglia, Mercia and Northumbria are religious/expansionist
Essex, Wessex and Sussex are military/industrious
Normans are military/scientific
Important
If you have a previous version of Brit Isles installed, make sure to uninstall that mod before installing a new version of the mod.
Still to come
Planned changes include customized text, leaderheads, UU art and a map/scenario.
Art for three units has been found already and Dark Sheer has magnanimously agreed to help with others. Thanks Dark Sheer! :)
When the unit art is ready to be posted it will be in the Unit Art forum and a link to it will be placed in this thread.
Shaitan Feb 07, 2002, 03:29 AM Originally posted by Jolly Gnome
Hmm, could it be possible, if you'd just rename all the Industial and Modern techs to something like "Additional tech no. x", and remove all of the "allows y" stuff from them? Also, rename the eras to something else...
I figure that could do the trick... no Industrial or Modern tech would do anything, so the progress would stop at the end of Middle Ages
Excellent suggestion. I've settled on making the tech cost for Industrial and Modern age prohibitive. Setting the research cost at 1000 for each tech effectively stalls the game in the middle ages while still allowing some sense of advancement.
Note that this isn't in the basic mod. It will be coming out in a scenario file.
Shaitan Feb 11, 2002, 02:36 AM Version 9 of British Isles is now ready. Changes include:
Brehon Law balanced. MPL is now 2. Free units 1/2/4. Corruption communal.
Fixed problem with barbarian tribe names displaying as odd characters.
Hardwoods strategic resource added - requirement for high masted ships (wooden ships except galley).
Stone strategic resource added - requirement for city walls, cathedral and colloseum.
Papa Lazarou Feb 14, 2002, 08:25 PM sounds really great, keep up the good work! I'm going to wait until its a bit more refined and in a more of a final state (eg. starting positions, leader heads etc.) before i download it but i understand how big the project is and only wish there was a way to help.... all i can do is will you on and hope you dont give up :cool:
keep up the good work and progress,
martyn
Shaitan Feb 15, 2002, 06:22 AM Originally posted by Papa Lazarou
sounds really great, keep up the good work! I'm going to wait until its a bit more refined and in a more of a final state (eg. starting positions, leader heads etc.) before i download it but i understand how big the project is and only wish there was a way to help.... all i can do is will you on and hope you dont give up :cool:
keep up the good work and progress,
martyn
Don't worry, I've got no intention of giving up. Support from other modders and some of the resident artists has been great. This is turning into a team effort. :)
Shaitan Feb 19, 2002, 09:02 AM Several people have asked me to post a version compatible with the new patch. This was my intent when the patch came out but playtesting has shown the existing mod works just fine with the new civ executable. Version 10 will include the bic file changes from patch 1.17 but Version 9 is fully playable as it is.
Shaitan Feb 27, 2002, 05:27 AM Version 10 is now ready to go. Changes include:
Fixed bug in install batch file.
Fixed bug that caused a crash when a Kent Falconer was built.
Updated to Civilization 1.17 civ3mod.bic standards and values.
Incorporated Shockwave's resources, including Stone and Hardwood icons that he did for this mod.
Scottish leader changed to Kenneth MacAlpine.
Brehon Law technology removed.
Brehon Law government changed:
Requires Polytheism
Corruption is communal
Military police level changed from 4 to 2
Other governments changed to respond correctly to Brehon Law.
Polytheism advance price increased to 30 beakers (because a government style is also gained with this advance now)
All UU's are in the upgrade path now (as in unmodded Civ1.17)
Wheat is a strategic resource, required for granary.
Gold is a strategic resource, required for marketplace.
Cattle, Game, Fish and Whales are strategic resources.
These were changed to strategic resources in anticipation of future mod work.
The civilopedia is not yet fully updated with the changes from Civ version 1.17. It is current with the mod changes.
Citizen_K Mar 01, 2002, 03:32 PM I have a question (myself not reading all of the posts beforehand but enough to think about d/l-ing the mod):
--Is it a map-specific mod? Is it just confined to one map?
