View Full Version : First Peoples of North America - *Updated with Sioux and Iroquois* 10 Civs!"
Wyz_sub10 Jan 05, 2006, 01:48 AM First Peoples of North America
Flag / Border fix, July 6, 2006
This fix (applied in two files - see below) addresses two problems:
1. Eliminates "white flag" problem (and adds flags that are closer to the vanilla feel)
2. Eliminates (hopefully) "border overlap" by using unique colours for the First Peoples civs
To install, extract Update 1 to Mods\First Peoples\Assets\Art\Interface; extract Update 2 to Mods\First Peoples\Assets\XML
Version 1.4, May 14, 2006
- patch 1.61 compatible
Version 1.3, February 17, 2006
**Major Update**
- added Sioux and Iroquois as separate civs
- added Ohkom Kakit as Leader to Vo'estaneo'o (lost Tashukewitko and Tatanka to Sioux)
- added Deganawida as Iroquois leader; moved Ayenwatha to Iroquois
- see below for civ details
- added tluck4life's re-skin of immortal for Brule Warrior
- added tluck4life's re-skin of longbowman for Mohawk Warrior
- former Mohawk Warrior skin stays with Anishnaabek; now called Ogichidaa
- added new Unit buttons for all UUs - especially proud of War Chief and Dog Soldier :)
- split city lists for Anishnaabek and Vo'estaneo'o (for new Sioux and Iroquois)
- added cities for Anishnaabek and Vo'estaneo'o
Version 1.2, January 20, 2006
- added re-skin for Code Talker
- added re-skin for Noseepsk
- added tluck4life's re-skin of Mohawk Archer
- fixed a couple of ArtDefines tags
Version 1.1, January 10, 2006
*major changes*
- changed names for Civs to preserve flavour (see below)
- consolidated all TEXT entries into one file (for combining)
- edited Code Talker - is now a Marine upgrade with some spy abilities
- edited Noseepsk - is still a Work Boat but with 1 combat and 2 cargo
- added new skins for all units, except Noseepsk and Code Talker
- thanks to Mumim for horse skin for Dog Soldier
- thanks to Tremo for scout skin for Ayastigi
- thanks to Tactician Zhao for scout/wolf unit for Qimuksiit
- Mohawk Archer, War Chief and Ghost Dancer is my lousy work :)
Version 1.00, January 4, 2006
This mod is the finished product of several weeks of research and modding. The mod contains eight new civilizations in one pack, each representing a demographic group of North American First Peoples nations.
Rather than follow the route taken in previous Civ games, where the Sioux and Iroquois were used as representative nations, I decided to add several civs that would cover North America from the Arctic circle to the Gulf of Mexico.
The history of First Peoples intricate, with complex migration accounting for some unusual blood relationships and geography creating various alliances and divisions. As such, it is almost impossible to align civs based on ancestry and not always practical to do so strictly on shared practices.
Instead, these civs are based on anthropological divisions created primarily by terrain and resources. These division are generally accepted among experts, although they may sometimes feature sud-divisions.
What this mod represents is a conceptual look at North American First Peoples' societies. It considers what might have happened had there been unifying forces prior to the arrival of the first Europeans. Had trade and shared knowledged been expanded, might we have seen more complex societies among the nations?
As with my Civ3 mod for First Peoples, I have chosen to eschew reservation names for cities and have instead decided to use tribes as "cities" for these civs. This is representative of the nomadic nature of many First Peoples culture, and it respects the incredible diversity that existed within geographic regions.
The Civs:
new
Iroquois Empire
Leaders:
- Ayenwatha (Phi/Exp - Nation)
- Deganawida (Org/Cre - Represent)
Unique Unit: Mohawk Archer (replaces Longbowman)
Flag: Iroquois Confederacy
new
Sioux Empire
- Tatanka Iyotake (Sitting Bull) (Agg/Spr - Hered)
- Tashunkewitko (Crazy Horse) (Cre/Spr - Org Rel)
Unique Unit: Brule Warrior (replaces Knight)
Flag: United Sioux tribes
Upaajut Empire (Inuit, Dene, Yupik, Aleut, Chipewyan...)
Leaders:
- Thanadelthur (Fin/Spr - Merc)
- Matonabbee (Org/Ind - Nation)
Unique Unit: Qimuksiit (replaces Warrior)
Flag: Nunatsiavut people
Piliwni Empire (Paiute, Mohave, Costanoan, Hupa...)
Leaders:
- Wovoka (Spr/Exp - Org Rel)
- Ouray (Org/Cre - Rep)
Unique Unit: Ghost Dancer (replaces Explorer)
Flag: Ute tribe
Tillikum Empire (Chinook, Kalapuya, Haida, Bella Coola, Snohomish...)
Leaders:
- Comcomly (Ind/Exp - Merc)
- Skit-ei-get (Fin/Spr - Hered)
Unique Unit: Noseepsk (replaces Work Boat)
Flag: Chinook nation
Vo'estaneo'o Empire (Cree, Blackfoot, Crow, Comanche...)
Leaders:
- Louis Riel (Agg/Org - Emancip)
- Ohkom Kakit (Phi/Org - Emancip)
Unique Unit: Dog Soldier (replaces Horse Archer)
Flag: Cheyenne Nation
Ni-Mii-Pu Empire (Nez Perce, Okanagan, Modoc, Klikitat, Kootenai...)
Leaders:
- Hinmaton-yalaktit (Chief Joseph) (Agg/Phi - Emancip)
- Winema (Ind/Fin - Hered)
Unique Unit: War Chief (replaces Chariot)
Flag: Nez Perce tribe
Aniyonega Empire (Cahokia, Cherokee, Seminole, Lumbee, Pee Dee...)
Leaders:
- Sequoya (Ind/Cre - Hered)
- Osceola (Phi/Spi - Rep)
Unique Unit: Ayastigi (replaces Warrior)
Flag: Cherokee nation
Dinnehih Empire (Apache, Navajo, Hopi, Taos, Waicuri...)
Leaders:
- Cochise (Exp/Org - Nation)
- Goyathlay (Geronimo) (Agg/Spr - Hered)
- Hastiin Chi'ihanjinni (Manuelito) (Agg/Cre - Rep)
Unique Unit: Code Talker (replaces spy)
Flag: Navajo nation
Anishnaabek Empire (Huron, Ojibwe, Micmac, Beothuk...)
Leaders:
- Donnacona (Ind/Cre - Hered)
- Tecumseh (Agg/Org - Emancip)
Unique Unit: Ogichidaa (replaces Archer)
Flag: Sault Ste. Marie Ojibwe
Notes:
- actual pictures or paintings for leaders have been used where possible
- unique units are actually representative of a culture in that group. I tried to take the history very seriously
To install, unzip to your Mods folder.
All comments are welcome! Any input is appreciated.
Frist Peoples 1.4 (http://www.3ddownloads.com/Strategy/Civilization%204/Mods/First_Peoples//FirstPeoples14.zip)
If you have problems downloading, drop me an email. The file is about 7MB through email, however.
wyz2@canadatrack.com
Wyz_sub10 Jan 05, 2006, 02:11 AM Some screens.
Tunch Khan Jan 05, 2006, 05:38 AM Why did you use the name Woodlands Empire for the Iroquois Confederacy? Did you include other tribes than the original six?
