View Full Version : Britannia 450 AD


Vadus
Nov 12, 2005, 11:38 PM
Hi all,

I present you my first Civ4 Scenario. It's very "light-weighted" for now, what means, that you get a new map (of Britain) and you can play ot with renamed nations and there correct starting-positions.
The map has a size of 100x100.

The scenario starts in the year 450 AD. At this time Britain was separated into several saxon and celtic kingdoms and the scots expanded from irland to scottland by degrees. The franks began to conquer the last roman kingdom in western europe and in scandinavia the viking civilization was born.

Playable civilizations are :

- Kindom of Mercia
- Northumbria
- Cymru (Wales)
- Pictland
- Scotia
- Hibernia (Irland)
- Saxons
- Franks
- Empire of Syagrius (rest of Rome)
- Bretons
- Vikings

With every civilization you can play the original techtree from ancient to modern times.

I'm planning to make a real medival scenario from that, but currently there aren't new corresponding units and leaderheads. But I will be glad if someone wants to help me (maybe by developing a medival tech-tree) :)

To play the scenario you have to download the file to your PublicMaps\ folder of your Civ4 install-location
Than open Civ4 and go to "Play Scenario" and select "Britain"

11-22-05 UPDATE
Now every Civ has start-cities, techs and units! It's still only one map file, but the next version (with new units , and 5 year turn increment) will contain an own mod folder.
Have fun ! :)

Vadus
Nov 12, 2005, 11:42 PM
.. and two pictures

Ghost
Nov 12, 2005, 11:51 PM
WOW! wait a second... is this a senerio or just another map? If its just another map it should have been posted in the maps section. But still good job looks awsome

userqwerty
Nov 13, 2005, 01:54 AM
Your idea matches up the game Medieval total war:Viking Invasion

this is what i posted in the other perior mod (the ancient Medditeranian Mod thread]

So i was thinking if i should make a new thread for this and i probably will. still i think your mod would be the first mod that could benefit from this idea.

i would strongly argue that the mode of research as it is handles in Civ 4 is not aplicable to "Era" spanning mods. like yours.

A limited era project, similar to the "Greek World" mod that shipped with the game really really does not do well in terms of technology. Sure you can see something like "Nuclear Fission" somewhere in the tech tree, yet it will take a million turns to research and you only have soo much of land to conquer

The "American Revolution" mod is even worse.

You can not even access the research screen in that scenario.
It is limited to 100 turns total, and there was no drastic change in technology there.

However taking out research completely makes the replayaility of the mod virtually null

So here is my proposal

A number of technologies and appropriate buildings would need to be disigned to simulate era appropriate buildings that add incremental functionality to the cities. Similar to what medieval total war and Rome total war do with their research/building cues.

in there both are combined. which in not required for the concept to work

Technologies / Buildings

-Spearmaking (tech) Allows to build the building ("Spearmaker ) which allows to train spear troops.
-Horse domestication - allows Stables allows to train better horses suitable for warfare.

if both buildings are built you can build either spear cavalry or chariots. Chariots might require Smihy

-Axe Smith (Allows to build Axemen)

Also building upgrades would allow to use promitions creatively as they coudl be tied to a building

Build "College of Medicine" and all troops could either get the healing promotion or you could build specialized medical units. although this is for late eras. this promotion would be free and not require experience to be spent

Muster field woudl allow to train basic troops and would be a prerequisite for barracks which allow to build better troops and would be a prerequisiste for royal barracks.

Here is the techtree from that game

http://russiananimation.com/mods

the file is named MTW_VI_viking_tech_tree.rar

this is just to get you thinking

that game starts in 730 ad or so with the invasion of the vikings.

Since the saxons did thier dirty deeds with similar technology i doubt much of this woudl be different

as i explained above medieval total war does nto spearate technology from building and this allows us some flixibility.

