View Full Version : [MOD] Modular United Mods


Liambane
Oct 31, 2008, 02:15 PM
Modular United Mods (v1.3)
For Colonization 1.01

Last Update July 11 2009.
Please post Feedback or Bug Reports and RATE the mod.

Modular United Mods (v1.3) (http://forums.civfanatics.com/downloads.php?do=file&id=11135)
42,3 MB - Requires Colonization v1.01 - Over 4000 Downloads Since the first version!

I Make this modular modification for Colonization.
Since I upgraded it as modular will be more easy to change things for everybody.
So you can use my mod for create your own civilization or something else!!!

Modular United Mods aim to be the base where Modders pick modular civilizations to create other mods: This mod only Add Modular civilizations.
Play it and feel free to mod it as you wish.

Merged Mods:
- Modular Chinese Civilization (by Younflancy)
- Modular Swedish Civilization (by Petabyte)
- Modular Portuguese Civilization (by Dale)
- Modular Danish Civilization (by Liambane)
- Modular Russian Civilization (by Piman)
- Some Graphical changes in flags and leaderheads.
- Ozzy's America map modded for be played with this mod (by Ozzy, Masterman and Liambane)


Credits and Thanks:
- To Younflancy for the basic Chinese Civilization.
- To Petabyte for the basic Swedish Civilization.
- To Dale for the basic Portuguese Civilization.
- To Joeaverage & Lubricus & VeBear for Danish city names.
- To Piman for the basic Russian Civilization.
- To Masterman & Ozzy for the map I've included in the mod.
- And in the end, To Me for the Denmark Civilization and for merge all this stuffs and let this be Modular...



Changelogs History since 1.3:

July 11 2009: 1.3 Version
- Colonization V1.01f compatible.
- Added Modular United Mods Ozzy's America Scenario. (Thx to Masterman)
- Added Russian Civilization. (by Piman)
- Added KRISTIAN IV animated Leaderhead
- Added HANS EGEDE animated Leaderhead

Cornflower
Oct 31, 2008, 05:44 PM
OK. I'm confused.... I downloaded, installed and started the game. I couldn't choose "start game", only "load game". Also, I couldn't choose any other country than the usual suspects.

When I checked the XML, Sweden was defined in the XML, so why doesn't it work??? What am I doing wrong?

Liambane
Oct 31, 2008, 06:25 PM
:confused::confused::confused:

Excuse me... But... Are you sure you know how to load this mod?
That's very strange! Never heard a story like that...
I downloaded and installed the mod right now and it works perfectly.

However, that bug can't be my mod fault because is not programmed for do that things. It's just an add-on and nothing about saved maps.

Be sure to put the mod Unzipped in "Colonization\Mods"
The adavaced setting, load a mod and chose United Mods...
Check COLONIZOPEDIA entries to see if it works...

I don't really know what can it be... It's very strange!!!
Thx for feedback. Keep me informed...

younflancy
Nov 01, 2008, 05:28 AM
That's great work!
I hope, all new features can be developed as modulars. Then we can merge them easily.

Liambane
Nov 01, 2008, 08:52 AM
That's great work!
I hope, all new features can be developed as modulars. Then we can merge them easily.

Hi younflancy.
Thx for feedback. :goodjob:

Well, there is a problem that seems nobody have still resolved with modular civilizations... Basically I was creating this mod with MODULAR CIVILIZATIONS but when the game start using the portuguese, seems like you don't have your KING in players list... :confused:

All the XML code is right properly and all the other things works fine. That's the only problem I can't still resolve. I ask the Dale help for fix this bug...

Hope this will soon fixed and then I will load Modular version of this mod...

Cornflower
Nov 01, 2008, 09:24 AM
:confused::confused::confused:

Excuse me... But... Are you sure you know how to load this mod?
That's very strange! Never heard a story like that...
I downloaded and installed the mod right now and it works perfectly.

However, that bug can't be my mod fault because is not programmed for do that things. It's just an add-on and nothing about saved maps.

Be sure to put the mod Unzipped in "Colonization\Mods"
The adavaced setting, load a mod and chose United Mods...
Check COLONIZOPEDIA entries to see if it works...

I don't really know what can it be... It's very strange!!!
Thx for feedback. Keep me informed...

Well... I do know how to load the mod. In fact, the game tells me it's loaded. "United mods" in the top right corner. Still, no Swedish leaders available. No mentions in the Colonizopedia either.

I have a basic install, with Patch 1.3 loaded as patch, not mod, i.e. overwritten the basic install. I can load AoD2 and it works. I have made some modifications to the xml-files on AoD2 to tweak it a bit.

I'll try with a complete "vanilla" installation tomorrow.

Liambane
Nov 01, 2008, 09:34 AM
I have a basic install, with Patch 1.3 loaded as patch, not mod

99% probably this is the problem... I make this mod for the vanilla 1.00 version of colonization. However I never heard about a Colonization 1.3 patch (can you link it to me?)

I remember how many peoples had this Patch problems with Beyond The Sword mods... In that cases always the patchs were the problem. I bet that once you use vanilla installation this will work for sure :lol:

Dale
Nov 01, 2008, 03:09 PM
He means the unofficial patch. :)

Cornflower
Nov 01, 2008, 03:47 PM
He means the unofficial patch. :)

Yup.

That's correct.

Cornflower
Nov 01, 2008, 03:49 PM
OK. Re-installed everything. Loaded United Mods as a mod, didn't work. Overwrote all vanilla with content from United Mods, did work.

Now what? Still confused but on a higher level...

Anyway, I can play the game as I want to, so unless anyone else has this problem, forget it. I can live with it.

Harald Hårfagre
Nov 02, 2008, 06:12 AM
This looks great!!!
Really nice work!!!
The only bad thing is that i has'nt buyed (or somthing like that) the game yet, but i promise, the first thing i'm got to do when i buy it, is to download this mod... :D:D:D:goodjob::goodjob::goodjob:

Also i have a Question:
Do you think that you could make some simple to use add-ons to this mod. It would have been great too see Germany, Japan and Danmark-Norway as add-on colines. Here are some ideas for the flags:

Denmark-Norway:
http://i485.photobucket.com/albums/rr217/veBear/Dan-Nor.jpg

Germany:
http://i485.photobucket.com/albums/rr217/veBear/Ger.jpg

Japan:
http://i485.photobucket.com/albums/rr217/veBear/Jap.jpg

Thanks for having me to buy Colonization even faster:D

P.S.
Sorry for my bad english, i'm Norwegian

Liambane
Nov 02, 2008, 06:39 AM
This looks great!!! Really nice work!!!

Thx buddy! :)

Do you think that you could make some simple to use add-ons to this mod.

Yes, Those things will be added in future. I agree about add new civilizations. :goodjob:

Look at the top... your Denmark mod just done... :lol::lol::lol: Let me know what you think about... :king:

Sorry for my bad english, i'm Norwegian

Dont' worry about english... I'm Italian and don't know english too. :lol:

Harald Hårfagre
Nov 02, 2008, 12:24 PM
[QUOTE=Liambane;7407848]Look at the top... your Denmark mod just done... :lol::lol::lol: Let me know what you think about... :king:[QUOTE]

Looks real nice... If i only could get my monthly money soon, i dont want to wait so long before i can download it.

NICE WORK BUDDY!!!:goodjob::goodjob::goodjob:

Bisonte
Nov 02, 2008, 03:35 PM
when I can fix the modular changes "King Problem" that now doesn't work.)