Wyz_sub10 Jan 05, 2006, 09:02 AM Why did you use the name Woodlands Empire for the Iroquois Confederacy? Did you include other tribes than the original six?
Yes. Woodlands includes 50 tribes of the Eastern Woodlands area - Ontario and Quebec in Canada, and much of the eastern United States:
Huron
Mohawk
Seneca
Ojibwe
Micmac
Penobscot
Kickapoo
Mohegan
Algonquian
Oneida
Tuscarora
Fox
Powhaten
Onondaga
Nanticoke
Beothuk
Shawnee
Petun
Menominee
Sauk
Saulteaux
Loup
Cayuga
Massachusett
Nipissing
Abitibi
Pequot
Lenni-Lenape
Passamaquoddy
Quiripi
Unquachog
Secotan
Susquahannock
Abenaki
Wawenoc
Laurentian
Potawatomi
Caniba
Ho-Chunk
Mahican
Wenro
Pocumtuk
Maliseet
Unami
Souriquoian
Natick
Paugusset
Etchemin
Neutral
Montauk
FOFO13 Jan 05, 2006, 09:56 AM This is a great idea for a civ, if I can get it to work for me. All the mods i download never work for me. they dont show up in the list of civs after i load them. not sure why they dont......i am gonna keep trying tho.
Wyz_sub10 Jan 05, 2006, 10:13 AM This is a great idea for a civ, if I can get it to work for me. All the mods i download never work for me. they dont show up in the list of civs after i load them. not sure why they dont......i am gonna keep trying tho.
Unzip this to your Mods folder in the Firaxis directory. When you load up Civ for the first time (before selecting 'Advanced' and the mod you want), hold 'Shift' (i.e. while clicking the icon to start it).
FOFO13 Jan 05, 2006, 11:15 AM ok, the place i have been putting thems is in my documents, games, civ 4, mods. i download them into the mod folder then unzip them there....is that the right place?
Wyz_sub10 Jan 05, 2006, 11:30 AM ok, the place i have been putting thems is in my documents, games, civ 4, mods. i download them into the mod folder then unzip them there....is that the right place?
No, put them in:
Program Files\Firaxis\Sid Meier's Civilization4\Mods
(I may have missed a level somewhere - do not overwrite Assets - make sure you are in the Mod directory (there are other mods there - i.e. Desert War)).
*Do not* put them into the My Documents Mod folder. It doesn't work correctly.
FOFO13 Jan 05, 2006, 11:33 AM Thank you for your help! I will do that!
SuperBeaverInc. Jan 05, 2006, 12:21 PM You should have used tribal names instead of region names.
Also, for the Inuit, why not use the flag of Nunavut?
Wyz_sub10 Jan 05, 2006, 12:50 PM You should have used tribal names instead of region names.
The tribal names were used for cities. I can always change that, but I wanted to reflect diversity instead of using a single tribe. One thing I considered was trying to find a regional name in a tribal language. That's pretty tough to do, though. Dictionaries I found only had more common words.
I'm very much open to suggestions on the names, though. But I'd lke to preserve the actual organization of the tribes.
Also, for the Inuit, why not use the flag of Nunavut?
Thought about it, but all the other flags are not political but cultural in nature, so I didn't want to mix in an "official" flag. Funny enough, though, the flags I used and the Nunavut flag bear a close resemblence aside from the colour.
Tunch Khan Jan 05, 2006, 03:45 PM I think the tribal civ names would add much to the flavor of your already nicely done mod.
Wyz_sub10 Jan 05, 2006, 04:28 PM I think the tribal civ names would add much to the flavor of your already nicely done mod.
Thanks!
I'll need to consider an approach - all input welcome!
For instance, the Iroquois were dominate in the Woodlands, so that's no problem. And the Sioux were dominant in the Plains.
But for the Southwest, the Navajo and Apache were both powerful, and the same applies to the Southeast. In the Great Basin and Plateau, all tribes were much smaller, and none was really dominant.
Hmmmm....will have to think on this.
Olliff Jan 05, 2006, 05:31 PM I've always wanted to be able to play with native American tribes. Well done!
Is it just me or is having the work boat as an UU lame and and at the same the time an insult to the civ?
The UU unit spy unit also seems weak even though I realize its historical significance.
If you were to change some of the UU's this would be a great mod.
Wyz_sub10 Jan 05, 2006, 07:23 PM Is it just me or is having the work boat as an UU lame and and at the same the time an insult to the civ?
It may be lame, but it's no more of an insult than the Indian Fast Worker. The Chinook, Haida, etc. all grew their cultures around fishing and trade. It's hard to represent that to the extent I'd like, so their work boats are much faster and much cheaper.
But yeah, I recognize that the advantage is fairly slim. Suggestions?
The UU unit spy unit also seems weak even though I realize its historical significance.
If you were to change some of the UU's this would be a great mod.
I just thought it was pretty cool in that there is a real "uniqueness" to it, rather than another combat unit with some bonuses. I'd like to keep the theme, for this reason.
I could maybe:
- make the Code Talker a regular Marine with some recon abilities?
- keep it as a Spy with some combat abilities?
Wyz_sub10 Jan 06, 2006, 01:52 AM Okay, considering Olliff's comments, I'm going to make changes to the Noseepsk and Code Talker.
The Noseepsk will remain a work boat, but will have a combat of 1 and a cargo of 2, making it a good all purpose boat. I may pull the movement back from 4 to 3, considering it now has cargo.
The Code Talker will switch unit classes from Spy to Marine (so the build limitation is removed), and will have some recon abilities - not sure which ones.
Comments are welcome.
Frozenjellyfish Jan 09, 2006, 03:03 PM So far this is my favorite mod for Civ4! I've always wanted one like this. This is the first mod that I would play again consistantly.. thanks a bunch!
Wyz_sub10 Jan 09, 2006, 03:16 PM Thanks!
Hey, check back in a day or two - I'll be updating this with more appropriate names, re-skinned units and a few tweaks.
dahutys Jan 09, 2006, 10:23 PM I'm definitely going to try this out. One issue I would like to point out with naming the Civs after the tribes instead of after regional "empires"...I hate it when the game runs out of city names and I have to start looking more authentic ones up. If you were to have a Civ that was just, say, Comanche, could you come up with enough genuine Comanche city names? If not, I'd prefer to have the Civ and city names set up the way they are now. Besides, it's kind of educational--just in your synopsis, I saw a couple of tribe names that I'd heard of but hadn't realized what region they were located in.
Wyz_sub10 Jan 09, 2006, 11:45 PM I'm definitely going to try this out. One issue I would like to point out with naming the Civs after the tribes instead of after regional "empires"...I hate it when the game runs out of city names and I have to start looking more authentic ones up. If you were to have a Civ that was just, say, Comanche, could you come up with enough genuine Comanche city names? If not, I'd prefer to have the Civ and city names set up the way they are now. Besides, it's kind of educational--just in your synopsis, I saw a couple of tribe names that I'd heard of but hadn't realized what region they were located in.
The problem with tribe-specific city names is that they don't always apply. A lot of tribes were nomadic. A lot of tribes used generic names like "our land" or "by the river". The approach taken in Civ3 was to use reservation names, and this is a little...not good, let's say.
