View Full Version : The Mayans
Tactician Zhao Nov 22, 2005, 03:07 PM Greetings,
The following mod will add the Mayans as a playable civilization.. it includes complete Civilopedia info, static leaderhead, custom flag and unique unit graphics
Name: Maya
Techs: Mysticism, Agriculture
Leader: Pacal II (Creative, Industrious)
Unique Unit: Plumed Archer (Replaces normal archer, +1 Power, +1 movement, +25% city defense, +25% vs melee)
Flag: Mayan Mandala
http://www.filegone.com/7z3u
You can install it by unzipping the file into your mods directory (will create a directory called "Mayans"), then you can load the mod through the advanced menu in Civilization 4.
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I'm not satisfied with the unique unit (or the leaderhead graphic), so consider this a beta release.. any input or suggestions are welcomed, as always
To explain my use of the Plumed Archer (and its stats) for counterdebate, I know its not exactly historical, but I was having a problem deducing a more appropriate selection
As for the stats, I wanted to give them a more offensive tint than the standard archer, though I fear I may have made them overpowered.. I haven't tested extensively yet, but I am working on that.. and input is appreciated.. comparing them to the skirmisher, they have the same +1 to power, but have a +1 movement bonus as well.. they lack the extra first strike chance (I don't know how drastic that is to make up for the movement, but if you consider the first strikes are not an offensive weapon, it helps make some sense).. I switched out +25% city defense (leaving it with 25%) and gave it +25% vs melee instead to compensate for more offensive usefulness.. therefore, when defending against melee units in a city, it has the same bonus as a skirmisher (minus the extra first strike chance).. and the extra movement does not benefit a unit that is being used for city defense anyways (except for active defense, which was one reason I thought it might be appropriate)
Anyways, I apologize if it angers anyone, but I'm more than willing to listen to input
LAnkou Nov 22, 2005, 04:04 PM nooooooooooooooooooooooo
another red civ!!!! I won't be able to do it without secondary color!!!!!!
well, looks good!!
Tactician Zhao Nov 22, 2005, 04:18 PM nooooooooooooooooooooooo
another red civ!!!! I won't be able to do it without secondary color!!!!!!
well, looks good!!
doh, I was trying to get away from blue, but I wasn't sure which colors are in short supply.. if you want me to change it, let me know to what.. it doesn't matter to me, I just didn't want to use yellow or green because of Aztecs and Incans nearby.. I'm not great with colors, because I'm partially colorblind :crazyeye:
edit: maybe you could allocate certain shades and mixtures of colors (as coded in the interface xml files) and hand them out to others for easy inclusion into the superciv mod? not sure if that'd be easier than changing them after the fact or not.. I'm working on another one right now, and wondering about it too
LAnkou Nov 22, 2005, 05:02 PM well, all colors are saturated....
but my biggest problem are of course red, green and blue. White isn't easy too cause there are not much margin i can play with
don't worry i made an excell file to have all the numbers....
the most important thing to have is enough differences to prevent mixed borders (look at it in Finmod thread). If you don't know which civ own some borders when you don't know this civ yet add some "realism"
("oh, yellow? that's hatetpschut!! she is creative, i need to grab stonehenge!!!" or "red? Japanese over there, need to build up my military")
woodelf Nov 22, 2005, 05:20 PM Good job Zhao. A great addition.
As for the colors....why do they have to have default colors? Is that hard coded? Can't you simply play with 11 or 18 civs and have the colors get assigned after the game starts? I hate knowing who's nearby solely by the color of their borders.
LAnkou Nov 22, 2005, 05:22 PM that's hardcoded
Tactician Zhao Nov 23, 2005, 07:16 PM Update: Fixed a stupid error I missed in the unit info.. sorry to any who downloaded the old version
Aramda Master Nov 23, 2005, 07:18 PM Looks good.
D. Minky Nov 23, 2005, 08:28 PM Just a note -- the adjective for Maya is Maya, not Mayans. It's sort of a new thing, but anthropologists all agree on it. You can have a Mayan city, a Mayan unit, but collectively they are referred to as the Maya.
:-)
Tactician Zhao Nov 25, 2005, 10:32 AM update: changed the mod with the alterations made for the v1.09 patch, it is now up to date
woodelf Nov 25, 2005, 11:30 AM Great news Zhao. I was just about to combine some mods so thanks for updating yours.
Impaler[WrG] Dec 30, 2005, 08:13 PM I saw a History channel show about the "Maya" and it mentioned a ruler by the name of "Eighteen Rabbit" (the hyroglyph for his name was a pariring of the hyroglph for 18 and the hyroglyph for rabbit). He was aparently a very powerfull king of a powerfull Mayan state. Might want to consider him as a potential ruler. The show also expalined that the Mayan people were never realy unified under one ruler, rather countless small kingdoms were constantly at low level war with each other. They speculated that the Maya would probably have been concoured by the Aztecs in a few more generations if not for the coming of Cortez.
wicked1 Feb 21, 2006, 11:37 AM The Maya people used a unique spear throwing weapon called the Alt-Alt. You could have two UU and make a change to the spearman. Reskin him more colorful and call him something like the Alt-Alt Thower. It's two bad you can't reuse the one from Civ 3.
