View Full Version : [CIV] Portugal (Version 1.00)
jaldaen Oct 26, 2008, 10:09 AM Hello all you Civilization IV: Colonization fans!
This mod adds the Portugal Civilization into the game along with two new leaders: Mem de Sa and Dom Pedro II. This is meant for play with vanilla Colonization, but it should not be too difficult to add to other mods (I put all the changed text at the top of the XML files for easy access).
GOALS:
1) This Portugal mod is meant to work with vanilla Col2 with the minimum of changes.
2) Although Portugual's history lends itself to conquest and trade, the Spanish and Dutch already have those niches in this game. So the Portuguese trait needed to be something that would lend itself to a unique playing style. I choose exploration because it is one of the FF categories and I think each of the other civs lends itself to the other categories (Dutch: Trade; French Religion; English: Political; and Spanish: Military).
SUMMARY:
The Portuguese Trait:
Mariners
Free Promotions: Navigation I & II.
I choose this trait because I wanted Portugal to be focused on naval exploration and trading.
Starting Units:
Free Colonist Pioneer & Seasoned Scout Soldier.
I changed the starting unit to include a Seasoned Scout because it gives the Portuguese a slight advantage in early exploration.
Leaders:
Mem de Sa's Trait is Militaristic (Free Promotion: Grenadier; I might change this to a unique trait, but this does fit his backgrounds as a pacifier of the enemies surrounding the Brazilian colony).
Dom Pedro II's Trait is Educator (+100% education; He was renowned for his interest in education and although it has no early game benefit it does make training a lot faster once you get to the mid- to late game)
Most of the names for settlements are Brazilian, but I do have non-Brazilian cities included at the end of the city list. If people prefer that they be among the first cities, then let me know and I'll move them up.
FEEDBACK
I am always looking for feedback. This is my first mod and so I'm sure there can be improment be it in the form of tweaking the traits of the Civ and leaders. So if you have any questions, comments, or suggestions, then please let me know in this thread (http://forums.civfanatics.com/showthread.php?t=296830) and I'll address them ASAP. Thanks ;)
INSTALLATION:
1) Download the latest version of "Portugal" mod here (http://forums.civfanatics.com/downloads.php?do=file&id=11028).
2) Unrar/unzip the mod folder "Portugal" in the mod folder:
C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization IV Colonization\Mods
3) Start Colonization.
4) Press the Advanced button and then the Load a Mod button. Select the Portugal mod from the list and then press the Load button. The game will now load the Portugal mod and you’ll be able to explore the new world with Mem da Sa and/or Dom Pedro II at your convenience.
CREDITS:
Design:
Jaldaen
Leaderhead Credits:
Amra's Franz Josef
Ekmek's Dom Pedro II
Fonts and Flags Credits:
johny smith
Additional Credits:
Dale (for letting me use his AoDII files as the basis for my Portugal files)
jaldaen Oct 27, 2008, 05:31 PM Version 1.01 Proposed Changes:
I'm still working on this mod and I am considering a change to the Portuguese trait and starting unit.
I'm thinking of dropping the +25% from first contact and instead giving the Portuguese a Seasoned Scout Soldier. This will solve a couple problems:
1) The +25% gold at first contact was a nice trait, but it's benefit varied a lot from map to map and especially from small maps to large ones. I think it would be fine if I could scale it with map size, but I have no idea how to do that so I think I'd prefer to drop it entirely.
2) Although it is not uncommon for a seasoned scout to be among the first few immigrants on your docks this allow the Portuguese to have one ready to go with the purchase of horses. This is especially useful when a seasoned scout does not show up right away at your dock (which has happened to me a few times).
3) And most importantly, it fits with the theme of exploration that I wanted the Portuguese to have.
If you have any comments, questions, or suggestions based off of these thoughts, then please feel free to post them here.
johny smith Oct 27, 2008, 07:12 PM You might want to look at this. I made here.
http://forums.civfanatics.com/showpost.php?p=7295926&postcount=122
I know the leaderheads are different, but you are missing the font files in Assets/res/fonts. They are needed for the symbol that shows over the Native Village when you build a mission. I think Dale has it included now in his mod if you want to look at it there as well.
It is nice to have some different traits for the leaders.:)
Dale Oct 27, 2008, 07:57 PM Yeah those are now included. :)
jaldaen Oct 27, 2008, 09:21 PM I know the leaderheads are different, but you are missing the font files in Assets/res/fonts. They are needed for the symbol that shows over the Native Village when you build a mission. I think Dale has it included now in his mod if you want to look at it there as well.