Please excuse my n00bishness. Thank you.:o
Shaitan Mar 02, 2002, 05:19 AM Citizen_K, there is no map currently available for the mod. When the mod is installed just start a new game like normal and the mod features will be used when the game builds a map.
Shaitan Mar 02, 2002, 05:27 AM Version 11 of the mod has been uploaded and is ready for use. Changes include:
Fixed Scottish city names that were lost in the upgrade to Civ v1.17 bic file.
Added period specific Welsh city names.
Added Civilopedia graphics for stone and hardwoods resources
Incorporate Euro art batch files into regular install/uninstall batch files.
Added 'General' unit.
Notes on the General unit
This is a leader-like unit available after Military Tradition tech is researched. Stats are 1/1/1, terrain as roads. It can create an army as a leader does. It cannot hurry a construction. The intent of the unit was to provide a way to get that critical first army for a player who has not been able to get a great leader. Cost is prohibitive (150% of the Military Academy). The cost of the unit makes an exploit possible where you can prebuild for wonders in multiple cities (like you used to be able to do with the Palace). This was certainly not my goal but I can find no way around it. The AI does not use this cheat and I hope the players won't either.
Sodak Mar 05, 2002, 12:41 PM I notice that you list fish and whales as strategic resources. Is it not true that strategic resources can only be used if a road is built to them? So...
How did you get around this, or
Should they be changed back to bonus resources?
Shaitan Mar 05, 2002, 01:24 PM Originally posted by Sodak
I notice that you list fish and whales as strategic resources. Is it not true that strategic resources can only be used if a road is built to them? So...
How did you get around this, or
Should they be changed back to bonus resources?
Excellent question. You're right for the most part. A strategic resource can't be used for unit or building criteria, or to trade, unless it is roaded. However, it can be used for small wonder build criteria without a road. For something like the Ironworks the resource must be in the city radius but doesn't have to be connected to the trade network.
These resources were changed to strategic in order to implement resource specific city improvements (small wonders). There will be at least 1 for each resource type. Unfortunately, bonus resources can't be used for build criteria and having more than 8 luxury resources crashes the game. Therefore, they were all changed to strategic.
These should be making their appearance in version 12.
Shaitan Mar 18, 2002, 09:41 AM This project has gotten way bigger than expected and it is amazingly flattering to have so many people trying out the mod. It's also great having so many people helping out with backgrounds, history, artwork, playtesting, ideas, and every other part of it.
Thank you everybody who has downloaded the mod and thank you everybody who has made the mod worthy of downloading!
Upcoming stuff. Parts of the mod that are being worked on right now are a new boat unit, correcting resource distribution, expanding resources, new resource specific minor wonders and a map of the British Isles and French coast.
Grey Fox Mar 19, 2002, 07:35 AM I just realized that I havn't downloaded the latest version of your MOD.
SHAME ON ME, and I'm helping you with it and all...
(What's happened with the Succession game anyway...)
AND A MESSAGE FOR EVERYONE: COME TO THE #CivFanatics CHAT!!!
A little tip Shaitan, post your MOD on Apolyton.net too... there are many users there that never come here.
Shaitan Mar 19, 2002, 01:21 PM These groupings show what civilizations were present at the beginning of each major power shift in the history of the British Isles from 400 AD to 1200 AD. (The Pre-Roman one is a bonus ;))
These groupings will eventually be used for building scenarios on the mod.
Pre-Roman (BC)
Cornwall
Ireland
Isle of Man
Pictland
Wales
400 AD
Cornwall
Ireland
Isle of Man
Pictland
Scotland
Wales
500 AD
Brittany
Cornwall
East Anglia
Essex
Ireland
Isle of Man
Kent
Mercia
Northumbria
Pictland
Scotland
Sussex
Wales
Wessex
850 AD
Brittany
Cornwall
Danelaw
Ireland
Scotland
Wales
Wessex
1050 AD
Brittany
Cornwall
Ireland
Normandy
Scotland
Wales
Wessex
1200 AD
Cornwall
Ireland
Scotland
Wales
Wessex
Shaitan Apr 08, 2002, 03:21 AM Version 1.2 of the British Isles mod has been uploaded.
