View Full Version : [BtS] American Civil War


Shiggs713
Feb 27, 2008, 02:06 PM
American Civil War Mod
http://i265.photobucket.com/albums/ii238/Shiggs713/civilwarsoldiers.jpg
History:The American Civil War (1861–1865) was a civil war between the United States of America (the "Union") and the Southern slave states of the newly formed Confederate States of America under Jefferson Davis. The Union included all of the free states and the five slave holding border states and was led by Abraham Lincoln and the Republican Party. Republicans opposed the expansion of slavery into territories owned by the United States, and their victory in the presidential election of 1860 resulted in seven Southern states declaring their secession from the Union even before Lincoln took office. The Union rejected secession, regarding it as rebellion.

Hostilities began on April 12, 1861, when Confederate forces attacked a U.S. military installation at Fort Sumter in South Carolina. Lincoln responded by calling for a large volunteer army, then four more Southern states declared their secession. In the war's first year, the Union assumed control of the border states and established a naval blockade as both sides massed armies and resources. In 1862, battles such as Shiloh and Antietam caused massive casualties unprecedented in U.S. military history. In September 1862, Lincoln's Emancipation Proclamation made ending slavery in the South a war goal, which complicated the Confederacy's manpower shortages.

In the East, Confederate commander Robert E. Lee won a series of victories over Union armies, but Lee's reverse at Gettysburg in early July, 1863 proved the turning point. The capture of Vicksburg and Port Hudson by Ulysses S. Grant completed Union control of the Mississippi River. Grant fought bloody battles of attrition with Lee in 1864, forcing Lee to defend the Confederate capital at Richmond, Virginia. Union general William Sherman captured Atlanta, Georgia, and began his famous March to the Sea, devastating a hundred-mile-wide swath of Georgia. Confederate resistance collapsed after Lee surrendered to Grant at Appomattox Court House on April 9, 1865.

The war, the deadliest in American history, caused 620,000 soldier deaths and an undetermined number of civilian casualties, ended slavery in the United States, restored the Union by settling the issues of nullification and secession and strengthened the role of the Federal government. The social, political, economic and racial issues of the war continue to shape contemporary American thought.

Made for BtS 3.13. English only text support.

Hi, I've been working on this mod for quite some time, from back when warlords 2.08 was the most recent version... Anyhow, at some point the mod nearly got abandoned due to my lack of experience and perhaps a few other things, and now it is being revived!

here's a link (http://forums.civfanatics.com/showthread.php?t=229893) to the old thread if anyones interested in a more detailed development history.

Credits and Special Thanks:
-AsioAsioAsio - for guidance and various help in lots of areas
-Dale - for the DCM mod, and other various components
-The ViSa Team & Greenmod Team - resource graphics
-sepamu92 - Confederate & Union Rifleman model and skin.
-Blue Marble Team - terrain textures
-kevinman4404 - map creator
-John Petty - for a fantastic civil war reenactment movie
-Eusebius - excellent tutorial on how to modify fonts
-Iuvavus - great person list and other useful information and encouragement
-The Navy Seal - Seals Formation Mod also good info and discussions
-Ekmek - moral support and a shiny new LH for Davis
-deanej - for good advice and help with python
-dutchking - custom UI and other various art
-DWOLF - for lots of art and sounds pertaining to Mexico
-The United States Government - for preserving many civil war musical productions and making them available to anyone.
-General Banshee - for many icons, art, and ideas about the civil war
-Fierabras - for the "camp" unit
-bernie14, danrell, Chamaedrys, Hrochland, snipperrabbit!!, C.Roland, woodelf, [rabbit, white], kodzi, Killamike718, and all the other fantastic artist around CFC
-G. B. McClellan, Emperor2, Mewtarthio, Andrew_Jay, gregdoubleu, JMJMJM, legio XII, Cabay Jet, Meowzor, twansalem, OzzyKP, wotan321, cripp7, seZereth, sangeli, dannyshenanigan, Dom Pedro II, keldath, strategyonly, Wolfshanze JEELEN, SimonB1er, jefmart1, cromcrom, Avahz Darkwood, Mr_Unknown, mice, jkp1187, Greybriar, Rod and anyone else that has supported this mod!!! Seriously, without you people this mod would have died as a mere thought.

and last but not least Bink and Smacker, IrfanView, GIMP, Photoshop, DXTBmp, Notepad++, WinMerge, Inno, Blender, FileFactory, MediaFire, Nvidia, ASUS, HP, Intel, 2k Games, Fireaxis and all the other companies and applications which make this all possible

Reference:
Online:
- Wikipedia (http://en.wikipedia.org/wiki/American_civil_war) - mainly the Civil War page and relative pages. Also many other various pages about units, technology, and other various things.
- CivilWar.com (http://www.civilwar.com/component/option,com_zoom/Itemid,60/catid,1/) - Tons of pictures and Info
- Time Line of the Civil War (http://memory.loc.gov/ammem/cwphtml/tl1861.html) - Some info on here is incorrect, but it still has lots of good info.
- Blood In the Field (http://www.tqnyc.org/NYC030405/inventions.htm) - Civil War Inventions
- Technology and the Development of Field Artillery Through the Civil War (http://www.x-cd.com/usma/ehlen1/ehlen1.htm) - A Research paper written by a Topographical Engineering Center
- CivilWarHome.com (http://www.civilwarhome.com/civilwarweapons.htm) Tons of good info on weaponry used. Also home of all official Civil War records
- Civil War.net (http://www.civil-war.net/) Lots of pictures and other interesting info
- History Place.com (http://www.historyplace.com/civilwar/index.html) Another decent time line.
- The American Civil War Homepage (http://sunsite.utk.edu/civil-war/) Battle and campaign info
- Civil War Poetry.com (http://www.civilwarpoetry.org/)
- US CivilWar.com (http://www.us-civilwar.com/)
- Civil War Music.net (http://www.civilwarmusic.net/display_song.php?song=battlehymn)
- lots of other sites I've glanced at and viewed similar information to that found on these

Books:
- Aimone, Alan Conrad & Barbara - USER'S GUIDE TO THE OFFICIAL RECORDS OF THE AMERICAN CIVIL WAR
- Flagel, Thomas R. - THE HISTORY BUFF'S GUIDE TO THE CIVIL WAR: KEY PEOPLE, PLACES AND EVENTS

Other:
- The History Channel
- Lots of Civil War buffs around CFC, most of which are mentioned above in credits and special thanks.
- My own personal knowledge



This mod includes the following mod pieces or components:
-Resource graphics from ViSa/Greenmod
-Blue Marble v3.0 (only textures)
-Seals Formations (slightly modified)
-Dales Combat Mod (slightly modified)

The most current version is 0.36

- You will need to completely uninstall any older version you may have before installing v0.36. Use the uninstall feature that came with it.
- Save games will not be compatible between (v0.12 or v0.24) with v0.36.
- No map or scenario is made. Only random maps are available right now.
- The next version will have at least a rough map, nearly all units, balanced techs and will start to actually feel like a nearly complete mod. It may still be a couple months.

Version History and Details

List of changes in v0.36: - added Monitor (made by Chamaedrys), UU for the Union. Still same as ironclad except art for now. Ironclad and Monitor requires same techs as before, and steel hulls technology, as well as coal.
- added woodelfs animated Siege Gun, Civil Cannon, and Mortar.
- changed normal "cannon" into "6lb. Napoleon". It now requires Smoothbore as well as previous techs it required.
- added "12lb. Napoleon". Same as the 6lb. except its graphically scaled larger, its better militarily, cost more, and requires military science, instead of military tradition.
- added buttons for all custom units that exist at this point. <<
- other various adjustments to units.
- added the updated Jefferson Davis LH, created by Ekmek.
- 3 new flavored galleons added, for UU's of Spain, GB, and France. author Unknown (uploaded by danrell)
- changed all flags to same shape regardless of era.
- Fixed several flags and buttons for civilizations.
- edited some formations and mesh groups, for naval units.
- changed statue of liberty to display in the water now, and requires the host city is coastal. (it also requires future tech, it wasn't created untill 1886)
- added Barracks II, and III. added stable II. (barracks III requires II, II requires I, 2xp each) they Will probably be renamed.
- realized there was an error with the game font icons. Fixed them.
- added dutchkings custom UI.
- realized there was a random CtD during the game (now known to be caused by eventinfos.xml). Fixed it and the eventriggerinfos.xml to remove (most) unappropriate events, and correct any errors.
- edited and balanced civics and technologies further.
- added 2 versions of the "White House", 1 each for Confederates and Union.
- more various adjustments to units and buildings, also other small adjustments/fixes in other areas.
- added an intro movie. You will only see it if you start in the standard era (ancient era; later versions will force an era) If you have problems with watching it please inform me.
- changed all religious buildings into ideological buildings (8 total); still uses old city models, and old movies for the shrines. Needs new pedia text.
- changed all religious units into ideological units (2 total). Need to fix the models slightly but their decent. Needs new pedia text.
- Discovered a problem with the soundtrack music not playing. Fixed it.
- Added a ton of amazing civil war era music for the soundtrack. You will only hear the "Civil War" themed soundtracks in "industrial" and "future" eras.
- removed modern era; so it goes; Renaissance >> Industrial >> Future. Industrial Era is extra long though.