Thanks for the heads up... I copied over the Res font files... and changed the artdefines file to font button 7. Is there anything else I need to change?
It is nice to have some different traits for the leaders.:)
Thanks... as I said above there'll be a couple changes in the next version including the res font files ;)
johny smith Oct 28, 2008, 11:58 AM Nothing else that you need to change.
But I would recommend some new button is all without the Civilization 4 border around them for all of the things being added. I can help if you need it.
jaldaen Oct 28, 2008, 12:24 PM But I would recommend some new button is all without the Civilization 4 border around them for all of the things being added. I can help if you need it.
Any help you would like to offer I would like to accept ;)
Btw... I'll be adding you to the credits for the fonts. Thanks! ;)
P.S.: Mem de Sa's button has brown hair, but the leaderhead has white... would you be able to fix that or tell me how to fix that?
victei Oct 28, 2008, 02:15 PM I think this is you want...;)
jaldaen Oct 28, 2008, 03:00 PM I think this is you want...;)
Thanks a bunch! ;)
jaldaen Oct 28, 2008, 09:01 PM Someone mentioned in another thread that they'd like to see a more historically accurate flag and color for the Portuguese.
Since both blue and white are already taken I was thinking Red (Dark Red is too dark) might work since the Portugeuse flag of the colonial times had red in it. The question is what to put at its center. Should it have a single blue shield with white dots?
http://upload.wikimedia.org/wikipedia/commons/2/20/PortugueseFlag1495_(alternative).png
Anyway I'm not an art guy, but if someone wants to put this together for me, then let me know and I'll put it into the next version of the mod that'll come out this weekend.
Thanks ;)
johny smith Oct 29, 2008, 05:07 AM I will look into when I get the chance about buttons. The only thing I believe that is important in my opinion about the buttons is to having them match colonization versus civilization style.
If you look at the ones I made for the Age of Discovery II the idea was to have them match with the rest of the buttons from the game. Or at least attempt to make them look not as they are custom made, and more or less look like the rest of the game.
And with the symbol of Portugal same case to me just making it fit in is one, but being more accurate is always better. If you change the color scheme of the button for the civilization though I think you need to change the colors in font files to match.
Look at the leader buttons I did in game if you get a chance please. I also left a photoshop file in the attachment that I pointed to if anyone wants or can work with it. I will look more into this later just busy at the moment is all.
jaldaen Oct 29, 2008, 11:35 AM I will look into when I get the chance about buttons. The only thing I believe that is important in my opinion about the buttons is to having them match colonization versus civilization style.
Thanks ;)
If you look at the ones I made for the Age of Discovery II the idea was to have them match with the rest of the buttons from the game. Or at least attempt to make them look not as they are custom made, and more or less look like the rest of the game.
Actually I noticed something while messing around with the colors:
In the ArtDefines file for both Dale and my mods says for Portugal_Europe:
<CivilizationArtInfo>
<Type>ART_DEF_CIVILIZATION_PORTUGAL_EUROPE</Type>
<Button>,Art/Interface/Buttons/Civilizations/Colonization_Civilizations_Leaders.dds,7,11</Button>
etc...
This gives the Spanish King's crowned and colored flag (yellow), not a Portuguese colored one, which should be purple in the case of Dale's AoEII and I don't know what color for mine... maybe green or I could go with purple too ;)
And with the symbol of Portugal same case to me just making it fit in is one, but being more accurate is always better. If you change the color scheme of the button for the civilization though I think you need to change the colors in font files to match.
I changed the Portuguese color to White and with your decal it shows up as a white flag with more red shields inside, which is not bad for now, but definately something to fix later. What I'd really want is to have is a white flag with five dotted blue shields in the form of a cross at the center of the flag... that would be perfect ;)
Look at the leader buttons I did in game if you get a chance please. I also left a photoshop file in the attachment that I pointed to if anyone wants or can work with it. I will look more into this later just busy at the moment is all.
I really need to get myself photoshop ;)
jaldaen Oct 29, 2008, 11:44 AM Unfortunately, changing the English to another color (like Red) than white makes their flag come out wrong... I'll have to figure out how to fix that problem. Can you make the decal the white corners of the flag and do it that way? So the underlying color is red and that forms the cross.
jaldaen Oct 29, 2008, 09:54 PM Just to be more specific about the Spanish flag bug...