I use about 50 tribe names per Civ in this mod (a few less for the Arctic), and I have about 30 more "on file" if this proves to be insufficient. If you find in your games that the names run out too often, let me know.
Wyz_sub10 Jan 10, 2006, 03:14 PM Major update to the mod, include new empire names and unit re-skins.
See the first post for details.
TerminalCivness Jan 10, 2006, 09:54 PM This looks like an astounding addition to the Civ gaming experience, however I seem to be having specific difficulties playing the Mod. I am able to download the file, and I am also able to load the file (it says First Peoples11 in the corner of the screen on the main menu). However, when I attempt to play the game I select "Play Now" and I am met with the same array of options as a standard game. I have tried selecting "Play a Scenario" as well but the Mod does not appear. I have looked elsewhere to find a quick tutorial on playing Mods but I haven't found any specific information. Is there something else I have to do after I load the Mod in order to play it? I apologize if this sounds ignorant, I just think that this looks like a lot of fun and I want to give it a try. Thanks in advance for any assistance.
Wyz_sub10 Jan 10, 2006, 10:32 PM You need to clear the cache. Try holding "Shift" when starting Civ4 the first time, then select 'Advanced', etc.
Let me know if that works.
TerminalCivness Jan 11, 2006, 10:57 AM I hold down shift as I load the program from the desktop, then proceed to "Advanced", etc to load the mod, yet it does not seem to make any difference. When the program is loading initially it says "Init XML (cached)", and when it reloads to apply the mod it says "Init XML/FirstPeoples11 (uncached)". Is there any other way to clear the cache? Thanks again for your help.
Wyz_sub10 Jan 11, 2006, 12:38 PM You can clear the cache manually by going to \Documents and Settings\[your name]\Application Data\My Games\Sid Meier's Civilization 4\cache
and deleting all the files in 'cache'.
You also might want to check that everything is in the right place. The mod should be in C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods\First Peoples\Assets
Under 'Assets', there should be two folders 'Art' and 'XML'. Be sure there isn't another level in there (like 'First Peoples' twices).
Robo Magic Man Jan 11, 2006, 05:42 PM Looks like a great mod!
tlucky4life Jan 11, 2006, 07:00 PM Im reskinning some NDN flavor units. currently Im working on a warrior for all and horsearcher that looks Comanche, Apache. Any other changes b sides the boat?
Wyz_sub10 Jan 20, 2006, 01:02 PM I would love to fix the Ni-Mii-Pu War Chief to look more appropriate. Same with the Dog Soldier for the Vo'estaneo'o. Both of these should look more indigenous.
Awesome work on the Mohawk Archer. I'll update these on the weekend.
Let me know if you have time for my Africa mod - I need 3 new re-skins but nothing too complex.
Wyz_sub10 Jan 21, 2006, 12:57 AM NOTE: Update to mod posted on first page.
Im reskinning some NDN flavor units. currently Im working on a warrior for all and horsearcher that looks Comanche, Apache. Any other changes b sides the boat?
I'm good for the boat. I was able to do the re-skin I wanted, with the Chinook symbol. If you do the horsearcher, could you use the _128.dds file?
tlucky4life Jan 21, 2006, 03:00 PM yes i can. I was also thinking about a maybe restructer of the tribes also. I would like to represent the difference in the Iroquois, mohawk confederacy and the huron, algonquin tribes of the northwest and great lakes. Also I feal that the comanche should be included in Dinnehih instead of with the dakota. THe comanche were at war almost constantly with the apache but I feal the majority of the NDN power in the Southwest was owned by the comanche.
Wyz_sub10 Jan 21, 2006, 06:20 PM yes i can. I was also thinking about a maybe restructer of the tribes also. I would like to represent the difference in the Iroquois, mohawk confederacy and the huron, algonquin tribes of the northwest and great lakes. Also I feal that the comanche should be included in Dinnehih instead of with the dakota. THe comanche were at war almost constantly with the apache but I feal the majority of the NDN power in the Southwest was owned by the comanche.
Moving the Comanche over wouldn't be a big problem. As for the Iroquois - one possibility is to add two new civs: the Iroquois Confederacy on it's own and the Sioux Nations on their own, and leave the other Woodland cultures in the Anishnaabek, and Plains cultures in the Vo'estaneo'o.
That would make 10 civs overall and give users the Iroquois and Sioux, which they seem to want.
What do you think?
Kurland Jan 21, 2006, 07:10 PM I keep getting Invalid archive error when I try to unzip this mod. Have downloaded it twice. Is there a problem with it at the moment?
Wyz_sub10 Jan 21, 2006, 07:51 PM I keep getting Invalid archive error when I try to unzip this mod. Have downloaded it twice. Is there a problem with it at the moment?
Hmmmm...there shouldn't be. I just tested it to be sure.
So the file dowloads okay, but then gives you an error when you try to unzip it? What program are you using to unzip it?
ETA: Found the problem - should be fixed.
Kurland Jan 21, 2006, 09:54 PM I use winzip and whatever you did fixed it. Works fine now.
tlucky4life Jan 22, 2006, 10:45 PM That would make 10 civs overall and give users the Iroquois and Sioux, which they seem to want.
What do you think?
I concur. I am currently using a crappy old system but I am getting a new one very soon. I would like to maybe make a historical mod involving this with a map of the americas and including european nations. Also am reworking the dog soldier, as a reskin of the immortal. I wish we had the SDK so we could make a NDN musket and rifleman.
If you need more names for the tribes I sugest adding in clans. This is logical because the clans and or bands controlled areas of land that are similar in siz to counties and cities. In almost all of the tribes the clans, or bands were headed by a chief, council or rep. Tell me if you need more city names.
Wyz_sub10 Jan 23, 2006, 01:47 AM That's what I ended up doing - I split out the Sioux and the Iroquois. The Sioux use division, sub-division and band names. The Iroquois use tribe, sub-tribe and village names.
I'll be ready to post the new version soon but I need one more re-skin for the Sioux mounted brave unit (Brule Warrior).
Sgt Froggy Jan 24, 2006, 03:37 PM It may be lame, but it's no more of an insult than the Indian Fast Worker. The Chinook, Haida, etc. all grew their cultures around fishing and trade. It's hard to represent that to the extent I'd like, so their work boats are much faster and much cheaper.
Actually, I find the Indian worker one of the best UUs because it never gets obsolete. As for the idea of a Spy, how about a spy that can Assassinate Great People or Workers? I am not sure if it is historically correct, but it'd be cool.
tothi76 Jan 26, 2006, 04:48 AM For some reason the list of available civilizations does not fully appear, when I should choose a nation. Some of them from the mod appers and works fine, while few nations are unavailable to choose (for example dakota etc.). Can anyone help me to solve the above problem? Thanks!
Wyz_sub10 Jan 26, 2006, 08:46 AM For some reason the list of available civilizations does not fully appear, when I should choose a nation. Some of them from the mod appers and works fine, while few nations are unavailable to choose (for example dakota etc.). Can anyone help me to solve the above problem? Thanks!