List of changes in v0.24: - Added Dales Combat Mod (slightly modified)
- Added Seals Formations Mod (slightly modified)
- All Leaders have animated LH's now. 7 total.
- Modified Civics more; may need a little more work.
- Modified Technologies heavily; finished except strategy text.
- Modified Buildings heavily; only vanilla ones that are staying or will be modified are there.
- Same with units, although most of this was already done. Its cleaned up now. Also added 7 more EDU units for Sioux,
and a "balloon" that replaces the "airship" and requires flight, not scientific method.
- Grenadier now requires "military science" (again), and mustkemen require "smoothbore"
- other small adjustments to units and buildings.
- Changed Victory's to omit "space race" and "diplomatic"
- All civs have at least 1 Unique Unit (UU). Some are just being used as fillers for now. Sioux UU's are an EDU unit. More units to come soon.
- other small adjustments with screens and ai flavors.

-Note that no map or scenario is made. The new techs all cost 1000 and have not been balanced at all.
The next version will have at least a rough map, nearly all units, balanced techs and will start to actually feel like a nearly complete mod. It may still be a couple months.


List of changes in v0.12:- All old civilizations/leaders removed.... in their stead, these powerful nations and leaders will replace them;

- United States - Abraham Lincoln
- Confederate States - Jefferson Davis
- Great Britain - Alexandrina Victoria (Queen Victoria)
- 2nd French Empire - Charles Louis-Napoléon Bonaparte (Napoléon III)
- Spanish Empire - Isabella II
- Great Sioux Nation - Red Cloud
- Republic of Mexico - Benito Juárez

- 8 resources removed: Aluminum, Oil, Uranium, Ivory, Rice, Gems, Incense, Silk
- 8 resources added: Olives, Cotton, Tobacco, Cannabis, Salt, Potatoes, Coffee, Barley
This includes all buttons, fonts, and description... still need pedia txt though.

- Buildings and Wonders that get construct bonuses from removed resources have been modified to not need that resource any more. This will obviously cause game balance issues, but will be addressed in next version. Most of them will be removed completely anyways.
- All unique units that will not be used have been removed. Scout removed, War Elephant removed. Any unit more modern than "Infantry" has been removed. (I'll be filling these back in soon with new ones ) Currently no civilizations have UU's or UB's.
- All religions removed. Religion Advisor and all references to "Religion" have been changed to "Ideology".
- 2 new Ideologies added. Abolitionist and Slave Holding. Includes all res art, description (not pedia text), and Buttons. Haven't changed the special unit or buildings yet.
- Slave worker unit added. Currently replacing worker if state ideology is "Slave Holding". Art and xml needs further adjusting.
- 3 screens have been changed; Mainscreen, CivlopediaBG, LoadingBG
- new main menu sound
- Corporations completely removed, including worldview button. (I think you can still view corporation advisor by hitting the hotkey). the category still exist in the pedia though.
- Blue Marble Terrain implemented. Only textures, no other features whatsoever from BlueMarble v3.0
- Start date for ancient start is January 1861, standard calendar is weeks.
- Starting trade routes is now 2 instead of 1. And Max is 10.
- All projects removed.
- Nuclear Power Plant and any buildings relating to projects removed.
- 2 Improvements removed; Well and Offshore Platform.
- Civics heavily modified. These are not complete, although they do function. All civics have NONE for techprereqs for now. More research, other core work, and testing needs to be done.
- Many text changed or added to to conform with changes.
- Events and EventTriggers modified to not conflict with any changes.


- Known Bugs - None
- There are still many game balance issues. Please inform me in the development thread of any issues you are experiencing or suggestions for improvements.

Download American Civil War v0.36 (http://forums.civfanatics.com/downloads.php?do=file&id=8549)

Alternative Mirror #1 (http://files.filefront.com/American+Civil+War+Setupexe/;10123155;/fileinfo.html)

If any Civil War experts, python guru's, or unit/building modelers would like to join the team please contact me.

JEELEN
Feb 27, 2008, 02:23 PM
The American Civil War! Long time, no see! - Looks promising...;)

mice
Feb 27, 2008, 02:34 PM
So many mods , so little time !

This looks great. Will play and feedback.

jkp1187
Feb 27, 2008, 02:50 PM
Interesting. Really would be nice if you could get animated leaderheads, though. I think someone has an animated Jeff Davis. I'd especially like to see an animated Benito Juarez (not least of which b/c I could use him in other mods! :D )

Looks like the CSA flag got slightly chopped -- might need to move the stars further in in the blue field.

Also...this thread might be better placed in the "Scenarios" forum.... :mischief:

Shiggs713
Feb 27, 2008, 02:54 PM
I think I may have someone working on new LH's and other art :)... and yes some of the flags maybe need to be re-done, they've been re-used from my early modding days. Oops...

No to the new thread, this is a full blown modification, just read the spoiler, it changes civiilizations, leaders, units, buildings, art, music, civics, religions, ideologies, corporations, resources, events, and many other things... This is an early version, hence 0.12, its not complete yet by any means. There isn't a scenario included in v0.12 anyhow.

Greybriar
Feb 27, 2008, 03:13 PM
A Civil War mod! Just what I was hoping for. Thank you, Shiggs713. :thumbsup:

jkp1187
Feb 27, 2008, 10:08 PM
I think I may have someone working on new LH's and other art :)... and yes some of the flags maybe need to be re-done, they've been re-used from my early modding days. Oops...

No to the new thread, this is a full blown modification, just read the spoiler, it changes civiilizations, leaders, units, buildings, art, music, civics, religions, ideologies, corporations, resources, events, and many other things... This is an early version, hence 0.12, its not complete yet by any means. There isn't a scenario included in v0.12 anyhow.

Oh -- so it's not going to play out on a map of North America? :confused:

Shiggs713
Feb 27, 2008, 10:17 PM
It will eventually, but it does not have a scenario/map right now. I wanted to make sure all res icons and python was working before I went much further, by the number of downloads and no complaints I suppose its ok.

I guess it could be classified as a scenario, but a rather intensive one. The map will be just like the old Eastern United States map that came with vanilla, only a little larger, to give England, Spain, and France at least a little homelands, and to show the Caribbean a little better. It'll probably be about "huge" size.

I've basically been working on this all night, its going quite well :)

mice
Feb 28, 2008, 12:57 AM
I opened up the game and saw that I was building warriors. I thought it would be just in the time frame around the civil war.

I would do an advanced start and limit the later techs for this. Is it your intention that the game is played out through all of history ?

keldath
Feb 28, 2008, 04:45 AM
remarkble mod,
great work!
hope you develop it more and more.

Shiggs713
Feb 28, 2008, 07:34 AM
mice - yes it is supposed to be like that at the moment, most of the work done in v0.12 is removing stuff that will definitely not be used, fixing the res icons, fixing some screens, and some other various stuff.

The next version will have the majority of the new units, buildings, new technology tree (near complete overhaul), Seals Formation mod, new UI, and some other various new features. It might even have a rudimentary map.

Then in another release, it'll have a very detailed scenario, finishing anything that isn't done yet, and events to mimic the war, and other features. It'll be made to only be played from 1861 - 1866ish

keldath - thanks, development is continuing daily, many times :) My unreleased test version has tons of new stuff already, I about fell out of my chair earlier, when I found a reskin of just about every unit for the Sioux Nation :D made by bernie14

keldath
Feb 28, 2008, 11:07 AM
yeah, welcome to modworld....goodluck mate.

jkp1187
Feb 28, 2008, 12:06 PM
It will eventually, but it does not have a scenario/map right now. I wanted to make sure all res icons and python was working before I went much further, by the number of downloads and no complaints I suppose its ok.

I guess it could be classified as a scenario, but a rather intensive one. The map will be just like the old Eastern United States map that came with vanilla, only a little larger, to give England, Spain, and France at least a little homelands, and to show the Caribbean a little better. It'll probably be about "huge" size.

I've basically been working on this all night, its going quite well :)

Interesting. However, consider that maybe just having it focused on North America would be best -- Britain would own Canada, Spain had Cuba and Puerto Rico, and France would have a Caribbean island or two plus could be given control of Veracruz (and would be at war w/Mexico....)

mice
Feb 28, 2008, 01:03 PM
mice - yes it is supposed to be like that at the moment, most of the work done in v0.12 is removing stuff that will definitely not be used, fixing the res icons, fixing some screens, and some other various stuff.


OK I get it. Very early stages just yet. This era will make for some great play. Kudos :)

Shiggs713
Mar 03, 2008, 09:32 PM
Thanks for your interest everyone. Yea, its still fairly early in development, the released version is approximately 12% complete, my test version is closer to 25%, but not quite... Tons of new stuff has been added, and being added every day.

Here's a picture of the working Tech Tree (http://s265.photobucket.com/albums/ii238/Shiggs713/?action=view&current=TechTree.jpg) if anyones interested. I could maybe use some help fixing a few things, but I've done a ton of research, its mostly complete. I've added lots of pre-civil war technologies, to give a base upon to build new technologies... A few things are mis-named, Like "Artillery" should be "Breech Loading Artillery" and a few others.... True Breech Loading Artillery never existed in the civil war, but its technology was developed around this time and it was realized shortly after. There are still a few things that need touched up, but its working, and mostly complete. I probably won't add/remove more techs unless someone points out something crucial. This is meant to not be 100% accurate, but mostly accurate, with allowance for what should be good gameplay and fun. Its mostly accurate, but I wanted to leave some "What if" parts to it, they still make sense and are plausible.

Rod
Mar 04, 2008, 06:46 AM
Hello,

I am sorry to say, but without a map the whole war is no fun .. I mean the idea of the American Civil War (as Union) is to ally with the Western States, before the South does, is to march till Atlanta and to get hold of Gettysburg, isnt it ????

Apart from this you already made huge progress !!

Shiggs713
Mar 04, 2008, 06:55 AM
I hope I don't have to keep repeating myself. The map will come eventually. If you know how to mod, you would know that, that is the easy part. I could build you a map in a few hours. Building this will take months, perhaps a year doing it all by myself like has been the case. Its not meant to be played fully right now. As I've already stated several times, this is an early test version, I wanted to confirm that the res icons and python were working. Its been quite awhile, nearly 250 downloads, and not a single response telling me if those are working correctly. I'm working on much harder things than a map.