I'm not talking about the unit flags, they are fine. I'm talking about the color of the portuguese king's flag button when you speak to him in the diplomatic screen. Mine is the Spanish king's yellow. It is in the upper left-hand corner and I think its that color because of the code I just posted is the same for the Spanish King.
johny smith Oct 30, 2008, 07:07 AM Ya I see what you are saying. I did not fix that as well. I am going to look over this now and let you know what I can do.
johny smith Oct 30, 2008, 08:19 AM http://forums.civfanatics.com/attachment.php?attachmentid=192925&stc=1&d=1225372668
http://forums.civfanatics.com/attachment.php?attachmentid=192926&stc=1&d=1225372668
How about these 2 for Portugal?
jaldaen Oct 30, 2008, 09:54 AM How about these 2 for Portugal?
The portugal colony one works and looks awesome!
Unfortunately, the portugal king one needs to be purple because I tried making the king white too, but it makes him orange instead. The other option would be to create a white_king color like England has, but I think purple is fine for now.
Btw... could you make the blue shields a flagDECAL? That would make the portuguese flag perfect ;)
PS: Thanks a bunch! Your help is greatly appreciated ;)
jaldaen Oct 30, 2008, 10:13 AM Okay I fixed the England issue by returning them to WHITE and adding in a WHITE_AND_BLUE playercolor. I have also Fixed the King's color by adding in WHITE_KING... So the only thing needed now is the portugal colony decal! ;)
johny smith Oct 30, 2008, 10:15 AM I am working on something now with the player colors making one for each civ now. And have make a decal already will send up in a little bit.
jaldaen Oct 30, 2008, 10:18 AM I am working on something now with the player colors making one for each civ now. And have make a decal already will send up in a little bit.
Jonny I just fixed the player colors as mentioned above... and they work perfectly... I realized I could just add new playercolors in ;)
Hmmm... flagdecal... That is the final piece of the puzzle and then Portugal shall live!
johny smith Oct 30, 2008, 10:33 AM This should be everything. I just left the leaderheard folder and the sound folder out. Let me you what you think please.:)
England has dark red text now. Portugal has white text now. And the decals work now.
Just change whatever you think is better for them. Oh I have the new leaderhead buttons as well in there.
Forgot to mention I also updated the font files. Now a outer white cross with a blue center.
johny smith Oct 30, 2008, 11:00 AM Sorry realized I add some unit buttons from dale's mod in their.
johny smith Oct 30, 2008, 11:46 AM wrong file
johny smith Oct 30, 2008, 11:50 AM Try this one please
johny smith Oct 30, 2008, 11:53 AM Finally sorry got them mixed up.
This has the Portugal colony as blue border, and white text. England has red text. The flag is then inverted in the art defines. So it is a white flag with blue symbols.
The Portugal Europe has a light blue border, and gray text.
I have the wrong name for the dompedroII button is the only thing.
jaldaen Oct 30, 2008, 01:25 PM Finally sorry got them mixed up.
That's okay... ;)
This has the Portugal colony as blue border, and white text. England has red text. The flag is then inverted in the art defines. So it is a white flag with blue symbols.
Really nice work... much better than my work around... I think the only thing that is a bit wonky is that the Portugal unit flag has a strange visual effect that I did not expect because of the "white dots" in the shields. Perhaps the flagdecal needs to be just one blue shield with white dots because otherwise the unit flag looks strange.
The Portugal Europe has a light blue border, and gray text.
Btw... I like the light blue background for the king's unit flag, but the button on the diplomatic screen is white.
I have the wrong name for the dompedroII button is the only thing.
I've fixed that... thanks ;)
johny smith Oct 30, 2008, 01:49 PM I think it looks ok how it is though. I mean with the flag if I made one big one I think that would make it less unique. Unless I am missing something majorly wrong with it that I did not see. All I saw was the waving looks maybe a little odd, but I think it still looks ok for a flag.
If it was bigger and one maybe should not have the shield at all in it, and just the dots. Then would just use a blue flag with a white color for the dots.
And the king I thought to leave the button left white. Because if using blue I would wonder if about maybe confusion with France. I really wanted to fix the problem we should make unique buttons for each king perhaps.
So anyway I think this is best combination at the moment anyway.
Are you thinking about making anymore civs?
Oh and another idea. The English colony colors could be swapped and the colors inverted on the flag. So that the flag stays the same an the colonies have red culture border. Might remove confusion with the white button. Portugal could even have white culture borders then as well. What do you think?
