View Full Version : The Viking Age (Scenario for European Middle Ages MOD)
Craig_Sutter Jul 17, 2006, 12:51 AM This is a scenario based upon the various invasions and conquests that occured in Northwest Europe and the British Isles going from 480 AD to 1480 AD.
This scenario requires that the European Middle Ages Mod be installed. Download it and install it in your mods folder. It may be downloaded from:
http://forums.civfanatics.com/showthread.php?t=193277
The European Middle Ages Mod is a work in progress, and this scenario will be updated as the mod is developed. The version number I use will match up with that of the Mod...
ex. Medieval Mod 0.3=Viking Age 1.30
There are three maps included in this scenario. Note, the maps are not strictly n-s, e-w in alignment... they are actually 40 degrees off of true north to fit in the area I wanted.
Maps:
Large 92x65 (a 16 civ cut of the map immediately below, don't play Sweden or Hladir!!!)
Large 105x65
Huge 135x81
Also, note that I've not placed resources manually... they are randomly generated using the WBS python console. If you wish to regenerate the resources do it using the process in the following thread...
http://forums.civfanatics.com/showthread.php?t=145278
The Civilizations:
Kingdom of Denmark
Kingdom of Norway
Kingdom of the Frisians
Kingdom of France (West Franks)
Holy Roman Empire (East Franks)
Kingdom of Saxony
Grand Duchy of Normandy (Frankish Duchy)
Kingdom of Munster (Irish)
Kingdom of Connacht (Irish)
Kingdom of Scotland (Dal Riada)
Kingdom of Wessex (Wessex, Sussex, Essex, Kent)
Kingdom of Mercia (Mercia, East Anglia)
Kingdom of Northumbria
Kingdom of the Britons (Cornwall, Bretony - Dumnonia)
Kingdom of the Cymru (Powys, Welsh)
Kingdom of Strathclyde
Kingdom of Sweden
Jarldom of Hladir
There are three religions in the scenario thus far. Catholicism, Orthodoxy and Paganism. Othodoxy is a stand in for Celtic Christianity in this scenario. I've created an inaccessable barbarian holy city to be the holy city of non-scenario religions included in the mod as I did not want to alter the XML files until the mod is in a more finished form.
Version 1.00 110 downloads
Version 1.01 305 downloads (415 total for all versions)
Version 1.30 44 downloads (459 total for all versions)
Version 1.330 51 downloads (515 total for all versions)
Version 1.331 274 downloads (789 total for all versions)
Version 1.400 86 downloads (875 total for all versions)
Version 1.401 189 downloads (1064 total for all versions)
Version 1.451 324 downloads (1398 total for all versions)
http://forums.civfanatics.com/downloads.php?do=file&id=1677
More detailed screenshots are on the download page...
Craig_Sutter Jul 17, 2006, 12:55 AM I'll use this to post changes and update information:
July 17/06 Versions 1.0 released (92x65), (105x65) Viking Age
August 5/06 Versions 1.01 released (92x65,105x65 extended, large)(117x81,135x81 extended,
huge)
Changes:
-Eliminated Visigoths, added Irish Kingdoms of Connacht and Munster
-Added Orthodoxy representing Celtic Christianity
-Many map changes... added cities, changed religion in many, seperated
islands in Northern British Isles from mainland by ocean... hope this brings
Vikings.
-Added new huge map size
-Did much balancing of religious spread
-Tinkered with diplomacy. Made AI Aggresive. Added attitude modifiers.
-Changed starting techs to reflect time period and technical progress at
the time.
-Changed numbers and types of starting units.
-Added Holy Cities for Christianity (AAchen), Paganism (Hamburg) and
Orthodoxy/Celtic Christianity (Armagh)
-Changed some leader names for historical accuracy
-Added Roman Roads (only major arteries)
Sept. 18/06 Versions 1.30 released (92x65,105x65 extended, large)(117x81,135x81 extended,
huge)
Changes:
-update to .3 of Medieval Mod
-changed Swordsman for Highlander and Galley for Longship to match the Mod.
Sept. 24/06 Versions 1.33 released (92x65,105x65 extended, large)(117x81,135x81 extended,
huge)
Changes:
-adjusted faux barbarian holy city to just contain Islam, no Sunni/Shiite split
-added coastal hexes to represent shallow seas
-added viking sea routes (coastal hexes)
-added barbarian city of Gula in Norway
Sept. 30/06 Versions 1.331 released (105x65 large)(135x81 huge)
Changes:
-deleted some forests in Scandanavia to give resource variability
-changed the viking route coastal hexes a little to make the sea route more
likely to be opened
-am now using only two sizes of map... removed the smaller sized, 16 civ maps
(will reinstate if requested)
Nov. 20/06 Versions 1.400 released (105x65 large)(135x81 huge)
Changes:
-modified to match version 0.40 of European Medieval Mod
-added Danish city list
Dec. 30/06 Versions 1.450 released (105x65 large)(92x65 large)(135x81 huge)
Changes:
-modified to match version 0.45 of European Medieval Mod
-removed many coastal tiles that were placed to allow the Scandanavian historic invasion routes. They now have ocean capable watercraft.