Vadus
Nov 13, 2005, 09:04 AM
WOW! wait a second... is this a senerio or just another map? If its just another map it should have been posted in the maps section. But still good job looks awsome

Well, it's a map, which you play with a given historical background ( starting-year, historical nations).
I would say it's a scenario :cool:

@userqwerty : Nice idea ! I hope it's not to difficult to realize dependencies between Units and buildings, because such a thing would be much better than every city can build everything. Especially in a mediavel scen !! :goodjob:

Thanks for the tech-tree :)

Junuxx
Nov 13, 2005, 11:45 AM
Hey Vadus,

The map looks really good. But I'd like to give one advice: it would be accurate to remove the Dutch province Flevoland, since it was sea until the mid-20th century.

http://tryout.thinkquest.nl/sites/TQTODGN0098/images/p42.JPG

The red part in this picture should be sea in your map ;)

Vadus
Nov 13, 2005, 11:57 AM
oh, really ? ok, thanks :goodjob:

Micha
Nov 13, 2005, 01:01 PM
Great map!

I´ve played into the late industrial age as the Saxons and so far done quite well.
A few things I´ve encountered:

- The map is huge, it will take you to the age of Riflemen until all settling space is covered. Maybe you want to add some minor civs or prebuilt Barbarian towns?
- The Viking´s adjective in your scenario is "vinking"... obviously a typo
- The Frankish capital in your scen is called "Colonge", but should be Köln or Colonia (or Cologne for the sake of ignorant Englishmen :P )
- The Vikings aren´t doing anything. This is related to missing AI scripts, so you probably need to gift them a few holdings on the British Isles for them to start attacking
- the Timeline needs to be sped up if you don´t have all-medieval techs. It´s strange having railroads in 700ad...
- Saxon town of Bremen was situated on the coast until the late renaissance; Could you perhaps turn parts of the Weser river mouth into coast tiles?
- The Saxons start with a worker but cannot do anything with it. So it´s pretty useless except for scouting; Not sure how to improve this, though...

I have greatly enjoyed playing this, but would advise to play Mercia as mainland civs are pretty boring for the first 100 turns...

Could you please post a map only file as well? Thanks!

Feet
Nov 13, 2005, 01:41 PM
Woah this looks really very impressive. I'll give it a go at some point. :)

Emp. Killyouall
Nov 13, 2005, 01:46 PM
This looks great! I will DL this as soon as I get Civ 4... in a week... hopefully...

Off topic:
Vadus, are you going to be doing a Space Empires for Civ 4?

Junuxx
Nov 13, 2005, 01:49 PM
oh, really ? ok, thanks :goodjob:

I now see some other minor topographic inaccuracies. I do like your map, I'm just a perfectionist : You might want to add the Scilly Islands southwest of Cornwall, and Helgoland in the German Bight. Tiny islands, but they might be of strategic importance :)

When I'm back at my own computer later this evening, I'll give the scenario a try :)

Quinzy
Nov 13, 2005, 02:06 PM
i think your missing strangford loch in northern ireland

Vadus
Nov 13, 2005, 02:19 PM
I now see some other minor topographic inaccuracies. I do like your map, I'm just a perfectionist : You might want to add the Scilly Islands southwest of Cornwall, and Helgoland in the German Bight. Tiny islands, but they might be of strategic importance :)


I put the Scilly Islands on the list ;) Helgoland is already there. It's the one tiled island in the east of german-northwestcoast. Maybe it should be a point more left and higher ?
I will release only a map file from this scen (without nations) this evening , which everyone can use to create an own scenario , for example "Operation Seelöwe" or a William the Conqueror Scen.

I will expand my Britannia Scen with some more starting cities and starting techs for each nation and some minor civ's like the Angles and Jutes..

i think your missing strangford loch in northern ireland
oh, is this an important lake ? .. because it's located to near at the sea, so that it's not possible to place it on its correct postion :sad:

Quinzy
Nov 13, 2005, 02:35 PM
well it IS one of N.I's important harbours but if it cant be done then leave it out

Vadus
Nov 13, 2005, 03:53 PM
allright , there is enough space for the strangford loch. It's builded into the map version

Billy Rubin
Nov 13, 2005, 06:21 PM
Great map - I wont play it as it is now, but it surely is a great basis for a full scale mod!