Dale Oct 30, 2008, 02:18 PM Hope you don't mind, I've used the Port King civ button for AoD2. :)
jaldaen Oct 30, 2008, 04:38 PM I think it looks ok how it is though. I mean with the flag if I made one big one I think that would make it less unique. Unless I am missing something majorly wrong with it that I did not see. All I saw was the waving looks maybe a little odd, but I think it still looks ok for a flag.
Actually the flag looks great when zoomed in... its at the default height and higher that it has a strange "holey" visual effect for me... though perhaps I have a lower graphical setting than you do and yours has clearly defined "dots" instead of holes.
If it was bigger and one maybe should not have the shield at all in it, and just the dots. Then would just use a blue flag with a white color for the dots.
That could work out well...
And the king I thought to leave the button left white. Because if using blue I would wonder if about maybe confusion with France. I really wanted to fix the problem we should make unique buttons for each king perhaps.
I'd be fine with that... I've already added the file for Portugal's sake so I don't mind additional editing, especially since this mod will probably be the building block for future mods.
So anyway I think this is best combination at the moment anyway.
Yeah, although I did change the Portuguese Europe's default primary to white and secondary to Black so that their flag has the same look as all the kings other kings. However if you decide to make uniue buttons for the kings, then these can of course change ;)
Are you thinking about making anymore civs?
The only other civs I might consider making would be the Swedes and Russians, but the Swedes weren't a big player in the colonization of the Americas and the Russians got involved with America pretty late in the game. Still if there was interest in these I might add them.
Oh and another idea. The English colony colors could be swapped and the colors inverted on the flag. So that the flag stays the same an the colonies have red culture border. Might remove confusion with the white button. Portugal could even have white culture borders then as well. What do you think?
That would work for me ;)
So in short for Portugal:
Let's make Portugal's primary color blue with white as the secondary.
The Unit flag should be blue background with five white dots in it.
For England:
You can change their primary color to red with white if you'd like.
Other Nations:
If you get struck by inspiration in regards to the other nations feel free to change them too.
johny smith Oct 30, 2008, 06:25 PM I added a bigger decal like you wanted and swapped the colors around to match like wanted for England and Portugal.
johny smith Oct 30, 2008, 07:04 PM Hope you don't mind, I've used the Port King civ button for AoD2. :)
Oh and no problem of course for using any of my stuff.
Do you think you would update the Portugal stuff when this is finished?
Probably would need to think about other Civilization color schemes and traits then as well.
jaldaen Oct 30, 2008, 08:02 PM I added a bigger decal like you wanted and swapped the colors around to match like wanted for England and Portugal.
Looks good... although now that I've seen how the unit flag looks I'm leaning toward one of the following alternatives:
1) The dots on the unit flag decal need to be smaller and more compacted. The main reason for this is because the unit flag looks different from all the other civs and seems out of place.
2) Portugal primary White, secondary Blue and the flagdecal as a single blue shield with five small "transperant" dots in it.
I hate to ask more work of you, but I really want to get the unit flag just right.
johny smith Oct 30, 2008, 08:39 PM Well I think this one looks the best. I understand you want the flag right, and I understand why. This is actually my first time messing with flags. Well anyway this is with blue as the primary color still.
johny smith Oct 30, 2008, 08:45 PM Think this one is even better I shrank down the shield a little.
johny smith Oct 30, 2008, 09:04 PM And here is another one without so much detail just with the dots.
I think the other one is still better although it made look not so clear when zoomed out because of the detail.
jaldaen Oct 31, 2008, 02:11 AM Think this one is even better I shrank down the shield a little.
This one is the best of the bunch so far... but I think I just want a white flag with one blue shield with the five dots on it for the unit flag. Like this:
OOOOOOOOOOOOOOOOO
OOOOOOOOOOOOOOOOO
OOXXXXXXXXXXXXXOO
OOXXXXXXXXXXXXXOO
OOXXXOXXXXXOXXXOO
OOXXXXXXXXXXXXXOO
OOXXXXXXOXXXXXXOO
OOXXXXXXXXXXXXXOO
OOXXXOXXXXXOXXXOO
OOOXXXXXXXXXXXOOO
OOOOOXXXXXXXOOOOO
OOOOOOXXXXXOOOOOO
OOOOOOOOOOOOOOOOO
---OOOOOOOOOOOOOO---
-----OOOOOOOOOO------
-------OOOOOOO--------
---------OOOO----------
-------------------------
The O's are the white background and the X's are the blue Flagdecal (only sized appropriately). ;)
P.S.: I did a mockup of it in GIMP and it looks fine, but I'm no artist so I'd prefer someone with art skills to get it just right ;)
senturus Oct 31, 2008, 05:53 AM I like quite well your explorer trait. I think it's interesting in term of gameplay and quite historically accurate (althought I have to admit I don't know many about portugese colonial history - maybe I'm wrong). I prefer it to Dale trait in his mod, which is to my mind too similar to English trait.