-changed units in civilizations for unique units if allowed to by beginning tech. Notably, Foederati exchanged for warriors for Dumnonia. Likewise, for Gaulic and British barbarian cities.
-added many city lists (but many more to do)
-eliminated contact with every player, now contact needs to be established as normal game.
-eliminated exploration (spacerace) victory.
-gave galleys provided to certain civs at game beginning, Explore_AI.
-replaced 2 warriors and swordsman in Barbarian Pagan holy city of Hamburg, with 3 Fyrdsman.
July 17/06 Versions 1.0 released (92x65), (105x65) Viking Age
August 5/06 Versions 1.01 released (92x65,105x65 extended, large)(117x81,135x81 extended,
huge)
Changes:
-Eliminated Visigoths, added Irish Kingdoms of Connacht and Munster
-Added Orthodoxy representing Celtic Christianity
-Many map changes... added cities, changed religion in many, seperated
islands in Northern British Isles from mainland by ocean... hope this brings
Vikings.
-Added new huge map size
-Did much balancing of religious spread
-Tinkered with diplomacy. Made AI Aggresive. Added attitude modifiers.
-Changed starting techs to reflect time period and technical progress at
the time.
-Changed numbers and types of starting units.
-Added Holy Cities for Christianity (AAchen), Paganism (Hamburg) and
Orthodoxy/Celtic Christianity (Armagh)
-Changed some leader names for historical accuracy
-Added Roman Roads (only major arteries)
Sept. 18/06 Versions 1.30 released (92x65,105x65 extended, large)(117x81,135x81 extended,
huge)
Changes:
-update to .3 of Medieval Mod
-changed Swordsman for Highlander and Galley for Longship to match the Mod.
Sept. 24/06 Versions 1.33 released (92x65,105x65 extended, large)(117x81,135x81 extended,
huge)
Changes:
-adjusted faux barbarian holy city to just contain Islam, no Sunni/Shiite split
-added coastal hexes to represent shallow seas
-added viking sea routes (coastal hexes)
-added barbarian city of Gula in Norway
Sept. 30/06 Versions 1.331 released (105x65 large)(135x81 huge)
Changes:
-deleted some forests in Scandanavia to give resource variability
-changed the viking route coastal hexes a little to make the sea route more
likely to be opened
-am now using only two sizes of map... removed the smaller sized, 16 civ maps
(will reinstate if requested)
Nov. 20/06 Versions 1.400 released (105x65 large)(135x81 huge)
Changes:
-modified to match version 0.40 of European Medieval Mod
-added Danish city list
Feb. 8/07 Versions 1.500 released (105x65 large)(92x65 large)(135x81 huge)
Changes:
-modified to match version 0.50 of European Medieval Mod
-added spaceship victory: New World and Hanseatic Victories
Craig_Sutter Jul 17, 2006, 01:01 AM I'll post my intended changes here:
-map and AI attitude tinkering
-tinkering with religions (need more in medieval mod to figure spread rates/etc.)
-add berserkers (to replace missionaries for pagans)
-make scenario compatible with Warlords
-with Warlords, set up vassal states of Normandy and HRE to the Franks, and make it last until certain tech is acquired.
-look at additional Civilizations... possibly Leinster and Ulster in Ireland, and another Viking Civ (Hordaland with Bergen and Stavanger and Gula or Urnes for the third city). Maybe some Slavs (Wends or Abrodites) east of the Saxons. Perhaps Visigoths. And Welsh (as opposed to Powys)
-try to set up various high Kingship arrangements in game terms (via Vassalage?)... High Kings of Britons, Irish, Norway, and Anglo-Saxon Breatwelda come to mind. No idea how to do this...
-add city names to WBS
-add Saxon Shore forts
-Add Hadrians and Antonione Wall graphics... awaits Warlords compatiblility. In addition to usual Great Wall advantages vrs Barbs, also want tiles with the improvement to give Fortification Bonus as per Castle. Since, technically, the wonders that produced these walls are lapsed... I'll likely only let them have a fortification bonus and repell barbs.
Craig_Sutter Jul 17, 2006, 01:03 AM Miscellanious stuff:
On city names and which ones I included in the Scenario:
-in Britain and Gaul, the barbarian cities largely represent Roman Cities designated by their current names. In those areas, I avoided placing cities that were not founded in Roman times... however, to generate 3 cities per civ (2 plus settler for Normans), I had to add a couple of cities that may have been founded later (Scarborough/Bamborough) but were hopefully founded by the Civs they were allocated to, and sufficiently close to the scenario start so as not to matter. I did not include Roman cities that disappeared or were not refounded.