Great map!

I- The Frankish capital in your scen is called "Colonge", but should be Köln or Colonia (or Cologne for the sake of ignorant Englishmen :P )



Shouldn't it be Aachen anyway?

Vadus
Nov 13, 2005, 07:12 PM
Aachen was the capital of the Carolingians. The capital of the Merowingians should be either Colonia or Trier ( Ripuarian Franks ) or Tournai ( Salian Franks ) I guess

Scenario : I'm currently working on a correct start-situation with correct cities and start-techs ;) . I hope this will be done tomorrow ... )

I wont play it as it is now
tell me what you don't like

wolfman1234
Nov 13, 2005, 08:11 PM
This could be the first really good scenario. Put unique techs, more cities, events.

Ariks
Nov 13, 2005, 08:21 PM
500AD is just about the time where the city name switched from Colonia Agrippina to Cologne due to the Frankish invasion. So for the Franks Cologne would be right IMO.

Very nice map indeed - there is a lot of potential for full scenarios indeed. Hope to see this one develop into a full early medieval mod ;).

Billy Rubin
Nov 14, 2005, 12:57 AM
tell me what you don't like

There's nothing about the map itself as far as I can tell (I didn't play it, but it looks excellent), but I think it requires a complete mod ā la TAM for me to feel right.

Micha
Nov 14, 2005, 03:08 AM
500AD is just about the time where the city name switched from Colonia Agrippina to Cologne due to the Frankish invasion. So for the Franks Cologne would be right IMO.

Yes, but it was NOT changed to "Cologne" but to "KÖLN". ;)
I´m sorry for nitpicking but since all the gaelic names are in their native language, I guess the German ones should also be.

Vadus
Nov 14, 2005, 08:44 AM
since the game starts from 450 AD the name in the next version will be Colonia ;)

.. I'm not sure if the people at this time really called the place "Köln" .. at least the leading group (cleric and aristocracy) called the city Colonia, I guess :hmm:

Ariks
Nov 14, 2005, 08:59 AM
since the game starts from 450 AD the name in the next version will be Colonia ;)

.. I'm not sure if the people at this time really called the place "Köln" .. at least the leading group (cleric and aristocracy) called the city Colonia, I guess :hmm:

I have gone through my historical map archive. From the point the Franks took over (455AD) the city is refered as Cologne (Köln -> old german spelling: Coeln). So you were right from the start except for the typo :).

Vadus
Nov 14, 2005, 06:49 PM
ok, once again I renamed the city to Coeln :D

btw : scenario status : 2 of 10 Civ's are ready to play :)

but I'm worry about a ship for the Vikings. They have war with Mercia and Northumbria from the beginning, so they need a ship to invade britain. This can't be , because of movement-rules, the triere.. I think I have to give them the galeone :sad:

seamus75
Nov 14, 2005, 07:56 PM
Mein Deutsch ist nicht sehr gut (ich habe nur ein Semester an der Universität), aber Bravo, ausgezeichnetes Drehbuch.

Just 2 thoughts and 1 question:

- leaderheads
*either come up with new ones for the scenario (I'm sure it's hard)
*use 2D images, photos
*incorporate unique flags or symbols ala SENGOKU scenario from CivIII
It just seems odd to have Asain leaderheads on Celtic Kings and Chieftains

- time line
*to slow things down a bit think about importing the REALISM MOD or the Dynastic timer

? - are there unique units, I've yet to find any but I haven't look too hard.

Otherwise I love it!

Micha
Nov 14, 2005, 08:30 PM
Mein Deutsch ist nicht sehr gut (ich habe nur ein Semester an der Universität), aber Bravo, ausgezeichnetes Drehbuch.