Is this bug also at other Civs like Denmark or Sweden ? or Only at the Portugal Civ ?

Liambane
Nov 02, 2008, 04:10 PM
Is this bug also at other Civs like Denmark or Sweden ? or Only at the Portugal Civ ?

Hi Bisonte... I didn't try make Denmark or Sweden as Modular because our last try to make Modular Civ result in a failure... So I wrote the code not modular...
BTW, I think that the problem should remain...

However, here's the link to my Modular Portugal Civilization WITH KING PROBLEM! As you will see if you download it, That King Bug is the ONLY thing that doesn't work... :mad::mad::mad:

Modular Portugal with KING BUG (http://www.atomicgamer.com/file.php?id=72975)

BTW I think that in MODULAR FILE Civilizationinfo.xml only ONE CIVILIZATION can be explained... Probably that doesn't work cause in our modular portugal we use TWO CIVILIZATIONS in Civilizationinfo.xml...

Bisonte
Nov 02, 2008, 04:30 PM
i wrote u just two seconds before a PM with exactly this words ;)

so i have an idea....

Edit: Idea malfunction.... grrr. I try to make a Civ "Portugal_EUROPE" as standalone... but it don't work together....

younflancy
Nov 02, 2008, 11:16 PM
I think there should be an Italian city state in the colonization game.
Genoa or Vennice is good.
Genoa has its best explorer Colombus, and has an essential sense of commerce.

Dale
Nov 02, 2008, 11:42 PM
Genoa and Venice were very much on the down. They were being traded out of markets by the Hansetic League, the Andualsians and the Flandres mobs.

I'd like to see Oman included. They did a lot of colonising throughout the middle east and eastern African coast.

Liambane
Nov 03, 2008, 07:50 AM
I think there should be an Italian city state in the colonization game.
Genoa or Vennice is good.

Well... I don't really think that Genoa or Venice fix perfectly in Colonization...
I mean not in the normal Game! They were much more Medieval / Mediterrenean powers... Yes, they were involved in the New World but not as a COLONIZATION country... You know what I mean?

I tink that a scenario with those civs are much more accurate instead that a generic normal random map... That should be a good idea :lol:

Harald Hårfagre
Nov 03, 2008, 09:20 AM
Well... I don't really think that Genoa or Venice fix perfectly in Colonization...
I mean not in the normal Game! They were much more Medieval / Mediterrenean powers... Yes, they were involved in the New World but not as a COLONIZATION country... You know what I mean?

I tink that a scenario with those civs are much more accurate instead that a generic normal random map... That should be a good idea :lol:

What about using Italy instead. They had colonies in north and east africa. Their first built colony could be named Tripoli... and so on
They could use the same flag as the romans in Civ4...

Liambane
Nov 03, 2008, 09:47 AM
What about using Italy instead. They had colonies in north and east africa. Their first built colony could be named Tripoli... and so on
They could use the same flag as the romans in Civ4...

Well... My country colonization started very far from the Civ4 Colonization timeline...

They start with the conquest of Eritrea in 1884. Then Somalia in 1890, Libia in 1911 and some Greek Islands in 1912.
Later, under Fascist dictatorship (:mad:) they conquer Etihopia in 1936, Albania in 1939 and during the war they had Tunisia and Egypt (more or less) Until they were defeated and lost everything... :lol:

As you see... This is not the Colonization timeline... However... In some scenarios...

civ4ludo
Nov 03, 2008, 05:20 PM
Impossible to download...

I'd like to test this mod, sounds like a good job. But... the place where you put it doesn't work properly. It says "wait for 5 minutes", but time never comes down to zero, it's always at 5 min. I have no intention of becoming a paying subscriber....

I hope you can upload it somewhere else.

Ciao,
Civ4ludo

Liambane
Nov 03, 2008, 09:04 PM
Impossible to download...

:lol::lol::lol: Are you sure You know HOW to download that file? I downloaded it RIGHT NOW and it works perfectly.

Optimizer
Nov 03, 2008, 11:59 PM
I'd prefer the Viking audio files for Swedish unit speech. The Vikings speak contemporary Norwegian, which is as close to Swedish as you get in Civ 4.

Liambane
Nov 04, 2008, 05:14 AM
I'd prefer the Viking audio files for Swedish unit speech. The Vikings speak contemporary Norwegian, which is as close to Swedish as you get in Civ 4.

Hi Optimizer. Yes, this should be a good idea. I will fix the audio in the next version. Thx for feedback. :goodjob:

Liambane
Nov 04, 2008, 02:28 PM
Mod Update to v1.1

All 4 new Modular civs (Portugal, China, Sweden, Denamrk)

Added modular China
Some colonizopedia entries filled
Some bugs corrected
Denmark king changed to Christian IV (and no more "New Copenaghen") :)


Any help for improve buttons, leaderheads and whatever else are very appreciated!!! :)

younflancy
Nov 06, 2008, 11:18 PM
Good work!
Maybe in some day, we can see 20 civs rushing and striving on the land of new world!
That would be exactly ONE WORLD ONE DREAM! :)

Besides current civs, I would like to see civs like Germany, Russia, Italy, Japan, Austria-Hungary, Israel joinning the col. journey.

Lubricus
Nov 07, 2008, 03:07 AM
Besides current civs, I would like to see civs like Germany, Russia, Italy, Japan, Austria-Hungary, Israel joinning the col. journey.

That would be a strange scenario... Neither Germany, Italy nor Israel existed as countries in the era covered by the game, after all. :crazyeye:

A few German minor nations would fit in, however. Most notably Courland, Bavaria and Hannover, all of whom made attempts at colonising. A couple of Italian states would perhaps be within reason, like Genoa and Venice. The Habsburgs (Austria-Hungary) would never have had the opportunity to go colonising, busy as they were warring against Poland, the Ottomans, Prussia, Venice and several others more or less all the time. The Japanese could conceivably have done it, however. As could the Koreans, perhaps. But they didn't historically, so I'd prefer to keep them out. And Russia did its colonising in Siberia until the 1800s, so I'd keep them out as well.

All in all, I hope all of the new civs created from now on will be completely modular, so I can choose the ones I prefer. I want to keep my game as plausible as possible, so I just want four new ones: Portugal, Sweden, Denmark and Courland. Plus maybe Scotland...

younflancy
Nov 07, 2008, 04:26 AM
Yeah, as the history goes, courland played a colonizing role.

younflancy
Nov 07, 2008, 04:28 AM
I have played twice! Good game!
Just a little problem, it seems the map generator system has been adjusted, so china always starts from the east side. I tried to remodify the map script, but didn't work.
However, a good game to be kept on! Wait to see new release.

Liambane
Nov 07, 2008, 09:37 AM
Good work!

Thx buddy. But it is your worth too if you like my mod... :lol::lol::lol:

That would be a strange scenario... Neither Germany, Italy nor Israel existed as countries in the era covered by the game, after all.

As I wrote some posts before, I agree with you. But, if someone create scenarios with that civs will not be so bad.

it seems the map generator system has been adjusted, so china always starts from the east side.

Well, that's my fault. I just copy the Civilization without West side feature. Probably One day I will add a map (I'm thinking to add Ozzy's America map) and in that map I will let china start from West.

