View Full Version : Warlords Mod: Rise of Persia
ohcrapitsnico Aug 25, 2006, 08:39 PM Rise of Persia
http://www.farsinet.com/cyrus/images/cyrus_portrait.jpghttp://www.aina.org/images/lion.gif
This mod is an alteration of the Alexander mod in Warlords. It is based on the rise of the Achaemenid Persian Empire in the 6th century BCE. There are 24 civs, 10 religions, a custom soundtrack, basically everything will be custom.
Things that need to be done:
Add units-nearly done
Add buildings-in progress
Add customized tech tree-in creation
Customize civs-nearly done
Customize leaders-nearly done
Edit map-nearly done
Edit main menu
Edit Civilopedia-in progress
Add civics-in progress
Add customized great people/great generals
Map Size:
Width:125 Height:65
Any comments, feedback, criticisms are happily accepted.
Please donate if you can to this mod. It is highly appreciated.
Things I really need are units, flags, and anything else.
Units I could really use: Babylonian units, Indian units, Persian units, etc, etc
The mod is still a work in progress and is very rough.
This is an English only version.
Thanks to Prestigidator, Rabbit White, ganart, Thamis, jeckel, sevo, notarzt, laurino, chamaedrys, cafegio, charly1977, drtad and of course thanks to firaxis for providing a lot my resources.
Please delete all previous versions of the mod before downloading a new one.
The current file is 80 MB compressed.
Download:http://rapidshare.com/files/5828109/Rise_of_Persia.7zThanks to rapiduser for this site.
These files are 7z files. You must have the 7z program to decompress these.
If you don't heres a link:http://www.7-zip.org/
Beta 1
-finished custom soundtrack, religions
-everything else is incomplete
-few graphical bugs
To install:
1. Unzip into the Mods folder.
2. Take out the Rise of Persia folder inside the installed Rise of Persia folder and put it in the Mods folder.
3. Remove the empty mods folder.
4. Run the game like normal.
5. Load Rise of Persia from Load a mod.
6. Go to play scenario.
7. And choose the map and you're off.
PROBLEMS/BUGS:
Some graphics related problems
Serious freezing problem occurring with the appearance of certain units.
ohcrapitsnico Aug 25, 2006, 08:39 PM Civilizations
Achaemenid Persia
Leader: Cyrus
Babylon
Leader: Nabonidus
Medes
Leader: Astyages
Lydia
Leader: Croessus
Armenia-starts off as vassal of Medes
Leader: Tigranes Orontid
Egypt
Leader: Ankhkaenre
Macedon
Leader: Amyntas I
Greek City States
Leader: Pesistratus
Scythia
Leader: Ateas
Zranka
Leader: Ninus
Bactria
Leader: Gushtasp
Sakas
Leader: Skunkha
Sindh
Leader: Rudrayana
Gandhara
Leader: Pushkra-Sakti
Magadha
Leader: Bimbisara
Avanti
Leader: Pradyota
Kosala
Leader: Prasenajit
Khorezmia
Leader: Aurvat Aspa
Saba
Leader: Karib'il Watar
Kush
Leader: Aspelta
Etruscans
Leader: Lars Porsenna
Carthage
Leader: Hasdrubal I
Daamat
Leader: Waren Haywat
Cilicia
Leader: Appuasu
Religions
Zoroastrianism-Done
Fire Altar-Done
Atash Aduran
Atash Behram-Done
Mesopotamian Polytheism-Done
Ziggurat-Done
Mesopotamian Temple(lesser version of Ziggurat)-Done
Judaism-Done
Synagogue-Done
Egyptian Polytheism-Done
Egyptian Temple-Done
Cult Temple-done
Greek Polytheism-Done
Greek Temple
Pantheon
Greek Academy-Done
Buddhism-Done
Buddhist Temple-Done
Stupa-Done
Buddhist Monastery-Done
Hinduism-Done
Mandir-Done
Gopuram-Done
Hindu Shrine-Done
Phoenician Polytheism-done
Phoenician obelisk-done
Phoenician temple
Arabian Polytheism-done
Animism-done
Megalith-done
Henge-done
dolmen
Etruscan Polytheism-done
Wonders
Ishtar Gate-Done
Temple of Artemis-Done
Parthenon-Done
Mausolleum of Halicarnassus-done
Colossus-Done
Hanging Gardens-Done
Statue of Zeus-Done
Pyramids-Done
Apadana
Oracle-Done
Theatre of Dionyssus-Done
Temple of Marduk-Done
University of Taxila
Temple of Abu Simbel
Library of Nineveh
Tower of Babel
Lyceum-Done
great lighthouse-done
Great library-done
Buildings
Odeon-Done
aqueduct-done
sewer system
derasar-done
shipyard-done
bath house
edubba
walls-done
fortress
citadel
arena
gardens
indian university-done
jain library-done
obelisk
granary-done
library
lighthouse-done
harbor
acropolis-done
agora-done
apothecary
worker housing
forge
nubian pyramid-done
gymnasium-done
amphitheatre-done
senate house-done
more to come..
Units
Catapult-done
Fire Catapult-done
Immortal-done
Persian Swordsman
Persian Axeman
Indian Swordsman-done
Indian Charioteer
Indian Archer
War Elephant(Indian)-done
War Elephant(Mid eastern)
Persian Archer-done
Persian Cavalry-done
Camel Archer-done
Persian Charioteer
War Chariot-done
Babylonian Charioteer
Babylonian Archer
Egyptian Axeman-done
Egyptian Archer-done
Egyptian Horse Archer-done
Trireme-done
Galley-done
Armenian Cavalry
Armenian Charioteer
Greek Archer
Greek Spearman
Greek Hoplite
Macedonian Hoplite
Macedonian Spearman
Macedonian Cavalry
Macedonian Swordsman-done
Scythian Horse Archer
Scythian Cavalry
Scythian Javelineer-done
Scythian Spearman-done
Scythian Mounted Swordsman-done
Numidian Cavalry-done
Carthaginian War Elephant-done
Siege tower-done
European chariot-done
european axeman-done
european spearman-done
ethiopian light javelineer-done
Ethiopian armored javelineer-done
ohcrapitsnico Aug 25, 2006, 08:40 PM Updated images: (i'll update these again when the map is complete)
there are 2 more in the above post, the second is some of the units I have done(don't worry I'll fix those formations);)
Drtad Aug 25, 2006, 11:45 PM Looking forward to it ocrap, but shouldn't this be in the Modpacks or scenario sections? And I have one question, how do you edit the main menu? And by the way, Tigranes is not a 6th century leader, he is a 1st century leader, if you want a 6th century leader for Armenia, you would want King Orontes.