You should have eight choices (at this time - an update is coming soon):
- Anishnaabek
- Aniyonega
- Dinehih
- Ni-Mii-Pu
- Piliwni
- Vo'estaneo'o
- Tillikum
- Upaajut
Dakota are not a separate civ. They are represented - at this time - as a city within the Vo'estaneo'o civ.
tothi76 Jan 26, 2006, 09:41 AM Thanks for the quick response! So, my problem is that Vo'estaneo'o is not on the list of civs. Obviously this should be a technical problem, but i have no idea this time...Perhaps i should clear the cache? Do you have any suggestion? Thanks again.
Wyz_sub10 Jan 26, 2006, 11:15 AM Thanks for the quick response! So, my problem is that Vo'estaneo'o is not on the list of civs. Obviously this should be a technical problem, but i have no idea this time...Perhaps i should clear the cache? Do you have any suggestion? Thanks again.
Yes, that was an error on my part (I left it off the CivInfo XML for some reason - all the other components are there). The latest version should have this corrected.
tlucky4life Jan 27, 2006, 07:11 PM Wyz ive just about got the lakota horseman done here is a preview.
I havent had much time to work on this lately. I will finish it asap.
I plan to reskin the horse and touch it up b4 release.
Wyz_sub10 Jan 27, 2006, 07:16 PM Wyz ive just about got the lakota horseman done here is a preview.
I havent had much time to work on this lately. I will finish it asap.
I plan to reskin the horse and touch it up b4 release.
Wow, that looks awesome! Check out the Appaloosa horse that's in the mod for the Dog Soldier - that might work.
BTW, I've added Sioux and Iroquois. I have a unit for Iroquois, and I'll use the one you're making now for Sioux.
Alcatraz Jan 31, 2006, 03:00 AM I have an idea for your codetalkers.
I like using them as a UU but I don't like them as spies because frankly, they weren't. They didn't engage in espionage. Codetalkers were used to encrypt communications and as such made any unit they were attached to more effective.
Rather than a UU, can you assign them a unique national wonder with a very low build cost? Any unit built in that city gets the recon promotion for free (or perhaps another upgrade, although that one seems the most appropriate). This allows them to be relatively powerful but limiting them to the units built in one cities balances that power out somewhat. Make the national wonder obsolete with the discovery of computers -- electronic encryption renders manual cryptography redundant.
Wyz_sub10 Jan 31, 2006, 04:50 PM I have an idea for your codetalkers.
I like using them as a UU but I don't like them as spies because frankly, they weren't. They didn't engage in espionage. Codetalkers were used to encrypt communications and as such made any unit they were attached to more effective.
Rather than a UU, can you assign them a unique national wonder with a very low build cost? Any unit built in that city gets the recon promotion for free (or perhaps another upgrade, although that one seems the most appropriate). This allows them to be relatively powerful but limiting them to the units built in one cities balances that power out somewhat. Make the national wonder obsolete with the discovery of computers -- electronic encryption renders manual cryptography redundant.
Good suggestions, thanks. I'll take a look and see what I should do. I realize that espionage wasn't the perfect fit for the codetalkers but I wanted to preserve the spirit of what they did - i.e. information-focused.
I'll see what options are available as you suggest.
Barak Feb 02, 2006, 06:13 AM Great work! Is there anyway to set up a mod where we get just the first people with no original civs? Or do I just have to set up a custom game to that effect?
It would also be fabulous to play these civs on a North American map!
BTW, I am suffering from the dreaded white flag issue, but after changing the bwhite value to 1 can at least get different solid colors on each flag.
Wyz_sub10 Feb 02, 2006, 08:28 AM Great work! Is there anyway to set up a mod where we get just the first people with no original civs? Or do I just have to set up a custom game to that effect?
Thank you. :)
It would also be fabulous to play these civs on a North American map!
BTW, I am suffering from the dreaded white flag issue, but after changing the bwhite value to 1 can at least get different solid colors on each flag.
The flag issue is usually a result of the alpha channel not being filled black or the flag having a white base (requiring the flag set to '1').
The is a good program - and the name escapes me - that makes editing the alpha channel a snap. I'll get back to you on this.
As for the civs, you can set up a custom game, of course, or you can open the the CivInfo file (in the Mod's XML\Civilizations directory) and set the flags for Playable (both user and AI) from 1 to 0 for the original civs.
BTW - look for an update soon.
Barak Feb 02, 2006, 08:44 AM When I saw the flags come in all white, I changed the alpha from 0 to 1, so at least the flags are all now different solid colors (which helps to tell them apart).
Wyz_sub10 Feb 02, 2006, 10:27 AM When I saw the flags come in all white, I changed the alpha from 0 to 1, so at least the flags are all now different solid colors (which helps to tell them apart).
Sounds like the flag dds files are missing or not being found. The solid colours are the ones set for team colours, but the graphics shouldn't be missing.
Painting the alpha layer black should fix this. ("should", of course)
Barak Feb 02, 2006, 12:23 PM Sounds like the flag dds files are missing or not being found. The solid colours are the ones set for team colours, but the graphics shouldn't be missing.
Painting the alpha layer black should fix this. ("should", of course)
Is that something that I (a n00b) can do?
Also, have you considered using the Map of North America created in the user maps forum? It woudl be fun to play these civs on a North America map in their correct locations...to see how the first peoples could have evolved...
Wyz_sub10 Feb 06, 2006, 10:45 AM Is that something that I (a n00b) can do?
Also, have you considered using the Map of North America created in the user maps forum? It woudl be fun to play these civs on a North America map in their correct locations...to see how the first peoples could have evolved...
Sorry for the late reply...I missed this somehow.
A map of North America would be ideal for this but I'm not much of a scenario designer. I wonder, though, if I should try to put something simple together. Hmmm....let me think on it.
As for the maps, there is a program called DXTBmp (I think...I may be a letter off). If you download and install, you can open the flags and see whether the alpha channel is black or white. If it's white, you just need to clock on the pure white field. It's open it up in whatever photo/pain program you use. You just need to colour it all black, refresh and save.
That sounds like a lot but it's pretty simple. Try finding the app and installing it, and I'll help you from there.
Barak Feb 06, 2006, 12:53 PM When I changed the bwhite in the .xml file I was able to get colored flags which is fine. Any updates you are planning for the future?
I was albe to set up the mod to use only the First Peoples. Made it fun for them to play against each other. I will try to alter a map to use the mod (although I am no great modder)
Wyz_sub10 Feb 06, 2006, 01:25 PM When I changed the bwhite in the .xml file I was able to get colored flags which is fine. Any updates you are planning for the future?
I was albe to set up the mod to use only the First Peoples. Made it fun for them to play against each other. I will try to alter a map to use the mod (although I am no great modder)
I was supposed to release a major update on Sunday but family issues intervened. I should be able to release the next update - a major one - either late tonight or late tomorrow.
Barak Feb 07, 2006, 05:56 AM I was supposed to release a major update on Sunday but family issues intervened. I should be able to release the next update - a major one - either late tonight or late tomorrow.
Looking forward to it!
The Swede Feb 11, 2006, 05:37 AM I downloaded the file: FirstPeoples12
But I can't play as the Vo'estaneo'o Empire...
Great work btw...
Wyz_sub10 Feb 12, 2006, 01:34 PM I downloaded the file: FirstPeoples12
But I can't play as the Vo'estaneo'o Empire...
Great work btw...