As Danish players suggest me I changed Danish King and remove New Copenhagen from the Danish Civilization, that however need to be improved again (specially buttons and leaderheads)...

veBear
Nov 09, 2008, 08:35 AM
I would like you to make a new mod where you play colonists from the classical to the medieval ages. The civ's could be:
Greece (Syracusa, Neapolis, Tarent...)
Phoenicans (Carthage, Utica, Panormus, Qadis...)
Romans (Brundisium, Ostia, Ariminium...)(yes, they had colonies)
Noreg (norwegian vikings)(Reykjavik, Dyvlin(Dublin), Lymrek(limerick), Vedrafjord(Waterford), Gardar(on greenland)...)
Danemark (danish vikings)(Jorvik(York), Jomsborg, Heidaby...)
Svearike (swedish vikings)(Holmgard(Novgorod), Kjønugard(Kiev), Miklagard(Constantinople)...)
and so on...
Hope you like the idea.

P.S
My former account chrashed, so I am the HARALD HÅRFAGRE who wrote some posts earlier in this thread.

Edit: Added Romans and changed Vikings to Noreg, Danemark and Svearike

Liambane
Nov 10, 2008, 07:57 AM
I would like you to make a new mod where you play colonists from the classical to the medieval ages.

:lol::lol::lol:

The idea sounds good, but that will be a lot of work to do... Nothing Impossible but since I'm NOT a programmer and I've my job and life I can't do that!

Lubricus
Nov 10, 2008, 08:40 AM
Yeah, as the history goes, courland played a colonizing role.

As did Bavaria, but since they bought a colony which they never actually administered themselves, I guess they do not merit a separate Civ... :D

Jokes aside, for a serious Colonization game, the four Civs in the original plus Portugal, Denmark and Sweden, plus perhaps Scotland, should be the full list. Fantasy, "what-if", scenarios could have any number of realistic and non-realistic colony powers, of course, but anything remotely historical should not have Chinese, Russian or *shiver* Israeli colonies. But the beauty of the modular Civs is that each player can make those choices himself (or herself, by all means). So if you think that China would make a valid addition to the core Colonization game, go ahead and add them in. Myself, I'll stick to those nations which had at least some success with American colonies historically.

veBear
Nov 10, 2008, 01:14 PM
Jokes aside, for a serious Colonization game, the four Civs in the original plus Portugal, Denmark and Sweden, plus perhaps Scotland, should be the full list. Fantasy, "what-if", scenarios could have any number of realistic and non-realistic colony powers, of course, but anything remotely historical should not have Chinese, Russian or *shiver* Israeli colonies. But the beauty of the modular Civs is that each player can make those choices himself (or herself, by all means). So if you think that China would make a valid addition to the core Colonization game, go ahead and add them in. Myself, I'll stick to those nations which had at least some success with American colonies historically.

The Kalmar Union could be an alternate option as the union existed 1397-1523. This is at the start of the Colonization game, which would also make this a good option for a new add-on colony. I agreed with you in that Russia and Israel is out of the question. But i think these civs could be added:
- Kalmar Union
- Scotland

Also i think China looks great enought to be a colonization power, and i think they fit perfect in the game.

Liambane
Nov 10, 2008, 01:58 PM
Jokes aside, for a serious Colonization game, the four Civs in the original plus Portugal, Denmark and Sweden, plus perhaps Scotland, should be the full list. Fantasy, "what-if", scenarios could have any number of realistic and non-realistic colony powers, of course, but anything remotely historical should not have Chinese, Russian or *shiver* Israeli colonies.

TOTALLY AGREE WITH YOU! Well, removing china from this mod will be maybe a further choice. BTW I think that the full list is the one you said, without Scotland.

Fantasy, "what-if", scenarios could have any number of realistic and non-realistic colony powers

That's true too. I'm on this position since the firsts posts... :lol:

Dale
Nov 10, 2008, 04:40 PM
...but anything remotely historical should not have Chinese, Russian or *shiver* Israeli colonies.

So, Russia in Alaska is NOT historical?

johny smith
Nov 10, 2008, 05:20 PM
Well just wanted to second that. Russia should be before the rest I even think. They did make a colony although later in game. And was much larger than the others.

There were some Germans that tried to colonize Texas I know for sure. Like a plan of some nobles but forgot who right now. Thinking Augsburg for some reason.

China could be a what if. I mean they were more advanced then the Europeans on ship building. The last major ships of China at the time made the Europeans ships look like dwarfs for the time.

http://en.wikipedia.org/wiki/Treasure_ship

I mean if you want more what if examples. Mali actually sent some ships once that never returned. Vikings could be another what if.

But probably just crazy ideas.

Lubricus
Nov 11, 2008, 12:34 AM
So, Russia in Alaska is NOT historical?

It is historical, but outside the timeframe of the game. When the others were busy colonising the Americas, the Russians did the same to Siberia. The first permanent Russian settlements in Alaska happened in the 1790s, after all.

veBear
Nov 11, 2008, 01:08 AM
Here's an idea:
You could make two versions of this mod, the United MOD Real and the United MOD unreal.
In the unreal MOD you could add civs like Scotland, Kalmar Union, China and maybe a German state like Courland. :)
In the real you could just stick to the civs that's in the game + Denmark, Sweden and Portugal. :D

Hope you like the idea :confused::confused::confused:

Thanks for making a good game :goodjob::goodjob::goodjob:

Wrote after edit 2:
Could you atatch some more thumbnails:confused: I really like to watch those cool Colonization pictures. You should have some where you see the units in battle and some with diplomacy screen up. Some with some more cities showing up... and so on... :cool:

Edit: Wrong word used
Edit 2: Added more
Edit 3: Added an extra word and two smileys

Lubricus
Nov 11, 2008, 01:57 AM
I like that idea, veBear! :goodjob:

johny smith
Nov 11, 2008, 05:49 AM
http://en.wikipedia.org/wiki/Timeline_of_colonization_of_North_America

Thought this might be on interest. It is a timeline from wikipedia.

If we are trying to stick to time then most of the colonies did not start until 1600.

For example Jamestown May 14, 1607.

Lubricus
Nov 11, 2008, 05:54 AM
True, but the game is supposed to start when America is discovered (1492) until the mid-1700s, isn't it? If the game stretches into the 1800s, the technology changes ought to be substantial.

johny smith
Nov 11, 2008, 06:07 AM
Well just with the small time frame I mean the time needs to be adjusted per civ that pops up I think if you want to get closer to reality I mean. But the game would not be the same then.

When were all looking at the US for example which most of the idea of the game was based on it looks like. We are talking a real window time from 1600 till independence. Which that is at most 200 years I mean.

So anyway I don't really know how it should be handled. Spanish and Portuguese were much earlier of course.

I mean if giving even more detail muskets were not readily available in 1492.

Lubricus
Nov 11, 2008, 06:46 AM
But still, it would be nice to keep the civs roughly similar to the colony powers present during the time of the game. I would mind seeing Russia so much, but Germany and Italy are far beyond the scope of the game. And the Japanese, for instance, were never even close to be interested in colonising America.

veBear
Nov 11, 2008, 07:53 AM
You could mod the game to be fit in a longer era and add more technologies, you know. The pictures from CivIV technologies could be used. And then we could see some few, more industrial weapons to. It could be an idea to make the game run from 1400 to 1825/1850/1875. Just add some more units and technologies and you're done. That's my opinion. :crazyeye::crazyeye::crazyeye:

Edit: wrong spelling

veBear
Nov 11, 2008, 07:59 AM
Question, Lubricus.
Are you Norwegian?
I'm too, you see.