Shiggs

Shiggs713
Mar 04, 2008, 11:01 PM
Civil War v0.24 released. Still not including a scenario. Many other features have been added, DCM, Seal's Formations, animated LH's for all, new tech tree is there, although not balanced, and many other things. See the 1st post v0.24 spoiler or in the download page for details. This is still quite an early release but due to a couple request v0.24 is here now. The next version will balance techs and civics out better, add a rugged map, and finish other small things that need attention before a true scenario begins to take place.

Shiggs

mice
Mar 04, 2008, 11:32 PM
Brilliant. dl - ing now. For me the map isn't such a big issue. I plan to set up a custom game on a small pangea or plains map.

Good news about DCM.

Shiggs713
Mar 05, 2008, 08:42 PM
yea its still by no means finished, but honestly, most of the hard stuff is out of the way. I have ton of stuff to sift through and add new units, buildings ect., but thats really not too bad, compared to merging python or editing game fonts (at least for me).... The XML stuff should be a breeze. Also buttons are easy, so the only thing holding me back is models, although I have quite a few to sift through from the CFC community. Most artist have already been mentioned in the credits, although some of their art isn't in v0.24, it will be soon.

I've already fixed all the pedia text for the technologies and some other small details. I guess its about time to add a ton of units/buildings, and continue balancing the tech tree and civics.

DCM appears to be quite perfect for this scenario. At least in my eyes. Plus all the settings can be easily adjusted by any user.

Also added a big reference section to the first post. It will continue to grow as the project does.

jefmart1
Mar 06, 2008, 10:36 AM
The installer file is installing an extra folder: bts/mods/civil war/civil war/

Shiggs713
Mar 06, 2008, 12:20 PM
thanks for letting me know that jefmart1. I'll fix it.

Shiggs713
Mar 06, 2008, 03:02 PM
are you sure? I just tested it, it seemed to work fine. Perhaps you should uninstall the previous version before installing the new version. If you do that it works fine for me at least.... I'll remake an installer and upload it anyways, I added some things.

edit:
The new installer will give you options on where you want to install, although it defaults to the correct location, if you installed bts to the default location. I don't see any reason why you would need to uninstall the old version, but if your having problems, maybe try that. I'm still uploading so it'll be a few minutes.

updated some of the documentation and a few new things added. Now comes with a readme as well.

Shiggs

Ekmek
Mar 06, 2008, 04:31 PM
I should have worked on this sooner but I updated Jefferson Davis cleaning up some of the errors and making it look a bit more like JD:

http://forums.civfanatics.com/showpost.php?p=6574380&postcount=27

NOTE the art def changed its charlemagne.nif not charlegmane_nonshader.nif (though it still mainly a nonshader LH it shouldnt hurt slow cards)


<LeaderheadArtInfo>
<Type>ART_DEF_LEADER_JEFFERSON_DAVIS</Type>
<Button>art\LeaderHeads\Davis\Davisbutton.dds</Button>
<NIF>art\LeaderHeads\Davis\Charlemagne.nif</NIF>
<KFM>art\LeaderHeads\Davis\Charlemagne.kfm</KFM>
<NoShaderNIF>art\LeaderHeads\Davis\Charlemagne.nif </NoShaderNIF>
<BackgroundKFM>art\LeaderHeads\Davis\Washington_BG .kfm</BackgroundKFM>
</LeaderheadArtInfo>



http://forums.civfanatics.com/downloads/civ4screenshot0023_0Dm.jpg

dutchking
Mar 08, 2008, 08:07 PM
Sorry for delaying that 'bunch of new art'. ;)

I hope to get something started tonight.

dutchking
Mar 08, 2008, 09:09 PM
I finished a HUD, I kept a few things and changed a few. ;)
http://forums.civfanatics.com/downloads.php?do=file&id=8725
Just plug em in where they should be, Shiggs. I've coded it to fit the name "Civil War" as it was when I downloaded it, so don't change the name or it'll get messed up.

Shiggs713
Mar 08, 2008, 09:09 PM
Cool, its no rush, I'm actually having a major dilemma with some random CtD. I'm basically tearing the whole mod apart and putting it back together. :(

cromcrom
Mar 10, 2008, 12:14 AM
How, sorry about that, good luck and courage, your mod feels really good.

Shiggs713
Mar 10, 2008, 08:50 AM
it had to do with the way I merged DCM, I'm quite certain. I've got most of the mod put back together now, with no CtD, at least after a 200 turn test run.

Things that are back in and definitely working correctly now:

new UI
DCM
Civilizations
Leaders
Blue Marble
Resources

I'll probably do ideologies and then techs next, then test run it again. I have a feeling that while some of the DCM tags appear to be optional, at least 1 or two of them aren't. Also I've fixed the weird flag problem where the confederate flag (and others) were getting cut off. Simple solution; make all era's use the modern flag.

Avahz Darkwood
Mar 13, 2008, 07:27 PM
Thanks Shiggs713, been hoping for a mod like this from the start... just dont have the time to do one myself (kids, family, yawn, boo hoo, excuse, etc) =)

Shiggs713
Mar 14, 2008, 08:51 AM
no problem Avahz Darkwood! Glad others can enjoy this.... although the released version has a bug.... I'm working on a new version, that is bug free, and has even more stuff done... Remember this is still less than 40% complete.

Shiggs

Shiggs713
Mar 15, 2008, 07:59 PM
well, the CtD is fixed. It actually had nothing to do with DCM at all... ended up finding out the hard way that the eventinfos.xml will not give an xml error, during start up, or launch, it'll just randomly crash if something is wrong. Strange, but now its all fixed.

I've been adjusting some more things, and since the released version is buggy, I'll probably do 1 more update without a map+scenario, then all the rest will have it. Still fixing up some other things, but I may release v0.40 here in less than a week.

Shiggs

Mr_Unknown
Mar 16, 2008, 11:41 AM
I'm looking forward to the completed version, I experienced one of the bugs where it crashes just as you go into the year 1863 it seems, just thought I'd point that out. Anyway aside from the bug, keep up the good work, I'll check back again soon. Thanks. :)

Shiggs713
Mar 19, 2008, 11:11 AM
thanks for your interest Mr_Unknown. :) I should have a new bug free version in a few days, with many more improvements. You can check out more detailed development in the thread in the main C&C forum, or just see my sig. I'll also be periodically updating the first post in this thread, when new versions are released, although there will be less updates as before, but they'll be beefier.

I originally only released the first beta just so someone could verify the gamefonts were working correctly on a machine other that mine. Now thats over, there will be less updates, but the updates will be significantly larger.

Shiggs

Shiggs713
Mar 22, 2008, 12:17 PM
Civil War v0.36 is here! there are many changes, check the first post or the download page for change log. I have already updated the reference, credits, and version info, but I still have about 15 minutes of uploading so just give me a little while to finish and update the link. :) Any feedback or suggestions are welcome.

Enjoy,

Shiggs

Mr_Unknown
Mar 22, 2008, 03:34 PM
Awesome, can't wait. I'll let you know what my experience is with it. Thanks Shiggs. :)

Shiggs713
Mar 22, 2008, 03:40 PM
the entire site crashed right as I was trying to upload, so if the file didn't come from filefactory it wasn't the correct one.... sorry technical difficulties.

Shiggs713
Mar 23, 2008, 01:23 PM
If anyone wants I could make a version that doesn't have the intro movie. That would save some of you a ton of DL time, as its about half of the total mb. Just say so and I will.

Since v0.36, I've already done a ton of stuff;

- specialist "priest" and "great prophet" are changed into "ideologiest" and "great ideologist".
- game options have been set to have everything at default, except stack attack is on. You can change the options to whatever you'd like, but you should have stack attack on if you have all the DCM effects on.
- removed "armor" and "helicopter" combat types.
- removed "ambush" promotion (+25% against armor)
- added "church" building. Requires "theology". Gives +1 happy. Gives +1 culture for all ideological buildings.
- added "shipyard", "foundry", "saloon", "wheel wright", "saw mill", "inn", and "manufactory".
- adjusted all the above buildings' bonuses and requirements.
- scaled all the new building models to look better.
- other various adjustments to buildings.
- more adjustments to ideologies and technologies.
- Removed Chichen Itza and Great Lighthouse. For some reason I thought they might be useful.
- added "Camp" unit for Sioux.

Had the weekend off, so just sitting here watching basketball, and modding. ;) This new stuff isn't on the released version yet.

JEELEN
Mar 23, 2008, 02:01 PM
Sounds like time well spent.:goodjob:

On the Intro movie: why not separate it from the mod DL?

Shiggs713
Mar 23, 2008, 02:13 PM
well the only problem with that is, I think it'll give some popup saying your videos aren't configured correctly if I don't edit the python a little. A little annoying but its not critical.

I could maybe include a video and a customevents.py that only adds that.... :high5:

JEELEN
Mar 23, 2008, 03:14 PM
Well, if that works. (I only thought: the intro movie won't be updated or something, will it? So, if you do any updates, they'll only be for the mod.);)

Shiggs713
Mar 23, 2008, 03:46 PM
Well since I decided it would be best to have 2 seperate downloads, yes it'll be mostly only updates for the mod. But, I do have some other movies saved on my pc that I was planning on using, plus I might change the ideological shrine movies someday also... instead of Judaism and Christianity. So the movie download might change, but not very frequently at all.

hopefully I can make some customeventmanager.py to only handle movies, that and the actual .biks will be in a seperate download than the rest of the mod, soon...

makke
Apr 03, 2008, 01:44 PM
It needs a scenario.. seriously. Other than that seems promising..