-Other cities were placed to reflect regional powers, that because of the 18 civ limit, could not be included as playable but I might otherwise have included. Hamburg (slavic), Bergen, Gula and Stavanger (Hordaland), Scone and Inverness (Picts), Armagh and Tara (Ulster and Leinster/Mead), Thaours and Saintes (Visigoths)... If the 18 civ limit is expanded, these may become playable cities.
-I added Roman Roads to the Scenario. I'm as yet uncertain whether I will keep them. I only added the main arteries.
Head Serf Jul 17, 2006, 07:38 AM Cool, I can't wait to play it. By the way, do you know when version 0.3 of the mod will be released? I've been looking forward to playtesting it the past few weeks but progress appears slow.
hr_oskar Jul 17, 2006, 10:06 AM Nice Craig, I'm happy to see this :)
The map's beautiful in all respects, except I don't agree with the terrain distribution: for gameplay reasons, I don't recommend so much Plains because all-plains-cities barely thrive in Civ4 without generous bonus resources. Also Tundra terrain in Southern Scandinavia (particularly S-Sweden) is not really accurate. Scandinavia looks more or less uninhabitable judging by the screenshots. I'm also wondering about the small land-mass in the upper left corner... is it meant to represent something you couldn't fit on the map? (Iceland?)
To comment a bit, I think the Visigoths hardly merit inclusion at all. They ruled Southern France only in the very beginning of your scenario, but were soon after ousted by the Franks under Clovis (see Battle of Vouillé, 507 (http://en.wikipedia.org/wiki/Battle_of_Vouille)). Thereafter they were an Iberian power only.
Regarding the AI, the most beneficial thing for you will be a good Viking leader personality inclined to settlement and invasions by sea ;) I'm already working on that...
I myself will of course take care of making the mod Warlords-compatible once it releases.
I'm going to try to update a bit my thread and make clearer the premise of my mod. One thing to clarify is how I think it can be used by scenario-makers. Just to tell you briefly, the idea is that you shouldn't have to make your own mod or mod-tweak, a simple WBS file should do. I believe you can write up city lists in WBS, for example, so you do not necessarily have to have a supported CivType for every civ in your scenario. Anyway, more on this later...
In any case if you feel you need more advanced resources for your mod such as units, leaders, etc, let me know and I'd try to incorporate them into the mod. This is completely painless for me because I can include as many leaders, civs and units as I like without necessarily using them in my own scenarios (such as the "standard" Europe map 500-1500).
Keep up the good work! :goodjob:
Craig_Sutter Jul 17, 2006, 10:17 AM I realize there are a lot of plains and tundra. However, my initial tests found that the Vikings were too distracted with settlement to go after other civs. I am using tundra to represent regions that are not necessarily too cold for settlement, but rather, have harsh terrain that makes settlement difficult (ie like the Canadian Shield and wilderness). I'm going by maps of Kalmar cities to make terrain habitable or not, and there aren't too many large cities located on the maps in areas that I made into tundra. Also, I've made the decision to locate grasslands only near larger rivers... I'm averse to overly large cities. I may gradually change plains to grasslands over time, and similarly, tundra to plains as I test the mod more, and tweak the AI.
Right now, I'm tweaking the AI aggression with other civs by using the attitude modifiers in the WBS file. Seems to be working, and once I get those working, I may start making larger maps.
Craig_Sutter Jul 17, 2006, 10:24 AM Oh, the small land mass is a barb city to hold holy cities of religions that are not in the game.
You're right about the Visigoths. I included them to give the Franks something more to do... but I may remove them later.
Craig_Sutter Jul 17, 2006, 10:37 AM Updated to-do list.
Craig_Sutter Jul 17, 2006, 10:49 AM Thank-you for the comments HrOskar...
There are a couple of items that it would be nice to include if its not too much trouble...
Berserker Hall, buildable under paganism (specific to Germanic cultures)... similar to how you'll likely be doing the monastic orders, but rather than Crusaders, allow the production of Berserkers.
You've already created many of the civilizations use in this scenario... I'm using the English AI/leader to model the Anglo-Saxon kingdoms, and the Vikings for the Jarldom of Hladir... Mercia and Northumbria would be nice as their own Civs, though. I'm using welsh for Powys and Strathclyde, and just made up the Britons. For your mod, overall, a successor kingdom for the Western Romans would be nice, with special units - Auxiliary Legion (replacing warband), Auxiliary Cavalary (replacing vassal - knights of the round table, but more historical). Not King Arthur, but a Civ that could be the model for the remains of the empire in Gaul and Briton before they were invaded...granted, before 500 AD, except for the Britons, but close enough.
How do you do city lists in the WBS?
Thanks.
Craig_Sutter Jul 17, 2006, 07:17 PM Because religion is not spreading, at all, in this scenario, I may have to place a Christian holy city in a player civilization, and move the pagan one out of the barb city of Jomsburg to another locale. I've an idea of moving the pagan one to either Uppsala, or somewhere in Saxony. Charlemagne destroyed a notable pagan holy site in Saxony (some sort of tree), and it was central to germanic religion of the time, so I I can do the pagan Holy City relatively easily. However, I'm having difficulty figuring out a Catholic Holy city on map.
