View Full Version : [BtS Civ] The Republic of Texas


Grave
Aug 08, 2007, 01:06 PM
The Republic of Texas, v0.5
By: Grave

Patch Compatibility: Beyond the Sword v3.13 (http://forums.civfanatics.com/downloads.php?do=file&id=6613)
MP Compatible: ?
Modular: Yes!



Description:
Ask any Texan, and they'll tell you Texas is like a whole other country.
Well, in Civilization IV, they are!

This mod adds the Republic of Texas as a playable civilization, complete
with Leaderhead, UU and UB.


Name: Republic of Texas
Short Name: Texas
Adjetive: Texan

Starting Techs: Fishing & Hunting

Leader: Sam Houston (LeaderHead taken from Final Frontier scenario)

Unique Unit: Ranger (replaces Cavalry)

Unique Building: Ranch (replaces Stable)


Cities Listing:


<City>TXT_KEY_CITY_NAME_AUSTIN</City>
<City>TXT_KEY_CITY_NAME_HOUSTON</City>
<City>TXT_KEY_CITY_NAME_DALLAS</City>
<City>TXT_KEY_CITY_NAME_SAN_ANTONIO</City>
<City>TXT_KEY_CITY_NAME_EL_PASO</City>
<City>TXT_KEY_CITY_NAME_AMARILLO</City>
<City>TXT_KEY_CITY_NAME_LUBBOCK</City>
<City>TXT_KEY_CITY_NAME_FORT_WORTH</City>
<City>TXT_KEY_CITY_NAME_ARLINGTON</City>
<City>TXT_KEY_CITY_NAME_CORPUS_CHRISTI</City>
<City>TXT_KEY_CITY_NAME_MESQUITE</City>
<City>TXT_KEY_CITY_NAME_GARLAND</City>
<City>TXT_KEY_CITY_NAME_PLANO</City>
<City>TXT_KEY_CITY_NAME_WACO</City>
<City>TXT_KEY_CITY_NAME_SAN_ANGELO</City>
<City>TXT_KEY_CITY_NAME_WICHITA_FALLS</City>
<City>TXT_KEY_CITY_NAME_ODESSA</City>
<City>TXT_KEY_CITY_NAME_ABILENE</City>
<City>TXT_KEY_CITY_NAME_BEAUMONT</City>
<City>TXT_KEY_CITY_NAME_BROWNSVILLE</City>
<City>TXT_KEY_CITY_NAME_DENTON</City>
<City>TXT_KEY_CITY_NAME_LAREDO</City>
<City>TXT_KEY_CITY_NAME_KILLEEN</City>
<City>TXT_KEY_CITY_NAME_NACOGDOCHES</City>
<City>TXT_KEY_CITY_NAME_IRVING</City>
<City>TXT_KEY_CITY_NAME_GRAND_PRAIRIE</City>
<City>TXT_KEY_CITY_NAME_GALVESTON</City>
<City>TXT_KEY_CITY_NAME_COLLEGE_STATION</City>
<City>TXT_KEY_CITY_NAME_CARROLLTON</City>
<City>TXT_KEY_CITY_NAME_TYLER</City>
<City>TXT_KEY_CITY_NAME_TEXARKANA</City>
<City>TXT_KEY_CITY_NAME_LONGVIEW</City>
<City>TXT_KEY_CITY_NAME_TEMPLE</City>
<City>TXT_KEY_CITY_NAME_VICTORIA</City>
<City>TXT_KEY_CITY_NAME_LUCKENBACH</City>
<City>TXT_KEY_CITY_NAME_WAXAHACHIE</City>
<City>TXT_KEY_CITY_NAME_FLOWER_MOUND</City>
<City>TXT_KEY_CITY_NAME_SWEETWATER</City>
<City>TXT_KEY_CITY_NAME_LITTLEFIELD</City>
<City>TXT_KEY_CITY_NAME_LUFKIN</City>
<City>TXT_KEY_CITY_NAME_MCALLEN</City>
<City>TXT_KEY_CITY_NAME_PLAINVIEW</City>
<City>TXT_KEY_CITY_NAME_SULPHUR_SPRINGS</City>
<City>TXT_KEY_CITY_NAME_SHINER</City>
<City>TXT_KEY_CITY_NAME_MULESHOE</City>
<City>TXT_KEY_CITY_NAME_KATY</City>
<City>TXT_KEY_CITY_NAME_FRISCO</City>
<City>TXT_KEY_CITY_NAME_TEMPLE</City>
<City>TXT_KEY_CITY_NAME_HEREFORD</City>
<City>TXT_KEY_CITY_NAME_PAMPA</City>
<City>TXT_KEY_CITY_NAME_WASCOM</City>
<City>TXT_KEY_CITY_NAME_CAMPWOOD</City>
<City>TXT_KEY_CITY_NAME_QUANAH</City>


-----Notes to Modmakers-----


Just unzip this into your MODS directory and load the mod as normal.