Just 2 thoughts and 1 question:

- leaderheads
*either come up with new ones for the scenario (I'm sure it's hard)
*use 2D images, photos
*incorporate unique flags or symbols ala SENGOKU scenario from CivIII
It just seems odd to have Asain leaderheads on Celtic Kings and Chieftains

- time line
*to slow things down a bit think about importing the REALISM MOD or the Dynastic timer

? - are there unique units, I've yet to find any but I haven't look too hard.

Otherwise I love it!

Ah, yes, but as he already said (and as the description says) these files do nothing but place renamed civs on a custom map with changed date. The Welsh do have Skirmishers (some African civ?), so there are unique units in the scenario. Unfortunately, since Vadus has just renamed the civs, those are Japanese and Arabic ones...

I guess we´ll have to wait until the mod comes out. :)

Spoony
Nov 14, 2005, 10:24 PM
Wow! I've only just got my copy of civ4 and already a good scenario to play. I've played the early stages of this and it plays well, great effort!!

Vadus
Nov 15, 2005, 06:55 AM
Mein Deutsch ist nicht sehr gut (ich habe nur ein Semester an der Universität), aber Bravo, ausgezeichnetes Drehbuch.
Thanks, faultless german :goodjob:


Just 2 thoughts and 1 question:

- leaderheads
*either come up with new ones for the scenario (I'm sure it's hard)
*use 2D images, photos
*incorporate unique flags or symbols ala SENGOKU scenario from CivIII
It just seems odd to have Asain leaderheads on Celtic Kings and Chieftains

- time line
*to slow things down a bit think about importing the REALISM MOD or the Dynastic timer

? - are there unique units, I've yet to find any but I haven't look too hard.

Otherwise I love it!

The timeline is also a problem for me. I have to change it (to a 5-year interval) what means, that I have to change a xml-file. From this point this scenario gets an own mod-folder, so that other changes can be done, too.
Leaderheads : Well, I have to figure out how to change graphics and release them with a modification.
Units : every civ is a renamed original one (with more appropiate leaderheads from other civs) so they have the corresponding UUs. e.g. Mercia has Chariots (old celtic tradition) , the Welsh have the Skirmisher (well.. the only archer UU in civ4) , and Syagrius will have pretorians (as the last roman kingdom in western europe) , but he still has musketeers in the current version

Micha
Nov 15, 2005, 10:02 AM
the Welsh have the Skirmisher (well.. the only archer UU in civ4)

Hm, this is not quite correct... Don´t forget the Chinese with their Cho-go-Nu (or somehing like that) ;)

Vadus
Nov 15, 2005, 11:00 AM
hm, the Cho-Ko-Nu is a Crossbow UU , and the crossbow appeared for the first time at the battle of Hastings (1066) on an european battlefield. I don't know, whether this weapon can be the special Unit for the Welsh ... I think the skirmisher is more proper for them, though they where famous for their archers..

but maybe the crossbow can be the secial UU for the franks ...

Rhye
Nov 15, 2005, 05:56 PM
Wow, great map!
Did you use the converter?

Rhye
Nov 15, 2005, 05:57 PM
btw, did you know you can change the name of a city (in this case, Colonia), basing on the owner? It's just 3 lines of Python code...

See Greek World mod as an example

Vadus
Nov 15, 2005, 06:12 PM
yes, I used the converter but only for the coastline.. Anyway, good tutorial ;)

Cityname dependencies : Cool, I can use this functionality in later development.
Currently I place some cities and let the Civs start from early medival.
Then I have to implement a 5-year Turn-Interval and add a new triere for the vikings which is able to pass ocean... so, some XML stuff I still have to figure out

LAnkou
Nov 15, 2005, 07:21 PM
if you want to use it, there is a breton mod and a scotland mod...
my breton mod is updated with a flag now!!!

Vadus
Nov 16, 2005, 11:49 AM
jeah, Thanks. I will build this in :)

LAnkou
Nov 16, 2005, 01:42 PM
and for a proper breton leader, Nominoë would fit better than the one i choose.