I think the seasoned scout is a interesting choice for Portugal starting unit.
It does not seem to me overpowered as in any cases, we often get a seasoned scout via european docks quite early. And as you don't have horses for this first one, the advantage seems not huge to me ; I would think for example that the french pionner is much interesting.
johny smith Oct 31, 2008, 07:27 AM I think this is what you want for the flag. Just let me know what you think.
This is with primary blue and secondary white, and not inverted in art defines.
jaldaen Oct 31, 2008, 09:13 AM I think this is what you want for the flag. Just let me know what you think.
That looks nice... and fits with the other flagdecals. Nice job and thanks! ;)
Liambane Nov 01, 2008, 08:46 AM Hi Jaldaen and johny smith.
As I told you by private message Jaldaen, I would inform you guys that I used yours Portugal 1.00 mod in my mod United Mods (http://forums.civfanatics.com/showthread.php?t=297504).
:goodjob::goodjob::goodjob:
jaldaen Nov 01, 2008, 10:41 AM As I told you by private message Jaldaen, I would inform you guys that I used yours Portugal 1.00 mod in my mod United Mods (http://forums.civfanatics.com/showthread.php?t=297504).
Thanks for the heads up! It is greatly appreciated ;)
jaldaen Nov 01, 2008, 10:21 PM I've decided to drop the +25% gold at first contact because it is too random and does not scale well with map size.
Since I'm dropping this extra ability I've decided to rename the Portuguese trait to Mariners, instead of Explorers.
In addition, I am considering adding a minor trait to the Portuguese to replace the +25% gold. The primary purpose of this additional benefit is meant to encourage building settlements along the coast, just like the Portuguese did.
Here are a few ideas:
1) Give a +2 food bonus to settlements with docks.
2) Give a +1 food yield bonus to water tiles for settlements with docks (making the total food yield bonus from docks +3 instead of +2).
3) Give +1 food bonus on special water tiles (crab/fish only).
Any preferences? Or do you think the Navigation 1 and 2 is enough of a benefit for a civilization trait?
Thanks for your comments,
Joseph
johny smith Nov 02, 2008, 10:29 AM Well I am just going to throw some ideas out. Maybe not the best ideas but maybe you would be interested on the traits.
Mem de Sa I read converted many natives as well and when you covert natives I mean you are pacifying them. I would copy the "TRAIT_BARTOLOME_DE_LAS_CASAS" and modify it for however much you think is is fair. I would just call it "Pacifier".
Dom Pedro II's trait is good.
The Portugal trait I would just give them the Navigation Promotion or a copied version of them so you they can start with a bonus and even get a bigger bonus.
jaldaen Nov 02, 2008, 03:24 PM Well I am just going to throw some ideas out. Maybe not the best ideas but maybe you would be interested on the traits.
Suggestions are always welcome... ;)
Mem de Sa I read converted many natives as well and when you covert natives I mean you are pacifying them. I would copy the "TRAIT_BARTOLOME_DE_LAS_CASAS" and modify it for however much you think is is fair. I would just call it "Pacifier".
Originally, I did have him more focused on handling the natives... in fact I had him as a +50% mission coversion rate and +10% attack vs. natives... so a mixture of the Conquistor and Enterprising traits. It was a sort of "convert or die" trait. ;)
Dom Pedro II's trait is good.
Yeah I like his trait... it allows for a slightly different playing style once education becomes available.
The Portugal trait I would just give them the Navigation Promotion or a copied version of them so you they can start with a bonus and even get a bigger bonus.
So just one navigation promotion or Nav I & II?
Originally, I had +1 move for caravels and Navigation I for all ships... should I go back to that?
johny smith Nov 02, 2008, 04:17 PM Suggestions are always welcome... ;)
Originally, I did have him more focused on handling the natives... in fact I had him as a +50% mission coversion rate and +10% attack vs. natives... so a mixture of the Conquistor and Enterprising traits. It was a sort of "convert or die" trait. ;)
The +50% percent conversion I think would be enough though. I never read anywhere yet that he fought the natives. But if he did I would add some combination of the two. How much I don't know.