Lubricus
Nov 12, 2008, 01:15 AM
Pokker, der røk min hemmelige identitet! :D

Ja, jeg er nok norsk...

veBear
Nov 13, 2008, 06:39 AM
Kult, mæ å
Å æ bor i Nidaros, det gjør ikke DU... Muhaha

joeaverage
Nov 13, 2008, 07:18 AM
First of all - this mod looks and sounds extremely interesting - and first thing to to when I get home, is to download it - and try playing that game.

Second of all, what are the advantages/disadvantages for the new nations in the new game? And which names are chosen for the Danish cities (I'm Danish, so I'm very interested in this particular)

I'm looking for much forward to playing this mod! :scan:

Lubricus
Nov 14, 2008, 12:56 AM
Second of all, what are the advantages/disadvantages for the new nations in the new game? And which names are chosen for the Danish cities (I'm Danish, so I'm very interested in this particular)

Well, I've just played it a little, but I'm not very happy with the names of the colonies. The first one is Godthåb, which might be OK, even though I'd choose Taphus or Charlotte Amalie, but the next ones are "New (whatever)"-names, which do not fit well with the Danish colony names in RL.

I'd like to see names like Fort Frederik, Christiansted and Egedesminde, among others.

joeaverage
Nov 14, 2008, 06:32 AM
Well, I've just played it a little, but I'm not very happy with the names of the colonies. The first one is Godthåb, which might be OK, even though I'd choose Taphus or Charlotte Amalie, but the next ones are "New (whatever)"-names, which do not fit well with the Danish colony names in RL.

I'd like to see names like Fort Frederik, Christiansted and Egedesminde, among others.

Yes indeed, the second name seems to something like "New Hergenutt" or something - which could be similar to "New Herning" but again - the names should be adequate. Some of the names from St. John, St. Croix or St. Thomas would be suitable. Even some of the names from the ealy colonies in Africa and Indian Ocean could be considered as well... I know there are a few "old" Danish settlements in the mid-west of the US which could be concidered.

I'd be happy to assist the "modder" with this! :D

Anyway - good job with the mod - it is (besides the city names) pretty damn cool! :D

Lubricus
Nov 14, 2008, 08:22 AM
I'd be happy to assist the "modder" with this! :D

Me too. I have a long list of Danish settlements in the Americas right before me, actually... ;)

joeaverage
Nov 14, 2008, 08:32 AM
Me too. I have a long list of Danish settlements in the Americas right before me, actually... ;)

Nice... would you mind PM it to me? I'm very interested in this! ;)

Liambane
Nov 14, 2008, 10:00 AM
VeBear You could make two versions of this mod, the United MOD Real and the United MOD unreal... It could be an idea to make the game run from 1400 to 1825/1850/1875. Just add some more units and technologies and you're done.

Dude that's A LOT of work... :eek::eek::eek: But the idea is good...

Joeaverage First of all - this mod looks and sounds extremely interesting... Well, I've just played it a little, but I'm not very happy with the names of the colonies.

Lubricus Me too. I have a long list of Danish settlements in the Americas right before me

Thx for feedback to all of you. Any help for improve my mod is appriciated. When You guys are ready with the Danish City List, please post it here.

(BTW you can also edit civilizationinfos.xml in my mod and replace the names inside that file... :lol:)

veBear
Nov 15, 2008, 09:08 AM
Nice, hope the list will be good.
I'm not fan of unrealistic, non right language names.
Do you think you could change every city's name to the name in their original language??? (Like new Copenhagen to ny København(I know you deleted this name, but here i just use it as an example))

veBear
Nov 15, 2008, 11:07 AM
It would be great if you could use animated LH's instead of those other pictures.
Here i linked some ideas for possible animated LH.

Jens Munk: Alternate Jens Munk (http://forums.civfanatics.com/downloads.php?do=file&id=9516)
Johan Risingh: Alternate Johan Risingh (http://forums.civfanatics.com/downloads.php?do=file&id=7784)(needs a reskin to fit)
Hans Egede: Alternate Hans Egede (http://forums.civfanatics.com/downloads.php?do=file&id=10540)
Danish King: Alternate Danish King (http://forums.civfanatics.com/downloads.php?do=file&id=8818) (maybe it needs a reskin, your choice)

here are some LH you cuold steal from other civs:
Austria Civ (http://forums.civfanatics.com/downloads.php?do=file&id=4508)
Bulgaria Civ (http://forums.civfanatics.com/downloads.php?do=file&id=4471)
Canada Civ (http://forums.civfanatics.com/downloads.php?do=file&id=2207)

Thats all i got to say now, hope you like this idea to...:confused:

Edit: Added the three last links
Edit2: Forgot the edit message
Edit3: Wrong spelling

joeaverage
Nov 18, 2008, 08:45 AM
Lubricus and I have just worked out a list of authentic city/colony/settlement/fort names for the use in this mod - and other mods similar to this using Danmarks as a nationality in the Civ4-family.

So far we have 30 cities listed in a chronological order. We have not used any viking city names, as it would be ridiculous using those names in a game that starts out in 1492. However, as Denmark (to my knowledge) became a colony power in 1620 - we have sofar only used names starting here.

We could use authentic names Hedeby, Slesvig etc. - but that would be more suitable in Civ4 Civilization-family and not in Colonization, as these names are from the viking era and around 400 years before the actual colonization of the americas.

I just need the the "approval" from Lubricus before we publish the list.

joeaverage
Nov 19, 2008, 05:47 AM
OK here's the list of Danish settlements/colonies that Lubricus and I have created. It's pretty close to complete - but there might be a few cities or forts that are left out here.

Authentic Danish Colonial Settlements
1620 : Trankebar (Tarangambadi/Tranquebar former Danish East-Indies colony)
1659 : Frederiksberg (Ghana - former Goldcoast)
1661 : Fort Christiansborg (Osu Castle in Accra, Ghana - former Goldcoast colony)
1671 : Fort Christian (Located in Charlotte Amalie, St. Thomas - former Danish West-Indies, now US Virgin Islands)
1672 : Tap Hus (later renamed Charlotte Amalie in 1730, capital of St. Thomas, former Danish West-Indies, now US Virgin Islands)
1679 : Skytsborg (a fort located in Charlotte Amalie, St. Thomas, former Danish West-Indies, now US Virgin Islands)
1728 : Godthaab (still in Danish possesion - today called Nuuk and located in Greenland)
1733 : Fort Frederiksborg (Ghana - former Goldcoast)
1733 : Fredriksted (St. Criox - former Danish West-Indies, now US Virgin Islands)
1734 : Christianshaab (still in Danish possesion - today called Qasigiannguit and located in Greenland)
1734 : Fort Christiansværn (located in Christiansted St. Criox - former Danish West-Indies, now US Virgin Islands)
1741 : Jakobshavn (still in Danish possesion - today called Ilulissat and located in Greenland)
1742 : Frederikshaab (still in Danish possesion - today called Paamiut and located in Greenland)
175? : Fort Fredensborg (The ruin is located at Old Ningo, Ghana - former Goldcoast)
175? : Fort Kongensten (Ghana - former Goldcoast)
1755 : Achne (a village by Trankebar)
1755 : Pirapur (a village by Trankebar)
1755 : Sukkertoppen (still in Danish possesion - today called Maniitsoq and located in Greenland)
1760 : Fort Frederik (located in Frederiksted, St. Criox - former Danish West-Indies, now US Virgin Islands)
1763 : Egedesminde (still in Danish possesion - today called Aasiaat and located in Greenland)
1763 : Umanak (still in Danish possesion, located in Greenland)
1767 : Holsteinsborg (still in Danish possesion - today called Sisimiut and located in Greenland)
1772 : Upernavik (still in Danish possesion, located in Greenland)
1773 : Christiansted (St. Criox - former Danish West-Indies, now US Virgin Islands)
1775 : Julianehaab (still in Danish possesion - today called Qaqortoq and located in Greenland)
1784 : Fort Prinsensten (Ghana - former Goldcoast)
1787 : Fort Augustaborg (Ghana - former Goldcoast)
1822 . Scoresbysund (still in Danish possesion - today called Ittoqqortoormiit and located in Greenland)
1830 : Nordprøven (later renamed Narssaq in 1959 and still in Danish possesion, located in Greenland)
1906 : Godhavn (still in Danish possesion - today called Qeqertarsuaq and located in Greenland)
1941 : Søndre Strømfjord (still in Danish possesion - today called Kangerlussuaq and located in Greenland)
1986 : Kangatsiak (still in Danish possesion, located in Greenland)
For the name cities in Greenland, we have only added names that previously had a Danish name for the city. All cities in Greenland has been renamed with the native language now.