To merge this with an existing mod, I've tried to make it as easy as possible.
With the exception of Civ4DiplomacyInfos.xml, all additions to the XML files
are located at the very end of each file, with 5 spaces between the last "vanilla"
entry and the new enteries for Texas. This should make mergine easy for you.
A good file comparer program is your friend in this circumstance.

For the modular version, just create a "Modules" directory in your mod's ASSETS directory, and drop the modular version in there.



-----Version Information-----


-----v0.5------

- Fixed a very minor bug in the non-Modular version with the Scotland Yard (made small mistake when updating files)

- Cleaned up main directory a little (had an unzipped Modular directory in there AND the Zip... now it's only the zip)

-----v0.4------

- Updated to be compatable with BtS patch 3.13!

- Fixed Flag Decal to show the Lone Star flag.

-----v0.3------

- Adjusted food bonus rate with Cow from 100% to 10%.

-----v0.2------

- Added Modular capabilities.

-----v0.1------

- Initial release.



-----===Credits & Thanks===-----

- Chamaedrys
For his Brown Cavalry skin

- Rabbit, White
For his Stable with Horses building




SCREENSHOTS:

Real picture of Sam Houston (compare with Leaderhead)
http://upload.wikimedia.org/wikipedia/en/thumb/0/07/SHouston.jpg/192px-SHouston.jpg

http://forums.civfanatics.com/uploads/16661/Texas.jpg

http://forums.civfanatics.com/uploads/16661/Houston.jpg

http://forums.civfanatics.com/uploads/16661/Ranch.jpg

http://forums.civfanatics.com/uploads/16661/Ranger.jpg

Grave
Aug 09, 2007, 10:52 PM
** UPDATE **

Added Modular capabilities. There is a seperate zip file within the downloadable zip file that contains the fully modular version of the Republic of Texas.


Enjoy!

coachlentz
Aug 10, 2007, 09:59 AM
where can i download this?

Grave
Aug 10, 2007, 12:22 PM
where can i download this?


Oh DANG!!!!!!!!!! :eek:



Forgot to post the link when I updated!


It's fixed now... see the original post! :blush:

coachlentz
Aug 10, 2007, 03:18 PM
i actually found it earlier using your name

BUT the modular didn't work
the art files didn't work, none of the buttons, none of the pictures

and yes, i did put it in the right place

Grave
Aug 10, 2007, 06:14 PM
i actually found it earlier using your name

BUT the modular didn't work
the art files didn't work, none of the buttons, none of the pictures

and yes, i did put it in the right place


Take a look at the ArtInfos.xml files. That will show you where they need to go. For example:


<Civ4ArtDefines xmlns="x-schema:The Republic of Texas_CIV4ArtDefinesSchema.xml">
<BuildingArtInfos>
<BuildingArtInfo>
<Type>ART_DEF_BUILDING_TEXAS_RANCH</Type>
<LSystem>LSYSTEM_3x3</LSystem>
<bAnimated>0</bAnimated>
<fScale>0.8</fScale>
<fInterfaceScale>0.75</fInterfaceScale>
<NIF>Modules/The Republic of Texas/Art/Structures/Buildings/Ranch/Stable.nif</NIF>
<KFM/>
<Button>Modules/The Republic of Texas/Art/Interface/Buttons/Buildings/Ranch.dds</Button>
</BuildingArtInfo>
</BuildingArtInfos>
</Civ4ArtDefines>


If you put the Republic of Texas modular version into somewhere other than "Modules" it won't work, unless you go into the XML files and change all the art files to match where you put them to.

Your file structure should look like this:


MyMod
|
|-----Assets
|-----Modules
|-----Art
|-----XML
|-----Python


I may have made an error on where to put the Modular file, if I did then I appologize and I'll fix it. If your directory tree looks like the above and it's still not working... I have no idea. It works just fine for me when I plug it in to several different modpacks. :confused:

coachlentz
Aug 11, 2007, 07:28 AM
ok, got it fixed

there was one too many republic of texas folders in there


when i unzipped the modular version and put it in the republic of texas file, i just put that unzipped folder in my mod. but i needed to open that first republic of texas folder and put the next republic of texas folder in there

anyway, it works now, looks good, and thanks

Grave
Aug 11, 2007, 07:42 AM
ok, got it fixed

there was one too many republic of texas folders in there


when i unzipped the modular version and put it in the republic of texas file, i just put that unzipped folder in my mod. but i needed to open that first republic of texas folder and put the next republic of texas folder in there

anyway, it works now, looks good, and thanks


Glad you got it working. I released a new version you may want to check out (or just fix the affected file). All I did was change the cow bonus from +100% to 10% for the Ranch in CIV4BuildingsInfos.xml. One extra zero makes a BIG difference! :lol:


Maybe I read what you did wrong, but you only need to use either the "standard" version of the mod, or the modular version. No need to use both at the same time.

coachlentz
Aug 11, 2007, 02:59 PM
Glad you got it working. I released a new version you may want to check out (or just fix the affected file). All I did was change the cow bonus from +100% to 10% for the Ranch in CIV4BuildingsInfos.xml. One extra zero makes a BIG difference! :lol:


Maybe I read what you did wrong, but you only need to use either the "standard" version of the mod, or the modular version. No need to use both at the same time.

after i unzipped the original, the modular version was in a zipped file in that

so i unzipped the modular version and pulled it out and put it into my mod

however, i needed instead to open that folder and pull the next level folder out, also named "the republic of texas" and put that in



BTW
other people making modular civilizations, THIS would be an excellent example to follow. this is very well laid out, and it's easy to find all the parts.

when i get home from vacation (yes, and i'm sure my wife is thrilled that i'm sitting on vacation in a hotel room doing even this) i'm planning on trying to convert some other civs to a bts modular format, going to use this as the base

good job!

and i will change it, although that +100 could be fun, lol

Gaius Octavius
Aug 11, 2007, 04:06 PM
Oh, boy... Texas. Gives me a headache just thinking about it! :crazyeye:

Have you thought about unique National Wonders?

OzzyKP
Aug 12, 2007, 09:00 AM
Hey, I'm starting to work on an alternate history mod that has the presumption that the Republic of Texas was never annexed by the US and continued on as a soverign nation (as well as California, Oregon, the CSA, etc). I'd love to include this mod in there, and get some help from y'all on making this scenario a reality.

Get info here:
http://forums.civfanatics.com/showthread.php?t=237653

deadperson21
Aug 18, 2007, 12:42 PM
for unique wonders consider The Alamo for it's heroic epic, and replace the palace with the Texas State Capitol (largest Capitol building in the United States, taller and has a larger dome than the one in Washington, D.C.

Also, for city names, just some advice
Go with cities more important to the Republic than the State of Texas. Even the defualt names for other civs go in a generally chronological order.
Austin and Houston should be at the top, of course. In my opinion, San Antonio, originally the largest and most influential should be higher than Dallas. Nacogdoches was one of the largest in the early days, making it deserving of a higher placement. And Victoria, Goliad, and Gonzales all played key roles in the Texas Revolution. And Indianola, a major port city in the 1800s, although devastated by two major hurricanes in 1875 and 1876. And speaking of hurricanes, Galveston should be much higher also.

El Paso - 1659, although that's the date for present day Cuidad Juarez, in Mexico
Nacogdoches - 1716, the first designated "town" in Texas by Mexico
Goliad - 1721, site of a Spanish presido and fort, the first actual battle of the Revolution and a victory for the Texans, allowing the Texas to take San Antonio de Bexar, and the site of the Goliad Massacre
Laredo - 1775,
Galveston - 1816, too important to be that far down the list, Texas's first post office, Catholic cathedral, medical school, electric lights, telephone; it was the "New York of the South" until the 1900 hurricane.
Victoria - founded in 1824, and in an alternate histroy where Indianola was not devastated by two major hurricanes in the 1800s, Victoria could have likely been today's Houston.
Dallas - 1841
Gonzales - 1825, the "Lexington of Texas", a major contributor to the defense of the Alamo, although burned by Mexican forces on their way to San Jacinto
Waco - 1838
Corpus Christi - 1839
Plano - 1840s
Indianola - 1846, second largest port in Texas before it's destruction
Fort Worth - 1849
San Angelo - 1867
Mesquite - 1873
Garland - 1874
Arlington - 1876
Lubbock - 1876
Amarillo - 1887, definitely too high on your list

MrTomothy
Aug 20, 2007, 04:08 PM
Oh wow. this is amazing. :lol:

You could have University Of Texas instead of Oxford, or Football Stadium instead of Colosseum...

Its definitely an interesting concept, I look forward to trying this out. :)

EDIT: Oh, you fixed the food thing, already, cool.

Grave
Aug 20, 2007, 04:51 PM
for unique wonders consider The Alamo for it's heroic epic, and replace the palace with the Texas State Capitol (largest Capitol building in the United States, taller and has a larger dome than the one in Washington, D.C.

One of these days I'll get around to making Unique Wonders for my History in the Making mod. It's kind of a lowest denominator issue, though. If I'm going to do it, ALL civs will need a unique Wonder.

However, I like the Alamo idea... your suggestion is noted. ;)

Also, for city names, just some advice
Go with cities more important to the Republic than the State of Texas.

I knew diehard historians might object to my method of sequential city naming. I didn't really do it in a chronological order. More like I started off with modern Texas' major (or popular) cities and worked my way down. Occasionally I threw in an off-the-wall Texas town that I either travelled through, or spent time in.

Although the civilization itself is called the "Republic of Texas", the republic itself only lasted, what.... 10 years?

This civ is supposed to represent Texas as a whole, from the Republic days up to the present. So while the cities may not be in chronological order, I did that for a reason.

Even the defualt names for other civs go in a generally chronological order.

Have you looked at the order of American cities yet? Los Angeles before Baltimore? :lol:



Oh wow. this is amazing. :lol:

You could have University Of Texas instead of Oxford, or Football Stadium instead of Colosseum...

Its definitely an interesting concept, I look forward to trying this out. :)

EDIT: Oh, you fixed the food thing, already, cool.


Yeah, Ranches help produce food... but not THAT much! :lol:


The University of Texas is a good idea for replacing Oxford... good call.

Komdu
Aug 22, 2007, 09:56 AM
I only have one small prob. I get an all black flag, even if my placement of the module bit seems fine.

Otherwise, works great for me!

Grave
Aug 22, 2007, 01:06 PM
I only have one small prob. I get an all black flag, even if my placement of the module bit seems fine.

Otherwise, works great for me!


Damn, thanks for pointing that out! :eek:


I must have forget to update the alpha channel on the flag decal dds file. It's fixed now, see the original post to download the new flag.

Don't forget to go into the CIV4ArtDefines_Civilization.xml file and change the WhiteFlag to a "1" for Texas! :)

Komdu
Aug 23, 2007, 07:41 AM
Thanks for the help :)

FoxURA
Aug 23, 2007, 11:48 AM
How come Stephen F Austin isn't a leader? He is called "The Father of Texas" afterall. Judging from his bio, I would have to say the Charismatic and Industrious traits fit Austin best.

Also, shouldn't the unique building be changed to something that doesn't become largely obsolete in the later eras (after mobility when calvary becomes obsolete)? The only other unique building that even remotely goes out of date is the Celtic Dun but even then it still offers a free promotion.

I know I should have probably asked this first, but just what exactly does the ranch offer? I can't find the details for it in either Republic of Texas topic.

Grave
Aug 23, 2007, 12:38 PM
How come Stephen F Austin isn't a leader? He is called "The Father of Texas" afterall. Judging from his bio, I would have to say the Charismatic and Industrious traits fit Austin best.

Because I couldn't find a decent Leaderhead that looked like Austin. The one I used looks alot like Sam Houston, and I didn't even really modify it.

Besides, Houston was the first President of the Republic, Austin wasn't.

However, if you can make a good 3D LH for Steven Austin, I'd gladly take a look at it and consider using it for a 2nd LH.

Also, shouldn't the unique building be changed to something that doesn't become largely obsolete in the later eras (after mobility when calvary becomes obsolete)? The only other unique building that even remotely goes out of date is the Celtic Dun but even then it still offers a free promotion.

The Ranch is staying. If you want to, you can always remove the ObsoleteTech from the Ranch so that it never expires. I thought I may have done that, maybe I forgot to. Either way, it's simple to adjust.