Kranden
Apr 03, 2008, 09:22 PM
The North won!

BigBaldDaddy
Apr 04, 2008, 09:33 PM
Hello,

I just downloaded this mod, but after installing it, the mod does not appear in the BtS list. All my other mods appear fine (FFH2, Rhye's etc.).

I have the Gold version so I put the mod under C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\, the default install for the Gold version.

Any ideas?

kbrennan7654
Apr 05, 2008, 09:32 AM
i have the same problem :cry:

Shiggs713
Apr 05, 2008, 03:05 PM
I'm not really sure how to fix this. I have all the versions purchased separately (i.e. vanilla, warlords, bts), if you put the whole mod in the bts/mods folder and it doesn't work, your pretty much on your own.

It works for me and about 1000 other people just fine the way I created it. Its probably a problem with your system or the way you installed it.

I'm not really offering any support, nor am I really working on this ambitiously, if I get some time I may look into it, but I can't promise anything.

BigBaldDaddy
Apr 05, 2008, 07:44 PM
Even though the mod won't load in the BtS list, it loads perfectly fine from a shortcut. Shoulda tried that first!

cfkane
Apr 05, 2008, 09:49 PM
question: when will the mod get a scenario with it? I was expecting a full map of America when I first downloaded this mod (which looks fantastic so far, BTW)

Shiggs713
Apr 06, 2008, 05:02 AM
well, I'm not working on it very hard at the moment. I'm just kinda waiting on kevinman for this map so i can begin to create a scenario, which understandably is the most requested part to be completed.

cfkane
Apr 06, 2008, 02:34 PM
Cool. I'm really looking forward to it.

wotan321
Apr 15, 2008, 05:20 PM
So how's this going? Any progress on the map?

Shiggs713
Apr 20, 2008, 05:26 PM
yea, there's been some progress, its just been slow. I coulda made some generic map out of the EUSA map, but decided to have kevinman create a custom one, that will be slightly larger and more appropriate. From what he says, there should be a new map within a week or two, when that happens, I'll start creating a scenario and another release should be out soon afterward, fixing that among other things.

Its going slower than it was at first though. I'm much busier than before, but it's still slowly progressing.

Webrider
Apr 25, 2008, 08:37 AM
I would like to try this mod but file factory sucks, Every time I try it there are no free slots to download. I have tried twice now for about 30 min each time. Use Filefront.com
I have never had an issue downloading anything from that site. I believe it is free to host your file. I'm not going to pay file factory to upgrade for one file.

Shiggs713
Apr 25, 2008, 04:15 PM
thanks for the feedback. I actually prefer using mediafire but they wont allow a 100MB+ file, at least last time I looked. It did say they were going to offer that soon though. I'm just using file factory in the mean time. The next update will seperate the download for the main mod, and any movies, so that the movies (and the python that plays them) will be optional, because its about 40% + of the file size, even with a compressed exe its a large file. Hopefully 2 seperate downloads will relieve some of the hassle of such a large file.

Honestly I haven't worked on it much lately, been very busy at work, but I still think about it daily and am anticipating kevinman's map so that a scenario can be created soon afterward.

Shiggs

Webrider
Apr 27, 2008, 11:38 AM
Tried several more times cant get a free slot off file factory. That was the last time I will try file factory.

Shiggs713
Apr 28, 2008, 05:10 AM
sorry for your inconvenience Webrider. In the future I will not use file factory, and perhaps will setup up an alternative mirror. Maybe check back in a few weeks for an update and a new file host.

Shiggs

floozy666
Apr 28, 2008, 09:29 AM
thank you for this mod it was very fun to play but i missed a scenario...
nice one...

ok now constructive critics:
Ergeben BtS 3.13. Englisch nur Textstütze.
is not german....
its supposed to be:
Gemacht für Bts 3.13. Texte nur auf englisch unterstützt...
but hey....
i just wanted to say it...

Webrider
May 02, 2008, 06:30 PM
Thanks for making the mod, I don't mean to be a pain, I have even broke my word and tried a few more times with no sucess. If I am having this problem perhaps more people are and that may be the reason this thread is so slow.

Soduka
May 02, 2008, 08:33 PM
Here's another link if anyone wants to play the mod.

http://files.filefront.com/American+Civil+War+Setupexe/;10123155;/fileinfo.html

Webrider
May 03, 2008, 08:16 AM
Worked first time I will give it a go thanks.

Caleb_kreegan
May 06, 2008, 10:05 AM
hi Shiggs713

just wanted to say u that El Hidalgo has made a scenario about the civil war and looks nice as ur mood :) it is on the scenarios folder...

maybe u 2 could combine ur effords :P

Shiggs713
May 07, 2008, 02:28 PM
yea, I saw it... I was going to check it out here soon. Matter of fact, work got rained out early so I might just do that today.

Perhaps do some work on the mod as well. Kevinman says the map should be done here very soon, perhaps as early as later today, so hopefully a scenario and new update in 1-2 weeks.

Shiggs

jefmart1
May 08, 2008, 10:49 AM
I'm waiting on the scenario...I think some things are better in context and not on a random map.

kevinman4404
May 13, 2008, 07:14 PM
Hi guys, I'm working steadily on the map and it should be done soon. (It's really nice :D)

But whoah, Shiggs, I thought I was working to meet the deadline you sent me in your pm; I will not have it ready for today. I will have all terrain types laid out, peaks, and most rivers (and obviously the shape's already been done). After that I am left with hills, trees, and whatever else I have time for if anything. Your it should be ready today statement kinda blew me away there... But if it helps ease the blow I'll put it on higher priority, seeing how much pressure you've been put under.

I will also be sure to give you the map's neccessary files, such as terrain textures, which originated distantly from Blue Marble's. I imagine it's not neccessary to credit both authours but you can if you want.

And while I'm here, can you post the civ list? It'd be cool to imagine what civs are gonna be on it as I make it.

I am also available to be a part of the team once your map is done; I'm not a skilled code technician but I can probably end up being very resourceful otherwise.

I'll do a big test once we're done the version with the map and leave you some feedback :)

PS if anyone is really bugging him to get this done because of the map, you can watch for any updates in my mod's map thread- my own map is temporarily on hold while I work on this as of today.

http://forums.civfanatics.com/showthread.php?t=233586&page=16

And if you wanna yell at someone just send it to my pm folder :P

Kevin

kevinman4404
May 13, 2008, 07:30 PM
It would seem it is due about 10 days from now. I will shoot for having it to you by then.

Kevin

Shiggs713
May 13, 2008, 08:02 PM
right on thanks kevinman. oh sorry I must have misunderstood your post in the accurate earth thread. I thought it said something about being ready soon.... a day had already passed when I saw it, so I figured it would be ready really soon.

I'm already using blue marble v3.0 terrain textures, if what your using is different than that, then I can make changes accordingly. Also just a reminder, but some resources like uranium, oil... ect. have been replaced by resources such as cotton and tobacco... I'm not sure if you were building the map from within the mod, but if not, and you don't already have resources placed, you can skip that... If you want a list of resources that are removed/replaced, its on the first post somewhere.

thanks again,

Shiggs

kevinman4404
May 13, 2008, 08:21 PM
Awesome, found the civs and resources removed/added

Out of curiousity, I'm guessing you removed aluminum/oil because the scenario doesn't extend far into modern times? (I'll be sure to leave out nat. gas).

What time frame are we looking at?

And again, resources will be added only if I am ahead of schedule; let's aim for next Friday. That should give you the weekend to fix up the scenario for release. Let's hope!

Finally, do you plan on having other natives represented (cuz during this time period before modernization all sorts of different groups were all over the place... I'm thinking especially of miskito natives and stuff like that... I wouldn't want Spain to find Mexico deserted....) Perhaps they could be something like barbarians? (just renamed natives and using the native art set)

Looking forward to playing your finished mod

Kevin

Shiggs713
May 14, 2008, 07:23 PM
For the 8 resources removed (Aluminum, Oil, Uranium, Ivory, Rice, Gems, Incense, Silk), the first three are because the mod will end before these were really utilized. The others simply because they generally don't appear in large numbers in North America.

For the 8 resources added (Olives, Cotton, Tobacco, Cannabis, Salt, Potatoes, Coffee, Barley), were all added just because they seem to fit the scenario better.

I'm thinking overall time frame is from, Week 2 Feb. 1861 - 1870ish, to allow for some what if?

On the natives... I was planning on only including the Sioux, but may add other natives if it it'll add to the overall gameplay and historical value. Some may be included as "minor" civs or perhaps barbarians though. Its not set in stone.

kevinman4404
May 14, 2008, 09:18 PM
OK. For the natives, you could probably get away with using barbarians and renaming them. Perhaps even use several differently-named barbarian groups.

As for the point raised in the map's thread, I think we should just go ahead and get this released, and I'll try out some code and see if that's possible. If I discover something I'll pm over the code.

Kevin

EDIT: (edited out)

A near future idea would be what I called wintermod. Basically the snow advances/recedes based on monthly sattelite images, from which I compile a list of plots that will be affected at whichever month. This does not require a working mod and therefore is a near possibility. It would certainly balance things a lot- obviously Ontario is not as fertile as the Mississippi, and a fraction of the year being under snow would balance some of that. Also this would be a good opportunity to test it out before it goes into my mod.