I would prefer that Charlotte Amalie should be the name of the first settlement in the game because of the fact, that it's more widely known world-wide - and even in Denmark would question Trankebar, as it's actually not very known here. But if you stick the the chronological order, it would be cool with many people! ;-)

In lack of other names, I decided to add these names - which are authentic, but without status as a colony.

Later Danish settlements/activities without colonial status
1698 : Dannemarksnagore (This was a lodge, and not really a colony. Today called Gondalpara, Bengal, India | probably not suitable for Colonization)
1753 : Frederiksnagore (This was a lodge, and not really a colony. Today called Serampore, Bengal, India | probably not suitable for Colonization)
1800 : Denmark, New York (USA | I'm unsure if it was actually settled by Danes)
1872 : New Denmark, New Brunswick (Canada)
1877 : Freedom, Utah (USA)
1902 . Dickson, Alberta (Canada)
1910 : Standard, Iowa (USA)
1911 : Solvang, California (USA)
1918 : Dalum, Alberta (Canada)
I know there was some Danish settlements in Argentina around 7 generations ago. I saw it in Danish tv. The still speak Danish and talk it (besides Spanish) - but I can't remember where it was in Argentina.

I thought about the name Christiania (now Olso in Norway) as it was rebuild upon the ruins of the old city of Olso in 1624. However, original name for the city-ruins was Olso, so I thought it probably would not be adequate.

Liambane
Nov 19, 2008, 01:06 PM
OK here's the list of Danish settlements/colonies

OK! Thx. I hope I will upload a new version in few days with this city names for Denmark. I'm also planning to replace some leaderheads with animated ones.

Hope I will find the spare time fo fix this things since now i returned to be very busy in my life and can't find time for mod colonization as time ago... :(

joeaverage
Nov 19, 2008, 01:19 PM
let me know if I can help with anything...

The Rusty Gamer
Nov 19, 2008, 09:20 PM
Limanbane, how hard would it be for you to include this Mod: Rebalanced REF (http://forums.civfanatics.com/showthread.php?t=295702), but add it is an option in Custom Games, a check box which reads something like "Use linear REF"?

Liambane
Nov 20, 2008, 08:57 PM
Limanbane, how hard would it be for you to include this Mod: Rebalanced REF (http://forums.civfanatics.com/showthread.php?t=295702), but add it is an option in Custom Games, a check box which reads something like "Use linear REF"?

That mod can be easily merged to mine, but i dunno how to make the option in custom games with check box... I'm "skilled" in XML but don't know NOTHING about Phyton... :mischief:

Hengoroth
Nov 21, 2008, 05:56 AM
Dear Liambane! All hail u for doing this good work and collecting other good mods that becomes even greater all collected togherer.Could u though PLEASE do anything about the starting locations of the nations,please? Getting tired of seeing to nations settling side by side,while i dominate other parts,especially true if u use the "a new world map" where u can bet without loss that 2 european colonies will settle in south east America and u can easily dominate nothern america.... keep up the good work

veBear
Nov 22, 2008, 04:31 AM
Looks like you made a great list there lubricus and joavarage, and i compleatly agree with you, Christiania would not fit in the game:goodjob:

Also i would ask how your work is going Liambane. Have you replaced som Pictures with animated LH's yet:confused:

And i understand that you know nothing about python, couse I dont know anything either. It's propably the hardest thing to learn:D
Keep up the good work:king:
Counting on you:)

PS
I aint even good in XML:cry:

Liambane
Nov 22, 2008, 10:06 AM
I'm working on version 1.2

Here's what I've changed till now:

- Added REF patch mod 1.2 by uppi
- Added Danish city list by joeaverage and lubricus

- Added new Danish king leaderhead... I find a LH that fix perfectly with him!
- Added new Swedish king leaderhead.


I'm planning to add a CUSTOM MAP to play with this mod...

What else should I change? Any feedback or ideas are welcome...

veBear
Nov 22, 2008, 03:35 PM
Add some more natives with the use of Civ4 leaderheads, im sure you could find some more alternate native civs:mischief:
Also it had been cool if you could make a new variant of the game, where you will start colonizing a map of Europe instead of America, or just make a map of Australia and the other isles of Oceania:mischief:

And one more thing, can you give me the link to the swedish and danish kings, i want to know how they look:confused:

joeaverage
Dec 01, 2008, 01:12 PM
Add some more natives with the use of Civ4 leaderheads, im sure you could find some more alternate native civs:mischief:
Also it had been cool if you could make a new variant of the game, where you will start colonizing a map of Europe instead of America, or just make a map of Australia and the other isles of Oceania:mischief:

And one more thing, can you give me the link to the swedish and danish kings, i want to know how they look:confused:

Here's a link (http://da.wikipedia.org/wiki/Christian_4.) to one of the better pictures of Chritian IV of Denmark.

veBear
Dec 02, 2008, 07:46 AM
Here's a link (http://da.wikipedia.org/wiki/Christian_4.) to one of the better pictures of Chritian IV of Denmark.

I meant the animated LH he replaced it with.

joeaverage
Dec 02, 2008, 08:35 AM
Sorry, I can't help you there - I'm still new at this mod-thing! ;)

veBear
Dec 02, 2008, 03:13 PM
OK, don't mind anyway.

balanca
Dec 19, 2008, 03:21 PM
Hi!
I really like playing with CivBalance (http://forums.civfanatics.com/downloads.php?do=file&id=10882) mod, and i would like to know, is there a chance anyone could merge these two mods?
Or at least tell me, how could I add these new nations+flags into colonization, so I wouldnt have to Load a mod for this and still play with CivBalance?

Oh and: how come there has to be 300 of goods to only take one room of cargo? In col there is 100? And prices have been changed too...

Liambane
Dec 23, 2008, 11:39 AM
I upload a minor imporvement of my mod... Version 1.2 is ready for download.
It has SMALL IMPROVEMENTS, but that's what I can do since I'm very busy...

Add some more natives with the use of Civ4 leaderheads

This can be easily done. Maybe in the next version. Btw I think that just a mayan empire sounds good in this way...