Yeah, that's because of a really dumb mistake I made in the XML file. The stuff is there but I accidentally deleted the Vooestaneoo entry in the XML.
I've made some changes to it in the intermi, though. So instead of posting a fix, I'm simply going to post a new version soon.
The Swede Feb 12, 2006, 04:07 PM Yeah, that's because of a really dumb mistake I made in the XML file. The stuff is there but I accidentally deleted the Vooestaneoo entry in the XML.
I've made some changes to it in the intermi, though. So instead of posting a fix, I'm simply going to post a new version soon.
Ok, looking forward to it!
Wyz_sub10 Feb 17, 2006, 12:43 AM Major Update:
- added Sioux and Iroquois as separate civs
- updated the Vo'estaneo'o and Anishnaabek accordingly
- added UU thumbnail pics
See the OP for details.
Barak Feb 17, 2006, 06:00 AM Looking forward to playing the new version. Any attempt to add a map?
One question though, considering that you used native names for the civs, I am surprised you call them Iroquois not Haudenosaunee.
Keep up the good work!
The Swede Feb 17, 2006, 06:21 AM Great!
Downloading....
Wyz_sub10 Feb 17, 2006, 09:09 AM One question though, considering that you used native names for the civs, I am surprised you call them Iroquois not Haudenosaunee.
Funny you should mention this as I went back and forth trying to decide what to use. In the end I chose 'Iroquois' simply because several forum users requested Iroquois and I wanted it to be familiar for them.
I mention in both the Civ pedia entry (and Deganawida's entry, I believe) that the Iroquois refer to themselves as "Haudenosaunee". I made the same delibertation with the Ojibwe, using that term instead of "Anishnabe" (although I use "Anishnaabek" for the expanded civ).
Barak Feb 17, 2006, 10:06 AM Its a fun mod to play. In the last version, I changed it slightly to only include Western Hemisphere civs (8 first people with Inca and Aztec). Will do the same with this version.
Wyz_sub10 Feb 17, 2006, 12:38 PM Its a fun mod to play. In the last version, I changed it slightly to only include Western Hemisphere civs (8 first people with Inca and Aztec). Will do the same with this version.
Maybe we can collaborate on a scenario - get a good map and set something up...? I like the Idea with Aztecs and Incas. Maybe add CivArmy's Caribs and another SAm civ - I think he has a Tupi civ.
Alcatraz Feb 17, 2006, 06:52 PM On a tangent - Have you read "The Redemption of Christopher Columbus" by Orson Scott Card? That would make an interesting mod/scenario.
Barak Feb 20, 2006, 06:45 AM Its strange, in the new version, some of the civs flags work great with all the color....others come in all white, and after switching the bwhite setting come in solid color.
Bizarre
Wyz_sub10 Feb 20, 2006, 12:30 PM Its strange, in the new version, some of the civs flags work great with all the color....others come in all white, and after switching the bwhite setting come in solid color.
Bizarre
I'll review the alpha channels for the flags and make the corrections.
Barak Feb 23, 2006, 07:21 AM Maybe we can collaborate on a scenario - get a good map and set something up...? I like the Idea with Aztecs and Incas. Maybe add CivArmy's Caribs and another SAm civ - I think he has a Tupi civ.
I have no skill or experience at MODing, but would be happy to help in any way I can. In some ways I miss the old Civ III editor, where I could easily change maps. In Civ III, I could easily add this mod to a Map of North America, but the XML files are just too much to absorb for me at this point.
Wyz_sub10 Mar 07, 2006, 01:19 AM Sorry for the late reply.
There is a good North Am. map available, but I don't know much about creating scenarios. Maybe just get them all on a map to start...?
Barak Mar 07, 2006, 06:16 AM What I have done in my games is mod a version with only First Peoples. So if playing on a standard map the 7 civs would be your 10 plus Inca and Aztec.
In Civ III it would have been easy for me to create a North America Map with your civs, but I am not a master of XML code. When I have more time I may take a look and try to make it work.
Armed_Maniac Apr 09, 2006, 07:06 PM Okay, sorry i didn't read all pages 'till this one, but i used my search fonction and i was wondering...
There is no mention of the Outaouais, or Pondiac (Pontiac) for that matter. Think he'd be a good addition, seeing his historical acheivement (united the tribes against the english if I remember correctly)
Just an Idea... He was from the Outaouais, which i know nothing about... they probably were part of the Iroquoi or something... Or Algonquins... The region in Québec named Outaouais is adjacent to ontario... So they MIGHT have come from there... anyways, just saying...
Wyz_sub10 Apr 10, 2006, 03:42 PM There is no mention of the Outaouais, or Pondiac (Pontiac) for that matter. Think he'd be a good addition, seeing his historical acheivement (united the tribes against the english if I remember correctly)
I did have the Ottawa tribe in the list (they were part of the "Council of Three Fires"), but removed it to prevent confusion with Ottawa, Canada for combined civs.
The Ojibwe and Potawatomi tribes are represented. In retrospect I should have included them with the 'Outaouais' or 'Odaawaa' spellings.
Just an Idea... He was from the Outaouais, which i know nothing about... they probably were part of the Iroquoi or something... Or Algonquins... The region in Québec named Outaouais is adjacent to ontario... So they MIGHT have come from there... anyways, just saying...
Outaouais strongholds were actually Ontario, Michigan and Oklahoma. The naming for the region (ON/QC) was incidental, but there were related tribes in Quebec..
And you're right - they were related to the Algonquins (hated the Iroquois).
If I add Great Persons for this mod, I will be sure to add Pontiac.
Armed_Maniac Apr 10, 2006, 06:55 PM Thanks, i just knew vague info on the subject so... Well... that's it...
Impaler[WrG] Apr 18, 2006, 04:07 AM Coming from Arizona and having a father who fancies himself an amature archieologist/ethnologist I have a bit of knowlage about the tribes of the southwest
Dinnehih Empire (Apache, Navajo, Hopi, Taos, Waicuri...)
Leaders:
- Cochise (Exp/Org - Nation)
- Goyathlay (Geronimo) (Agg/Spr - Hered)
- Hastiin Chi'ihanjinni (Manuelito) (Agg/Cre - Rep)
Unique Unit: Code Talker (replaces spy)
Flag: Navajo nation
Firstly the Apache were an ethnicaly and linguisticaly very different group, they migrated into the 4 corners area very recently (just before Euro Contact). They came from southern canada if I remember correctly and their language was very different from that of the more settled tribes. Their agressive warlike nature was radicaly different as well (causing them to be hated by just about all their neibhors).
Navajo's are today the largest tribe by population, I belive something like 15% of ALL remaining native americans are Navajo. Their reservation is HUGE, larger then many states. When other tribes were seeing their reservations taken away the Navajo were sussesfully negotiating for theirs to be enlarged. This ability to negotiate well with whites set the Navajo apart from many other tribes are is a major reason for their success.
The Hopi are also a large tribe and are related to the Navajo though their not on very friendly terms. Both are desended from the Anasazi cliff dwelling peoples. Contray to popular opinion the Anasazi didn't "Vanish" their culture just gradualy evolved into a new one over the course of a thousand years.
Given the great prominence of the Navajo tribe it might be prudent the just call this Civ the Navajo Empire, I am shure you would be able to find many place names for Cities. Their capital would have to be "Canyon de Chelly" (sp?), this the Navajo "Eden" ware they belive they were created. I is infact a real canyon still populated to this day.
PW90 Apr 19, 2006, 08:11 AM Great Modpack :goodjob:
Could I use some of your Civs for my own Mod
Wyz_sub10 Apr 19, 2006, 12:47 PM Great Modpack :goodjob:
Could I use some of your Civs for my own Mod
Of course. :)
Barak Apr 20, 2006, 09:34 AM Is the mod compatible with 1.61?
Wyz_sub10 Apr 20, 2006, 10:05 AM ']Firstly the Apache were an ethnicaly and linguisticaly very different group, they migrated into the 4 corners area very recently (just before Euro Contact). They came from southern canada if I remember correctly and their language was very different from that of the more settled tribes.
The Apache are Na'Dene people - they are related to the Dene in northern Canada, sub-Arctic region. I agree that they are quite different than other groups, but I took a regional perspective to be more inclusive. Think of it as a "what if" scenario based on economic cooperation and mutual defence.
Given the great prominence of the Navajo tribe it might be prudent the just call this Civ the Navajo Empire, I am shure you would be able to find many place names for Cities. Their capital would have to be "Canyon de Chelly" (sp?), this the Navajo "Eden" ware they belive they were created. I is infact a real canyon still populated to this day.
I thought about naming all civs after the most prominent tribe. But, as above, the point was to be inclusive and to create regional "confederacies" *(if you will) as a plausible setup to consolidating power.
Wyz_sub10 Apr 20, 2006, 10:05 AM Is the mod compatible with 1.61?
No, I need to update my mods this week. It's been a very, very busy couple of weeks.
Mozza Apr 21, 2006, 06:12 AM This Mod made me late for work this morning
goodyhut May 10, 2006, 09:57 PM I am a total newb to mods so I may be doing something wrong but when I select First Peoples from the load a mod list the game restarts and starts loading, then 3 different XML Erors pop up and the game starts normaly but how do I then find the new civilizations to play them?
I tried starting a regular game but don't see the new civilizations on the list.
Wyz_sub10 May 10, 2006, 11:45 PM I am a total newb to mods so I may be doing something wrong but when I select First Peoples from the load a mod list the game restarts and starts loading, then 3 different XML Erors pop up and the game starts normaly but how do I then find the new civilizations to play them?
I tried starting a regular game but don't see the new civilizations on the list.
Are you using Civ IV version 1.61? If so, you need to wait until I can patch it - just have not had the time lately.
goodyhut May 11, 2006, 08:09 PM yup I am using 1.61. Let me know when it is patched and I will download it again. I am looking forward to trying it out.
Wyz_sub10 May 14, 2006, 02:03 PM Updated (finally) for 1.61 compatibility.
yellowhorse May 14, 2006, 03:05 PM really that is great Wyz sub 10, i really like this mod, it is just great. :goodjob: I've been waiting for it for awhile now and it's out, downloading as i type. Again this an awesome mod and i love it!
The Swede May 15, 2006, 09:07 AM Updated (finally) for 1.61 compatibility.
Great!
Downloading.....
elderotter May 15, 2006, 10:59 AM I just started using your First Peoples and wanted to Congratulate you on a work not just well done but excellently - I love it. Hmmm how about a South america edition? lol.
goodyhut May 15, 2006, 08:45 PM Thanks for updating it! I played it some last night and you did a geat job. There are a few things that need to be added artwork wise but it looks great overall. Any chance you will add animated leaderheads?
Wyz_sub10 May 15, 2006, 09:37 PM Thanks for updating it! I played it some last night and you did a geat job. There are a few things that need to be added artwork wise but it looks great overall. Any chance you will add animated leaderheads?
The Iroquois are in CIV Gold with animated leaderheads, and the Sioux will be added to CIV Gold 2.0 with animate LHs. The rest of the civs will hopefully be in 3.0.
I could (and should) take the animated LHs from CIV Gold and move them here. In fact, I'll do that when 2.0 is finished.
yellowhorse May 16, 2006, 04:20 PM Hey Wyz sub10 could you add the ethnically diverse units to this mod. it would be great if you could.
goodyhut May 17, 2006, 01:18 AM The Iroquois are in CIV Gold with animated leaderheads, and the Sioux will be added to CIV Gold 2.0 with animate LHs. The rest of the civs will hopefully be in 3.0.
I could (and should) take the animated LHs from CIV Gold and move them here. In fact, I'll do that when 2.0 is finished.
:goodjob: awesome! I love playing the CivMore mod and all of CivGold is in that. Do you plan on adding all of these civs to CivGold?
Also, what are your thoughts on adding the Cherokee as a Civ?
elderotter May 19, 2006, 05:22 AM I tried the suggestion for making it so that only the first people civ's get chosen,
but the xml file you mentioned won't open...the leaderhead one does. Is there something I can do to get that file to open? Thanks. There are a few maps I would like to use - like South America that I can't seem to access with the custom game.
Wyz_sub10 May 19, 2006, 10:53 AM I tried the suggestion for making it so that only the first people civ's get chosen,
but the xml file you mentioned won't open...the leaderhead one does. Is there something I can do to get that file to open? Thanks. There are a few maps I would like to use - like South America that I can't seem to access with the custom game.
If you want a First People's only game, the best way is, of course, setting it up as a custom game.
If you want to use 'random' but still want to restrict the choices to FP civs, open CivInfoCivilizations.xml (mods\First Peoples\Assets\XML\Civilizations) and find the flag for AI Playable - set this to '0'.
Wyz_sub10 May 19, 2006, 10:59 AM :goodjob: awesome! I love playing the CivMore mod and all of CivGold is in that. Do you plan on adding all of these civs to CivGold?
Thanks! :)
Yes, I'd like to add all of these to CivGold, but for version 2.0 I think we'll only see Sioux added. There are quite a few civs to add and I don't want to monopolize it with my stuff.
Also, what are your thoughts on adding the Cherokee as a Civ?
The Cherokee are included in the Aniyonega civilization. I know a lot of people aren't keen on the way they are grouped together, but I thought it was the best way to get most of the cultures included. I considered renaming each civs to correspond to the biggest group (i.e. Chinook, Cherokee, Navajo) but in the end decided to keep it this way.
Cherokee not only have a leader for the Anoyonega, but they have the UU as well (Ayastigi).
elderotter May 19, 2006, 11:28 AM thank you - I cant seem to open the final file in your list. I'll just do the custom game way. Great job btw.
Slavic Sioux May 22, 2006, 06:02 AM :goodjob: Wyz sub10 this is a relly good mod i fact this is my favriote one that has come out so far good work:thanx:
Slavic Sioux Jun 11, 2006, 11:51 AM Wyz sub10 will you alow me to use this mod for my Indigenous America mod???
Wyz_sub10 Jun 11, 2006, 01:07 PM Wyz sub10 will you alow me to use this mod for my Indigenous America mod???
Of course. If you could just credit me, that'd be great. :)
I may update this mod with a few things - racial units, a new UU skin, etc., over the next week or so. I'll let you know as it happens.
drew61267 Jul 05, 2006, 05:45 PM Download the updated file. I am real inexperienced in moding, I noticed someone else had a problem with the flags being white. I didnt follow exactly what to do to get them to show the right symbols. Can anyone explain it so that I can understand how to fix it?