DoubleRD77
May 16, 2008, 12:02 PM
Please keep working on this and make sure you include the European nations so that we can entertain the "what if" they had entered the war questions and ATTACK! Please try to hurry and get the map and make sure the tech tree does not extend past the time period. Also I would recammened letting the time at least go to 1870, that way sufficient armies can be built and lots of fun in the game.

twansalem
May 16, 2008, 04:13 PM
Please keep working on this and make sure you include the European nations so that we can entertain the "what if" they had entered the war questions and ATTACK! Please try to hurry and get the map and make sure the tech tree does not extend past the time period. Also I would recammened letting the time at least go to 1870, that way sufficient armies can be built and lots of fun in the game.

I think including Europe would be a mistake, it's hard enough to have enough of the major locations on the map as it is, putting Europe in there would just be squeezing too much on the map.

DoubleRD77
May 16, 2008, 04:20 PM
It is critical to have Europe in there. The English came close to fighting on the side of the South. This would make for excellent game play to have the option of playing England, or trying to get it into the war. I think there should be a large map, and England should be in the game. As far as Spain or other countries, those are not so important. However, it is absolutely impretive that England be represented in the game. They must have nice red uniforms, along with shiny looking bayonets.

bazooka82
May 16, 2008, 05:44 PM
It is critical to have Europe in there. The English came close to fighting on the side of the South. This would make for excellent game play to have the option of playing England, or trying to get it into the war. I think there should be a large map, and England should be in the game. As far as Spain or other countries, those are not so important. However, it is absolutely impretive that England be represented in the game. They must have nice red uniforms, along with shiny looking bayonets.
Europe would be a PAIN. Canada would be good enough to represent Britain

DoubleRD77
May 16, 2008, 06:04 PM
We need Europe :( Europe is really important. It will make the difference between a scenarior that you play once for an hour and get bored and a scenarior that you play many times over and over. I really hope Shiggs does not let us down and not do Europe. I am sure he would not take the easy way out and not put Europe in, just because it is more challenging and would lead to a much better game :)

BigBaldDaddy
May 16, 2008, 07:13 PM
I vote EUROPE IS A PAIN.

Confederacy can try to get Canada on their side. That's enough. Maybe far in the future after the mod is released, then add Spain via Mexico.

Shiggs713
May 17, 2008, 09:32 AM
Just for a refresher, here's the nations that are presently included, its not completely set it stone, but you'd have to persuade me quite well to change it.

- United States - Abraham Lincoln
- Confederate States - Jefferson Davis
- Great Britain - Alexandrina Victoria (Queen Victoria)
- 2nd French Empire - Charles Louis-Napoléon Bonaparte (Napoléon III)
- Spanish Empire - Isabella II
- Great Sioux Nation - Red Cloud
- Republic of Mexico - Benito Juárez

the Sioux are nomadic. This means they control 0 cities at the beginning of the game, but they will begin with 2-3 "camp" units, which act almost exactly like the camp unit from the mongol scenario. I haven't worked out all the details of which units it should spawn... its set up, but it hasn't been balanced.

There may also be a couple "minor" civs set up to represent some of the other natives.

here's a rough overview of the map (its not 100% complete quite yet)

http://img175.imageshack.us/img175/5316/eusapreview2bh1.png

I'll use python events to keep Great Britain, France, and Spain competitive. Kinda like the revolutionary war mod for vanilla, giving Great Britain "reinforcements from the homelands" ect...

Also considering using parts of Dom Pedro's "Conqueror's Delight", especially the part about national recognition. So the confederacy would start out with no recognition as a nation, and could perhaps earn it.

Shiggs

jefmart1
May 17, 2008, 01:55 PM
For the 8 resources removed (Aluminum, Oil, Uranium, Ivory, Rice, Gems, Incense, Silk), the first three are because the mod will end before these were really utilized. The others simply because they generally don't appear in large numbers in North America.



Rice was a valuable crop in the Southern US: (from Wikipedia)

"In 1694, rice arrived in South Carolina, probably originating from Madagascar. The Spanish brought rice to South America at the beginning of the 17th century.

In the United States, colonial South Carolina and Georgia grew and amassed great wealth from the slave labour obtained from the Senegambia area of West Africa and from coastal Sierra Leone. At the port of Charleston, through which 40% of all American slave imports passed, slaves from this region of Africa brought the highest prices, in recognition of their prior knowledge of rice culture, which was put to use on the many rice plantations around Georgetown, Charleston, and Savannah. From the slaves, plantation owners learned how to dyke the marshes and periodically flood the fields. At first the rice was milled by hand with wooden paddles, then winnowed in sweetgrass baskets (the making of which was another skill brought by the slaves). The invention of the rice mill increased profitability of the crop, and the addition of water power for the mills in 1787 by millwright Jonathan Lucas was another step forward. Rice culture in the southeastern U.S. became less profitable with the loss of slave labour after the American Civil War, and it finally died out just after the turn of the 20th century. The predominant strain of rice in the Carolinas was from Africa and was known as "Carolina Gold." The cultivar has been preserved and there are current attempts to reintroduce it as a commercially grown crop.[36]


American long-grain riceIn the southern United States, rice has been grown in southern Arkansas, Louisana, and east Texas since the mid 1800s. Many Cajun farmers grew rice in wet marshes and low lying prairies. In recent years rice production has risen in North America, especially in the Mississippi River Delta areas in the states of Arkansas and Mississippi."

jefmart1
May 17, 2008, 03:04 PM
It is critical to have Europe in there. The English came close to fighting on the side of the South. This would make for excellent game play to have the option of playing England, or trying to get it into the war. I think there should be a large map, and England should be in the game. As far as Spain or other countries, those are not so important. However, it is absolutely impretive that England be represented in the game. They must have nice red uniforms, along with shiny looking bayonets.

You are referring to the Trent Affair: http://en.wikipedia.org/wiki/Trent_Affair

Not sure how close they really were, and what the result would have been. There was an excellent alternative history book (can't remember the name) that focused on this. Many historians feel that the South would have actually made peace or called a cease fire and joined in against the British had they invaded.

I say leave them out and make it about the US primarily. Have the Mormons, some Indian tribes, and Mexico because there was direct interaction there. But I think Europe would be unbalancing and very ahistorical.

DoubleRD77
May 17, 2008, 05:06 PM
England must be represented in the game. I will compromised that making the Europe map may be difficult, but it could be supplemented, as suggested by having England in control of Canada. England could then periodically recieve troops from the homeland as also suggested. Now, the idea of the South not being recognized as a nation right away is a really great one. Perhaps the more battles the south wins, are if they hit a certain % in conquered territory, England recognizes them and they can get them on their side. But to just not have the English in the game, would really limit the "what if's." Is that not one of the main reasons to play a scenario? To recreated history rather than just repeat it.

sangeli
May 17, 2008, 07:57 PM
Resolved, that England must be included in the game. However, do not include Europe in the map. One thing you could do instead is make Canada part of Britain, which it was, and instead of giving them reinforcements like in the revolutionary campaign, you could make production much easier for Canada. For example, riflemen could be one half or one third the cost so it is not necessary for Europe to be in the map

DoubleRD77
May 17, 2008, 08:01 PM
Another important aspect must be that England has a very powerful navy. One that can rival the North, because England had the most powerful navy in the world at that time. That could lead to interesting scenarios if England joined the war and started breaking the Northern blockade.

sangeli
May 17, 2008, 08:04 PM
The English navy shouldn't rival the north, it should be able to destroy the north in a second.

DoubleRD77
May 17, 2008, 08:15 PM
Yes, that is true. I agree then, the English navy should be all powerful, that would be most realistic. The only turning point would be the ironclads being built, that could slowly turn the tide down the war. But England's navy was far superior than anyone in the world.

Shiggs713
May 18, 2008, 09:51 AM
Thanks for your interest and discussions.... the map is coming along nicely (you can track the maps progress in kevinman's "accurate earth" thread)....

I'll probably spend most the day playing/modding civ4.

We still have a long way to go, for all the original plans, but should have a decent playable scenario early/mid June, then work will continue and a complete version will be done sometime afterward.

I was going to release some other rough version, but its just a waste, its still for novelty, so I'll just wait until something actually playable and fun is release-able.

Shiggs

DoubleRD77
May 18, 2008, 05:11 PM
Please Shiggs, please tell me you will have England in the mod though. Can you make sure they have nice bright red uniforms? This is the most important thing in the game. The English must be in the game with nice red uniforms, just like in the movies ^=======^ Everything else is secondary.

sangeli
May 18, 2008, 06:21 PM
What units are going to be in the game?

Shiggs713
May 19, 2008, 05:58 PM
DoubleRD77 - England will not be in the game.......however Great Britain will be ;)

sangeli - for units, its still a work-in-progress, but here's a rough list I can make off the top of my head and some notes........., and going back and reading previous post in the old thread, and some more research .........:mischief:

***Note that any units past Riflemen have been removed, in fact the entire modern age has been completely removed without a trace. All Unique Units, except for the ones pertaining to civs still in the mod have been removed. They will be modified/removed eventually. All older age units are still there, but just to give the tech tree some background, and for some natives, and barbarians.

***Note that lots of the new units will have flavor, for example, instead of having "Union Cavalry" and "Confederate Cavalry", there will only be "Cavalry", yet they will have correct uniforms for each nation. Both Union and Confederates will have many unique units though, most of which have not been completely decided.

Remember this is still a rough version, not everything has been worked out, and I'm up for suggestions.

----------------------------------------------------------

Special Units:

Lieutenant - similar to Great General, except can be built (won't spawn with XP), but only in a city with a military academy.

Camp - Just like the mongol camp unit (from the fireaxis scenario), except slightly modified. (so far only Sioux uses it; it replaces settler as free unit)

Balloon (http://en.wikipedia.org/wiki/Union_Army_Balloon_Corps) - A recon unit... similar to the airship, but without its attack capabilities.

Guerrilla - a spy-like unit, that can also attack and wreak havoc.