...where you will start colonizing a map of Europe instead of America

This is a good idea for MAP DESIGNERS!!! :lol:

i want to know how they look
Downoload the mod and you will see. Don't expect nothing special!!! :lol:

I really like playing with CivBalance mod, and i would like to know, is there a chance anyone could merge these two mods?

I never tried CivBalance mod so i don't have idea if theese two mods can be merged. Btw IMPOSSIBLE IS NOTHING...

how could I add these new nations+flags into colonization
Dude, is not so hard but keep this work as a mod... Never touch the original version of the game!!! If you merge my mod to original, you will probably never able to play other mods!!! :lol::lol:

veBear
Dec 24, 2008, 04:11 AM
MERRY X MAS EVERYBODY!!!

Galandor
Jan 20, 2009, 08:56 PM
Hello, i just wanted to know how many turns does this mod have? have you increased the number? and also can you tell me how to increase the number myself?


ps: you should check out this mod for the map; http://forums.civfanatics.com/downloads.php?do=file&id=10979. : ), or does it interfere with the blue marble mod???. I hope this mod isn't dead...

joeaverage
Jan 29, 2009, 11:27 AM
I think I've found a bug in the MOD. For some reason when I load this MOD into the game, the learning fuction for converted natives doesn't seem to work anymore. They simply can't learn in the village from where they came.

Anyone experience this as well?

By the way - excellent with the new Danish names... :)

kaibayashi
Jan 30, 2009, 03:55 AM
I think I've found a bug in the MOD. For some reason when I load this MOD into the game, the learning fuction for converted natives doesn't seem to work anymore. They simply can't learn in the village from where they came.

Anyone experience this as well?

By the way - excellent with the new Danish names... :)

I think this is part of Dale/Snoopy's PatchMod which is included in this. It's by design, not a bug.

joeaverage
Jan 31, 2009, 01:25 AM
I think this is part of Dale/Snoopy's PatchMod which is included in this. It's by design, not a bug.
Ahh, now it makes sense. Thank you for the answer. :goodjob:

Masterman
Mar 25, 2009, 09:17 AM
Since I always look for new, fun mods to play, I recently found Modular United Mods. The concept of playing another colonizing European power or warring against or cooperating with them is terrific. However, not even the greatest of mods can "stand the test of time" without good maps to play on. Good maps for me are realistic, historical maps. :D

The point: Therefore I created a map for Modular United Mods v1.2 from the Ozzy's America map with correct starting positions for the English, Dutch, Spanish, French, Portuguese, Swedish, Danish and Chinese.

I've playtested the map and the results were quite promising. The English, French, Portuguese and Spanish all arrived at their historically correct starting positions. The Dutch created an empire on the north coast of South America. The Danes built an empire in Argentina (I've no idea why, they start up north). The Swedes placed themselves north of Canada. The Chinese built an empire north of California. However, I'm not fully satisfied with these results; I'd like to get propositions for where in the seas to place the Swedish, Dutch and Danish starting units; a geographic description or even coordinates on Ozzy's map would do. :mischief:

I noticed something that might be a bug: I alone were exploring North America using scouts. Despite there being three European powers on the eastern seaboard (I was New China on the western seaboard) I had no competition to get to the riches. Very odd!

Since it's possible to limit the number of colonizing power on a map (by adjusting the contents of a specific file), it should be possible to select which European powers to use in your game. This "new" map should therefore be useful for any player. Also, I'd, at once, include the Russians in Alaska if someone were to create a Russian modular pack for this mod.

Question: So, is there any interest in seeing my modified Ozzy's America map with correct starting positions posted here?

/ Peter Masterman :-)

Liambane
Mar 25, 2009, 09:32 AM
So, is there any interest in seeing my modified Ozzy's America map with correct starting positions posted here?

Dude, I understand perfectly what you said in your post. Let me explain; basically this mod should had a 1.3 version with others new civilizations and the ozzy's america map fixed for play with.

I never had success to create a fixed map with ozzy's america and i leave the project alone, letting this mod "die". however in MuM v1.2 there are modular civilizations that can be used for any other ideas... If you want to upload the map, for me this is a good idea... :):)

Thx. :goodjob::goodjob:

P.S: If you like realistic map try my other mod Earth 40 Civilizations for BTS

joeaverage
Mar 25, 2009, 10:10 AM
The Danes built an empire in Argentina (I've no idea why, they start up north).
I will have to correct you on this one. The Danes started building colonies/forts in the Caribbean on St. Thomas and St. John (known as St. Jan in Danish) and later on, on St. Croix. And therefore should be corrected on your map.

Regarding Argentina, there were around 13.000 Danes who settled down in Argentina in between the late 1840s to the early 1930s, but calling this a colonization is entirely wrong - as it is merely considered an period of immigration. The Danes has been settling and colonizing the aforementioned islands from the late 1660s under King Frederik III. But Denmark has have had colonies since 1620s under the rule of King Christian IV. ;)

Looking forward to try the map! :-) Where can I find it?

J. :king:

Masterman
Mar 25, 2009, 01:03 PM
I will have to correct you on this one. The Danes started building colonies/forts in the Caribbean on St. Thomas and St. John (known as St. Jan in Danish) and later on, on St. Croix. And therefore should be corrected on your map.

Ah, I think you misunderstood. I merely said that the Danes built a colony in Argentina in *my* test game. I do know the real-life history of the Danish colonies. Actually, I had placed them at a reasonable starting location on the map so that they would have built the Caribbean colonies, but, for some reason, they did not, instead opting to go to southern South America.

Looking forward to try the map! :-) Where can I find it?

Alas, you can't find it since it has not yet been uploaded! :)

Known bugs :sad: are:
* Chinese ships created on the western seaboard go to China and back perfectly, but any new ships built in "European China" appear on the eastern side of America. An in-game fix for this is thus to have all ships be built by New China in the colonies for them to sail correctly.
* Some civilization start out in the middle of complete blackness. The map clears up once you start to sail, but it's a bit unsettling and should be somehow corrected.
* The starting window with leader name, victory conditions, starting troops and so on does not show up. Rather odd, but not really game-breaking.
* I could find no Scouts of the European powers in North America. Possibly, they can't produce any for some reason. Need to check this out again with another test game.

Requests:
* I'd like New China to have different architecture and a unique "European Chine" screen.
* I'd really like to include Russia in Alaska. This will be added if a modular civ shows up.

Any advice on how to fix any of these problems is appreciated.

Since at least one user here is interested in it I'll see to it that I iron out the bugs in it first, and then post it. Not before that.

And, BTW, kudos to Liambane for having put this mod together. I get it that you don't expect to have time to continue with the mod, so perhaps it's a good ending to complete it with a nice map to play on.

/ Peter Masterman :cool:

kaibayashi
Mar 25, 2009, 01:41 PM
* I'd really like to include Russia in Alaska. This will be added if a modular civ shows up

I think PiMan created a Russian Modcomp, that Dale has incorporated into AOD. Perhaps you could do the same.

joeaverage
Mar 25, 2009, 03:14 PM
Ah, I think you misunderstood. I merely said that the Danes built a colony in Argentina in *my* test game. I do know the real-life history of the Danish colonies. Actually, I had placed them at a reasonable starting location on the map so that they would have built the Caribbean colonies, but, for some reason, they did not, instead opting to go to southern South America.


Ahh... I understand... No worries then! ;)

But let me knwo when you have a RC for the map... I'd love to see it... ;)

PiMan
Mar 25, 2009, 08:42 PM
I think PiMan created a Russian Modcomp, that Dale has incorporated into AOD. Perhaps you could do the same.