Thanks
Wyz_sub10 Jul 06, 2006, 01:07 AM Download the updated file. I am real inexperienced in moding, I noticed someone else had a problem with the flags being white. I didnt follow exactly what to do to get them to show the right symbols. Can anyone explain it so that I can understand how to fix it?
Thanks
It has to do with the alpha channels and how they are displayed. I can't get to it right now, but give me a day or so and I'll upload a fix.
drew61267 Jul 06, 2006, 08:27 AM Thank you very much, I appreciate it. Other than the white flags I have had no other problems with it. It is definately a professionaly done mod. Keep up the good work.
Wyz_sub10 Jul 07, 2006, 12:31 AM I posted a fix for the flags on Page 1. In doing so, I hope to have resolved two issues:
1 - created true Alpha Channel flags, so there should be no more "white flags"
2 - edited the PlayerColor values to prevent "border overlap" when playing with FP and vanilla civs.
tlucky4life Jul 27, 2006, 11:02 PM Hey wyz sub you wouldnt be willing to convert this mod to warlords would you. Im willing to convert the unitinfos and art defines:groucho:
Wyz_sub10 Jul 28, 2006, 12:35 AM Hey wyz sub you wouldnt be willing to convert this mod to warlords would you. Im willing to convert the unitinfos and art defines:groucho:
Definitely. I just need to acquaint myself with the necessary changes first. But yeah, that'd be great.
Ivanthe Perfect Aug 02, 2006, 12:24 PM Originally Posted by FOFO13
ok, the place i have been putting thems is in my documents, games, civ 4, mods. i download them into the mod folder then unzip them there....is that the right place?
No, put them in:
Program Files\Firaxis\Sid Meier's Civilization4\Mods
(I may have missed a level somewhere - do not overwrite Assets - make sure you are in the Mod directory (there are other mods there - i.e. Desert War)).
*Do not* put them into the My Documents Mod folder. It doesn't work correctly.'
I have the same problem, and I do this and it still does not work! It works for some (like the Isreal mod), but not others (like the Bztaium or Sumerian, or FInish mod.) And others, like Earth24 or the Star Wars mods just termanate the program and give me a 'Sorry for the inconvision' message.
Wyz_sub10 Aug 02, 2006, 03:37 PM I have the same problem, and I do this and it still does not work! It works for some (like the Isreal mod), but not others (like the Bztaium or Sumerian, or FInish mod.) And others, like Earth24 or the Star Wars mods just termanate the program and give me a 'Sorry for the inconvision' message.
I answered this in the sticky - it sounds like you are using a non-Warlords mod with Warlords, or vice versa. Make sure that this isn't the case.
Ivanthe Perfect Aug 02, 2006, 07:57 PM 'I answered this in the sticky - it sounds like you are using a non-Warlords mod with Warlords, or vice versa. Make sure that this isn't the case.'
I downloaded these mods months before Warlords came out.
Wyz_sub10 Aug 02, 2006, 09:43 PM I downloaded these mods months before Warlords came out.
So you've always had this problem, and you don't have Warlords now?
If so, then I suggest you install them as suggested, and make the change in the _Config file as suggested in the sticky. This will load the mod automatically.
Then, check the top right corner to see if the mod name is there.
If the program is just terminating, I don't know what to tell you. All I can suggest is a fresh install, patch to 1.61, then try downloading the latest version of the mod you want.
GoldenThunders Aug 06, 2006, 08:53 PM I successfully loaded First Nation, with your latest zip files. And when I tried to play it got an error message that had to do with the XML files. Reading posts here it means it has not been updated for the latest patch, and the Leader Chines, Tech Utopia, 3 Gorges, and Forbidden Palace files need to be redone in the CivilzationsInfo, LeaderheadInfo, and UnitInfo areas.
Being a techno dummy, How do I do this?
Wyz_sub10 Aug 07, 2006, 10:25 AM I successfully loaded First Nation, with your latest zip files. And when I tried to play it got an error message that had to do with the XML files. Reading posts here it means it has not been updated for the latest patch, and the Leader Chines, Tech Utopia, 3 Gorges, and Forbidden Palace files need to be redone in the CivilzationsInfo, LeaderheadInfo, and UnitInfo areas.
Being a techno dummy, How do I do this?
Odd, because I did update this for 1.61. Are you sure you're patched to 1.61? ;)
Let me re-check the files and if I missed this, I'll make the modifications. I've listed the spicific changes elsewhere on this site...
Here you are - this is from the New Civs sticky:
This can be corrected by editing the mod XML files to change a few tags. Information on the specifics of this is available on this site. Generally speaking, LEADER_MAO_ZEDONG has to be chanegd to LEADER_CHINESE_LEADER; TECH_COMMUNISM to TECH_UTOPIA; BUILDING_THREEGORGESDAM to BUILDING_GREAT_DAM; and BUILDING_FORBIDDEN_PALACE to BUILDING_GREAT_PALACE. These changes must be made in CivilizationsInfo, LeaderheadInfo and UnitInfo.
You can do this with a simple text editor or with a freeware editor like ExamXML.
If you can wait until tomorrow, though, I'll check the files and post a fix.
Wyz_sub10 Aug 07, 2006, 10:35 AM Just check the version 1.4 XML files. They are all compatibale for 1.61.
Ribannah Aug 21, 2006, 04:29 AM When the Athabascans (part of the Dene) migrated south, some of them mixed with the Anasazi to become the Navaho, while others chose to remain separate and became the Apache. Therefore, the Navaho are related to both the Anasazi and the Apache.
The Cherokee are an Iroquoian people.
The Comanche, like the Soshone, are Aztecian.
Ribannah Aug 21, 2006, 04:32 AM Proper Iroquois city list (this in contrast to Civ3) (the order could be optimized):
Onondaga (Onondaga) (capital)
Oneida (Oneida)
Teyagon (at Toronto) (Seneca)
Ganaraske (at Port Hope) (Cayuga)
Akwesasne (=Saint Regis) (Mohawk)
Canienga (Canienga=Mohawk)
Ogdensburgh (=Oswegatchie) (Onondaga / Oneida)
Caughnawaga (Mohawk)
Cattaraugus (Seneca)
Kente (Cayuga)
Gandesetaiagon (=Oshawa) (Seneca)
Tiohero (Cayuga)
Niagara Falls (Neutral / Tuscarora)
Tonawanda (Seneca)
Owego (Cayuga)
Kanagaro (Mohawk)
Opolopong (Oneida)
Grand River (Seneca)
Deseroken (Onondaga)
Allegany (Seneca)
Salamanca (=Bucktooth) (Seneca)
Tuscarora (Tuscarora)
Saratoga (Mohawk)
Geneseo (Seneca)
Chondote (Cayuga)
Tyendinaga (=Brantville) (Mohawk)
Tueadasso (Onondaga)
Buckaloon (Seneca)
Onnontare (Cayuga)
Skohare (Mohawk)
Catherine's Town (Seneca)
Ganogeh (Cayuga)
Lac des Deux Montagnes (=Oka) (Mohawk)
Skannayutenate (Cayuga)
Oriska (Oneida)
Canajoharie (Mohawk)
Oil Springs (Seneca)
Gannentaha (Onondaga)
Buffalo Creek (Seneca)
Neodakheat (Cayuga)
Cowassalong (Oneida)
Union Springs (Cayuga)
Venango (Seneca)
Nowadaga (Mohawk)
Chemung (Seneca)
Osquake (Mohawk)
Cittenango (Oneida)
Gadoquat (Onondaga)
Onnahee (Seneca)
Mingo Town (mixed Iroquois)
Ribannah Aug 21, 2006, 04:39 AM Iroquois great people list:
Kryn
Kateri Tekakwitha
Garangula
Canassatego
Skenandoah
Handsome Lake
Cornplanter
Joseph Brant
Sagoyewatha
Ely Parker
Descaheh
Wyz_sub10 Aug 21, 2006, 10:51 AM When the Athabascans (part of the Dene) migrated south, some of them mixed with the Anasazi to become the Navaho, while others chose to remain separate and became the Apache. Therefore, the Navaho are related to both the Anasazi and the Apache.