ohcrapitsnico Aug 26, 2006, 09:06 AM Thanks for the tip on the Armenian leader, I'll change it. Though through my sources their were different Tigranes, and this Tigranes was good friends with Cyrus and even hunted with him. Actually this isn't completed and I haven't even posted a download yet so it doesn't go in their yet..
ohcrapitsnico Aug 26, 2006, 09:11 AM Here it is from Wikipedia:
"Xenophon mentions an Armenian king named Tigranes in his Cyropaedia. He was an ally of Cyrus the Great with whom he hunted. Tigranes paid tribute to Astyages. His elder son was also named Tigranes. Upon the outbreak of hostilities between Medes and Babylonians, Tigranes had renounced his treaty obligations to the Medes."
Actually I'll change the note saying that the leaders need to be from the time of Cyrus, not just 6th century bce.
Saketh Aug 26, 2006, 09:37 AM ohcrapitsnico, did you actually start working on this mod already? I'm interesting in helping you, but I don't want to make something that you already made.
ohcrapitsnico Aug 26, 2006, 09:44 AM Some work has been done but its far from finished. I'd like the help. I'm having trouble uploading the file to the internet. I'm hopeful I can get it up today.
ohcrapitsnico Aug 26, 2006, 09:50 AM I'm having trouble with 3d downloads. The things I have finished is the religions, the soundtrack, a basic version of the civs and their leaders, that's about it. I'm also having trouble extending the map east. It will let me extend it a couple squares but not 25 squares.
Edit: The file is up.
Prestidigitator Aug 26, 2006, 01:06 PM ohcrapitsnico, credits section perhaps ;)?
Drtad Aug 26, 2006, 01:45 PM I stand corrected ocrapitsnico. Tigranes Orontid was the Armenian King at that time, but you might want to put Tigranes Orontid instead of just Tigranes otherwise most people will mistake him for Tigranes II the Great Artaxiad.
ohcrapitsnico Aug 26, 2006, 02:33 PM Whoops, sorry I forgot to thank a couple of people:crazyeye: :blush: . I meant to put that in but it slipped my mind. Tigranes Orontid it is.
Saketh Aug 26, 2006, 03:14 PM I'm having trouble with 3d downloads. The things I have finished is the religions, the soundtrack, a basic version of the civs and their leaders, that's about it. I'm also having trouble extending the map east. It will let me extend it a couple squares but not 25 squares.
What else do you need?
ohcrapitsnico Aug 26, 2006, 03:19 PM Well the downloads are done, the map is taken care of. Right now units graphics especially for like a babylonian archer, chariot, swordsman and such. Persian units like a chariot, swordsman, axeman. Any other units that could pertain to the subject are great. Also buildings if you can. I'll post a unit and building list soon.
ohcrapitsnico Sep 02, 2006, 07:52 PM Update: I'm currently finishing with the map, all I need to do is add resources and the like.I also updated the buildings and wonders part. The kingdom of vatsa has been removed due to space problems
It is my dream that I may add italy and west africa to the map someday, if anyone can help me with that, I would be most grateful since I have problems adding to the map and having more than 18 civs. Also I really need graphics for units and buildings(look above).
Any help and feedback is appreciated.
Mrdie Sep 03, 2006, 06:41 AM While I can't really help you, I'd just like to say good luck with the scenario. :)
When you finish it, I'll be sure to download it.
Drtad Sep 04, 2006, 06:15 PM This might be of some use to you.
ohcrapitsnico Sep 04, 2006, 06:54 PM Thanks. This will help a lot.:goodjob:
Now I just need 1 or 2 city names for the area around azerbaijan.
If you have anything you find that could be of use please post.
Hell Hawk Sep 04, 2006, 06:57 PM The game's not working for me. All of the maps except for "Copy (2) of Rise of Persia 1" are crashing Civ4 when the game starts to load, and the last map which does load, just has 16 or so cities in the lower left corner and nothing else.
Drtad Sep 04, 2006, 07:17 PM Sure, I found a nice map.:)
ohcrapitsnico Sep 05, 2006, 05:56 PM Drtad- Thanks so much, this is very helpful.:goodjob:
Hell Hawk- The game isn't playable yet and I will post a playable version hopefully this weekend as that is the reason their are useless 16 cities in africa. With the map problem, yes only one works and that is because I was doing a little experimenting and using different saves so I will clean that up with the next version.:)
Hell Hawk Sep 06, 2006, 04:51 AM Ok thanks, looking forward to it.
Strauss Sep 07, 2006, 02:21 PM I am looking forward to this one. You've intrigued me:mischief:
ohcrapitsnico Sep 09, 2006, 09:44 AM Ok if anyone is interested in helping me I need:
-Translations in different languages if people want to play a non-English version
-Help with coming up with a unit list and graphics
-building graphics and list
-someone who can extend the map to the west to include italy
-civics list
-tech tree
-anything else you could help me with
If you can and would like to help me please pm me so we can work something out.
neferator Sep 10, 2006, 10:30 AM This looks interesting! Not a very often looked at part of history. could be good :) hope it all goes well!
I'd offer to help but I'm just not a creative person :(
ohcrapitsnico Sep 10, 2006, 10:37 AM This looks interesting! Not a very often looked at part of history. could be good :) hope it all goes well!
I'd offer to help but I'm just not a creative person :(
Yes very much indeed a forgotten aspect of history and the Persian empire is my favorite part of history.:sad:
Its like hell researching this stuff. It took me 3 weeks to do my researching just for civs and leaders. That done it should be much easier from here on out though i'm in the middle of constructiong a tech tree.
ohcrapitsnico Sep 14, 2006, 10:58 AM Update: The tech tree is well underway and I hope to complete it soon. Aunit list is also being developed. Turan has been renamed zranka and its leader ninus. I have added the chorasmians with their leader Aurvat aspa. Massagetae have been renamed sakas.