Wasn't me. I've only done Australian Colonization.

kaibayashi
Mar 26, 2009, 04:50 AM
Wasn't me. I've only done Australian Colonization.

heh, i did have a feeling i might be wrong about that... who did the russian modcomp then? I could have a look, but i'm too lazy! :P

Either way it is out there and available if needed im sure :)

Masterman
Mar 27, 2009, 09:58 AM
Ok then, I've some good news regarding the Ozzy's America map for this mod. I've worked out all of the bugs except for:
* Chinese ships created on the western seaboard go to China and back perfectly, but any new ships built in "European China" appear on the eastern side of America. An in-game fix for this is thus to have all ships be built by New China in the colonies for them to sail correctly.

Fix1: However, I've made another in-game fix to handle this problem. Whenever a Chinese ship appears in error on the eastern seaboard it's possible for the Player to sail around the southern edge of South America to get to the colonies. The original map prevented this, but I've edited some map squares to allow for it.

Fix2: To simulate the fact that Sweden and Denmark were late players in the colonization process, I've set back both their starting positions by approximately two turns. The result is a more varied game where New Sweden and New Denmark can appear basically anywhere on the map.

I'll playtest a bit more, and then post the map-file somewhere on the forum.

/ Peter Masterman :cool:

i_diavolorosso
Apr 03, 2009, 03:07 AM
heh, i did have a feeling i might be wrong about that... who did the russian modcomp then? I could have a look, but i'm too lazy! :P

Either way it is out there and available if needed im sure :)
Nevermind isn't it??
I'm too lazy to look it too:p

joeaverage
Apr 03, 2009, 03:22 AM
Ok then, I've some good news regarding the Ozzy's America map for this mod. I've worked out all of the bugs except for:
* Chinese ships created on the western seaboard go to China and back perfectly, but any new ships built in "European China" appear on the eastern side of America. An in-game fix for this is thus to have all ships be built by New China in the colonies for them to sail correctly.

Fix1: However, I've made another in-game fix to handle this problem. Whenever a Chinese ship appears in error on the eastern seaboard it's possible for the Player to sail around the southern edge of South America to get to the colonies. The original map prevented this, but I've edited some map squares to allow for it.

Fix2: To simulate the fact that Sweden and Denmark were late players in the colonization process, I've set back both their starting positions by approximately two turns. The result is a more varied game where New Sweden and New Denmark can appear basically anywhere on the map.

I'll playtest a bit more, and then post the map-file somewhere on the forum.

/ Peter Masterman :cool:

Good one :clap:

Will the map still have limited turns, like the original one? Or have you switched that off?

Masterman
Apr 05, 2009, 09:28 AM
Good one :clap:

Will the map still have limited turns, like the original one? Or have you switched that off?

The map is set on 300 turns like the original one. Since this is basically a Scenario the Player can, of course, adjust difficulty, speed etc. as per his needs. The Default settings on the maps are the same ones as in the Ozzy's America map used in the Age of DiscoveryII mod.

/ Peter Masterman :D

Masterman
Apr 05, 2009, 09:53 AM
Here is a modified Ozzy's Americas map for use with Modular United Mods v1.2.

FEATURES: :D
* Play as any of the eight "European" civilizations of Spain, England, France, Netherlands, Portugal, China, Sweden or Denmark.
* The Chinese civilization starts on the Pacific side of America, that is in the West.
* Known bug: Chinese ships built in China will appear on the Eastern seaboard. Ships built in the colonies will not have this problem and will function properly.
* Map modification: It is now possible to sail around the southern edge of South America (i.e. Cape Horn). This allows for the other civilizations to reach the Pacific to pirate Chinese cargo ships. It also allows Chinese ships that have reached the Atlantic side in error to find their way to the Pacific-side colonies.

Usage:
1) Download the attached zip-file of the map
2) Unzip the contents into a folder named "PublicMaps" located inside the directory of the Mod (the mod directory should be named "Modular United Mods 1.2" and be located in the "Mods" directory). If you have no "PublicMaps" folder inside the Mod directory, create one, and unzip the contents there.
3) Start the game, load the mod, and then select Single Player - Play a Scenario, and choose Ozzy's Americas on the Select a Map screen, where it should now appear, and press Ok.
4) Select your civilization and the game settings and rule the New World!
4b) Alternatively, just double-click the file "Ozzy's Americas.colonizationWBSave" in your Explorer and it will all load automatically to the civilization select screen.

Comments, ideas and bug reports are most welcome on this message board. For example: Would gameplay be enhanced by the presence of Russians in Alaska? Are other starting positions better for some of the civiliazations?

I hope you enjoy the results! :goodjob:

/ Peter Masterman :cool:

Liambane
Jul 10, 2009, 10:04 PM
Mod Update!

TC01
Jul 11, 2009, 02:48 PM
Russian America Mod was done by NeverMind here (http://forums.civfanatics.com/showthread.php?t=303846). Speaking of that mod, have you added the Maya and Inuit civs as well? They were also in the Russian America mod.

I'm downloading the mod as I post this. It's much more preferable to have to run all the civs individually- having the new civs compiled into one mod is much, much more useful.

Liambane
Jul 11, 2009, 04:16 PM
have you added the Maya and Inuit civs as well?
Nope. I've included just Russia in this upgrade.

It's much more preferable to have to run all the civs individually- having the new civs compiled into one mod is much, much more useful.
Eheh... This is the reason cause I've done this mod.

drjest2000
Aug 14, 2009, 02:26 PM
Really a superb mod. Like Liambane, I'd love to see the Maya and numerous other civilizations added (10-15 minute load time expected LOL). I also think adding more resouces like copal (used both as incense and like amber to make jewellery), wood creosote (used historically in medicine, insecticides, and shipbuilding), hemp (historically used for ropes and sail-cloth), indigo (dye), tea, coffee, cocoa and gold added as resources would rock if it wouldn't make the economy so hairy it becomes unmanageable.

If you add gold, could you make the AI handle it in a more sane manner? The implimented versions I have seen will invariably make a starter colony go into starvation rather than work on building necessities.

simonmaal
Nov 03, 2009, 01:26 PM
Superb Mod! It really breathes life into the game as well as making it more challenging when starting off with all the new colonial powers at once. I always play on huge/marathon (I like the long game!) and I always felt that the huge map felt a bit empty with just 4 colonial powers. This mod changes that and makes it feel as if I have to get claiming land as soon as possible before the others do!

The only feedback I would give is that more native civilizations might be good. Other than that, as I said, a superb mod!

Thank you so much for making this :)

Johnniecash
Nov 29, 2009, 04:08 PM
Great initiative!

Would it be possible to merge this with the Age of Discovery II mod? I would love to take use of the great work on Denmark in the settings of AoDII. Is this easiely done?

simonmaal
Nov 30, 2009, 12:48 PM
Great initiative!

Would it be possible to merge this with the Age of Discovery II mod? I would love to take use of the great work on Denmark in the settings of AoDII. Is this easiely done?

I'm in the process of merging this with my own (so far unreleased) New Northumbria Mod. At the moment I've managed to get Portugal integrated but still need to do the others (the file structure is different from mine so I need to copy and paste loads of stuff into all the XML files to co-ordinate them). I've got the Europe screen mod and extra victory conditions mod into my own as well as using some of Ekmek's excellent leader heads with my own custom backgrounds.