I know I should have probably asked this first, but just what exactly does the ranch offer? I can't find the details for it in either Republic of Texas topic.

Did you look at the screenshot, or read the Pedia entry for the Ranch? It's a pretty good UB, IMHO.

OzzyKP
Aug 23, 2007, 05:38 PM
I like the Ranch UB.

Now if I could only figure out how to fricken combine this mod with the CSA mod, California mod, and others... I'm really struggling with it. :(

Grave
Aug 23, 2007, 06:13 PM
I like the Ranch UB.

Now if I could only figure out how to fricken combine this mod with the CSA mod, California mod, and others... I'm really struggling with it. :(


Use the Modular version that's included with the dowload. :)

FoxURA
Aug 23, 2007, 10:24 PM
Did you look at the screenshot, or read the Pedia entry for the Ranch? It's a pretty good UB, IMHO.

No, I haven't downloaded any mods yet. All the ones I am looking to get like this one are still in a moderate state of flux. I plan on just waiting for the final versions.

Anyway, I think I figured out a way to make the Ranch useful after its promotion bonus expires. With the advent of railroad ranches were better able to provide meat to the country and also, with the advent of better farming practices like irrigation (civil service) and technology (biology) ranchers could ensure a more reliable food supply for their cattle, in turn, ensuring a more reliable food supply for people. I think in order to compensate for the loss of the promotion to mounted units, gotta love those cowboys, a food and/or money bonus could be granted to the ranch preventing it from becoming truly obsolete. Also, as an added bonus a free promotion could be given to helicopter units. The reason for this is because as ranches have modernized over the years the larger ones have taken to using helicopters to keep an eye on the herd resulting in a group of experienced, albeit small, group of pilots.

On a side note I think I just figured out the perfect UB to add alongside the ranch! A mission as in The Alamo mission. It could replace the temple and add 10% wealth to reflect the trading post function that missions had and free city defence 1 to all eligible units to reflect the missions role as a defensive fortification.

OzzyKP
Aug 27, 2007, 04:03 PM
Use the Modular version that's included with the dowload. :)

I figured it out! :)

I've got a basic mod up and running now. It has all the civs placed on a US map in their appropriate (roughly) locations and ready to play. I haven't hooked up UUs or UBs yet and the map still needs a lot of tweaking, but you should definitely check it out. The link is in my sig.

For the purposes of my mod I have changed the Texan leader to Mirabeau Lamar. He was far more pro-independence than Houston and would fit with the alternate history theme. Plus, I'm thinking of giving him the traits of Horsemastery/Raider (haven't decided on a name yet, but bonus to mounted units), and expansionist.

Grave
Aug 27, 2007, 04:32 PM
No, I haven't downloaded any mods yet. All the ones I am looking to get like this one are still in a moderate state of flux. I plan on just waiting for the final versions.



Not really. This pretty much is the final version. I may do one more revision, but only if I find something that really needs changed... or warrants a complete download. The graphical fix with the flag is hardly worth an entire update over.

I figured it out! :)

I've got a basic mod up and running now. It has all the civs placed on a US map in their appropriate (roughly) locations and ready to play. I haven't hooked up UUs or UBs yet and the map still needs a lot of tweaking, but you should definitely check it out. The link is in my sig.

For the purposes of my mod I have changed the Texan leader to Mirabeau Lamar. He was far more pro-independence than Houston and would fit with the alternate history theme. Plus, I'm thinking of giving him the traits of Horsemastery/Raider (haven't decided on a name yet, but bonus to mounted units), and expansionist.

Sweet! :goodjob:

I'll most certainly check it out. I was considering doing a little scenario like this when designing the Texas civ, but it would take too much time away from designing History in the Making, so I opted out.

But I'll definately check yours out... will give me something to do when I take a break from working on HiTM. :)

FoxURA
Aug 28, 2007, 11:47 AM
Is there any chance of an alternate version of the Texas mod that will use a mission, like the Alamo, as a UB? For some reason I am just having trouble getting excited about a ranch as the unique building. I dunno, perhaps it's because a ranch is something that is often the size of a city, so how can that be a unique 'building' inside of a city? Now if the ranch were made into a tile improvement exclusive to Texas that can be built over cows would be something wonderful. Heck if longhorns were added as a resource for Texas custom maps that would be perfect.

Kukri
Sep 07, 2007, 08:46 AM
Why don't you make it for Warlords?