Does anyone have an idea for what would be a good location as a Holy City on map? Two items come to mind... the Irish reputedly reestablished christianity in the West... perhaps St. Patrick's missions founded at Armagh could be appropriate. Or with the pope's annoiting of Charlemagne as Holy Roman Emporer, one could stretch that to be a holy city site. But I'm uncertain where he was crowned, and if it was a site on map.
Any ideas?
Head Serf Jul 17, 2006, 09:32 PM I believe he was crowned in Aachen, but I'm not sure about that. French Paris could be another good choice for the Catholic holy city.
Craig_Sutter Jul 18, 2006, 12:26 AM My research shows he was crowned at St. Peter's (Rome?). I'll likely make Aachen the Holy City, though... it was the Empire's seat of power at the time.
That is, if the changes in the next Medieval Mod update don't fix the religious spread problem for me.
Osnabruck will likely be the pagan Holy City.
hr_oskar Jul 18, 2006, 01:04 PM Regarding the holy cities, Craig, I hope to disable the random founding of religions. I haven't made any inquiries yet but expect it to appear somewhere in the Python code so it should be a simple matter to take it out. That way scenario-makers can simply choose not to place irrelevant religions so they won't appear at all, nor any buildings and wonders associated with them. Once that change will be made, you can erase that mysterious little landmass you have in the middle of the sea ;)
Regarding the Catholic holy city, for this map it's very hard to say. Aachen is a good guess, though I dislike the choice for a scenario that starts before Charlemagne (seems a bit prescriptive). Have you considered not having any holy city for it at all? Just a thought - after all holy cities aren't precisely the backbone of the game and any scenario might reasonably choose to drop them in order to focus on other things.
Craig_Sutter Jul 18, 2006, 02:04 PM Initially, I had dropped the holy city, and placed it in the little Barb city in the corner, however, the problem was that religions were not spreading. Even if selected as the state religion, they were not going beyond the cities that had them at the scenario start. Since I've moved the Catholic Holy city to Aachen, the religion does now spread.
That's the solution for now. But your next update may change things.
hr_oskar Jul 19, 2006, 05:07 PM How do you do city lists in the WBS?
Check the Earth1000AD scenario:
BeginPlayer
Team=3
CivDesc=TXT_KEY_CIV_ARABIA_DESC
CivShortDesc=TXT_KEY_CIV_ARABIA_SHORT_DESC
CivAdjective=TXT_KEY_CIV_ARABIA_ADJECTIVE
LeaderName=TXT_KEY_LEADER_SALADIN
LeaderType=LEADER_SALADIN
CivType=CIVILIZATION_ARABIA
PlayableCiv=1
MinorNationStatus=0
FlagDecal=Art/Interface/TeamColor/FlagDECAL_Arabic.dds
Color=PLAYERCOLOR_DARK_GREEN
ArtStyle=ARTSTYLE_MIDDLE_EAST
StartingGold=30
StateReligion=RELIGION_ISLAM
CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_DESPOTISM
CivicOption=CIVICOPTION_LEGAL, Civic=CIVIC_VASSALAGE
CivicOption=CIVICOPTION_LABOR, Civic=CIVIC_SLAVERY
CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_DECENTRALIZATION
CivicOption=CIVICOPTION_RELIGION, Civic=CIVIC_THEOCRACY
CityList=TXT_KEY_CITY_NAME_MEDINA
CityList=TXT_KEY_CITY_NAME_DAMASCUS
CityList=TXT_KEY_CITY_NAME_NAJRAN
CityList=TXT_KEY_CITY_NAME_KUFAH
CityList=TXT_KEY_CITY_NAME_BASRA
CityList=TXT_KEY_CITY_NAME_KHURASAN
CityList=TXT_KEY_CITY_NAME_ANJAR
CityList=TXT_KEY_CITY_NAME_FUSTAT
CityList=TXT_KEY_CITY_NAME_ADEN
CityList=TXT_KEY_CITY_NAME_YAMAMA
CityList=TXT_KEY_CITY_NAME_MUSCAT
CityList=TXT_KEY_CITY_NAME_MANSURA
CityList=TXT_KEY_CITY_NAME_BUKHARA
CityList=TXT_KEY_CITY_NAME_FEZ
CityList=TXT_KEY_CITY_NAME_SHIRAZ
CityList=TXT_KEY_CITY_NAME_MERW
CityList=TXT_KEY_CITY_NAME_BALKH
CityList=TXT_KEY_CITY_NAME_MOSUL
CityList=TXT_KEY_CITY_NAME_AYDAB
CityList=TXT_KEY_CITY_NAME_BAYT_RAS
CityList=TXT_KEY_CITY_NAME_TAIF
CityList=TXT_KEY_CITY_NAME_HAMA
CityList=TXT_KEY_CITY_NAME_TABUK
CityList=TXT_KEY_CITY_NAME_SANAA
CityList=TXT_KEY_CITY_NAME_SHIHR
Handicap=HANDICAP_DEITY
AttitudePlayer=2, AttitudeExtra=-5
AttitudePlayer=4, AttitudeExtra=-5
AttitudePlayer=5, AttitudeExtra=-5
AttitudePlayer=6, AttitudeExtra=-5
AttitudePlayer=7, AttitudeExtra=-5
AttitudePlayer=8, AttitudeExtra=5
AttitudePlayer=12, AttitudeExtra=-5
AttitudePlayer=14, AttitudeExtra=-5
EndPlayer
As you can see you can define pretty much all of the surface appearance of a civ in a list such as this. The only thing that the mod really needs to do is define UU's and UB's. In that sense the mod doesn't really need to have many civtypes at all, it mostly depends on how many individual UU's and UB's I end up supporting. Rather than providing code for different civs, for this reason I'll probably rather just include text files with suggested city lists and of course plenty of flags and colors, for scenario makers to do their work.