Bushwacker (http://en.wikipedia.org/wiki/Bushwacker) - Confederate UU, which replaces the Guerrilla.

Jayhawker - Union UU, which replaces the Guerrilla.

Field Surgeon - helps heal units nearby, requires hospital and undecided tech(s).

***All other stuff like workers, settlers ect. are still there. Although, both will cost more, and building settlers will be extremely limited if not disabled. Also the "Prophet" and "Great Prophet" have been changed to "Ideologist" and "Great Ideologist", respectively. All other citizens are the same.

-----------------------------------------------------------

Naval Units:

Monitor (http://en.wikipedia.org/wiki/USS_Monitor) - unique unit for the Union. Replaces ironclad.

3 (Flavored) Galleon's - 1 each for Spain, Great Britain, and France.

Hospital Ship (http://en.wikipedia.org/wiki/USS_Red_Rover) - a river steamboat converted for military/hospital use.

Early Submarine - similar to that of the Confederate, H. L. Hunley (http://en.wikipedia.org/wiki/H.L._Hunley).

Also stuff like privateers, frigates, ect. will still be there.

-----------------------------------------------------------

Infantry Units:

Zouaves (http://en.wikipedia.org/wiki/Zouave) - mainly for France, but it'll be possible for other countries to get them.

Brunswick Rifleman (http://en.wikipedia.org/wiki/Brunswick_rifle) - uses muzzle loading, percussion rifle. Imported from England.

Henry Rifleman (http://en.wikipedia.org/wiki/Henry_rifle) - uses lever-action, tubular magazine breech-loading rifle.

Fayetteville Rifleman (http://en.wikipedia.org/wiki/Fayetteville_rifle) - uses a 2 banded rifled musket of rifle length. Confederate Unique Unit. Replaces the "55' Springfield Rifleman".

Sharpshooter - uses a Sharps Rifle (http://en.wikipedia.org/wiki/Sharps_Rifle) (no joke :crazyeye:), what they call a falling block rifle, which could use a standard percussion cap, and had an advanced pellet prime feed, and breech loading mechanism, which made it one of the most lethal rifle's of its day, not to mention one of the easiest to operate on horseback. Used extensively by the U.S. Army Sharpshooters and Cavlarymen, and anyone who could get their hands on one.

Hall Rifleman (http://en.wikipedia.org/wiki/M1819_Hall_rifle) - uses a single-shot breech loading rifle, which used a falling breech and could use either a flint lock or percussion cap system.

Spencer Rifleman (http://en.wikipedia.org/wiki/Spencer_repeating_rifle) - uses a manually operated lever-action, repeating rifle fed from a tube magazine with cartridges.

55' Springfield Rifleman (http://en.wikipedia.org/wiki/Springfield_Model_1855) - uses a Rifle-Musket, with a unique tape primer, which would be done away with on the 1861 model.

61' Springfield Rifleman (http://en.wikipedia.org/wiki/Springfield_Model_1861) - a rifled musket, and the most widely used weapon by the Union in the civil war, favored for its range, accuracy, and reliability.

63' Springfield Rifleman (http://en.wikipedia.org/wiki/Springfield_Model_1863) - essentially the same as 1861 model, with some minor adjustments.

68' Springfield Rifleman (http://en.wikipedia.org/wiki/Springfield_Model_1868) - uses the trapdoor breechblock design developed by Erskine S. Allin.

Gatling Gun (http://en.wikipedia.org/wiki/Gatling_gun) - a gun with multiple firing pins and breeches connected to multiple rotating barrels.

Grenadier - same name (for now), but slightly different than old version, uses a Ketchum Grenade (http://en.wikipedia.org/wiki/Ketchum_Grenade)....

Enfield Rifleman - uses the 1853 Enfield Rifle (http://en.wikipedia.org/wiki/British_military_rifles#Early_Enfield_rifles), popular on both sides, imported from England.

and maybe just maybe the 73' Springfield Rifleman (http://en.wikipedia.org/wiki/Springfield_Model_1873) - the first standard-issued breech-loading rifle for the United States Army.

-----------------------------------------------------------

Mounted Units:

Dragoons (http://en.wikipedia.org/wiki/Dragoon#Westward_expansion_and_the_Indian_Wars) - the traditional name for a soldier trained to fight on foot but who transports himself on horseback.

Sharps Cavalry (http://en.wikipedia.org/wiki/Cavalry#19th_century) - uses a Sharps Carbine (see above, Sharps Rifle). Fights mounted instead of dismounting for combat.

Spencer Cavalry - uses a Spencer Carbine (see above, Spencer Rifle). Similar to Sharps Cavalry, slightly different values (undecided).

Mounted Infantry (http://en.wikipedia.org/wiki/Mounted_infantry) - soldiers who rode horses instead of marching, but actually fought on foot with rifles. Another improvement of the Dragoon, but more advanced, with better weaponry.

Partisan Ranger - similar to the guerrilla unit(s) except mounted (faster).

-----------------------------------------------------------

Supply Units:

Limber (http://en.wikipedia.org/wiki/Limber) - two wheeled horse carriage that carried a war chest, along
with a gun and sometimes a caisson.

Caisson - two wheeled horse carriage that carried ammunition and a spare wheel.

-----------------------------------------------------------

Field Artillery Units:

10lb Parrot Rifle (http://en.wikipedia.org/wiki/Parrott_rifle) - a type of muzzle loading rifled-bore artillery. Made of iron.

10lb Brooke Rifle - the Confederate version of the Parrot Rifle, essentially the same.

20lb Parrot Rifle (http://en.wikipedia.org/wiki/Field_artillery_in_the_American_Civil_War) - larger version.

20lb Brooke Rifle - larger version.

57' 12lb Napoleon - made of bronze.

12lb Howitzer - shorter barrel and higher trajectory cannon. made of bronze.

24lb Howitzer - larger version.

Ordinance Rifle - the most widely used rifled gun during the war, made of iron.

12lb Whitworth Rifle - rare during the war, but was a pre-cursor to modern artillery, as it was breech loading, and had the greatest distance of any gun used in the war, as well as exceptional accuracy.

-----------------------------------------------------------

Siege Artillery Units:

coming soon...

-----------------------------------------------------------

perhaps more adjustments/additions to come, I'm open for suggestions/comments...

Shiggs

DoubleRD77
May 19, 2008, 07:26 PM
Make sure to have a really LONG tech tree to make it fun. It can be a very detailed tech tree of the civil war era. Repeating rifles were made during the era, be sure to have a tech for that. They just were not used much because the army had already bought the crappy one shotters and did not want to fork out the money. Different types of artillery too, like bombardment artillery vs. field artillery. You could also have a tech that allows black union troops for the north. Emancipation could be a tech or something for union which maybe gives them a certain amount of free black divisions are something like that. That could be a really interesting advantage and part in the game. Most important of all though, the British must have really nice red uniforms. Please make that priority one for the game.

Shiggs713
May 19, 2008, 07:38 PM
right on, you obviously haven't checked out the mod much. There are over 50 new technologies, repeating rifle is one of them. So is Emancipation.

We haven't discussed Siege Artillery (thats the proper name) much. I want to include some of that also, but haven't worked out all the details.

I'll do my best to have all nations and units with proper uniforms.

Shiggs

sangeli
May 20, 2008, 06:47 PM
Wow shiggs, I love the unit list. I think it is great that you have chosen to be diverse in the line of infantry so that we have lots of options and techs. Also, the amount of field artillery is uplifting, at least for me. As for scenarios, I would like to see what you have done, or what you have in mind. If you are stuck on something or have to make a decision that you're not sure about, just ask the forum faithfuls and we'll help you out. Keep up the good workd :)

cripp7
May 21, 2008, 01:58 PM
How long before the next update?

Shiggs713
May 22, 2008, 03:21 PM
for the finished product, there will probably only be 1 really refined scenario. This is because I'll be using python to directly tie in with plots on the map, so using different maps/start dates is most likely out of the question. It'll start around Feb. 1861, many of the exact details haven't been worked out quite yet.

It'll probably be about 2-3 weeks for an update (I'm hoping for around mid-June), it will not be really refined yet, but work will continue until it is one of the grandest scenario/mods out there ;)

I wasn't really planning on it, but ended up getting tickets for the race this weekend (the Indy 500, for those who do not know, the biggest single day event in the world for 50+ years), so that will eat up a little time, I apologize... but its still being thought about, and worked on regularly.

Shiggs

Sonereal
May 22, 2008, 03:56 PM
I can't download it, something about too many free downloads (even though I never go to File Factory)

Shiggs713
May 23, 2008, 09:18 AM
try the mirror.... I won't be using file factory any more after the next update.

DoubleRD77
May 26, 2008, 08:51 PM
Shiggs, how is progress comming about? Have you designed the uniforms yet for the British? Are they very nice, bright and red? The muskets should be very shiny and the boots a nice black with a high gloss. Perhaps we can even have a stripe going through the pants that their infantry will wear. They could also have a flag bearer with the British colors mixed in with the infantry unit. This is the most important part of the game. Everything else is secondary.

Shiggs713
May 26, 2008, 09:19 PM
No, sorry to report that I haven't worked on this particular project much this week. However, I have been working furiously on a new mod/scenario; Civilization Universailis, a mod focusing on Europe in the high middle ages... its much simpler than this mod for now, Ive most just added a bunch of civs and planted it all out on a map.... but if your into historical scenarios, keep watching, cause thats what I'll be producing.

dont worry though, I'll get back to the Civil War mod soon :)

JEELEN
May 26, 2008, 11:37 PM
Civilization Universailis, a mod focusing on Europe in the high middle ages... its much simpler than this mod for now, Ive most just added a bunch of civs and planted it all out on a map.... but if your into historical scenarios, keep watching, cause thats what I'll be producing.