Changes include:
[list=1]
Normalized the version number system.
Complete edit of the Civilopedia.
Replaced ivory, silk and incense with Relics, Flax and Herbs.
Added Coracle (primitive ship) and Trebuchet (advanced catapult) units.
Added a scenario (map) file of the British Isles. Thanks Grey Fox!!!
Added save games with correct starting positions for the map.
Fixed a unit bug and tweaked the General unit so the AI won't try to use it as a military troop.
[/list=1]
Crazy_Buddha Apr 08, 2002, 06:21 AM Great, the map's there!! I'm definitely trying this mod now. Thanks Shaitan!
Shaitan Apr 08, 2002, 07:13 AM Originally posted by Crazy_Buddha
Great, the map's there!! I'm definitely trying this mod now. Thanks Shaitan!
You're very welcome and I hope you enjoy it. I'll pass your thanks to Grey Fox. He's the cartographer. :)
jayco312 Apr 09, 2002, 10:19 PM how long till you get the resource specific wonders up and running. I cant wait for them they will be great keep up the good work shaitan
Shaitan Apr 10, 2002, 05:14 AM Originally posted by jayco312
how long till you get the resource specific wonders up and running. I cant wait for them they will be great keep up the good work shaitan
I'm planning to start adding these in the next version. There will be three introduced and will use the hardwood, relic and herb resources (production, happiness and monetary).
DecrepitSled Apr 11, 2002, 10:20 AM Downloaded your mod but can't get the save files with correct starting positions to work....has anyone else run into this problem or just me?
Shaitan Apr 11, 2002, 12:42 PM Originally posted by DecrepitSled
Downloaded your mod but can't get the save files with correct starting positions to work....has anyone else run into this problem or just me?
A few things to check:
You should be on version 1.17 of Civ3.
The mod zip file was unzipped into the Civ3 directory (will unzip into a folder called BritIsles.
The mod is installed - the save game files will be in your Saves directory.
Are you able to start a new game or scenario using the mod?
DecrepitSled Apr 12, 2002, 09:56 AM Shaitan.......thanks for your help. I was running v1.16f and was able to start new games with your mod (hadn't tried any scenarios) but was unable to load the save games. I finally downloaded v.1.17 today and the save files work. Started playing as the Irish...I must say it's the best mod I've downloaded so far. Thanks for your help.
Shaitan Apr 12, 2002, 10:17 AM Originally posted by DecrepitSled
Shaitan.......thanks for your help. I was running v1.16f and was able to start new games with your mod (hadn't tried any scenarios) but was unable to load the save games. I finally downloaded v.1.17 today and the save files work. Started playing as the Irish...I must say it's the best mod I've downloaded so far. Thanks for your help.
Glad you got it to work and that you're enjoying it. Much more to come!
Bchaeus Maximus Apr 19, 2002, 01:38 PM Can someone post a capture of the map? Just curious and am at work so can't load it up myself.
Also, how is this working with 1.21 anyone?
-Bchaeus Maximus
Bchaeus Maximus Apr 19, 2002, 05:53 PM THANK YOU anyone who has done work on this. This mod rocks. The map is great, the new resources are cool, plus its just nice to have a change of opponents.
Easy to install/uninstall for anyone reading this that hasn't tried it.
I had to uninstall/re-install to get to work with new patch.
One bug to iron out:
Luxury resources display with the old icon in the City Manager. Pretty sure there were no elephants in ireland.
Thanks again.
Bchaeus Maximus.
Shaitan Apr 19, 2002, 08:25 PM Originally posted by Bchaeus Maximus
THANK YOU anyone who has done work on this. This mod rocks. The map is great, the new resources are cool, plus its just nice to have a change of opponents.
Easy to install/uninstall for anyone reading this that hasn't tried it.
I had to uninstall/re-install to get to work with new patch.