The Cherokee are an Iroquoian people.
The Comanche, like the Soshone, are Aztecian.
Yes, I agree with all this, and I think I mention most of this in the Pedia entires. In the end, though, I decided to "regionalize" it in order to mimick a geographical grouping.
So far, I've only added the Iroquois and Sioux to CIV Gold, but would like to add the others. If you have a suggestion for a different approach, I'd be interested.
Ribannah Aug 22, 2006, 02:37 AM Hi,
If you regionalize, you could do it according to where they lived first, instead of where they lived after relocation.
The Iroquois are big and homely (and important) enough to be a separate civ all by themselves. I wouldn't group them with their mortal enemies. Their UU could be a musketman that treats forests as roads.
elderotter Sep 16, 2006, 08:40 PM My home town is Chittenango, New York - which means Where the Water runs North...saw it spelled Cittenango. Oneida territory but the Tuscarora settled here too.
Impaler[WrG] Sep 17, 2006, 10:58 PM My preference is for naming by the most powerfull/influentia/famousl tribe of the region. So your looking at roughly...
Cheeroke, Irriquoi, Navajo, Siox, Nez Perce, Chinnok, Inuit, Huron, Comanche
Good luck with this mod, I'm Eager to see these Civs in CivGold
tlucky4life Sep 18, 2006, 03:42 AM I think that if they need to commercialized a little you could name Nishnabe the Algonquin alliance. They represent an important group in American history and I would love to see them in CIV Gold. The three fires, the Huron, the Shawnee these groups represent the mortal enemies of the Haudensayee and allies of french interest in America. These were large powerful groups that sometimes get overlooked because they mostly allied with the french in America.
Wyz_sub10 Sep 18, 2006, 08:22 AM ']My preference is for naming by the most powerfull/influentia/famousl tribe of the region. So your looking at roughly...
Cheeroke, Irriquoi, Navajo, Siox, Nez Perce, Chinnok, Inuit, Huron, Comanche
Good luck with this mod, I'm Eager to see these Civs in CivGold
This is an idea I've gone back and forth with since I started. Iroquois and Sioux are already in Gold, and Inuit (Upaajut) was added to 3.0 just recently. I'd be interested in some additional feedback on this, but I don't think it's a bad idea, certainly.
dazman92 Mar 18, 2007, 06:21 PM just so you know, Sitting Bull wasn't a tribe leader. he was a medicine man.
Wyz_sub10 Mar 18, 2007, 09:58 PM just so you know, Sitting Bull wasn't a tribe leader. he was a medicine man.
I knew he was a medicine man, but...
In approximately 1867, Sitting Bull became the first principal chief of the entire Sioux nation. Shortly thereafter peace was made with the U.S. government, although Sitting Bull refused to attend the peace conference or sign the treaty.
http://www.incwell.com/Biographies/SittingBull.html
I also thought he was a Hunkpapa chief prior to that, as well.
Sarkozy Mar 22, 2007, 09:54 AM If you would ask a Sioux where his home is, he would answer "near the Black Hills". In Lakota Sioux they are called "Paha Sapa" and I would suggest that this would be a nice name for a capital.
Also I would like to add Chingachcook to the list of Iroquois chiefs. I have not found any suitable pictures in the web but my mother has lots of books on the first peoples and I could see what I can find if you are interested. She also speaks Sioux if you would like further translations.
One last question. My Sioux-flag is simply white, with no symbols whatsorever. Is this supposed to be like that and where is the file I have to change if I want to?
Greetings from Germany (sorry for my English).
Wyz_sub10 Mar 22, 2007, 11:15 AM If you would ask a Sioux where his home is, he would answer "near the Black Hills". In Lakota Sioux they are called "Paha Sapa" and I would suggest that this would be a nice name for a capital.
Good suggestion! I'm not making updates to this mod anymore, but I can update the Sioux Empire in CIV Gold.
Also I would like to add Chingachcook to the list of Iroquois chiefs. I have not found any suitable pictures in the web but my mother has lots of books on the first peoples and I could see what I can find if you are interested. She also speaks Sioux if you would like further translations.
If you/she has any comments on anything re: the Sioux, that would be great. Cities names are currently based on tribes and groups, and I have used the Brule Warrior as the UU. Any comments you have would be appreciated.
One last question. My Sioux-flag is simply white, with no symbols whatsorever. Is this supposed to be like that and where is the file I have to change if I want to?
The file should not be like that. The "white flag" problem occurs from time to tim in mods, caused by the alpha channel "resetting". Look at the sticky: "How to Download, Install and Play a Civ". I've written a piece on the white flag problem.
Greetings from Germany (sorry for my English).
Your English is great. :) Can you call for Dirk Nowitzki to came back home? My Phoenix Suns stand a better chance with him out of the lineup.
1cmanning Aug 19, 2007, 09:52 PM firstly, i'm running on a macbook...
anyways... i downloaded the native peoples mod... and put it in all the right folders... but when i open the mod nothing shows up in the civ selection... i'm not running warlord or bts either... just regular civ iv.
PS on your list of woodland tribes, i noticed my people werent listed... the wampanoag... you listed the massachusett, but not the wampanoag... wtf...
PPS could you make a mod based on king philip's war the war between the english settlers and a lot of the new england indian folk in the late 1600's? that would be great...
kutaputush -- thank you
Wyz_sub10 Aug 22, 2007, 04:16 PM firstly, i'm running on a macbook...
anyways... i downloaded the native peoples mod... and put it in all the right folders... but when i open the mod nothing shows up in the civ selection... i'm not running warlord or bts either... just regular civ iv.
There is a text-related problem for Macs. Check out the Mac thread here:
http://forums.civfanatics.com/showthread.php?t=188041
You may be most interested in AlanH's link within that thread.
PS on your list of woodland tribes, i noticed my people werent listed... the wampanoag... you listed the massachusett, but not the wampanoag... wtf...
This mod is being updated in modular format for Warlords and BtS, but I can definitely make that addition.
PPS could you make a mod based on king philip's war the war between the english settlers and a lot of the new england indian folk in the late 1600's? that would be great...
kutaputush -- thank you
Unfortunately scenario-making lies outside my abilities. :( But I agree that would make for a great map.
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