Again I need help with unit/building/leader graphics. I also need help with extending the map parameters.
ohcrapitsnico Sep 21, 2006, 08:09 PM I have figured out the map problem and have extended the map a little north to give breathing room to the scythians, and to the south to include ethiopia and arabia felix. I have made changes to the civ list. I'm looking to add some to the list. Please if you have any suggestions submit them here. I'm looking at the possibility to adding a barbarian tribe north of greece.
Drtad Sep 21, 2006, 08:48 PM So when do you think you'll have the next version out? There might be some leader pictures on the Behistun inscription. (Tigranes)
ohcrapitsnico Sep 21, 2006, 10:20 PM I plan on finishing my map, adding those extra civs, and get a basic tech tree up, and finish some buildings, units, and civics. I should get a lot done this weekend because I ahve a lot of free time. Unfortunately the last month has been very busy for me. I do hope I can squeeze out a playable version of the mod in 3 weeks since I only get to work on it on the weekends.
neferator Sep 22, 2006, 11:29 AM Still looking forward to it :) not played any user-made mods yet though, to be honest.. this is the first one that's really got my interest :)
primordial stew Sep 22, 2006, 03:11 PM -someone who can extend the map to the west to include italy
Do you still need this? I wrote a perl script that can insert row/collumns to a map. Basically it inserts tundra (or whatever) into all of the new plots, and adjusts the coordinates of all existing ones. You'd still have to fix the terrain, but in WB that is very easy.
My use was chopping the lower 5 rows off the ROR map, and extending it 8 plots to the right.
ohcrapitsnico Sep 22, 2006, 05:29 PM Yes I could really use that, actually instead i'm extending north and south to a total of 20 or so squares. That would be really helpful since starting a new map is soooo much work.
primordial stew Sep 22, 2006, 11:16 PM If you know perl I can just post the script I used since it'll have to be modified some. Otherwise just post your map and what exactly you want done and I'll make the changes.
ohcrapitsnico Sep 23, 2006, 08:17 AM Could you post the script since I'll probably be using this a lot and I don't want to have to bother you all the time when I want a map done.
primordial stew Sep 24, 2006, 11:17 AM This does what I needed. It deletes the bottow row (just 1) and adds 5 more collumns of tundra to the right side of the map. It takes the current map as STDIN, and creates "newmap".
http://forums.civfanatics.com/uploads/61935/adjust_map.zip
civIV will CTD on almost every error in the map file. When making changes a quick way to see if they may have worked is to compare "num plots written" vs the number of occurances of "beginplot" in the map file.
ohcrapitsnico Sep 24, 2006, 03:21 PM Thanks for this. Can you also give me the program that runs this and how to use it? I would have just asked you to make the map for me but I would like to use this lots of times and I don't know what I want for sure.
Edit: actually could you just tell me how to work it since I found a download place for perl but ts a trial version.
primordial stew Sep 25, 2006, 12:25 PM It reads STDIN, so open a cmd/dos window (get the "cmd here" powertoy from microsoft so that you don't have to cd to the dir), cd to the dir (eg publicmaps), and then:
adjust_map.pl yourOriginalMapName.civ4worldbuildersave
As is, it will create "newmap.civ4worldbuildersave". This map will have the bottow row removed, and 5 new collumns of tundra added to the right side of the map.
If you are going to edit the map by hand, but sure to save off working versions so that when a syntax error is made the files can be diff'ed. civ4 will just bomb wo/ indicating what is wrong. I use "eskil.exe" for diffing. It can bring up both files side by side and show the differences. This makes it reasonable to find the missing / or whatever is wrong.
ohcrapitsnico Sep 25, 2006, 04:07 PM Thanks for the help. Now I can get back to work on my mod. Also to anybody out there I need somebody to look over my python files from my mod to see that I got rid of the python originally from the alexander mod. I'll also want to put some events in. Please post and give me your email if your interested.
ohcrapitsnico Oct 06, 2006, 09:56 PM I apologize for not coming out with a new version in a while its just that latlely I had to restart the map and I've have a lot of junk on my plate right now and its hard to squeeze some time on this project. Work has been progressing but not as fast as I would like. Hopefully I will finish the map by the weekend's end. Anyways, I do have a request for some python editors since I had an idea to add in events like the revolts under such as those of Cicantakhma, Gaumata and Phraortes. Also graphics are needed for flavour units and buildings like those posted in my first post.
Thank You for your patience.
ohcrapitsnico Oct 09, 2006, 08:32 PM I've made some changes, for example,Kalinga and dravida have been removed and the Etruscans and the carthaginians have been added, basically because I thought it might be more fun to have those guys in. I did not add rome because 1. they were very insignificant/small and backwards at this time 2. they were controlled by etruscan kings 3. because I can only add 2 civs tand those are it. To replace the indians in southern india, I'll have some barbarian cities and a lot of jungle. Because of the civ changes I will be contemplating on adding Phoenician polythesim, maybe Arabian polythesim, and Etruscan polytheism(unlikely). This is my final decision on civ/map changes.
On another note I am in need of buttonmakers, a python editor, and somegraphic modelers/texturers.
Thirdly I'm interested in what you all want/suggestions for civics mostly, units, buildings, techs, etc.
Marmoteo Oct 12, 2006, 04:03 AM I can see a great mod comming out from here.
Keep up the good work. Cheers.
neferator Oct 12, 2006, 05:37 PM Just out of interest... you say the scenario starts in 618BC? When do you envisage it running until - do you have an end date?
ohcrapitsnico Oct 12, 2006, 10:00 PM Just out of interest... you say the scenario starts in 618BC? When do you envisage it running until - do you have an end date?
I don't remember saying 618 bc as the start date, but if I did, I apologize because it actually starts at 560 bc about the time at the rebellino of cyrus against the medes, I haven't actually thought of the end date yet:blush: but I would guess maybe between 330 and 300 bc. On the turn length problem I would like to make a 6 month turn length, but now its seasonal I believe. If you have any better ideas please tell me.:)
ohcrapitsnico Oct 12, 2006, 10:06 PM I can see a great mod comming out from here.