One bug to iron out:
Luxury resources display with the old icon in the City Manager. Pretty sure there were no elephants in ireland.
Thanks again.
Bchaeus Maximus.
Glad you're enjoying the mod.
Because the mod and the patch both replace some of the same files (civ3mod.bic and civilopedia.txt) the mod should be uninstalled before running the patch. Thanks for pointing this out - I hadn't thought to tell people that. If the mod was installed when you ran the patch you will end up with the wrong versions of those two files when you uninstall the mod. If this happens, PM or email me and I'll send you the right ones.
Thanks for pointing out the icon bug - I'll add it to my fix list. :)
Bchaeus Maximus Apr 19, 2002, 09:11 PM I think I should get a speed record. I just finished a game with this mod in about 3.5 hours on monarch. Weak Diplomacy win in 1460ad, but I'll take it.
Notes on gameplay:
everyone was very equal except Isle of Man. Trapped on an island, they never got off. I was Ireland, so should have had most land mass. Unfortunately barbarians multiplied just before I could wipe them out and they set me back quite a bit.
No iron in Ireland, so can't make special unit without trading. Oh well. No wheat either, so can't make granery without trading. I think that's pretty damn cool. I really like all the changes, and can't wait for more of this mod from the different era's to come out.
Also, seems gold has been jacked up for squares along rivers. This made science go super fast. ex, Manhatton Project was completed by someone before 1500ad. I don't think that's common in normal games. I would prefer this mod with only era specific technology/units, and it would be really cool if you could adjust the years to 400ad+
The luxury/resource trading with the AI in the Diplomacy also refers to the resources by their original names. For ex, I was able to trade spices, etc., instead of let's say Hardwood.
Oh yeah, my special unit, the something raider (Ireland) graphically was still a swordsman.
Should I be replying to this forum or since some of this is gameplay testing do you want a private email?
-Bchaeus maximus
Shaitan Apr 25, 2002, 08:21 AM I have found no compatibility issues with the new patch and am certifying BritIsles v1.2 as compliant with the Civ3 v1.21 engine. The next version of British Isles will include the bic changes introduced by the 1.21 patch.
DecrepitSled Apr 29, 2002, 09:15 AM I've been playing with v1.21f and it has been working fine...I've completed two games with no crashes.
Erik Mesoy May 18, 2002, 04:17 AM Big problem- the science is too fast. Me on a low level, I got to Astronomy 10 ad. Including a save. One solution is to increase all tech prices by 50%. I have banking 6 turns etc, my colossus was done after Sun Tzu was available... I disabled everything except conquest here, so this game will probably see some future tech.
Shaitan May 18, 2002, 05:57 AM Originally posted by Erik Mesoy
Big problem- the science is too fast. Me on a low level, I got to Astronomy 10 ad. Including a save. One solution is to increase all tech prices by 50%. I have banking 6 turns etc, my colossus was done after Sun Tzu was available... I disabled everything except conquest here, so this game will probably see some future tech.
Thanks for the feedback Erik. When I revamp the tech tree I'll do some balancing here. Right now there are no changes from the 1.17 tree. The higher prices from 1.21 have not been added yet but will be in the next release.
Erik Mesoy May 18, 2002, 07:19 AM Umm... and where are the save files? All I see is a scenario file in the BritIsles directory. Can you zip and send me a file Ireland, Regent?
Shaitan May 18, 2002, 08:16 AM Originally posted by Erik Mesoy
Umm... and where are the save files? All I see is a scenario file in the BritIsles directory. Can you zip and send me a file Ireland, Regent?
After you run the install, the save games will be in your regular Saves folder. Here's a copy of the Ireland save. Difficulty is Monarch, unfortunately. I haven't had the time to run through a save game for each difficulty level so I went with the middle one.
Ireland4000BC.SAV (http://www.civfanatics.net/uploads/BI400adIrish.zip)
Erik Mesoy May 18, 2002, 10:05 PM No, the saves were not in my save folder when I unzipped.
Thanks for the save anyway, I think theres a program allowing me to change the level.