Cool, Shiggs! :thumbsup:

kevinman4404
May 27, 2008, 10:59 PM
Hey Shiggs... I'm sorry to admit I've been busy too... my workload right now (outside of civ4) is quite gigantic... I am booking work off the next two days just to get it done. I am really going to be in big trouble if I don't get it done; most work is done Friday, so I think you can expect the map Monday or Tuesday.

Over the weekend I did manage to get done all art and XML. I'm just going to have to focus this weekend and get North Mexico done, and finish assigning the different types of plains.

I do hope that once the map is delivered that we get the first update of the revolution out, as originally planned, midJune being ok. I think it has the potential to be a very good mod/scenario. I realize there's not much you can do without the map, but once you have it, it's always a good idea to finish one thing before you work on another, rather than work on a lot of stuff like I've been trying to do with schoolwork.

The other concern is that the mod is almost exactly 100MB (just over). Most of this is generated by the HUGE amount of artwork that went into my mod. While I don't think this large size should cause much of a problem, this may or may not make you want to rethink how I upload it for you to have. (It isn't an interfering kind of bulk; I do rely on all this artwork, mostly my own, to make the map look really nice)

I would suggest an MSN sharing folder or the like to get it to you. Do you know how long it takes to upload a large file onto an uploads website like mediafire? And does this cost any money whatsoever (please stick to free sharing)?

I look forward to getting this to you, and later developping a dynamic, fully functional winter. That alone should make this a very desirable mod.

Kevin

Shiggs713
May 27, 2008, 11:11 PM
cool, that sounds good. I'm not sure if media fire will allow over 100mb yet (for free). I think filefront will though. The overall size for me is not a big deal. I have cable, and I'll continue to package the mod in a compressed, self-extracting exe, so that helps out people, they just have to click "next" a few times and start mod.

Though I don't want it to get ridiculous, the download is already at 132.2mb, and it actually requires 200 something mb of hard drive space. I may trim some things to keep it from being too large.

akafish77
May 29, 2008, 02:52 AM
You could also have a tech that allows black union troops for the north. Emancipation could be a tech or something for union which maybe gives them a certain amount of free black divisions are something like that. That could be a really interesting advantage and part in the game.

Just so you know, there actually were black soldiers in the Confederacy. Sure there were not a whole lot, but they were there. Oh, and sad to say it, but most of the black men in both armies were used as laborers only.

Shiggs713
May 29, 2008, 03:44 PM
akafish77 - first off, welcome to cfc! :) Yea, there are lots of little intricate details about the war, that may or may not get attention... its not a matter of trying to skew things certain ways or what not, its just that this is already a ton of work, every little thing that gets added just increases the huge pile of to-do's. Some smaller details may be added, but only things that actually add to game play, and are not too much of a strain to do.

I'm still mostly focusing on core stuff, the majority of the "icing" will not be here for awhile. (not planned for next release)

there is a "slave worker" unit, I forgot to mention, that replaces worker if your state ideology is "slavery". Some easy to make units like perhaps black soldier units, may be added, but probably not until some of the final stages.

Shiggs

JEELEN
May 29, 2008, 03:51 PM
Just so you know, there actually were black soldiers in the Confederacy. Sure there were not a whole lot, but they were there. Oh, and sad to say it, but most of the black men in both armies were used as laborers only.

Even in WW II black soldiers were treated differently - unlike the colonial troops in British or French service.:(

akafish77
May 29, 2008, 08:27 PM
Thanks for the welcome. Sorry to confuse things, if you will. I am just a bit of a history purist. I realize that it would be impossible to implement all of huge number of aspects of the civil war, or any part of history for that matter.

Oh, and the mod looks awesome so far. Keep it up;)

akafish77
May 29, 2008, 08:37 PM
Thanks for the welcome. Sorry to confuse things, if you will. I am just a bit of a history purist. I realize that it would be impossible to implement all of huge number of aspects of the civil war, or any part of history for that matter.

Oh, and the mod looks awesome so far. Keep it up;)

DoubleRD77
May 30, 2008, 07:10 AM
The North should be stronger than the South if the game is going to be realistic.

Shiggs713
May 30, 2008, 03:42 PM
oh it will be... I just ask you all to please be patient.... the mod still has quite a bit of work until it is what I envision. Also since CivRev looks like a complete bust, it looks like we have awhile till the real civ5 comes out...

don't worry DoubleRD77, I've spent well over 100 hours researching the civil war, on top of my collection of knowledge from god knows how many years of school, and my personal quest for knowledge. :) If you know nothing of the civil war, you'll probably think I know everything, and even if you know a lot about it, you'll be hard pressed to find major mistakes in my research.

Shiggs

DoubleRD77
May 30, 2008, 04:01 PM
Shiggs, will you at least promise us that when it is done that the British will have bright red uniforms, shiny muskets, nice black boots, and pants with a stripe down the center? That is really my formost concern more than anything else. Also would it be O.K. if we fund you and send you money via paypal?

kevinman4404
Jun 05, 2008, 12:07 PM
Sorry about the wait Shiggs... This weekend all art will be finished up. The map is done, if not absolutely absolutely perfect.

I will have to revise my estimate. By deleting some stuff I really didn't need in there, i got around 70MB. Then I noticed that some stuff (like my HUGE resources folder) has all the resources that are already in the game. These will replace whatever's already in your resources folder, and not counting this overlap, I expect something in the 40MBs.

If you are going to downsize, which I'd advise against, I ask that you try and avoid it, and if you absolutely have to/want to, please try to only make one set of changes- any change in resources would mean I have to come up with a new gamefont. I just don't want to have to change that more than once, so be sure if you want to change resources etc., to combine all changes in one.

I look forward to getting it to you in a couple days

EDIT: and the maple syrup resource is now working dependably

Shiggs713
Jun 05, 2008, 05:27 PM
oh don't worry about the gamefonts, I can work them pretty well now. Usually taking minutes instead of hours to make adjustments/additions.

thanks,

Shiggs

kevinman4404
Jun 05, 2008, 07:54 PM
Alright well that's not really gonna affect anything cuz i wasnt gonna do it before i gave you the map anyways :P

You would probably have to rebalance some of the resources if you deleted em tho, just be careful and try to delete the least relevant. They all played a role to some degree.

I would advise the keeping of rice, dye (indigo), among quite a few of the new ones which are featured. They are placed based on modern resource data and historical atlases from the time period. I'll let you know my thoughts in particular on this when I upload it.

I would actually strongly advise against much of that sort of deletion, as generally resources are only 300kb, and together they are quite vital for the balancing and uses of particular regions. Total mod size is about 60MB of disk space.

Lastly, I should probably tell you that the map should be placed in BTS public maps (the mod can open public maps), it may work elsewhere, but when I was having problems with my large maps a while back this is where I had put it when it started working. As with the extension- I currently use the vanilla extension, and this shouldn't impede in any way, though it may work with a different extension.

Kevin

Eclipse4449
Jun 19, 2008, 08:44 PM
Just found this mod, thanks for creating this! From what I have read here it sounds very good.
I just finished patching (scary) to v3.17 I hope this will be compatible. I have subscribed to your thread for updates and conversations
Thanks again
Ray

ps; I read that you devoted many hours of research to this so I know you'll get this, Is it possible to play as a single general of the Confederate Army while another e-mail player plays another on the same side? an example 3 prayers Union, 3 prayers Confederate and these Great Generals fighting the Battles they originally fought whether they fought side by side or across the Mississippi?

DoubleRD77
Jun 22, 2008, 02:14 PM
When is this mod going to come out? By the time it comes out, the 2nd American civil war and the scenario will be over :(

Shiggs713
Jun 22, 2008, 10:06 PM
thanks for the kind works Eclipse, I'm not sure if the mod is compatible with 3.17 or not, I doubt it though, since it has a modified dll. The only way to make it play as you described like a 3 vs 3 would be to split the 2 nations into regions and have them in permanent alliances. Wouldn't be too difficult I guess, but would require a different approach.

DoubleRD, its taking awhile, some things with the patch, and it seem kevinman has disappeared with no map for me. There's other maps, but I'll have to modify them extensively to get to what I really wanted.

Who knows though, I may get motivated someday soon, though real life is keeping me quite busy right now.

DoubleRD77
Jun 22, 2008, 10:09 PM
We are much more important than real life. Your priority should be our happiness and the greated good of the scenario for all. Everything else in your life should be secondary to this great project. This is something that is of monumental importantness.

Jabie
Jun 29, 2008, 11:46 AM
Downloaded the mod. It's looks like you've put a lot of effort in and hopefully that's going to pay off. Two points:

1. Map and timeframe - I don't think I want to play this scenario without one.

2. The name of the folder is "Civil War". That's a little Americocentric isn't it? You might want to change the folder to American Civil War to distinguish it from the Spanish Civil War or the English Civil War, amongst many others.

Wasp20126
Jul 16, 2008, 09:43 PM
I am really looking forward to playing the compleated version. As for the units, I am impressed by the amount of reaserch that has been done. I may suggest, if I may, that it was in many cases not the equipment that the troops had but their resolve that made them effective on the battlefeild. So perhaps some units that made themselves famous by their fighting resolve and stamina, such as the Irish Brigade, or the 1st US Dragoons, and various other units that made their imprint on the nation.

bazooka82
Jul 17, 2008, 12:26 PM
Great Regiments? Every unit that is made has a chance to have a great regiment bonus of exp.

Formulapower
Jul 17, 2008, 04:07 PM
I have not played this mod since it is not compatable with 3.17 but I have a suggestion....

I think there should be a "Sherman Spawning Event" That spawns the William Sherman army near Atlanta appox. the same time it happened in history. Since many contribute Shermans march as the final dagger that sealed the victory for the North I think it should be applied to this mod....also it would be really fun to play as the south and have to face an event like that...Anyways it's just an idea and if by chance it is already applied to this mod you have my apoligies

nate895
Jul 18, 2008, 08:18 PM
Is this still on? I am really looking forward to this mod. It's the one war that hasn't gotten its due from Civ (and, possibly, WWI).

Shiggs713
Jul 20, 2008, 05:07 PM
DoubleRD77 - if only it were that way, I wish. Unfortunately for all of you, real life is more important, and mine has been quite busy of late. Obviously the timeline is way off for its release but I still hope to finish it sometime in the future.

Jabie - your correct on both points. Though of course its Americocentric, i live in the heartland of America, not to mention its easily arguable it was the most important civil war ever.

Wasp20126 - welcome to the forums! Thanks for your support and suggestions.

bazooka82 - sounds good, I'll look into it.

Formulapower - i hope to have many events happen in a similar manner as per your suggestions :)

nate895 - welcome to the forums! As I was telling DoubleRD77, I still hope to finish it someday, but between the difficulties of converting to 3.17, and real life being quite busy its obviously gotten way behind schedule. No time line for now, but I'm not abandoning it. If people with modding skills would like to join the team, please IM me.

Shiggs

nate895
Jul 22, 2008, 02:09 PM
I tried modding once for an American Civil War mod. It went horribly. If there is a good tutorial that anyone knows of, I'd love to try to mod again since I have a lot of time to spare being on summer vacation.

Shiggs713
Jul 22, 2008, 02:19 PM
this should be all you need http://forums.civfanatics.com/showthread.php?t=236836

nate895
Jul 22, 2008, 03:17 PM
this should be all you need http://forums.civfanatics.com/showthread.php?t=236836

Thanks for the info.

Wasp20126
Jul 27, 2008, 02:33 AM
Thank you for the warm welcome, The reason why I added what I did is that I am a Civil War reenactor for the Northwest Civil War Council in Oregon. I am majoring in history, especially of the civil war. I am here to be consultant. I am overjoyed to hear that there is a mod to portray the civil war, it is something that I want to succede and I also want it to be good. I am more than willing to help to reach that goal.

cripp7
Jul 27, 2008, 11:00 AM
I haven't been on here in a while, but have you released an update since .36 Shiggs?
Cripp

Shiggs713
Jul 27, 2008, 05:08 PM
no problem nate895 :)

Wasp20126 - nice to hear. Though I've done lots of research, I could always have a need for consultants and various help :)

cripp7 - no, sorry. I did have more work done, and somehow it got lost, even though I do redundantly make copies of this, one time I accidentally uninstalled the most recent version, losing many hours worth of work. Between that, and the 3.17 patch, I'm sorely behind schedule.

Also I've been working on a few other projects...

-Real Epic for BTS - recently released. see sig
- Civilization Universailis - a mod/scenario featuring Europe in the late 15th century, just after the fall of Constantinople, the 100 years war, ect... If I remember correctly it begins in 1474. Its nearly done, but will still require weeks of balance testing.
- And a nice Europe map I'm about to release, made specifically for DCM.

SimonB1er
Aug 26, 2008, 05:44 PM
no problem nate895 :)

Wasp20126 - nice to hear. Though I've done lots of research, I could always have a need for consultants and various help :)

cripp7 - no, sorry. I did have more work done, and somehow it got lost, even though I do redundantly make copies of this, one time I accidentally uninstalled the most recent version, losing many hours worth of work. Between that, and the 3.17 patch, I'm sorely behind schedule.

Also I've been working on a few other projects...

-Real Epic for BTS - recently released. see sig
- Civilization Universailis - a mod/scenario featuring Europe in the late 15th century, just after the fall of Constantinople, the 100 years war, ect... If I remember correctly it begins in 1474. Its nearly done, but will still require weeks of balance testing.
- And a nice Europe map I'm about to release, made specifically for DCM.


So, how it's coming along?:goodjob:

Formulapower
Sep 14, 2008, 08:19 PM
just wondering if you are looking for any help....I am good with XML files but let me know if your looking for any help...I would like to se this mod come to be...so just let me know

DoubleRD77
Oct 26, 2008, 09:14 AM
Guess this mod is not going to happen. I have not heard anything on it in months :(

Shiggs713
Oct 30, 2008, 07:03 AM
No it probably won't.... at least not for Civ4 BTS.... I apparently started this project at a very bad time... right before fireaxis decided to release a full barrage of patches. I've probably done enough actual work to have released a fully developed mod, but about half my work was converting to BTS and fixing other various problems associated with about 4 patches since I began working on this.

If you want the source, it should be still downloadable. I highly doubt I'll ever finish this for Civ4 BTS, but if and when civ5 comes out, i'll likely continue work for a civ5 mod.

DoubleRD77
Oct 30, 2008, 04:34 PM
Terribly sad news :(

Eclipse4449
Nov 01, 2008, 09:05 PM
Hello
From the little I've read here I'm glad you created this
so please tell me if it is playable even if it is pre-3.13v
I have a way to run a batch file that can run at civ4 at any version i want
it just that I have multiple copies

DoubleRD77
Nov 01, 2008, 09:11 PM
Eclipse I have a question. If they decided to make a civilization 5 would this make you angry? Also, what are the odds you would purchase this game?

Eclipse4449
Nov 02, 2008, 12:44 AM
Eclipse I have a question. If they decided to make a civilization 5 would this make you angry? Also, what are the odds you would purchase this game?

It wouldn't make me angry and if they added a much better version of the world builder(wizzards for creatting scenarios, scripts and drag and drop models and skins) I be very happy. So yes I would buy it and play it, You see I still play C3C, Civ4 Vanila and Warlords besides so surely I have time for Civilization IV Colonization and even 5.
If this is lot the answer you were looking for, I would be mad if players dropped these other versions and the support for them went away

cripp7
Nov 02, 2008, 04:20 PM
No it probably won't.... at least not for Civ4 BTS.... I apparently started this project at a very bad time... right before fireaxis decided to release a full barrage of patches. I've probably done enough actual work to have released a fully developed mod, but about half my work was converting to BTS and fixing other various problems associated with about 4 patches since I began working on this.

If you want the source, it should be still downloadable. I highly doubt I'll ever finish this for Civ4 BTS, but if and when civ5 comes out, i'll likely continue work for a civ5 mod.

that's too bad, this really looked like it was going to be a great mod. you had put a lot of 'realism' in it with the units/buildings/etc... i hope someone will pick it up.

Shiggs713
Nov 04, 2008, 04:46 PM
I really would like to. And I probably would have continued work a long time ago, but it just seems like the support and players have all gone away... Really this entire site gets about 1/3 of the traffic it did when I joined... (i know it says i joined in march 07, but I've really been around this site since about 05')... it just seems like i'd be putting hundreds and thousands of man hours into something that maybe only a few hundred people would enjoy.

it is really sad... I've just lost any ambition to finish this, because I feel like as soon as I poured another few hundred hours into it, fireaxis would release another mod or civ5, making it nearly obsolete... which is pretty much what has happened a few times already.

Only thing I can promise is when/if civ5 comes out, i'll be working on this again... I already have learned enough about the civil war from doing this, I could probably write a book... so those kind of things will go much easier the 2nd time around.

jefmart1
Nov 06, 2008, 11:53 AM
NOOOOOOOOO!!!! Don't stop now....I was really looking forward to this mod!

What kind of help do you need to continue? I can help with XML (no programming though :-()

Eclipse4449
Nov 14, 2008, 09:49 PM
So will this play on a certain version?

DoubleRD77
Nov 15, 2008, 07:02 AM
Thats not fair to us Shiggs. You promised us a civil war mod. Yes, it will take you a long time to finish, but in the end it will be worth it. A lot of people will download the mod because people will talk about it. There is not ONE civil war mod I have ever found. This game is not dead, it will last many years to come. Please finish the project.

ZooMan2
Nov 15, 2008, 03:28 PM
No it probably won't.... at least not for Civ4 BTS.... I apparently started this project at a very bad time... right before fireaxis decided to release a full barrage of patches. I've probably done enough actual work to have released a fully developed mod, but about half my work was converting to BTS and fixing other various problems associated with about 4 patches since I began working on this.

If you want the source, it should be still downloadable. I highly doubt I'll ever finish this for Civ4 BTS, but if and when civ5 comes out, i'll likely continue work for a civ5 mod.

Sorry to hear Shiggs - I've recently gotten very interested in the "War between the States" and have not found any mods until I found this link. I'd love to take a look at what you've done so far to see what it will take to complete.

Please send me a link to the source. I never seem to be able to find anything when I go looking for it in downloads.

Thanks

DoubleRD77
Nov 15, 2008, 04:59 PM
yes, please finish the mod

psychok9
Nov 16, 2008, 07:34 PM
Shiggs713, a Civil War mod it's very appreciated ;)

DoubleRD77
Nov 17, 2008, 10:58 AM
Yes, please make it NOW NOW NOW

Shiggs713
Dec 02, 2008, 10:11 PM
Zooman2 - its in my signature. once again sorry folks, maybe someone else will pick it up and dust it off. Whats finished is done correctly, but obviously its just not finished. Really most of the grunt work is done... but it still needs countless hours for art, scenario creation, and balancing it all out.

thanks for your interest and support

Shiggs

DoubleRD77
Dec 02, 2008, 10:41 PM
Sounds like you have your work cut out for you. Better get started so you can get it done soon. Look forward to playing the civil war mod you are going to finish :)