Don't worry, i will add him once my mod is advanced

Plotinus
Nov 17, 2005, 02:14 AM
Interesting idea - sounds a tad familiar - can't think why!

I shall have to try this when I actually get CivIV...

Roetghoer
Nov 17, 2005, 04:08 AM
HI, i tried to connect cities on the strategic positions on the rhine as to create a complete connection towards the northsea, and succeeded. But i was hoping to create galleys and such (in the ruhr area) but this seemed to be impossible. Building naval units on tiny lakes turned out to be impossible :( does anyone know more about this?

Thnx

Vadus
Nov 17, 2005, 04:53 PM
HI, i tried to connect cities on the strategic positions on the rhine as to create a complete connection towards the northsea, and succeeded. But i was hoping to create galleys and such (in the ruhr area) but this seemed to be impossible. Building naval units on tiny lakes turned out to be impossible :( does anyone know more about this?

Thnx
really ? damn ! :(

Vadus
Nov 22, 2005, 06:26 AM
everyone listen : first update is out, see first post :cool:

4_HoTA
Nov 24, 2005, 03:28 AM
This is great Vadus as i too had the idea of making a map very much similar too yours,i will probably remodel the land (your map) area too suite my tastes a little more and you are welcome too have a look at it when im finished,im very new too this and only just started too get slightly familiar with working the terrain the other day(got the game a couple of days ago),could you tell me how too make a scenario such as yours possibly? as i want too make a medieval mod also with following techs ect,(i think the buildings & units look alot cooler in that era also) PM me if you can as i can't seem too find the "follow this thread" button,cheers.

Sisonpyh
Nov 24, 2005, 04:12 AM
Tried out the Scots first in version 2...seems they don't have much of chance. Most their cities don't produce many hammers. Although, I added in the Scotland mod for Highlander UU and had some fun with it.

Also played Mercia. Maybe you should tone down the amount of cities you give to each civ so there is more room for expansion early on. Mercia starts out -85gold a turn, which is kinda a pain. Not being able to raze cities sort of bugged me, especially since most of the civs are already starting at a maintenance deficit.

Otherwise, the map is really nice. This scenario has alot of potential.

Vadus
Nov 24, 2005, 03:21 PM
Well, the scots should conquer scotland ;) they have a chance against pictland, I think..

The low starting gold : The players should have a techrate about 20%, because this scen is settled in the darg age. There wasn't much tech developing. Also you're playing (still) with the original tech tree in a one year turn interval, so the techs must have a required time of at least 20 rounds.
Managing your cities well will help to maintain more cities (from other civs .. )
But your're right, maybe there should be less start cities, so that the player has some space to discover..
I can take this point to the next version :)

4_HoTA
Nov 25, 2005, 10:55 PM
Vadus how can i mod the land map itself and change the game settings ie "victory conditions"...ect and still have it so i can load the game up and choose a civilisation and not have too go in and choose a civilisation the use the world builder too mod it but only ever be able too use that one nation with my modification?.

Vadus
Nov 26, 2005, 09:34 AM
Vadus how can i mod the land map itself and change the game settings ie "victory conditions"
You can change the land with the inGame Worldbuilder . Set the victory conditions with a text-editor in the WorldbuilderSave - File.
here (http://modiki.apolyton.net/index.php?title=Main_Page) is a good page to learn modding Civ4 ;)

4_HoTA
Nov 26, 2005, 01:39 PM
Hey cheers vadus,and thanx for the PM as well,ill post the thanx here as it bumps this thread also. 8)

HourlyDaily
Nov 27, 2005, 07:02 AM
btw, did you know you can change the name of a city (in this case, Colonia), basing on the owner? It's just 3 lines of Python code...

See Greek World mod as an example

I really like that. Small touches here and there are important to me and all the fickle people.