Craig_Sutter Aug 05, 2006, 10:02 AM Updated mod to 1.1... see first post for new version.
Now have Large and Huge maps, extended and ordinary.
Added Celtic Christianity.
Eliminated Visigoths, added Munster and Connacht in Ireland.
Updated starting techs, and units.
Adjusted Attitude modifiers between Civs.
Made Aggressive AI the default for AI.
All in all, I think the mod is much improved over the initial version. There are many many more AI vrs AI wars. Game is more dynamic. Still need to have more aggressive Vikings. This likely awaits the release of the next version of Medieval Mod.
I think it's improved, anyhow. Let me know how it plays.
Craig_Sutter Sep 11, 2006, 09:07 PM I'm in the process of updating this scenario to match version 0.3 or the Medieval mod that was just released. I hope to get the new release out sometime this week. Right now, I'm having a bit of trouble as I'm getting an immediate defeat when I start up the scenario... working on correcting it, but it may be a while. I apologise to those of you who have downloaded the scenario and have installed .3 of the Medieval Mod... I'll get the update out as soon as I figure out what's wrong.
hr_oskar Sep 12, 2006, 05:35 AM Craig, it could be that you have some non-existent building in your scenario. Note that I eliminated entirely the unique palaces of the Pope and the Byzantines (Lateran Palace and Great Palace, respectively). I got an immediate defeat once when I started up the Byzantines without correcting the scenario first.
I recommend you do a search of your WBS and check all buildings. Here are the main changes, just off the top of my head:
BUILDING_FORGE --> BUILDING_FOUNDRY
BUILDING_LATERAN_PALACE --> BUILDING_PALACE
BUILDING_GREAT_PALACE --> BUILDING_PALACE
BUILDING_BENEDICTINE_MONASTERY --> BUILDING_CATHOLIC_MONASTERY
BUILDING_CISTERCIAN_MONASTERY --> BUILDING_CATHOLIC_MONASTERY
BUILDING_BENEDICTINE_MONASTERY --> BUILDING_CATHOLIC_MONASTERY
BUILDING_FRANCISCAN_CONVENT --> BUILDING_CATHOLIC_CONVENT
BUILDING_DOMINICAN_CONVENT --> BUILDING_CATHOLIC_CONVENT
A number of wonders were removed - I did that quite a while ago so I actually don't remember which ones
I know that ideally these changes should be documented and released with every new version. The problem is, as you know, that I'm doing all this work by myself and I just can't spare the time to also document accurately every change I make. Hope you'll get your scenario working again :)
Craig_Sutter Sep 12, 2006, 07:11 PM Thanks for the advice. Only buildings I added were palaces... but I'll do a search for all and any. I suspect it is in the civilizations part of the WBS... a quick glance shows you replaced Kazahks with Tartars... and there may be other changes such as flags, etc. I'll figure it out, if only by cutting and pasting from your working scenario.
Thanks again.
Craig_Sutter Sep 17, 2006, 07:24 PM Scenario updated to 0.3 of the Medieval Mod. No other changes except highlanders became swordsman, and longships became galleys to match the Mod. I'll be uploading another edit in a week or so for balancing the new changes after I've tested a bit. Sorry for the inconvenience to those who downloaded the scenario since the new version of the mod came out... hope you try this new edited scenario.
Craig_Sutter Sep 17, 2006, 11:12 PM Just a note about gameplay...
The Scandanavian Civs have lost their Longships in this version of the Mod. They can no longer cross ocean. Attacks across the North Sea are not possible with the current maps. My next version will have a coastal hex route from Norway to the Shetland Islands. I'm currently looking for decent oceanagraphic maps so that the proposed route is semi-realistic. Anyhow, until then, the Viking settlement of the Shetlands and islands off the North Coast of Scotland will not, and cannot, happen historically.
Craig_Sutter Sep 23, 2006, 11:22 PM Scenario updated to 0.33 of Medieval Mod. I added coastal hexes to represent shallow seas (accurate and real), and coastal hexes to represent the vikings usual routes of invasion of the British Isles (fantastical). This will have to do until an ocean going ability is available to the vikings.