As for a second Leader? Try Marcus Canul. He is a more modern leader who led a rebellion against the Spanish rule. I would sugest using Aggressive and Agrecultural with a lean towards State Property.
I'm a bit of a History Buff on mesoamerican history so let me know if you have any questions.
D. Minky Feb 21, 2006, 11:55 AM It's called an atl-atl. ;-)
wicked1 Feb 21, 2006, 02:41 PM :goodjob: :blush: Got my finger dessorc
wicked1 Mar 02, 2006, 03:43 AM is this mod still in work?
Thasis Mar 09, 2006, 08:20 PM I missed the Mayans from CivIII: Conquest... now I have it again!
Bad Penny Mar 11, 2006, 03:20 AM One of the problems the Ancient Mayans had was agriculture. They did amazing things in a region where it is difficult to eek out a living today. Aggressive and Agricultural, with a -1 upkeep penalty after a certain number of cities to simulate the constant struggles? Because of this they had an ineffective bureaucracy as well as a stratified society, and it seems like there became too few farmers to support the cities. Could this be modded to be eliminated when State Property becomes available?
However, the larger cities had population densities around 1500/sq mi which is amazing. A quick and dirty bit of info on the reason this civilization collapsed can be found in the book Collapse, by Jared Diamond.
Of course in this game we also want to do the "what if" scenario.
tom1734 Mar 11, 2006, 08:46 AM hi thisis good
PW90 Apr 19, 2006, 08:42 AM Good job, the Maya are one of my favourite civilizations and I worry about that they are not included in CIV4. Thank you for making the Maya. :goodjob:
Could I use the Maya for my own modpack?
Polarballs Apr 22, 2006, 02:42 AM Great work! The Mayans... I mean Maya have quickly become my favorite choice after downloading the superciv mod. My favorite civics combo plus a great UU.
I am replying to speak of the Plumed Archer. I do believe this unit is a bit over-powered, although I don't know what the best fix is or if it even needs fixing. The whole point of the UU is to be better than the base model. Is it too much better? I know that my play style (get your neighbors early if you can) makes them my favorite unit. Perhaps a higher build cost would make sense? I know that compared to some UU's they kick butt, but frankly I think there are many civs whose UU are such minor changes from the base unit that they shouldn't have even bothered.
In Civ III I loved playing as the Greeks because I felt that the Phalanx gave me a big early edge when every shield and turn seemed vital. Here in Civ 4 I feel even fonder of the Plumed Archer. As a defender they are top notch, yet they can also beat any other unit up to swordsmen when attacking in the open. The bonus vs. melee gives them the edge on axemen (while avoiding the axemens vs. melee bonus) and that's huge early on. When facing defending archers they typically have better than 50-50 odds unless the city is on a hill or has had time to build a cultural defensive bonus. Even then 2nearly always do the job vs. 1 defender. I know I've been able to wipe out early cities defended by warriors and/or trap neighboring civs in their capital long enough to expand up to their existing borders with just 2 or 3 of these guys.
So, yeah they're probably a bit overpowered considering that they usually end up facing off against warriors, archers and axemen but I love them! Leave them be! Plus they get all the chicks with those cool feather headresses.
Spammurabi Apr 25, 2006, 03:17 PM My one complaint is that the unit is overpowered- Mali's skirmisher is a +1 power archer, but this one has an extra +25% vs. Melee and +1 movement on top of that.
devilzap Jun 06, 2006, 04:52 AM is it compatible with patch 1.61?
PW90 Jun 06, 2006, 10:12 AM Hello,
I really like your MOD, it's amazing. :goodjob:
A question: I would make a MOD like Lankous Superciv-MOD and publish it in a german forum. I would translate the civnames, leadernames and civilopedia-entrys into german. I need your permission to include your civ, then I could do it.
Slavic Sioux Jun 12, 2006, 12:52 PM Good job, the Maya are one of my favourite civilizations and I worry about that they are not included in CIV4. Thank you for making the Maya. :goodjob:
Could I use the Maya for my own modpack?
Could I also you the Maya for my mod???
igorvragovic Mar 30, 2007, 09:08 AM Hi !
does the link proided in the first post work ? Wher can I download Maya civilization ?
thanks
Wyz_sub10 Mar 30, 2007, 09:33 AM Hi !
does the link proided in the first post work ? Wher can I download Maya civilization ?
thanks
The link to this particular mod is dead, but the Maya are playable in CIV Gold 3.0.
igorvragovic Mar 30, 2007, 02:18 PM OK, I downloaded the file CIVGold_v3.7z , but I have no idea how to instal it. What is this *.7z format ? Does it work like *.exe ?
Wyz_sub10 Mar 30, 2007, 05:05 PM OK, I downloaded the file CIVGold_v3.7z , but I have no idea how to instal it. What is this *.7z format ? Does it work like *.exe ?
It's an archive format that can be opened with either 7-zip (http://www.7-zip.org/) or WinRAR.
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