One more step towards 'evolving' civs...

riot_girl
Nov 30, 2005, 12:37 AM
It crashes on me at a certain point. Im not sure why but it does...so its busted at least for me and it looked so promising

Vadus
Nov 30, 2005, 02:00 PM
wat ?? While loading the scenario or while playing ? If secondly while your turn or while the ai's turn(s) ?

riot_girl
Dec 01, 2005, 01:11 AM
allways on the year 550 A.D. I started a new game with the mod, and it crashed at the same point as my old game. I can send you the save file if you want to see if it will work right on some one elses comp, or if its just mine. I also have the blue marble mod loaded im gonna try it with out that.

Vadus
Dec 01, 2005, 04:26 AM
all right. please send me the save

4_HoTA
Dec 02, 2005, 10:15 AM
I loaded blue marble the other day riot,takes a moment too get used too it but i like it,still makin alotta changes on yer map vadus (more terrain and resource wise) and enjoying it because of the learning curve,still think this is the best map out there sofar.

Granias
Jan 14, 2006, 01:51 PM
Wow, that map looks fantastic! I'll give a try soon :goodjob:

limaike
Feb 05, 2006, 04:19 AM
Great map- i want to make a similar scenario, for 873AD, around the time of young King Alfred. Some initial thoughts-

1. Different branches of Christianity, Celtic and Roman, also indigenous religions, Druidic beliefs, Viking religion (rune lore etc).

2. Lots of UK based wonders, Stonehenge, Avesbury stones, Hadrian's wall, Uffington white horse, Wayland's smithy, Offa's dyke, Sutton Hoo, Lindisfarne Gospels etc

3. Civs include: Mercia (King Burgred), Powys (King Rodhri), Wessex (King Alfred), Jorvik (Guthrum), Scotland (Constantine), Ireland (Aedh Finnliath)...

4. New tech variations could include boat building branch, fort building techs, iron processing techniques etc.

Thinking about giving each civ very well established cultural areas, settlement sizes, number of starting units, tech level, making it more about tactics than the vanilla game. Of course hanging out for more unit types...

Vadus
Feb 08, 2006, 06:11 PM
Great map- i want to make a similar scenario, for 873AD, around the time of young King Alfred. Some initial thoughts-

1. Different branches of Christianity, Celtic and Roman, also indigenous religions, Druidic beliefs, Viking religion (rune lore etc).

2. Lots of UK based wonders, Stonehenge, Avesbury stones, Hadrian's wall, Uffington white horse, Wayland's smithy, Offa's dyke, Sutton Hoo, Lindisfarne Gospels etc

3. Civs include: Mercia (King Burgred), Powys (King Rodhri), Wessex (King Alfred), Jorvik (Guthrum), Scotland (Constantine), Ireland (Aedh Finnliath)...

4. New tech variations could include boat building branch, fort building techs, iron processing techniques etc.

Thinking about giving each civ very well established cultural areas, settlement sizes, number of starting units, tech level, making it more about tactics than the vanilla game. Of course hanging out for more unit types...


yeah, very cool :)
maybe you want to use my map. Would be cool, if this kind of scenario (dark age northern europe) will be developed more.
And one thing one user mentioned here is also quite cool to have it in an scen : to map the research tree also on buildings like in the Total War - Games. So that you need stables and barracks additionally to iron and horses to recruit Riders. And additonally a KnightsGuild + Church to train Knights ;)

jme21uk
Mar 04, 2006, 06:02 AM
Mein Deutsch ist nicht sehr gut (ich habe nur ein Semester an der Universität), aber Bravo, ausgezeichnetes Drehbuch.

Just 2 thoughts and 1 question:

- leaderheads
*either come up with new ones for the scenario (I'm sure it's hard)
*use 2D images, photos
*incorporate unique flags or symbols ala SENGOKU scenario from CivIII
It just seems odd to have Asain leaderheads on Celtic Kings and Chieftains

- time line
*to slow things down a bit think about importing the REALISM MOD or the Dynastic timer

? - are there unique units, I've yet to find any but I haven't look too hard.