So just one navigation promotion or Nav I & II?
Originally, I had +1 move for caravels and Navigation I for all ships... should I go back to that?
I was thinking one new promotion just for the explorer trait or just increase all of the stats to give +1 sight and +1 movement to all ships.
And allowing the ships to be able to receive the Nav I and Nav II on top of this if they gain a level in experience. I don't think it is that overpowering.
But will let you decide what you think is best.
Lubricus Nov 03, 2008, 08:05 AM I don't think that is overpowered. The Portuguese should have an emphasis on seafaring.
jaldaen Nov 03, 2008, 09:02 AM I don't think that is overpowered. The Portuguese should have an emphasis on seafaring.
Thanks for your comments... its good to hear from a new face. Welcome to the thread ;)
jaldaen Nov 03, 2008, 09:06 AM Senturus,
Sorry I missed this post... here's my reply:
I like quite well your explorer trait. I think it's interesting in term of gameplay and quite historically accurate (althought I have to admit I don't know many about portugese colonial history - maybe I'm wrong). I prefer it to Dale trait in his mod, which is to my mind too similar to English trait.
Thanks... like I said I'll be dropping the +25% gold at first contact, but I think I'll keep the Navigation I & II traits for now and just rename the trait to "Mariners."
I think the seasoned scout is a interesting choice for Portugal starting unit. It does not seem to me overpowered as in any cases, we often get a seasoned scout via european docks quite early. And as you don't have horses for this first one, the advantage seems not huge to me ; I would think for example that the french pionner is much interesting.
That was my thought about the unit. It's a nice addition, that allows you to get a first or second scout a tad earlier than other Europeans, but costs you money to do so (you have to buy the horses after all).
Thanks for your comments ;)
jaldaen Nov 05, 2008, 07:38 PM Last call for comments, suggestions, and questions before I release the next version.
jaldaen Nov 09, 2008, 05:01 PM A new version of the Portugal mod (version 1.01) has been posted with Portuguese trait changed (from explorer to mariner), starting unit change (veteran soldier to seasoned scout soldier), and art changes to make the Portuguese civ and unit flags look more uniform with the other civilizations.
johny smith Nov 09, 2008, 05:18 PM Did you see the leaderhead buttons I did? They were in the files I posted before.
johny smith Nov 09, 2008, 05:23 PM There they are again if you did not see them,
jaldaen Nov 09, 2008, 07:54 PM There they are again if you did not see them,
Sorry, I missed them... thanks for the new buttons ;)
I'll add them to the next version. ;)
jaldaen Nov 13, 2008, 07:16 PM johny smith,
I updated the file with your leaderhead buttons. Thanks for all your work.
jaldaen Jan 30, 2009, 12:30 PM Now that this mod has been out for a couple months... anyone have any comments, questions, or suggestions?
Thanks ;)
forlorn.hopes Jun 05, 2009, 05:09 AM hey: gotta problem: ive installed it the way it said in the thread: loaded the mod, and i cant find Portugal anywhere: also: can u play Portugal in the vanilla scenarios (ie: Northwest Passage etc)?
help me please :D
i_diavolorosso Jun 06, 2009, 05:05 AM hey: gotta problem: ive installed it the way it said in the thread: loaded the mod, and i cant find Portugal anywhere: also: can u play Portugal in the vanilla scenarios (ie: Northwest Passage etc)?
help me please :D
Did you install the new colonization patch??It might be the problem. I'm not sure that jaldaen update the mod to be able to play with the patch.
My advice is, Play AOD 2, it has portugal and more nice feature:)
forlorn.hopes Jun 06, 2009, 05:55 AM lol: installed it and it still doesnt work !!:( how depressing..
i_diavolorosso Jun 06, 2009, 08:18 PM lol: installed it and it still doesnt work !!:( how depressing..
No, no, i meant, the mod might be unable to play if you install the patch. If you didn't install the patch, and it still isn't working, there must be something wrong with the mod, and unfortunately i'm not a modder so i can't tell you how to fix it. :p
Androrc the Orc Jun 07, 2009, 08:52 AM The link seems to not work correctly for me.
EDIT: Nevermind, worked now.
Btw, I suggest changing the name of the "Mariners" trait to "Navigator", to be more in line with the name of the other traits.
forlorn.hopes Jun 09, 2009, 05:32 AM ahh: lol: sorry if im getting a bit repetitive: but the mod still doesnt work!!:(
so yeah: i downloaded it into my documents, my games, sid meier's civ 4 col, MODS and unzipped it there... thats because i couldnt find a Mods folder when you go by this path
(C drive, Program Files, 2k Games, Sid Meiers civ 4 col...and theres no mod folder: i tried making a folder but it says i need administrator password, and i thought i shouldnt do it, because it mite screw up the col program or something...)
so after unzipping it in the first path (my docos, my games etc...) i booted up civ 4 col
i loaded Portugal in the mods section of the vanilla version, and when it loads, i
cant find the portuguese anywhere: checked in the custom scenario, game, play now section... =="
can u tell me exactly how to install it and what you have to do in detail so i can play this mod please??:confused:
Androrc the Orc Jun 09, 2009, 07:49 AM It worked for me by installing it under the MODS folder, which I had to create.
kaibayashi Jun 09, 2009, 02:37 PM It worked for me by installing it under the MODS folder, which I had to create.
Forlorn: This the correct way to do it. In this instance you will need to create a Mods directory in (C drive, Program Files, 2k Games, Sid Meiers civ 4 col). Then any mods you download should be extracted/unpacked into there, eg C drive, Program Files, 2k Games, Sid Meiers civ 4 col, portugal,
forlorn.hopes Jun 10, 2009, 01:24 AM just want to confirm because i dont want to lose this game: but putting in a folder doesnt screw up the game yeah? and do u download it straight there, or can i jus copy my current copy into that folder?
i_diavolorosso Jun 10, 2009, 01:28 AM just want to confirm because i dont want to lose this game: but putting in a folder doesnt screw up the game yeah? and do u download it straight there, or can i jus copy my current copy into that folder?
99% no. It wouldn't screw anything:).You can copy the mod to the folder or directly extract it there
forlorn.hopes Jun 10, 2009, 02:29 AM oh yeah: but how does creating a folder in the civ 4 col file help, how would the computer read it as MODS if thats what u named the folder as?: this is what i have done...
i went to c drive, program files, 2k games, civ 4 col
then made a new folder called "MODS"
and then i copied and pasted the mod in (because i downloaded it earlier)
and tried to extract it
but an error message came up saying something along the lines of: delete other files with the same name or it wont work (this was for Colonies of the New World),
so i opened the zipped folder and copied and pasted the rar (or watever) file into the mods folder...
went into civ4 col, couldnt find the mod at all (last time i could, but i couldnt find portugal..)
what am i doing wrong?
kaibayashi Jun 10, 2009, 04:30 PM oh yeah: but how does creating a folder in the civ 4 col file help, how would the computer read it as MODS if thats what u named the folder as?: this is what i have done...
i went to c drive, program files, 2k games, civ 4 col
then made a new folder called "MODS"
and then i copied and pasted the mod in (because i downloaded it earlier)
and tried to extract it
but an error message came up saying something along the lines of: delete other files with the same name or it wont work (this was for Colonies of the New World),
so i opened the zipped folder and copied and pasted the rar (or watever) file into the mods folder...
went into civ4 col, couldnt find the mod at all (last time i could, but i couldnt find portugal..)
what am i doing wrong?
im a bit confused about what you have done, but it sounds like you are on the right lines... in the [Civ]Portugal .zip file there should be a folder (i havent dled it so im not sure what is there), presumambly called [Civ]Portugal or something similar. This is what you need to extract into your Mods folder, so the entire path is c:\\program files\2k games\civ 4 col\mods\Portugal or something similar. Then you should be able to load the mod from within the game. If youre still having probs maybe post some screenies??
forlorn.hopes Jun 11, 2009, 01:55 AM this is what happened when i tried extracting the Portugal file (and the colonies of the new world file) into the MODS section of civ 4 col:... ive already deleted the previous copies.... u can see at the top of the screen where i saved it (program files, 2k games etc...) i cant find what im doing wrong: can some1 help?:confused:
kaibayashi Jun 11, 2009, 05:20 AM Ok, You should start with the portugal.zip file somewhere else, it looks like maybe vista is lookinfg at it as a folder, trying to extract the files over itself. also it might help to make the mods folder Mods not MODS (not sure if its case sensitive or not, but just in case). Then when you extract the Portugal folder from within the .zip it should work.
forlorn.hopes Jun 11, 2009, 06:01 AM ok: ive extracted it, (so it works) but now when i load civ 4 col: i cant find it in the mods section (ie: Load a mod: it just says "None"...) is there any way around this?
kaibayashi Jun 12, 2009, 04:59 AM Hmm... if you've done everything as i described then im not sure why its not working... whats the full path of where you have the mod now? screenie?
forlorn.hopes Jun 12, 2009, 11:11 PM hey: heres the screenshot of where the Portugal file (and colonists of the new world) is in... btw: i do have a display driver problem( that one that goes: ur display driver nvlddmkm has stopped responding and has successfully recovered thing) im not sure thats a problem concerning this mod, but jus in case it is, im lettin u know now
Dale Jun 12, 2009, 11:25 PM See the two "zip" compressed files, right-click then choose "extract" and extract the files to that folder. You still have the compressed files which are like a suitcase containing all the mod's files. :)
forlorn.hopes Jun 12, 2009, 11:51 PM yea ive tried that already: it doesnt work: thats y i opened up the zipped folders, copied its contents then saved it outside the zipped folder.
Dale Jun 13, 2009, 01:58 AM When you extracted the zips did you get a new folder with files in it? Because that's what is supposed to be in the mods folder. Here's mine for an example, see how there is a folder structure with files inside?
forlorn.hopes Jun 13, 2009, 03:25 AM nope: didnt get that: how do u get that..? im confused =="
Dale Jun 13, 2009, 03:48 AM Excuse the point version procedure here, I used to work on a helpdesk writing support procedures for staff. :p
1. Install WinRar (http://www.rarsoft.com/download.htm) first (select 32-bit if unsure, or 64-bit if you are certain your computer is 64-bit). You'll be disadvantaged if you don't (some modders upload their mods as Rar instead of Zip). WinRar is safe and it supports both .rar and .zip files which cover 99% of mods you're likely to download.
2. Download Portual Mod from here (http://forums.civfanatics.com/downloads.php?do=file&id=11028)
3. Find where you downloaded the mod to in Explorer (image 1).
4. Right-click on the file and select Extract Here. WinRar will now extract the files into a new folder (image 2).
5. Right-click the new folder and select CUT.
6. Go to your program Mods directory (eg: C\Program Files\Firaxis Games\Sid Meiers Colonization\Mods). NEVER install these mods into the "My Documents" mods folder. There have been too many issues that never occur when installing mods to the program's mods directory.
7. Right-click in the Mods folder and select Paste. The mod will now copy into the Mods folder (image 3).
8. Run Colonization --> Advanced --> Mods and it will show (image 4).
That's all there is to it. :)
forlorn.hopes Jun 13, 2009, 05:28 AM YES!! IT WORKS!! thanks soo much Dale!!! i would say i luv u: but im straight :D
I-am-a-panda Jul 11, 2009, 09:38 AM If you want to focus on seafaring for Portugal, you could give them:
- -33% Resources needed to build ships (Could be specific ships so they don't dominate Revolution with a naval war)
OR
- Faster ship building. (+33%?)
As to the pacifying Natives leader, his unique ability could be being able to arm converted natives as soldiers.
I like Dom Pedros ability.
Pater_john Jul 24, 2010, 09:21 AM thanx for the mod mate but there is a little problem :/ well i instal the mod , i run it ... all ok the mod seems to be loaded but when i start a new game yhe portugal faction is not appear in the factions list ! any idea for what is the problem ?
thanx and sorry for my bad english
Lecen Jul 29, 2010, 09:36 AM Jaldaen, I am a veteran editor at Wikipedia and recently several articles about Brazil's history have been greately improved. Did you take a look at the article about Emperor Pedro II of Brazil recently? It certainly would be helpful in case you have the desire of improving or expading your mod.
Other articles that I'd like to suggest are "Decline and fall of Pedro II of Brazil" and "Empire of Brazil".
If you need any help on Brazilian history-related themes, feel free to call me.
Good job!
jaldaen Sep 07, 2010, 06:31 PM Hello All,
I have returned! I've been very busy with graduate school for the last year, but Civilization 5 has lured me back to these forums.
Anyways, I'm glad so many people have been enjoying my Portugal mod... and thank you for all your suggestions.
I probably won't be updating the mod any time soon due to continued classwork, but perhaps over Christmas holiday or next summer I might be able to work up a version 1.02 based off of your comments.
Best Wishes,
Joseph
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