Keep up the good work. Cheers.
Thank you very much for the enthusiasm:) . I am trying to come with things that will make this fun and replayable and that's why I am open to any suggesttions from anyone.:D
ohcrapitsnico Oct 14, 2006, 05:42 PM ANOTHER PROGRESS UPDATE:
I have successfully added Arabian and phoenician religions with their buttons. I will also be adding a celtic religion. The map has been extended as far west as gades in spain. That and some other minor work have been done.
I need some maps or city names and locations for illyrian cities, cities in germania, and iberian cities in spain. I also need a good name for a celtic religion that would fit this time period. I would like to use this as a substitute for religion in dacia, illyria, gaul, and germania cities. Also building ideas to fit these new religions and any other suggestions.
Edit: Etruscan polytheism has been added
manuchan Oct 14, 2006, 11:42 PM my suggestion for a celtic religion name would be DRUIDISM
ohcrapitsnico Oct 15, 2006, 08:21 AM my suggestion for a celtic religion name would be DRUIDISM
Thanks.:) The only problem with that is that I need a religion that will encompass all of european barbarians including the iberians, celts, illyrians, germanians, and dacians, etc. I think that only the celts had druids not dacia or illyria. I think that the name that best fits this wide range would be animism.
Splinter13 Oct 15, 2006, 09:33 AM This looks like a great scenario! I'm usually not much of a fan for the ancient type scenarios but this looks like a lot of fun.
Good Work, and thank you :D
Splinter13
Marmoteo Oct 16, 2006, 03:39 AM You could ask the guys of TAM to lend you some of their stuff or to give you some ideas. Or you could use the scenario for TAM and join their team, haha.
Either way. I love the persian civilization and that's why i'm so excited to see a mod in which you can develope their culture in the historically correct timelines.
ohcrapitsnico Oct 21, 2006, 04:58 PM I put up 7 new pics of the progress so far. I also would like to ask what civs you want to play as therefore I'll prioritize them since I'm behind schedule. One thing I need is civic suggestions.
Drtad Oct 21, 2006, 05:09 PM Prioritize Armenia (how unexpected was that?):lol: . Okay, for some civics suggestions, how about Monarchy default government civic, with Empire, which reduces the maintenance penalties of having vassals, Democracy (Athens) effect unknown, Republic effect unknown, Philosopher king reduced maintenance military gets free experience.
rapiduser Oct 22, 2006, 01:02 PM Hi,
i have uploaded the File to Rapidshare. Because it´s a faster download.
http://rapidshare.com/files/268523/Rise_of_Persia.rar
ohcrapitsnico Oct 22, 2006, 01:59 PM Thanks. I think I'll just use Rapidshare since its faster because 3ddownloads has horrendous download times.:goodjob:
ohcrapitsnico Oct 22, 2006, 02:01 PM Prioritize Armenia (how unexpected was that?):lol: . Okay, for some civics suggestions, how about Monarchy default government civic, with Empire, which reduces the maintenance penalties of having vassals, Democracy (Athens) effect unknown, Republic effect unknown, Philosopher king reduced maintenance military gets free experience.
Thats a great idea for the default civic to be monarchy, I was going to have it be despotism or something but I like that idea.:)
Since you're pretty knowledgeable about armenia, do you have an idea about the UB?;)
anjf Oct 22, 2006, 03:56 PM Looks great i'd love to try it. I also might be able to offer some help. I can translate the mod to Dutch and I got a good friend who might be willing to do a translation into German. But I can only do the translating part of the job, how to make the translations work is a whole other story, which someone else will have to do for me.
Contact me if your intressed in this help. But please note that I'll not have computer access from 23-10 until 27-10, so can't respond straight away.
Drtad Oct 22, 2006, 03:57 PM Well, in my first peoples mod, Armenia's UB is the Tarpnots. Tarpnots is the Armenian word for forge. Since Armenia was constantly under threat from barbarians, Armenian forges had to make weapons constantly and with good quality so that the army was adequately supplied. However, in my Armenia mod, the UB is the Shoogah, the Armenian word for market. If you have ever had Armenian food before, you would understand why it gives +1 happiness and +1health.;)
ohcrapitsnico Oct 22, 2006, 04:48 PM I think I'll go with Tarpnots to replace the forge and probably have a small extra bonus production on top of the forge as well as 1 or 2 experience bonus points for units. I think thats pretty decent seeing as how if you play as armenia you'll be needing to conquer the nearby barbarians to shake off the vassal status to medes.:)
Drtad Oct 23, 2006, 10:48 PM When do you think you'll release a playable alpha? (or beta)
ohcrapitsnico Oct 24, 2006, 05:35 PM I've never really known what alpha and beta mean in terms of versions.:blush: :sad: Anyways Once I finish the map and plish a few things I'll put up a "alpha" version. I am planning a tech tree and civics, but whether that will show up in the alpha version is beyond me. I sincerely hope to finish up the map and a few other things and get the new version up in early november. Since I can only work on this on the weekends and lacking in help and time things are a bit slow.:sad:
Drtad Oct 24, 2006, 09:18 PM I've never really known what alpha and beta mean in terms of versions. To tell you the truth, I don't know either.:lol:
ohcrapitsnico Oct 28, 2006, 06:03 PM Thankfully I have good news. For the next 2 months I will have lots of free time to work on the mod. Secondly I need you guys to contribute ideas for civics, units, unique buildings, anything that might make this scenario more interesting. Thirdly I need some work that requires a bit more like some flavor units and python scripters. Lastly an update is that I will be including wonders that will be able to be built later along the tech tree like the great lighthouse, or library, and a few others.
ohcrapitsnico Oct 30, 2006, 02:52 PM Here are my proposed civics list:
government:
despotism
monarchy
oligarchy
imperialism
republic
cit state
religion
paganism
organized religion
Theocracy
religious tolerance
free religion
labor
tribalism
slavery
forced labor
independent labor
public works
economy
decentralization
barter economy
mercantilism
aristocracy
free market
plutocracy
legal
tribal council
barbarism
religious law
bureaucracy
satrapies
civil law
Please post your suggestions and comments on this as well as proposals for effects and new civics. With civics I would like each civic to have advantages and disadvantages.