Otherwise I love it!

Maybe 2d leaderheads would be better as they take less time to generate. In a late game I'm always stuck waiting for the dipolamacy screen to pop up only for the civ to cancel a deal, which i already knew about. Or a least a version with 2d if you plan to make 3d ones

Dick Fosbury
Mar 14, 2006, 01:16 AM
Good Work, Thnaks!

Ingvina Freyr
Mar 31, 2006, 03:44 AM
The viking age starts with the attack on the Lindisfarne monestary in 793 CE(AD). I think it would be more accurate to rename the vikings to either scandinavians or their tribal names like jutes, norwiegans (most apr. for this map), danes, geats or swedes.

I haven't played this scenario yet, but I will do that soon, it certainly looks great. :goodjob:

makke
Oct 05, 2006, 01:56 AM
Really cool map :) Gj

Skallagrimson
Oct 06, 2006, 02:54 PM
Your idea matches up the game Medieval total war:Viking Invasion

this is what i posted in the other perior mod (the ancient Medditeranian Mod thread]



Here is the techtree from that game

http://russiananimation.com/mods

the file is named MTW_VI_viking_tech_tree.rar

this is just to get you thinking

that game starts in 730 ad or so with the invasion of the vikings.

Since the saxons did thier dirty deeds with similar technology i doubt much of this woudl be different

as i explained above medieval total war does nto spearate technology from building and this allows us some flixibility.

I'd been thinking of doing a similar mod to "MTWize" Civ, giving it the same tech tree, units, map, etc., but then I got to thinking, why bother with all that when I can just play Total War?

Unless, and this might be a worthy idea: leverage Civ to give a TW scenario the ability to research beyond its traditional techs, so that you can get more into the gunpowder era if you really get the beakers going?

Skallagrimson
Oct 06, 2006, 04:05 PM
I did start a tech tree though, and I had a few questions on that:

Can "forest" be treated as a resource in a mod? As in, require a forest to build an archer?

Can a mod rule be made so that a unit can fight stationary, that is, not have to take an opponents square if they win a battle (which I plan to use for archers, catapults, etc.)?

I also want to make a Siege Tower unit that has city defenses at zero while the unit is adjacent to the city and over 50% damage. How would I program that?

One last q: In my mod I want to add a rule that archers can "pick" any opponent in a stack to fight (e.g., a siege tower!) Is that possible?

Blake4000
Dec 23, 2006, 06:36 AM
This was a fun map. I agree you should put more civics and units. Some leader heads also of that time. Perhaps an historical painting of the leader of the chosen time.
Fun map!

Shibbyman
Dec 27, 2006, 05:56 PM
Why is Cornwall a part of Wales? :mad: By the time of the Germanic expansion into Great Britain Cornish had developped from a dialect of Welsh into a separate language and we had developped our own traditions and culture. Please correct this.

Other than that though the mod looks great and I think I can forgive you as long as you keep the mods coming. :p

Skallagrimson
Dec 28, 2006, 08:05 AM
"Men of Harlech we are Welshmen..." Whoops, that ain't right... ;)

welshdragon_93
Nov 23, 2007, 02:25 PM
You included Wales! You Rock!, :)

kristopherb
Nov 24, 2007, 01:00 PM
Is this for Warlords or BTS?

Skallagrimson
Nov 26, 2007, 07:46 AM
BtS includes this map in their "Britain" scenario. It's a pretty good scenario if you can get past seeing a Japanese viking, Louis XIV as a Roman emporer, and airships bombing your swordsmen in the 6th century. ;)

Crazy Civ
Dec 21, 2007, 05:50 AM
This will work in Vanilla, right?

Skallagrimson
Dec 21, 2007, 03:56 PM
I think the original mod was for vanilla (have to download it from somewhere) and the they made a new one for BtS (comes with the expansion pack). I don't know if they have one for Warlords.