Shaitan May 19, 2002, 03:19 AM That's quite odd. Double check that the BritIsles folder is directly inside your Civilization III folder. Some unzip programs will want to create an additional folder level so it ends up in "Civilization III\BritIslesV1-2\BritIsles" instead of "Civilization III\BritIsles". You can also find all of the saves in "Civilization III\BritIsles\BIMapsGames\Saves\".
Ireland is the hardest civ to start with. They are isolated and have heavy barbarian infestation on the fair isle.
Erik Mesoy May 19, 2002, 08:08 AM Isolated is nice, no irritating ppl to fight with. This should be fun.
(2 hours later)
Censored! Those censored censored barbarian censors have censored managed to censored! Too many barbs! My starting warrior got wiped out!! After that I kept being ravaged by barbs every turn and retired!
Also, it doesnt look like there is any kinda tool that edits difficulty level!
CENSORED! I am giving that up. I will now play essex, tiny map, chieftain, and go for future tech by turning off the victory conditions.
Bchaeus Maximus May 20, 2002, 11:08 AM Ireland was the only victory I got with this mod (3 tries). Managed to keep all others off of ireland cept for 3-4 cities. I did have to go for the UN because Cornwall (like all the other games too) was getting ready to kick some ass. Sciene is way too fsat because there are so many things that boost gold.
Erik Mesoy May 21, 2002, 11:16 AM How did you survive those barbs? Oh, Ireland looks like the best civ if you can claim that island. I just want to remove those censored BARBS!
Shaitan May 21, 2002, 12:56 PM Originally posted by Erik Mesoy
How did you survive those barbs? Oh, Ireland looks like the best civ if you can claim that island. I just want to remove those censored BARBS!
Quickly pump out warriors send pairs to the north, northeast and west as they come available (don't send out singles). Take out the barb villages then spread the remaining warriors to keep as much of the fog of war clear as possible. Then expand as fast as possible along the eastern coast to keep the AI from getting a foothold.
Otter May 22, 2002, 11:16 AM Hey
Just wanted you to know I love this mod. 2 questions: Did you know that civilizations can build generals without elite units turning into them or or other prior consideration. And I am playing a 7 player game and the foreign advisor no longer shows me who is at war with whom..only those I am at war with..unless there is an alliance with me. Dont know if that is patch or mod. Thanks very much for all your work. Excellent job. An Irish American Otter.
Shaitan May 22, 2002, 11:25 AM Originally posted by Otter
Hey
Just wanted you to know I love this mod. 2 questions: Did you know that civilizations can build generals without elite units turning into them or or other prior consideration. And I am playing a 7 player game and the foreign advisor no longer shows me who is at war with whom..only those I am at war with..unless there is an alliance with me. Dont know if that is patch or mod. Thanks very much for all your work. Excellent job. An Irish American Otter.
Yes, there are no prereqs for building the general unit. I put the general in there so there would be a way to get an army if you were unlucky enough to never get one naturally. As there are 3 wonders that require a successful army it's a big hit to leave to bad luck.
To see what is up with those other Civs in your Foreign Advisor screen, click once on the picture of the leader you're interested in. If you want to see more than one at a time hold down shift as you click on each one.
Glad you like the mod! I'll be getting a bit of free time back next month so I'll be able to work on it again.
Mathman Aug 05, 2002, 10:42 AM Are there any issues regarding this mod and the v1.29 patch?
I'm hoping not; this has been great to play...
Shaitan Aug 05, 2002, 10:49 AM There is definitely an issue with installing. For some unknown reason, Firaxis has set the civilopedia.txt file to "read only" with the last update. This defeats the install batch file as it cannot back up or overwrite the civilopedia.txt file.
I will be putting out a new version in the next day or two that fixes this problem and includes the 400AD map with correct starting positions.
Mathman Aug 05, 2002, 07:26 PM Thanks! I'll be awaiting it with bated breath...
Shaitan Aug 07, 2002, 01:58 AM Version 1.29 has been uploaded. This version is compatible with Civ3 patch 1.29 (imagine that!).
Changes include removing all of the individual save games. They are no longer needed as the BI400ad.bic scenario now has correct starting positions. The install file has been changed so it won't puke over the "read only" attribute Firaxis put on some of the updated text files. PediaIcons.txt has been edited to include new content demanded by the game.
This is a compatibility driven version so there's no new content. In all likelihood there will not be an update with actual improvements until Play The World. (Unless somebody out there would like to help with some graphics? Hint, hint.)
Shaitan Aug 07, 2002, 02:00 AM Note that starting a new game will start a game with a random map and all civs may be used. The BI400ad scenario has the custom map of the Isles and the civs that were present in 400 AD.
Vivojack Aug 07, 2002, 12:02 PM Now that this is 1.29 compat. Is it still a mod? or is is saved as a scenario now? meaning can I play regular Civ3 with it installed or do I still need to uninstall?
Also when I played on an earlier version (can't remember which) I noticed that the Manx were kind of screwed on their little isle, at least how the AI played them. Maybe starting them with a coracle would help? maybe you have done this?
In any event. Great Mod :)
Vivo
Shaitan Aug 07, 2002, 04:27 PM It is both a mod and a scenario. The support files make it impossible to play the standard game when this is installed (as the Civilopedia and Icons have been changed). You can start a "New Game" and run it as a mod or load the scenario to run it with the map.
Yes, I've noticed the Manx tend to stay on their island. This isn't far off the mark historically so I did not try to change it. On the other hand, playing with the Manx starting position has many advantages for the human player.
Vivojack Aug 21, 2002, 12:26 PM Hey Shaitan,
Hows the work coming? Had a chance to work on it lately?
Have you checked out sween32's Robert the Bruce leaderhead? It is very sweet and would work nicely with your mod.
Also the Woad Raider unit from jimmyh is a good UU for one of the Celtic origin peoples.
Just a couple thoughts.
Vivo
Shaitan Aug 21, 2002, 12:34 PM Originally posted by Vivojack
Hey Shaitan,
Hows the work coming? Had a chance to work on it lately?
Have you checked out sween32's Robert the Bruce leaderhead? It is very sweet and would work nicely with your mod.
Also the Woad Raider unit from jimmyh is a good UU for one of the Celtic origin peoples.
Just a couple thoughts.
Vivo
Not in a while, except basic stuff to get it to work with the last revision. Every time I started a new project I was stumped by the problems with graphics and inability of the editor to do what I needed. I'm hoping to be able to get it back up and developed to a finish point with PTW.
Thanks for the tip on the leaderhead. I'll check it out. :)
Vivojack Aug 21, 2002, 12:51 PM Yeah I think Firaxis is teasing us with the updated editor. so close yet so far :) Hopefully PTW will fix that. Funny that the commercial add-on would be neccessary to really free up the Mod community.
I wonder if they will add flat world maps back into the game with PTW.
Shaitan Aug 21, 2002, 12:54 PM Originally posted by Vivojack
I wonder if they will add flat world maps back into the game with PTW.
I sure hope so. Scenario maps look so ugly with a mountain/sea oreo running down the side.
realn Aug 30, 2002, 06:23 PM Where did you get the resources from. Did you create them yourself. If not please provide a link.
Shaitan Aug 31, 2002, 03:36 AM The icons for the special resources were done by Kal-El and Shockwave. Shockwave's resource graphics are on the Forums somewhere (search for "resource" by Shockwave). Kal-El's were done specially for the mod.
phoenix_night Feb 14, 2003, 03:33 PM Don't revive an old thread just to troll and flame other users. This one was from 6 months ago. Unless it's constructive content, reviving a thread for that reason is not allowed. Banned for 3 days.
Plexus Feb 18, 2003, 10:40 PM Gonna possibly make a PTW version, Shai? Or can I? ;)
Shaitan Feb 19, 2003, 09:21 AM Go for it, Plexus. I don't have the time to do it.
Plexus Feb 19, 2003, 10:22 PM Alright... I know you've been strapped for time lately. :(
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