Marmoteo Nov 03, 2006, 01:08 AM The civis sound pretty much ok for the time that the Rise of Persia had place =).
Gordon Farrell Nov 03, 2006, 09:57 AM Hey ocrapitsnico! This looks like it's going to be awesome! I have a great love of ancient history, too. (I did the "Foundations of Empire" mod.) I'd definitely be up for doing some playtesting.
I have a favor to ask you:
You've used an html link to display your own images at the top of the thread. Can you tell me what that code is? I've been wanting to do something similar in my own thread!
Thanks a million!
ohcrapitsnico Nov 03, 2006, 06:48 PM Hey ocrapitsnico! This looks like it's going to be awesome! I have a great love of ancient history, too. (I did the "Foundations of Empire" mod.) I'd definitely be up for doing some playtesting.
I have a favor to ask you:
You've used an html link to display your own images at the top of the thread. Can you tell me what that code is? I've been wanting to do something similar in my own thread!
Thanks a million!
You mean my images in my first few posts? I actually just attached them to my post. When you post, you can scroll down and there is a link where you can attach things. I hope that is what you mean.
Mrdie Nov 04, 2006, 09:36 AM To tell you the truth, I don't know either.:lol:Alpha = Barely playable, mainly used for testing.
Beta = Playable, but the main focus is finding bugs.
Drtad Nov 05, 2006, 11:23 AM Cilicia: Leader Appuasu Where did you get this info on Ancient Cilicia? I might add them in my First Peoples mod.
ohcrapitsnico Nov 05, 2006, 03:25 PM www.livius.org
A great website for ancient mediterranean stuffs.
Antilogic Nov 05, 2006, 03:47 PM I am really looking forward to this scenario.
For the civics, keeping the same set of religious techs will work, although I'm not sure how you are going to assign attributes to religious tolerance and free religion. At the time period, those seemed to merge a little...I see religious tolerance as something of what Britain had in the 18th and 19th centuries (possibly earlier)...an Anglican state church, but you could worship how you pleased...you just paid money to the state church anyway.
As for the governments, I think oligarchy and city state are essentially similar forms of government--city states were more of a social organization that were typically headed by oligarchies (or totalitarian military socities, if you look at some of the Greek states like Sparta, or even democracies, like Athens).
As for effects...I would have to spend some thought. Here's some ideas that I have off the top of my head, though:
Government
Despotism: default
Monarchy: maybe the same happiness bonus?
Oligarchy: commerce-related...maybe a boost for harbors and marketplaces?
Imperialism: should have a boost to military and production, I would think +1 hammer per specialist and +50% military unit production
Republic: the happiness in top cities still works well...as does the science bonus, if you want to keep that
Legal
Barbarism: default
Tribal Council: more culture in all cities, something else?
Religious Law: should have some effect based around temples, I think...
Bureaucracy: maybe the same +50% production and commerce in capital?
Satrapies: maybe a toned down version of vassalage, with only the extra unit support and low/medium upkeep?
Civil Law: hmm...don't know
Labor
Tribalism: default
Slavery: population rushing
Forced Labor: this seems redundant with slavery...I would find something else to replace this
Independent Labor: maybe the +50% terrain improvement construction rate?
Public Works: cottages grow faster, +20% production for city buildings (irrelevant of state religion)
Religion
Essentially the same as Warlords/vanilla civics
I should warn you I'm from the school of thought that believes civics choices should be restricted to one or two advantages, and then let the disadvantage be the opportunity cost of not using another civic. This doesn't quite mesh with what you are talking about, but maybe some of these ideas can be transformed into something you can use...
Antilogic Nov 05, 2006, 03:49 PM Oops, forgot to mention some economic ideas:
Decentralization: default
Barter Economy: no ideas here...
Plutocracy: increase commerce output by a flat 10%?
Free Market: the trade route idea from vanilla works...
Mercantilism: the specialist idea from vanilla might work, although I might move that benefit elsewhere...I don't know...
ohcrapitsnico Nov 08, 2006, 07:57 PM REligious tolerance is what Cyrus used, he allowed people's to worship their only religions, and repatriated banished gods, etc etc, except only to what benefited him or his religion.Free religion is a total release from religion. Forced labor is the use of using your citizens to do the work or conscripting them like with the pyramids in egypt where it was a duty like serving 2 years in the military, slavery is forcing a group of people for the rest of their lives in most cases to do work. I agree with you that civics shouldn't affect gameplay too much, they shouldn't give a huge advantage or disadvantage to the civ using them, I'll remember that, I'll tone down the effects.
Antilogic Nov 09, 2006, 11:16 PM Okay, were their any major players in this era that actually operated under the Free Religion civic? Or is it an option to simply rename 'Free Religion' as 'Religious Tolerance'? I'm just throwing out ideas here...
Going off what you mentioned for Forced Labor...maybe something that boosts military support (the extra X units free bonus?). That overlaps with what I posted for satrapies, though...maybe that can provide a different bonus.
And don't let me push you into adopting my stance on the civics...it's just I find it easier if you only have one or two major effects. That way, people can learn what everything does more easily, and they don't get overwhelmed.
Stellan_87 Nov 10, 2006, 02:22 PM Hi i got problems with playing your mod/Scenario, it chrashes shortly after the loading screen have arrived, but i can play what i think would be your first version (the smallest map file), i use default map folder and have tried placing it in public maps among wbs etc.with no results would apriciate help :)
Im just curious, where have you gotten all the information needed for a scenario like this?
Drtad Nov 10, 2006, 04:24 PM The scenario is not playable yet, and he answered the information question that I asked a few posts up. Its a website that has info on ancient stuff.
ohcrapitsnico Nov 10, 2006, 07:41 PM In addition to that website I spent weeks pouring over the internet, books, encyclopedic websites, etc etc. It was arduous work but thats over(not completely):D .
@Antilogic
The free religion are just some things that I added as possibilities that could have happened, like I'm adding in some wonders that can be built later on like the great library, great lighthouse. That reminds me if anyone has any ideas for wonders, fiction or non fiction please tell me, since I want this mod to be a what-if Persia never fell to macedon or conquered the greek city states.