Arne Sep 27, 2006, 12:01 PM Pretty cool idea. :)
Which Civs are suggested for playing? I took a look in editor (and played a few turns some time ago). There where very different startig conditions for different civs. Playing Norway looks pretty hard for AI, while William the Conqueror looks easy to me.
However, I like the look. One little thing: I would suggset the tree lions for use in Williams flag, not the fleur-de-lys. As far I know, this is, where they come from.
Craig_Sutter Sep 28, 2006, 10:55 AM Updated to 1.331... see first post for details...
One thing, eliminated the smaller version maps of large and huge (these ones had only 16 civs, and got rid of much of Scandanavia). If anyone was playing the limited maps, let me know, and I'll reinstate them. Otherwise, I think 18 civ large and huge maps are sufficient in variety.
df1_2 Sep 29, 2006, 12:08 PM I am newbie both in game and in forums. :) This scenario looks great! ;)
But how do I use it (In to which folder do I download the scenario and the mods etc)? :sad:
Craig_Sutter Sep 29, 2006, 06:00 PM You should get the Medievel Mod, first. The link is in the first post. Download it, and unzip it to:
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods
...or whereever you've installed Civ.
You will have to check if the mod unzip worked properly as I seem to recall that it unzips to Medieval Mod .33 - you should move the subfolder to that, Medieval Mod (or whatever it's called) to be within the Mod folder (if it isn't already from the unzipping).
The maps in my scenario can be put anywhere (if you have a version of which I did not screw up and forget to put the mod path in the WBS files-the one that is uploaded now is correct). I usually place them within the Medieval Mod folder... but the Public Maps folder also seems appropriate. Simply double clicking the unzipped WBS files will run both scenario and mod, if they are installed correctly (otherwise, vanilla Civ will come up, and civ names will be America, Aztecs, etc... in which case you've made a mistake in the installation).
One error that could arise is that you have a version of the Medieval Mod that is different from the scenario... check for that by looking at the version numbers. Scenario 1.33X, for instance, requires .33 or the Mod, for instance, 1.34X will require .34... and so forth. If they don't match, download the proper versions, or I've yet to update my scenario to match the Mod, in which case, you'll have to use an older version (if available), or await my update (unless the different versions work together, which is possible).
Hope this helps.
Epos Oct 05, 2006, 08:34 AM A n00b ? What is the Envoy unit good for, the adviser says "Recommended Growth" But i can't find any use for it.
Craig_Sutter Oct 05, 2006, 10:55 AM :blush: How embarrassing. I actually don't know. I've posted the question on the Medieval Mod thread, and will get back to you with an answer when I get one.
Craig_Sutter Oct 09, 2006, 09:46 AM To Epos: Envoys are, apparently just a rename of Scouts.
grad Oct 23, 2006, 03:28 PM Ehm... me sorry, me n0ob! :cry:
I've followed exactly (I think so) your instructions: mod 0.33 installed and map The Viking Age 1.33(105x65) in PublicMaps
But everytime I launch the scenario, during the XML (cached) loading, they appears many error messages like this:
Tag: UNITCLASS_PROPHET in Info class was incorrect. Current XML files is: GameInfo/CV4SpacialistInfos.xml
What's wrong?
Thank you a lot for help
Craig_Sutter Oct 24, 2006, 09:33 AM You say you have 1.33 of my scenario. The latest version is 1.331, but 1.33 should still work.
I think that you likely installed the medieval mod incorrectly. Is the mod in the mods folder? Make certain that you haven't set the unzipped folder, as is, there... within Medieval 1.33 is the actual mod folder, and this needs to be in the Civ IV mods folder (if this makes any sense at all).
Have you tried the scenario that comes with the medieval mod... if it doesn't work as well, and shows the same errors, then you probably have installed the mod incorrectly. Anyhow, running the mod scenario is a good way to test that it is installed correctly... if it doesn't work, that's the problem.
Let me know how it goes. No one else has reported problems, and the scenario seems to run fine on my end. I have my scenario map when I test it, placed in the medieval mod folder itself, in the same folder as the mod scenario file... perhaps you might try running the scenario from that folder instead of the public maps folder, although this should not make any difference.
grad Oct 24, 2006, 03:51 PM I'm sure I'm doing a mistake. But I don't understand where.
In effect the scenario that comes with the mod doesn't work too.
I've tried to launch viking scenarios directly from mod folder, and they don't work.
I've tried creating a sub folder Medieval 1.33, with the maps inside but doesn't work again.
Below the printscreen of the folders where I've installed medieval europe mod (MOD) and default scenario map (PublicMaps)
Hope this can be useful.
Thanks a lot.
Craig_Sutter Oct 26, 2006, 10:29 AM You've installed the mod in the "my documents" folder... that's the wrong place.
You need to install it in:
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods
depending on where you installed civ IV...
Other mods are there as well, such as American Revolution, Greek World, etc.. You should see them in the same folder.
Head Serf Oct 28, 2006, 11:09 AM Hey, Craig, hr_oskar hasn't been back at the European Middle Ages MOD thread for over three weeks. Did he mention if he was going anywhere or anything? I could help him work on the units or such, but he hasn't been around.
I also started production of a Europe 500 AD map. It runs from 500 AD to 850 AD, so basically the dark ages, and has all the civilizations and cities pre-placed. I've even gotten city lists and such done for all of the included civs. The big problem is that because the units are so unbalanced, I can't get the map to balance.
Craig_Sutter Oct 29, 2006, 06:57 AM I never saw a post of his mentioning going anywhere. You likely have the same info as me on that. I hope he's still sticking with it, and there's an update soon. I'm anxious to get my scenario closer to final form. And I'm also holding up on investing time on another scenario involving the Norman Conquest of England until the units/techs and stuff are in a more settled condition.
I'll certainly be interested in your Dark Ages scenario once it's done. How big is the map?
Head Serf Oct 29, 2006, 12:36 PM I'm using hr_oskar's map, 45 by 55 of europe. It has like, 15 civilizations.
Head Serf Nov 02, 2006, 01:58 PM Maybe we should talk about getting a group together so that all of the mod isn't just made by one person. I know that there are several good modders who frequent the main thread that could help. I would gladly help work on XML. I'm just a little disapointed that the mod is growing very slowly and remains so horribly unbalanced. One other thing that I think might be keeping people from downloading the mod is the size of the file. Of the 160 mb or so, 155 of them are from the music! I think that the music should be a "highly reccomended" seperate file.
Head Serf Nov 04, 2006, 06:07 PM I really don't want to see this mod die because hr_oskar isn't able to help as often, and I think we should prepare to get a group together to work on this mod. I can do the XML work and if people in the thread help me find unit and button and flag art, I think we can get the mod back into production. Craig, do you think it's alright if we were to work on the mod, say get it to version 0.4 while hr_oskar is gone? I think he would be appreciative of the help, and I think progress would come faster and better with more people working on the mod.
Craig_Sutter Nov 04, 2006, 10:33 PM I'd like to see the mod move forward as well. I've got scenarios awaiting some progress on it. I'd feel badly, however, if we moved forward on it without hr_oskar's approval.
That being said... he's not been online for some time, and I don't know how long we should wait. I'm hesitant about suggesting that others work on the mod without his knowledge. Another reason I really don't want to push on this is that my help on a mod would be minimal as I've a new baby, and very limited time (plus lack expertise to mod easily in either python or xml).
So, I agree that we can't wait forever for him to go online, and likewise, that a team working on moving the mod forward would be a good idea. I think before we go so far as that, that we ought to move this discussion to the mod thread, rather than this scenario thread... we need to see if there are enough people with ability and interest to move it forward.
Craig_Sutter Nov 19, 2006, 06:31 PM Updated scenario to 0.4 of mod.
Head Serf Nov 27, 2006, 03:02 PM Finally I have some time to try the scenario out. I saw that you removed the smaller sized map, could you bring that back? My computer has trouble running the largest size maps near the end of the game and I think others would use it too.
Craig_Sutter Nov 27, 2006, 04:48 PM Will do so within the day.
Craig_Sutter Nov 27, 2006, 05:34 PM Added version 1.401 with additional 92x65 map with only 16 playable civs. Don't play Sweden or the Jarldom of Hladir, or you'll be disappointed! It is just a cut version of the 105x65 map.
Head Serf Nov 27, 2006, 06:25 PM Thank you! I'll try it immeadiatly.
Craig_Sutter Dec 29, 2006, 10:34 PM Updated scenario to .45 version of European Middle Ages Mod. See first couple of posts in this thread for details.
If you've not tried the Middle Ages mod, give it a go. It's coming along nicely, and the new map makes play more interesting. I'm certain a number of scenarios will arise as in continues to be improved.
Darklor Feb 04, 2007, 09:45 AM Are the scenarios compatible to Mod 0.5?
Darklor
Craig_Sutter Feb 04, 2007, 10:21 AM They are, although I have to change the mod path to point to the mod as renamed... until I do, simply go into the WBS with notepad, and edit the mod path line to read: Mods\European Middle Ages 0.5
I should get the slightly modified WBS out by tomorrow.
Darklor Feb 07, 2007, 07:12 PM Ah, ok. Thanks! If nothing more is to do... ;)
Darklor
Craig_Sutter Feb 07, 2007, 08:06 PM Scenario has been updated to 1.5... changed path name to direct scenario to update Medieval Mod .5 and added New World and Hanseatic spaceship victories.
The Middle Ages mod is improving with every version. Thanks to Head Serf for his hard work in carrying the project forward. I look forward to every update, as each vastly improves this scenario...
Drachenfyre Aug 22, 2007, 03:33 PM Has this mode been updated since Feb 07? Ive been looking for something simular... though more specific to the British Isles (larger British Isles map) then NW Europe.
Craig_Sutter Aug 22, 2007, 05:22 PM I've not updated to the most recent... .74 of the EMA mod. Will do so in the next hour or so and let you know in this thread.
Craig_Sutter Aug 22, 2007, 05:45 PM It's been update to .74 of the EMA mod.
lymond Apr 01, 2008, 02:53 PM hmmm...I'm surprised that this thread hasn't been active in a while. I've just gotten into the Civ mod thing recently after playing the main games for a while. Started playing The Viking Age a week ago and have to say it's my favorite mod to date. The map is excellent and the game is truly epic in scope. I'm still playing my first game with at least 200 turns left to go. Most of all, I like playing the Welsh and having them rule the world. One great thing about the game is the tech tree. I like how you've completely modified it to really represent relevant technologies and stop it at reasonable point. I've been disapointed in other mods in ancient and medieval ages that did nothing to the tech tree so that you are suddenly up against techs and military far advance for the time.
A few comments on the game: It would be interesting to have William invade Britain on or around 1066. Maybe that was in the design but he's just not fighting me because I've grown rather powerful. William is a pain though and does not like me much. The Scandanavian Civs also seem a little timid to me. They're attacking other Civs like the Scots and Irish but have not come after me. I've noticed a few bugs in the game but nothing glaring. It seems that some units disappear when I move then to cities over seas and sometimes my nobles don't actually join a city when I ask them to. What I've done is wait a turn before asking them to join.
I have a question about the tourney improvement: I notice it is a national wonder that you can build 2 or 3 times. However, I notice that the option pops up again now and then. Is the intent to have this be a temporary improvement that functions like a tourney would function? That is, you can organize a tournament or jousting event to temporarily boost a cities experience points for equestrian units?
On last point is that a lot of CIVS are very hard to get friendly with if their religion is different. I think William is design to be an azz no matter what. However, I have trouble establishing open borders with some of my neighbors.
Great mod! Any improvements or updates in the pipeline?
Ajidica Apr 01, 2008, 03:01 PM This is just a scenerio of the EMA mod. To do the things that your suggesting such as having william invade would require python scripting, something that would effect the whole mod.
Mattastic Apr 01, 2008, 03:28 PM Oh bum! I was just starting on a (much more basic) scenario of my own, based in the same geographic area and timeframe (only with a focus on the unification of England). Oh well. Your scenario looks excellent, and I look forward to giving it a try!
Ajidica Apr 01, 2008, 03:41 PM My Byzantium scenerio? Currently it is on hold until I can get help fixing a formationinfo.xml file. I am still working slowly on pedia.
henryMCVII Apr 29, 2008, 06:56 AM This is my favourite scenario from the EMA mod. Its a pitty there is no BtS version of it. :(
Pwn*Star May 01, 2008, 04:39 PM The map looks stunning, could you please reupload it?
Ajidica May 01, 2008, 05:48 PM Craig made the map I think, so there are no blank versions. If you feel like it, open up the WBS file in notepad, then either change or delete all units and change all civs to ones that are in core civ.
Rambuchan Jun 03, 2008, 04:03 AM Is it just me who is getting an "ERROR: File not found" upon clicking the Download File link in the DL page? I've tried it twice from two different computers now and get the same thing each time. Shame, this looks like a bobby dazzler of a scenario (and the EMA mod is a sterling piece of work too btw).
JEELEN Jun 03, 2008, 06:02 AM File hasn't been reloaded after hack attack, which caused many, many files to be lost (although many files have been reloaded since) and Craig_Sutter - who should have the original - hasn't been active on this thread for quite a while...:(
Ajidica Jun 03, 2008, 03:00 PM JEELEN, didnt I give the files to you and you uploaded them somewhere? Or was that temporary. If that is so, I can upload the files.
(Rambuchan: Download my unitpack for EMA, the new graphics are nice)
JEELEN Jun 03, 2008, 03:23 PM Better upload then, as I had to clean up Civ4 & Warlords and reinstall BtS (so if I had it, I don't anymore) - better yet, load it on Thunderfall's Missing Files thread and he'll put it back on the DL Page.
Rambuchan Jun 04, 2008, 09:45 AM File hasn't been reloaded after hack attack, which caused many, many files to be lost (although many files have been reloaded since) and Craig_Sutter - who should have the original - hasn't been active on this thread for quite a while...:(Yes, this is what I thought was behind it too. Glad to see you guys are working out a solution though :goodjob:
(Rambuchan: Download my unitpack for EMA, the new graphics are nice)Thanks. I'll have a look.
Ajidica Jun 04, 2008, 05:57 PM I may have to re-upload the graphics. I am not sure though because they werent in the download area, they were attached using easy upload.
Here is the maps. I am going to get arround to putting them in the EMA forum. Included are the Dark Ages maps by Head Serf and Craigs Age of Kings map.
http://forums.civfanatics.com/showthread.php?t=208734&page=2
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