Grave
Sep 07, 2007, 05:54 PM
Is there any chance of an alternate version of the Texas mod that will use a mission, like the Alamo, as a UB? For some reason I am just having trouble getting excited about a ranch as the unique building. I dunno, perhaps it's because a ranch is something that is often the size of a city, so how can that be a unique 'building' inside of a city? Now if the ranch were made into a tile improvement exclusive to Texas that can be built over cows would be something wonderful. Heck if longhorns were added as a resource for Texas custom maps that would be perfect.

Feel free to change the UB to the Alamo if you want to. :) I'm not changing the UB though. I'm quite happy with the Ranch, actally. :)

Why don't you make it for Warlords?

Because I don't play Warlords anymore. :)

Quueg
Sep 09, 2007, 05:09 PM
Feel free to change the UB to the Alamo if you want to. :) I'm not changing the UB though. I'm quite happy with the Ranch, actally.

The Ranch works for me.

FoxURA
Sep 09, 2007, 07:19 PM
Feel free to change the UB to the Alamo if you want to. :) I'm not changing the UB though. I'm quite happy with the Ranch, actally. :)


I would but doing things like mods is not my area of expertice. However, if someone were to make a modifed Texas Mod I would greatly appreciate it.

Kukri
Sep 10, 2007, 04:34 PM
Some people do, and I'm sure4 they'd love to have Texas as a playable civ.:gripe:

FoxURA
Sep 10, 2007, 10:12 PM
You mean there is another Republic of Texas BtS mod that has a mission as the UB and the Rangers as the UU?

Grave
Oct 04, 2007, 06:16 PM
Updated to be compatable with BtS patch 3.13!


:)

Quueg
Oct 08, 2007, 09:12 PM
I can't get this to work with the patch. You seem to have changed the file structure from your earlier edition, but I can't get either the regular or modular version to work with the patch. Help?

Grave
Oct 08, 2007, 10:38 PM
I can't get this to work with the patch. You seem to have changed the file structure from your earlier edition, but I can't get either the regular or modular version to work with the patch. Help?


It looks like there was a very minor typo in the non-Modular version, it was with the Great Spy in CIV4UnitInfos.xml... it must have happened while I was merging the v3.02 over to the v3.13 file. It was just one line, so it was an easy fix. I test it out and it works fine now.

The Modular one really didn't require any updating, so I don't know why it's not working for you. I test it out just now, and everything works just fine. How are you loading the Modular one?


I went ahead and updated Texas to v0.5 with the aforementioned fix.

joe_44850
Mar 27, 2008, 08:38 AM
Hey, I want to mess with Texas. Where did this download go?? It just says ERROR:File not found...
Thanks

Donkey Puncher
Mar 27, 2008, 11:21 AM
you can play texas in the HISTORTY IN THE MAKING MOD which grave did himself its awsome you will have fun playing texas I played with bush there is also sam houston

caesarmd
Mar 29, 2008, 09:17 AM
Could you please repost your file. It must have gotten hacked along with all the rest.

joe_44850
Mar 29, 2008, 11:50 AM
Im making my own mod -- America 1492. There are 5 playable civs -- incuding the Republic of Texas. All civs start off on boats and are located off the coast of the Eastern United States. The other civs are the Confederate States Of American, The United States of America, England, and Spain (though I may change the last 2).
There are 5 non-playable civs on the mainland -- all native american civs.
Anyway, thanks for Texas!

MotezumaMan
Mar 30, 2008, 02:00 PM
At one time texas was actually an independent republic like hawaii an it was annexed by the us

Grave
Apr 16, 2008, 05:03 PM
THIS MOD IS NO LONGER SUPPORTED BY ME, AND THE DOWNLOAD LINK HAS BEEN TAKEN DOWN.



If you would still like to play with this mod, I suggest you download my History in the Making Mod (http://forums.civfanatics.com/showthread.php?t=226568).

Thanks,

Grave

joe_44850
Apr 17, 2008, 09:37 AM
I downloaded History In The Making and extracted Texas, and made it modular. I just wanted Texas -- although your mod looks awesome. If anyone needs Grave's Texas civ (modular), let me know.
Oh, if that's OK with Grave, that is :)

Ekmek
Apr 22, 2008, 11:30 AM
Maybe this leader will help with the texas mod:

http://forums.civfanatics.com/showthread.php?t=272531