Drtad Nov 10, 2006, 07:49 PM Another possibility could be if Persia was conquered by the Medes.;)
ohcrapitsnico Nov 10, 2006, 07:53 PM Persia was, they were vassals to Medes, as was Armenia;) Maybe not totally subdued.;)
Drtad Nov 10, 2006, 09:23 PM By the way, ohcrapitsnico, how much of the mod/scenario do you think is complete? (percentagewise) I can't wait to try it out.
Antilogic Nov 11, 2006, 10:18 AM I have a suggestion for the civics (again):
Have you seen Aussie_Lurker's Civics Expander? Not the 7-group crazy one with thousands of combos, just the source code he posted for it? If you use that, you can give more specific benefits, like an Oligarchy giving you a free merchant specialist in every city (not any other kind), or boosting the research output of certain buildings...
It's just a thought, but mixing a benefit or two like those new ones in that aren't in the standard game will give it some more unique flavor.
Stellan_87 Nov 11, 2006, 11:20 AM Thx for the answer :) then its no mystery why i couldn't play it. Good to know there is some solid research behind it, it makes the scenario feel more authentic :)
ohcrapitsnico Nov 12, 2006, 09:37 AM @Drtad
I've only been working on units lately and plan to finish the map(units, resources, buildings, some cities), more work on civics, buildings, and work out a few kinks and I'll come out with an "alpha" file;) ;) , mainly to see what you guys think and find errors, etc etc than I'll start working on a more fuller version with a decent tech tree and other stuff.
It's really hard to say what percentage I'm done with I guess maybe 70% of the work is done to get an alpha or 1.0 up. I do need help mainly with making the mod compatible to the new patch.
@Antilogic
I'll take a look at his mod, I could really use this since there are some civics that I just can't find effects for with the ones given. The thing though thats would hold me back is like what I said with Drtad is making this stuff patch compatibility.
@Stellan87
Thats the reason I spent so much time researching is that I want this to be the most authentic and complete as possible.:) Hopefully it paid off.:)
Antilogic Nov 13, 2006, 10:49 AM His Civics Expander isn't finished yet, from what I understand (and thus, when it is finished, it will likely be v2.08 compatible). However, it's a C++ SDK mod, so so long as you don't change anything else related to the source code. Most of the stuff you are looking at can be changed in the XML easily, so you would be able to implement this without much problem.
I'm also keeping an eye on this, simply because I love historically accurate scenarios. Best of luck to you.
Drogear Nov 18, 2006, 01:32 AM Any ETA on when we´ll get a playable version for 2.08 warlords?
ohcrapitsnico Nov 18, 2006, 12:48 PM Any ETA on when we´ll get a playable version for 2.08 warlords?
I believe all I need to do to make it patch compatible is to update the cvgamecoredll, if that's all that I need to do then I should come out with a decent alpha version a couple days after thanksgiving.:) Then I'll let you guys give me some feedback and get back to work to get a 1.0 out.
ohcrapitsnico Nov 19, 2006, 01:06 PM Good news, I have successfully made the mod patch compatible, so the beta should come out on time.
If anyone has ideas for ubs, wonders, or anything that could make this mod more interesting please tell me.
Antilogic Nov 19, 2006, 08:03 PM Is it posted for download? I'd love to give it a try.
If I come up with anything else, I'll post it here...I'm kind of burned out right now, though. :)
Drogear Nov 20, 2006, 07:35 AM Good news, I have successfully made the mod patch compatible, so the beta should come out on time.
If anyone has ideas for ubs, wonders, or anything that could make this mod more interesting please tell me.
When will "out on time" accure?
Minoan Nov 21, 2006, 06:51 PM Hey. I really think this Mod looks cool. Can't wait till I can play it. Do you think you might post the map by itself, without the civs or cities sometime after you finish with the mod? It should lead to some interesting games itself.
Forgive me if you already said this, but do you plan on moving the vassal state prerequisite down to one of the Mod tech's so its avaliable right of the bat, or eventually availiable. I know a good deal about Persian history, so let me know if I could be of any help! :)
EDIT:
Wonders...
Have you considered adding some of the 7 Wonders that were left out, like The Statue of Zeus and the Mausoleum?
The Statue of Zeus could function like the Spiral Minerat, and the Mausoleum could add extra happiness for every excess luxary resource?
Another one could be Cyrus Cylinder (http://en.wikipedia.org/wiki/Cyrus_Cylinder).
It might be hard to make a graphic of, but maybe having a shrine where it'd be housed?
Effect, possibly allows all Labor and Religion civics? Or maybe it could reduce the amount of turns cities spend in revolt when captured, and how quickly they produce culture.
Hope that was helpful!
ohcrapitsnico Nov 22, 2006, 08:17 PM Do you think you might post the map by itself, without the civs or cities sometime after you finish with the mod? It should lead to some interesting games itself.
Forgive me if you already said this, but do you plan on moving the vassal state prerequisite down to one of the Mod tech's so its avaliable right of the bat, or eventually availiable. I know a good deal about Persian history, so let me know if I could be of any help! :)
Have you considered adding some of the 7 Wonders that were left out, like The Statue of Zeus and the Mausoleum?
The Statue of Zeus could function like the Spiral Minerat, and the Mausoleum could add extra happiness for every excess luxary resource?
Another one could be Cyrus Cylinder (http://en.wikipedia.org/wiki/Cyrus_Cylinder).
Alright, with the map, I can do that, just don't expect that any time this year.;)
With the vassals thing, I'm not entirely sure whether or not to include the vassal system simply because it would seriously alter the game is played especially at the beginning, where Babylon and greece are monsters and by the second turn, everybody would be clamoring to get a spot as their vassal. Recently I have decided that I would implement it later in the game maybe with imperialism? because of the changes of vassals with the patch, the fact that the Persians had vassals, like cilicia, the saka tigrakhauda or dahae, and because late in the game many civs would be destroyed and power would be more evenly distributed(amongst ai civs at least;) )
All the 7 wonders have been added already, there is a wonder list in my first post. The Cyrus cylinder is an interesting idea, in fact very interesting, I'll think about it. I was also interested in "futuristic"(as the great lighthouse was to the persians) monumental wonders.
Drogear Nov 28, 2006, 07:36 AM is this scen on hold or are there any progress to report? I have/had great hopes for this one! :)
ohcrapitsnico Nov 28, 2006, 05:57 PM Soory about the delay, I was held back over thanksgiving, no question though that whatever I have done I will release a beta this weekend. Just a beta though not a nice clean one.
ohcrapitsnico Dec 02, 2006, 10:47 AM I'll be releasing it later on today. I'm just adding in units and fixing bugs and errors.
Drogear Dec 02, 2006, 12:05 PM good news. Hoping to be able to testplay a game as sune as it arrives.
ohcrapitsnico Dec 02, 2006, 09:58 PM Update
The Beta file is up. Its a 7z file on rapidshare. I'll get one up on 3ddownloads as well soon.
You guys need to give me errors and bugs you find, suggestions, etc etc. Again if anybody has specific they have to offer me I appreciate it. The beta is just a progress report not a good 1.0 version.
Drogear Dec 03, 2006, 03:55 AM Initial feedback.
All but one tech got .txt thus maing it hard to know what to research for.
No starting units. Would be nice to get a warrior in the cities atleast
The 2 persian cities are so close to each other, this is for hist accuracy right? but it just look wierd.
Drtad Dec 03, 2006, 09:30 AM Alright! I'm DLing and testing now, feedback later.:goodjob:
ohcrapitsnico Dec 03, 2006, 09:37 AM Maybe I should have mentioned that, the current tech system I'm getting rid of and I'm in the process of coming up with a more detailed one so that is why the techs have txt key errors. With the persian cities I did want both pasargadae and persepolis as they are both extremely important in persian history and geographically they are very close together so I put them 2 squares apart. I'll take a look at it to see if I can't move it a little. I do believe that all the other cities in the game have at least 2 squares between except maybe tight areas in Greece or somewhere. I will also take another look at city placement and might remove some, move, or change.
I'll be coming out with another beta soon hopefully with a more complete units system and a tech tree.
Drtad Dec 03, 2006, 09:56 AM Started playing as Armenia (of course). I love the custom soundtrack. However, I was finished building Armenian Archers to defend my cities, when the game froze. It was a bad freeze I couldn't get out of, and I had to restart my computer. I checked unit infos, everything seemed in order for the Armenian Archer, so maybe the AI built something you defined wrong maybe?
Drtad Dec 03, 2006, 10:27 AM Froze again, not the Armenian archer's problem, might be a civic problem.
ohcrapitsnico Dec 03, 2006, 12:10 PM This happened to me once when I was in worldbuilder I was placing a unit when the game froze like you said the moment I placed the unit. You may be right about the civics things but I also believe there is something screwy with the units.
Head Serf Dec 03, 2006, 06:59 PM More than likely its a problem with the art for the unit, if the problem was in the normal XML files you'd be alerted of it upon starting up the mod.
Drtad Dec 03, 2006, 08:10 PM It happened with a unit that had no custom art.
Drtad Dec 03, 2006, 09:36 PM Hmm, the description of the map is the Alexander description, and whenever you start to play, the Alexander mod popup comes up about Macedonia conquering Persia and whatnot. I was thinking that you could have a unique one for every civ. Persia gets the longest one of course, and the other civs probably have goals so you could write some stuff. Or even easier you can change the text to encompass the state of the world at that time.
ohcrapitsnico Dec 04, 2006, 07:11 PM I'll run a check on all the units to see which units cause a freeze. I would be grateful if you gave me ones that gave you trouble. Does anyone have any ideas on the potential culprit(s) for this fatal error?
My gut feeling lie in the formation xml, something with unit art, or really anything where any reference is made to those units.:sad:
Drtad Dec 04, 2006, 07:35 PM I tried to build a worker and it froze. I thin when all the civs try to switch civics, and build their first units at one time, something goes wrong.
ohcrapitsnico Dec 05, 2006, 07:32 PM This is extremely strange. I would never expect this type of bug to come to fruition. Actually now I believe the problem may lie in the civics info, world info, or even the civs info xmls. If anyone has any ideas for solutions or anything else on this bug please tell me.
This is a bit of blow to my work morale for this mod. Just as I was finishing up the tech tree.:sad:
Antilogic Dec 05, 2006, 07:57 PM All I can say is...don't give this up. I've been having problems in my pet project as well--something that was working fine suddenly went bad when I added some more units to the game. I can't figure out why there is a problem, because I didn't change any of the code. But now, I only have pink squares instead of the graphics...
I'm all right with XML, but I'm kind of busy until after next week. I'll try to download it when I'm at home and give it a try.
Drtad Dec 05, 2006, 11:58 PM Just keep going ocrapitsnico. If the problem persists you can always post it in the main C&C forum and I am sure someone will know. And if all else fails just PM Kael, he knows everything about modding.:king:
Drtad Dec 05, 2006, 11:58 PM You know, I was thinking, it may be an AI bug.
ohcrapitsnico Dec 06, 2006, 04:42 PM AI bug.... You may need to elaborate on that. the only change made to the sdk was changing 18 to 24 as the max number of civs.
If I can't solve this I'll probably ask Kael or someone who has mastered this stuff.
Stellan_87 Dec 08, 2006, 06:33 PM There are no units on start up.... and its a problem that the game freezes when you change civic, also the "technology text" is not showing correctly i suppose.
Have i done anything wrong or is it this far you have come? Very nice map and city placement.
I see now that you also suspected it was the civics... think you are right
ohcrapitsnico Dec 10, 2006, 03:54 PM This week I'll take a look at the civics and clean them to try and fix this ridiculous problem. I also hope to finish the tech tree by the end of this weekend.
Drtad Dec 10, 2006, 05:50 PM I think I have an idea. Try giving the civics effects first, and then test it. I think the AI gets confused when the civics have no effects, so the game pauses. I have no idea if that is right, but it's all I got.
ohcrapitsnico Dec 11, 2006, 04:47 PM That does make sense, I'll definitely try that. Its strange though that it freezes on appearance of units not so much with civics although I do think the problem is civics.
I'll also update my images and maybe post a tech tree screenshot if its ready.
Head Serf Dec 20, 2006, 02:12 PM So, how are things coming along? Did you fix the errors?
ohcrapitsnico Dec 23, 2006, 09:54 AM I fixed that freezing error ingame. I have my ideas how to solve the tech tree problem but it might take awhile and I don't know if it would solve it. Right now things are kind of in a mess. It pisses me off that I finished the tech tree and yet it doesn't want to work for me awhen I want to incorporate it into my mod. Then again I'm not surprised.
ohcrapitsnico Dec 23, 2006, 09:58 AM I don't like to mod when I'm frustrated so I'm taking a short break. Although I'm still "modding" I guess because I'm making some buttons and hopefully will learn how to do some basic unit editing through WR's unit tut.:)
Arman Dec 23, 2006, 07:07 PM The mod doesnt really work for me :(. This sucks even more beacuse i AM persian so i really want to play it :mad:! It gives me error as i try to load up the actual mod something to do with CIVOLOPEDIA_LEGAL. It goes into the actual game. When i choose a scenario there are 4 possible ones, i choose Rise of Persia and it just crashes, any ideas?
Arman Dec 27, 2006, 10:41 PM Yay i got it working but it freezes everytime i load it up after like 3-4 turns, why is that :(
Drtad Dec 28, 2006, 11:01 AM If you read a few posts up you'll see that the freez problem has been addressed, but a new version has not been posted yet as the tech tree is not working now.I am not sure if the freezingis civ specific, but I have tested it with Armenia and Persia and it happens to them.
Blake4000 Dec 31, 2006, 07:13 AM This scenario looks well good. shame it crashed on the first few turns. 2-3 turns then a freeze. please fix the problem as its a very good mod.
Fiend777Fits Feb 25, 2007, 05:42 AM Has this scenario been abandoned?
Antilogic Mar 03, 2007, 09:17 PM Good question...I'm still lurking.
Fiend777Fits Mar 04, 2007, 06:46 PM The Book of Legendary Bad Moves(TM) ~ A tome that contains some of the worst decisions known to man. Please, for the sake of all that is holy, don't repeat them.
thats sounds like a book i'd read
dutchking May 30, 2007, 03:33 PM Are there animated Leader heads?
TheDervish Jun 21, 2007, 09:30 PM What kind of soundtrack does it have? Classic music from the region?
ohcrapitsnico Jun 24, 2007, 02:06 PM Are there animated Leader heads?
No, I don't plan on using any, rather static pics.
What kind of soundtrack does it have? Classic music from the region?
No, its not, however I think the music is nice and very appropriate.
I am putting this mod off for a while becasue I have ran into some problems and will continue this mod when I finish the mod I am currently working on. I will almost start from scratch because some things need to be redone and restructured and I will make this a bts mod.
Antilogic Jun 30, 2007, 04:42 AM I'm looking forward to seeing the finished product. :)
DennisIran Aug 03, 2007, 02:12 PM I'm looking forward to seeing the finished product. :)
Same here :)
Cyrus_the_Great Aug 31, 2007, 11:50 AM I discovered this thread by clicking on the "Rise of Persia" hot link from a post in the "Worst BTS scenario" thread.
I must say this mod sounds very interesting. I love ancient history and the Persia of Cyrus the Great is a good subject to implement. Best of luck as you struggle to complete this.
Patiently waiting, Mark
Antilogic Sep 02, 2007, 04:37 PM Ouch...that sounds like a pretty solid insult, right there. Why did an unfinished scenario get rated against finished products?
Cyrus_the_Great Sep 05, 2007, 07:58 PM Who said American English was easy to understand.
What I should have posted was that I saw in this other thread a posters links at the bottom of his post and it pointed to this thread.:)
Cyrus_the_Great Sep 05, 2007, 08:00 PM The worst of the BtS scenarios was about the ones that came with the game and not any mods outside of the game disk from Firaxis.
Antilogic Sep 06, 2007, 07:14 PM Who said American English was easy to understand.
What I should have posted was that I saw in this other thread a posters links at the bottom of his post and it pointed to this thread.:)
Ah, okay. I find a bunch of threads that way as well.
DennisIran Sep 13, 2007, 10:38 AM How is it going?
sakhr Dec 26, 2007, 02:45 AM i hope this mod will be adapted for bts
also you miss the marib dam wonder built in 700 BC
http://www.nabataea.net/marib.html
Eclipse4449 Dec 26, 2007, 06:28 PM Hello
Is Post #1 current with what is still needed in this mod?
If you could point me in the right direction on what is used to make units and/or buildings etc etc I have plenty of time to do it. just (PM) me.
sakhr Dec 26, 2007, 11:37 PM we need really an update for the mod because its just freez after few turns before even transferring it in bts
also few things you can change are :
-units names appear in this form (UNIT_TXT_ARCHER)
-the buttons must be changed many of them repeated and dont look grat
-there is too many cities in the map so it takes a lot of time to pass the turn you can rase some of them especialy those who didnt existed by 600 BC thats make sens or just keep the most important cities in that time and give just 2 or 3 city per civ
-include ethnic art city style
-the music is great keep it:D
maybe if we have a primary update we well find more bugs and let us just play the scenario
ohcrapitsnico Dec 27, 2007, 10:55 AM I ran into serious problems incorporating a tech tree and basically I had to stop because I couldn't figure it out nor could I end my frustration. Converting to BtS is a ***** so if I ever start over it will have to be from scratch on BtS. If any of you would like to pick this up you may. Just let me know and I'll post the stuff and I may just get back into this when I have the time. This was a one man thing so work was slow due to time and bug issues.
sakhr Dec 28, 2007, 11:20 PM Hello
Is Post #1 current with what is still needed in this mod?
If you could point me in the right direction on what is used to make units and/or buildings etc etc I have plenty of time to do it. just (PM) me.
here a link http://forums.civfanatics.com/showthread.php?p=3939307
Kyros II Dec 29, 2007, 08:10 AM Looking forward to it ocrap, but shouldn't this be in the Modpacks or scenario sections? And I have one question, how do you edit the main menu? And by the way, Tigranes is not a 6th century leader, he is a 1st century leader, if you want a 6th century leader for Armenia, you would want King Orontes.
Orontes was satrapi in Armenia, not king :)
Kyros II Dec 29, 2007, 08:10 AM Im really lookin forward to this one! :D gogogo!
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