So based on my own experience, merging the mods should be straightforward, just a bit time consuming because of the different way people structure the files within their mods.

I'll get my own mod out there once I sort the issues I've been having and hopefully that might give some clues as to how this might be done.

Of course, I'm quite new to modding so I might have it all wrong!! ;)

Pastshelfdate
May 16, 2010, 09:59 AM
:confused::confused::confused:

Excuse me... But... Are you sure you know how to load this mod?
That's very strange! Never heard a story like that...
I downloaded and installed the mod right now and it works perfectly.

However, that bug can't be my mod fault because is not programmed for do that things. It's just an add-on and nothing about saved maps.

Be sure to put the mod Unzipped in "Colonization\Mods"
The adavaced setting, load a mod and chose United Mods...
Check COLONIZOPEDIA entries to see if it works...

I don't really know what can it be... It's very strange!!!
Thx for feedback. Keep me informed...

I'm sorry, Liam, but when I use Windows Explorer to open the sub-directory tree inside the basic, un-patched installation of Colonization (2008), I can't find a "Mods" directory, at least not directly below the Colonization root. The closest thing is a "Public Maps" folder.

When I first visited the Civilization Fanatics site, the Colonization downloads pages, clicking on a file name opened a page that included instructions for installing each file. So in addition to downloading files, I saved a copy of each description page. Yet now none of the pages, either on my PC or on the site, include installation instructions. What happened? :(

Pastshelfdate
May 16, 2010, 10:34 AM
Please accept my apologies, as you've probably been asked "Where is 'Colonization\Mods'?" before, but all I can afford on disability is 28K dial-up, and it's going to take a while to wade through the forum pages to see if I can find installation instructions for United Mods 1.3.

Mr. L

Pastshelfdate
May 16, 2010, 11:21 AM
Impossible to download...

I'd like to test this mod, sounds like a good job. But... the place where you put it doesn't work properly. It says "wait for 5 minutes", but time never comes down to zero, it's always at 5 min. I have no intention of becoming a paying subscriber....

I hope you can upload it somewhere else.

Ciao,
Civ4ludo

I just downloaded United Mods last night, over my 28K dial-up. I thought about using the first server on Atomic Gamer's list of four servers for the file, but I chose the second one, in case too many people clicked on the first one. I didn't time my wait, but I'm guessing it was very close to the advertised "4 minutes." wasn't worried about that wait, as I knew the download would take a very long time (about 5 hours, when it was done).

I hope trying one of the other three download servers works for you.

Mr. L

Pastshelfdate
May 16, 2010, 11:31 AM
I'd prefer the Viking audio files for Swedish unit speech. The Vikings speak contemporary Norwegian, which is as close to Swedish as you get in Civ 4.

I wish I knew how to quote the signature block you used. I think you said having a "Viking" civilization, led by Ragnar Lobroc (spelling?) would be the same as replacing the "English" with the "Yeomen," led by Robin Hood, or replacing the "Americans" with the "Cowboys," led by Zoro.

I did not know that "viking" is Norse for "pirate," and that the civilization would be more properly called Norse. I did know that Norse moving up the rivers of what is now Russia managed to gain leadership of Russia, so the Norse would be a good choice for a player, as they weren't threatened except perhaps by Sweden, and certainly Nazi-led Germany.

Anyway, thanks for a couple of laughs out loud, and some education.

Mr. L :)

Pastshelfdate
May 16, 2010, 12:42 PM
Here is a modified Ozzy's Americas map for use with Modular United Mods v1.2.

Usage:
1) Download the attached zip-file of the map
2) Unzip the contents into a folder named "PublicMaps" located inside the directory of the Mod (the mod directory should be named "Modular United Mods 1.2" and be located in the "Mods" directory). If you have no "PublicMaps" folder inside the Mod directory, create one, and unzip the contents there.

I tried creating a "Mods" folder, directly below the "Colonization" folder of the base game installation. Then I unzipped Modular United Mods 1.3 and extracted the whole thing to ... FiraxisGames\Colonization\Mods.

Launching the base game, I entered Advanced\Load a Mod, found United Mods 1.3 visible, chose it, and clicked "OK." At first it seemed all was going well, but then I got a string of 56 "XML Error" messages, all of which were associated with various leaderheadinfo files. Here is the complete text of the first message:

"There are more siblings than memory allocated for them in CVXLLoadUtility::SetVariableListTagPair. Current XML is: modules\custom civilizations\swedish\rising_civrleaderheadinfos.x ml."

I have 1 GB of RAM, which runs Civ IV and Civ IV - Colonization without any problems.

3) Start the game, load the mod, and then select Single Player - Play a Scenario, and choose Ozzy's Americas on the Select a Map screen, where it should now appear, and press Ok.

I'd love to get this far. I have fond memories of the 1994 version of Colonization. I played the French, because I wanted to treat the native Americans fairly. We flowed like water in between their settlements, and by the time we declared independence, we had fortress cities from pole to pole, "from sea to shining sea," and had rescued the Inca from the Spanish (kicking them out of the New World). Now I get to try it without slavery, if I understand the constitution options, correctly.

I hope you enjoy the results! :goodjob:

/ Peter Masterman :cool:

I look forward to it, :) if I ever get it working. :blush:

Mr. L

Comradebot
Jul 13, 2010, 04:52 PM
Seeing as I now play almost exclusively with this mod (go go Russian colonies!), figured this is as good of a place as any to get a couple chunks of advice.

1. I started a seperate thread regarding this, but this thread may be a better spot. I'd LOVE to be able to edit the names of the Russian leaders, as right now they're the only two colonial leaders to NOT have their full names, and it sorta bugs me. A minor thing, but I'd love to be able to fix it.

2. Again, regarding Russia... do they ALWAYS start in the southern most reaches of the world? Because it sure feels that way (and I THINK I've heard all Civs have a sorta "set" start location... which is lame...). Is there any way to change this? Russians belong up north, damnit (or even on the opposite coast? Is that even possible?). Again, isn't a HUGE deal, and honestly I'd be happiest if the game could've been more "random" with start locations in general.


If anyone can talk to me in very, very simple terms of how to accomplish either or both of these, I'd be very grateful. Can't say I'd give you an actual, tangeable reward, but you can't put a price on a nice "thank you", now can you?

rchowhs
Dec 09, 2010, 08:00 AM
I am making a new scenario, including a little bit of E asia and W Africa, & I think adding some more victory options, might be a good idea

mssmjscss
Jan 24, 2011, 02:54 PM
As did Bavaria, but since they bought a colony which they never actually administered themselves, I guess they do not merit a separate Civ... :D

Jokes aside, for a serious Colonization game, the four Civs in the original plus Portugal, Denmark and Sweden, plus perhaps Scotland, should be the full list. Fantasy, "what-if", scenarios could have any number of realistic and non-realistic colony powers, of course, but anything remotely historical should not have Chinese, Russian or *shiver* Israeli colonies. But the beauty of the modular Civs is that each player can make those choices himself (or herself, by all means). So if you think that China would make a valid addition to the core Colonization game, go ahead and add them in. Myself, I'll stick to those nations which had at least some success with American colonies historically.

The Russians owned Alaska :rolleyes: ; China didn't own any colonies, but they did emigrate to the west coast :D . The only one that I ABSOLUTELY agree with you on is Israel :goodjob: .

P.S. If someone already responded as of so, I'm going to be extremely mad! :mad: