View Full Version : Terra Nostra
Moriboe Mar 07, 2011, 04:38 AM http://forums.civfanatics.com/downloads/logotn_1tl.jpg
This mod is a conversion of Rhye's earth map, with additional and adapted civs. First of all I need to say that most of the hard work was done by other modders. I'll mention them further on and provide a link to their stuff at the bottom of this post. Make sure to check out their work! I had some doubts about posting this here; I hope this can be considered a scenario.
For the G+K version look here (http://steamcommunity.com/sharedfiles/filedetails/?id=126121882). The post below deals with vanilla.
Current version: v7.3
Get it from the downloads database (http://forums.civfanatics.com/downloads.php?do=file&id=16713) or from the mod browser.
This mod is still functional, but will no longer receive updates.
Key features:
Large Earth map with enlarged Europe (Rhye),
22 old world civs, including the Norse, Poland, Carthage, Kongo, Zulu and Korea,
32 city states, including new types by Iceco,
New or boosted traits for several vanilla civs,
Removing marsh requires biology,
Map version with quick combat enabled,
No DLC's required
New civs:
Norse: Trait = Viking Raids, UU = Berserker, UU = Housecarl
Poland: Trait = Golden Liberty, UU = Hussar, UB = Stud Farm
Carthage: Trait = Winds of Trade, UU = Numidian Cavalry, UB = Cothon
Kongo: Trait = Glory of the Manikongo, UU = Pombo, UB = Raffia Mill
Zulu: Trait = Buffalo Horns, UU = Impi, UB = Ikhanda
Korea: Trait = Ancient Scholars, UU = Hwacha, UB = Seowon
Vanilla civs:
The Ottomans became the Turks, capital Suyab (in central Asia). Trait = Empire Builders: melee and gunpowder units +25% vs cities, plus Germany's vanilla power
German trait: melee, gunpowder and mounted units can make 2 attacks per round (taken from Kael's battle fury trait).
English trait: additional 10% gold bonus in cities.
Greek trait = philosophy: +50% GP rate.
Songhai trait = Bureaucracy: +1 gold on tiles producing 3+, faster river movement.
Mongol trait = Organization: +1 gold from trade routes, faster mounted movement.
Arabia trait: boosted to +2 gold from trade routes.
The city states:
Americas: Onondaga, Sioux Falls, Mesa Verde, Tenochtitlan, Chichen Itza, Quito, Cuzco, Igloolik, Temuco, Iperoig
Africa: Aoudaghost, Oyo, Axum, Mombasa, Great Zimbabwe
Europe/Near East: Dublin, Lisbon, Jeruzalem, Tblisi, Karelia, Kiev, Sibir
Asia/Oceania: Yakutsk, Sri Lanka, Lhasa, Hanoi, Watarishima, Jakarta, Waikato, Uluru, Tonga
The terrain:
Jungle -1 food.
Removing marshes requires biology.
Wheat is now called the more generic "cereals". Added more around the map.
Old Faithful became Geysir, Grand Mesa now Table Mountain (to spread them out more).
Various edits of the map, including (even) larger Europe, Korea and Japan.
Running the scenario:
Select the map 'Earth 22' or a variant.
Tick the 'Load Scenario' option, then select a civ. If you cannot select (http://forums.civfanatics.com/showthread.php?t=413999) the civ of choice: take another, start the game and exit to the menu. Try again: now all civs are selectable.
Have fun!
Other mods: I found the combination with the Barbarians! (http://forums.civfanatics.com/showthread.php?t=409196) mod to work pretty well; check it out!
And of course it is fully compatible with Building Made Fun.
Work I used:
Click the "*" for links:
Rhye: the original map * (http://rhye.civfanatics.net/) * (http://forums.civfanatics.com/forumdisplay.php?f=204) * (http://forums.civfanatics.com/showthread.php?t=408887)
ecv: conversion to civ5 and further touches * (http://forums.civfanatics.com/showthread.php?t=386072)
Iceco: Not Another City States Mod * (http://forums.civfanatics.com/showthread.php?t=395554)
molnutz: Carthage and Vikings * (http://forums.civfanatics.com/showthread.php?t=389586) * (http://forums.civfanatics.com/showthread.php?t=387836)
Hukkak: Korean and Zulu civilizations * (http://forums.civfanatics.com/showthread.php?t=391327)
zjb: Polish Empire mod * (http://forums.civfanatics.com/showthread.php?t=415968)
Cyon: Kingdom of Kongo * (http://forums.civfanatics.com/showthread.php?t=415890)
Deliverator: Housecarl (adapted from Bakuel, Walter Hawkwood) and Impi unit graphics * (http://forums.civfanatics.com/showthread.php?t=393556) * (http://forums.civfanatics.com/showthread.php?t=397159)
Kael: battle fury trait * (http://kael.civfanatics.net/QueenoftheIceni/index.shtml)
Ddude97 Mar 07, 2011, 08:03 PM Looks good :goodjob:
Moriboe Mar 10, 2011, 04:45 AM Posted an update already. I spent the last couple of days doing little else than testing the scenario :blush: The result are various map and leader flavor tweaks.
Problems included the Turks consistently walking halfway across the world to found their third-ish city; toning down their naval flavor seems to work. The Germans just wouldn't expand so I made their starting position slightly weaker to make some people want to emigrate :crazyeye: etc.
I can't seem to upload attachments lately so no screenshots, but the downloads database has one should you require it.
Also I've played around with Mentos' Barbarians! mod: highly recommended!
Ddude97 Mar 10, 2011, 10:52 AM When the map is not in your actual maps folder but is turned on, can you see your map?
Any help with integrating mods info to maps would be appreciated :)
Moriboe Mar 10, 2011, 11:28 AM I'm not sure what you mean, but here's what I know:
I just put the map in the root folder of the mod and added it in the mod properties' Content tab, which makes it selectable in the game setup screen. Mod data is available in the map if the mod is active, this goes both for ingame (obviously) as WorldBuilder: opening a map from inside a ModBuddy project is no guaranty that the project is actually loaded; the "change mods" option can do that.
I hope you find an answer somewhere in the above. If not, please rephrase your query :)
Ddude97 Mar 10, 2011, 12:01 PM What did you do to add it to the Content tab? What tags are needed for this? (Name, Type?)
Currently, I am unable to select my map when my mod is activated, I plan later once this is fixed to start integrating mods into my scenario, and possibly creating some.
Thanks for the quick reply!
Moriboe Mar 10, 2011, 12:05 PM You're welcome :)
The tags:
Type = "Map"
Name = the name you want to appear in the game setup screen
Good luck!
Ddude97 Mar 10, 2011, 12:09 PM It works! Thank you very very much :)
HisAwesomeness Mar 13, 2011, 03:08 AM Dear Moriboe,
I would prefer to cancel Quick combat, how do I do it?
Anyway Awesome Scenario.
:trophy:
:trophy2nd:
:trophy3rd:
Your Friend,
HisAwesomeness
Moriboe Mar 13, 2011, 05:59 AM YourAwesomeness,
Unfortunately, there is no ingame option to change this for a scenario that I know of. I will have a look later at the YnAEMP map pack, it manages to have an advanced options menu. But for now there is a way:
You can open the map, located in the mod's root folder, with the World Editor (SDK mod tools required). Then click Scenario in the menu bar. You will get a list of game options, including Quick Combat. Disable and save. If this doesn't work out for you, I can provide more help on Tuesday (no access to my installation now).
Thanks for the appreciation :)
Farrapo Mar 13, 2011, 09:35 AM I seem to have a lot of problems installing Civ5 mods and I am not sure why. Some work, some don't. In this case I used the download database and put the resulting terra_nostra_v_2.civ5mod file into my MODS folder. I went to the browse mods feature in the game and clicked to install the mod. It extracted and verified 111 items, however it does not appear as a selectable scenario to enable. Likewise, doing a single player setup does not show the earth 18 map.
I then went back to look at my documents file in civ5 and found that all the extraction had added was an empty Terra Nostra (v2) folder in MODS. I moved the above file into it, repeated the process through extraction and had the same result.
This often happens to me ... installing a scenario only results in setting up an empty folder under MODS. So unless I can find the corresponding map and move it to the maps folder, etc. I cannot get the scenario.
I should mention that I run Civ5 in a Windows 7 partition under Parallels on an iMac, but I don't think that's the issue because some mods work fine and others I can never get to install.
Any suggestions?
Moriboe Mar 13, 2011, 12:00 PM I can send you the mod files as an archive or upload it somewhere - on Tuesday ;) Either you PM me your email address or I'll PM you the upload location.
As for the problem I can only make a guess. Maybe it has something to do with write permissions? Perhaps the mods that don't work have their own directory structure that is not allowed to be built? Just a wild guess...
Farrapo Mar 14, 2011, 10:38 AM Not sure, but for some reason the extraction does not populate the mods and maps folders. Once properly placed all mods work fine. If there is a place I can download all the extracted files that would be great. Meanwhile I'll keep working on it. I suspect it must be an artifact of working in a Windows partition, though not clear why that would be the case. Always liked the Rhyes scenario in Civ4 so would like to try here.
Moriboe Mar 15, 2011, 01:56 PM I uploaded a zipped version here: http://www.speedyshare.com/files/27418243/Terra_Nostra_v_3_.zip
Enjoy :)
gijas Mar 15, 2011, 05:41 PM Quick combat enabled? Not my choice of combat. Is there anyway to disable this in your mod back to the normal combat?
Never mind... I saw your post above on this. I will leave my post here as to remind you that not everyone here likes QC enabled. Otherwise, great mod and good job!
Farrapo Mar 15, 2011, 05:53 PM Thanks for the zip version and also for the PM. I'll try it out tomorrow.
Moriboe Mar 16, 2011, 02:02 AM Quick combat enabled? Not my choice of combat. Is there anyway to disable this in your mod back to the normal combat?
Thanks for the notice. I'll get a next version up with two maps; with or without quick combat enabled. The solution in Gedemon's YnAEMP mod is too complicated for me :sad:
Moriboe Mar 16, 2011, 02:59 PM New version available, see OP :)
I noticed a strange problem where rivers flowing into the sea south to north do not provide the river property to the final tile on the right bank of the river. Only two rivers did not have that problem. Rivers in other directions are all fine. Very strange. My solution: change the course of rivers with a south to north final section ;) As a result some rivers divert a bit more from their real world course.
And many more map improvements in general.
Farrapo Mar 16, 2011, 03:11 PM Downloaded zip v3 and it's working fine, so thanks. Testing it now.
HisAwesomeness Mar 17, 2011, 04:39 AM The terrain:
Jungle -1 food.
Removing marshes and jungle requires biology. But you can build plantations and mines in them without clearing.
Wheat is now called the more generic "cereals". Added more around the map.
Old Faithful became Geysir, Grand Mesa now Table Mountain (to spread them out more).
Various edits of the map of little general interest.
Dear Moriboe,
It is out of my curiosity that I ask you this. What are these "Various edits of the map of little general interest." you speak of?
Keep being awesome.
Your Friend,
HisAwesomeness
Moriboe Mar 17, 2011, 05:55 AM Changes to get the map more inline with the terrain ruleset: all jungle tiles now have a plains base (lots of them were on grassland), ice does not have forests on them, also no forest on marble, and probably some more.
Added much more marshes. Added a few atolls (including Midway) in v 3. Corrected a bunch of rivers.
Changes to account for bigger city radius: some resources that were out of reach for the capital in Rhye's Civ4 original could now be obtained by the capital so I changed those. In general all resources close to starting locations (including city states) were reviewed.
German and Siam start closer to their historical locations, Egypt one tile down so they can found the (roughly) Alexandria location, added horses closer to Greece, ...
Less luxuries in Europe, but more resources on the map in general. In v 3, I added some oil to a.o. Europe and north of Japan (locations backed by research). It would be strange to have a WWII without tanks or fighter planes.
And a bunch of cosmetic changes I can't remember and really no one would care about ;)
trinder1 Mar 18, 2011, 03:03 PM Where is Spain and Polynesia DLC
Moriboe Mar 18, 2011, 04:36 PM Don't have them, don't need them.
Farrapo Mar 19, 2011, 07:41 AM When an enemy city is conquered and puppeted it does begin to produce buildings after the revolt settles, so the problem seems to be with those cities you are initially setting to puppet status at start-up.
Moriboe Mar 20, 2011, 05:58 AM Uhm, reply in wrong topic I guess? ;) There are no cities at startup, just settlers.
Farrapo Mar 20, 2011, 03:40 PM Yes, sorry ... posted in wrong place. Duh. Have played this one and it seems quite stable and fun.
Inasio Mar 22, 2011, 01:33 PM "invalid map file"... any suggestion? I am too noob...
Moriboe Mar 22, 2011, 04:57 PM Where did you download from? If from the downloads database: the file should go in the MODS directory, not Maps. Then start the game and go to "Mods" > "Installed" and click the button "Install" in the bottom right. Activate the mod and follow instructions from the original post.
If I am wrong and you did install the mod: delete it and try again, something must have gone wrong. If it still doesn't work, please provide more details about when you receive that error. Good luck!
Inasio Mar 23, 2011, 11:52 AM It was downloaded straight from the Mod pool of the game. Then installed and clicked the button to make it available, but still doesn't work. I have done this twice.
It appears with the rest of the terrains availables, but in red letters and saying: "invalid map file"...
:confused::confused::confused:
Thanks for your help !
Moriboe Mar 23, 2011, 02:44 PM I've included atolls in v 3, maybe you have the Mac version where those are not included yet in a patch (wildly guessing again)? In that case you can download v 2 from the mod browser using the drop-down list.
If not, I've found some information on the error and a workaround here (http://forums.civfanatics.com/showthread.php?p=9723191), but my modinfo file should already contain that information, so I doubt it'll help.
I hope some of this is useful, that's all ideas I have.
Inasio Mar 28, 2011, 06:04 AM I have windows 7, so it might not be the problem... I have also tryied the workaround and it is useless...
Can't really understand what's wrong.
Does anyone have the same problem?
Farrapo Mar 28, 2011, 08:30 AM Inasio ... I also have trouble installing and executing mods using the on-line method via Steam. I also use Windows 7, but in a partition on a Mac under Parallels. For whatever reason, many times the on-line process just creates an empty folder in Mods and does not populate it with the extracted files. So what I ask posters to do is to provide access to a full zip file, which I then unzip into the Mods folder in Civ5. Then I go onto Steam, select Mods, and the scenario will be there. Enable it and follow the usual routine to run it.
Moriboe Mar 28, 2011, 09:09 AM Hm I didn't link your two cases, but that could be it. I have a zipped version here (http://www.mediafire.com/?r33v3lh911zc0lf) you can try.
By the way, I just found out you can open .civ5mod files using WinRAR, so you may be able to do a manual install for all mods, including those you download from the ingame browser.
Inasio Mar 30, 2011, 10:53 AM Downloaded the zip version you posted and still, "invalid map tipe".
I have to say that no even one update has been installed, as I don't have the "official" version of the game (I am sure you know what I mean)... Could it be the problem?
Moriboe Mar 30, 2011, 11:03 AM Yes... the map contains features that are released in updates: the Mongols, Cerro Potosi, atolls and maybe some more. These new features are not recognized by your game.
Try using another Earth map, one that was released before the major patches, there are a bunch out there. If you want Rhye's map (the one I altered here) check out this (http://forums.civfanatics.com/showthread.php?t=386072). I'm afraid I can't help you in any other way.
Oh and if you are enjoying the game, do try to get an updatable version; the patches provide great improvements over vanilla :)
Inasio Mar 30, 2011, 12:31 PM I see... end of the mistery then. Thanks for your help anyway. I will think about getting the updatable version if I can save some money.
Take care!
Moriboe Apr 01, 2011, 02:55 PM Version 4 is up!
Had some more play time invested, playing as England. I stayed in Great Britain & Ireland until Astronomy, at certain intervals observing what went on in the rest of the world. Some commentary on the screens:
On turn 100 Carthage was getting ready to invade Rome. As in actual history, they managed to do some damage (taking Antium and Ravenna), but failed to take Rome. On the other side of the world, the Mongol hordes took Bejing. The Turks planted a city in Turkey, I always like it when that happens :) Although the Turks in this scenario do not represent Turkey but rather the more generic Turkish peoples.
On turn 280 you see France has had its Napoleonic wars and gained a decent amount of land. China has been banished to the Filippines by Japan and the Norsemen destroyed by Germany. The new world is slowly coloring red from English cities.
And that's the problem: the AI is not colonizing properly. I think it may be the barbarians. The AI most often sends out unescorted settlers that get slaughtered (I played with the Barbarians! mod). The only cities in the America's that are not mine got built after clearing the area for my own settlers. To give an idea of barbarian activity I included a third screenshot, here playing as Siam.
So in v 4 I included a(n optional) map version without barbarians (without quick combat), but I have yet to see if it makes a difference. Also in this version is further improved balance; e.g., Songhai get horses so they can actually build their UU now.
Enjoy!
Farrapo Apr 01, 2011, 06:19 PM Can you provide a link to the zip file for the v4 release? When I load your mod file into my MODS folder from the download database and then install it in Steam it does all the extraction and verification, but only builds a V4 folder and does not populate it. It's a general problem I have, perhaps owing to running in a Windows partition on a Mac.
Moriboe Apr 01, 2011, 06:50 PM I found out you can open and extract the .civ5mod file using WinRAR (and possibly other archiving software). It has everything inside to run the mod, just extract it to the MOD folder as you would a zip file. Sorry for not making that clear. As this way should work, I saw no need to provide another version.
Just let me know if for some reason this doesn't work for you and I will provide a regular zip file again.
Farrapo Apr 02, 2011, 09:30 AM I used WinRAR to extract the files from the .civ5mod file. It does not put them in a Terra Nostra (V4) folder so I created one and moved all the extracted pieces in there. I moved that folder into the Cov5 MODS folder and then ran the game. I performed the Install function, enabled the Mod, ran it, and no Terra Nostra maps appeared for selection. Is that the correct process or did I miss something? Do I perhaps have to move the contents of the extracted Maps folder into the main Civ5 Maps folder?
Moriboe Apr 03, 2011, 02:08 AM That should be the correct process, damn. I'm sorry for this :( I will try myself tomorrow and upload a zipped version again in any case.
Farrapo Apr 04, 2011, 09:02 AM I moved the three maps to the Maps folder and tried again .... getting an invalid map red code on all three. Thanks.
Moriboe Apr 04, 2011, 09:38 AM The zip is here (http://www.mediafire.com/?secs69fr6q9l8dc).
I was able to unzip the .civ5mod file successfully though. I just did the following process:
Create folder "Terra Nostra (v 4)" in the MODS folder
Extract everything there
Play
I also had the "Install Mods" button appear because I left the .civ5mod file in the MODS folder, but didn't click it. This step is not necessary, it simply unpacks the mod files. The button disappeared after deleting said file and restarting the game.
But it doesn't really matter, the zip should do it ;) But you can try this again maybe for other mods.
Enjoy!
Farrapo Apr 04, 2011, 12:52 PM That worked! The trick was to not execute the install from within Steam since all items were already extracted. No need to move the maps either. Thanks.
Lachlan Apr 07, 2011, 04:05 AM It runs on current mac version of Civ 5 !
Wonderful :goodjob:
I play Rome
Moriboe Apr 08, 2011, 05:49 AM Good to hear :)
I found a bug that barracks gave no XP for the Turks. Fixed it in 4.1, now in the downloads database (linked in OP).
I removed the "no barbarians" version, as it seems to have no effect on colonization :( Attached a screenshot in 1955, with the new world still largely empty (check mini map). In my previous games it were Carthage and Songhai who did most colonizing though, and the United States of Africa (me) made no such attempt.
I fear it's beyond my control. The AI needs to have the value for ocean tiles reduced in its distance calculations, or have some different rule (segment) for different landmass cities. Something like that probably requires the source code.
PS: Bureaucracy is crazy :eek: With Big Ben and that -25% policy I could rushbuy buildings each turn. I am playing with my other mod here, which offers more economy boosters, resulting in these ridiculous figures. I'm gonna nerf some buildings ;)
Omega124 Apr 09, 2011, 08:00 AM Tried playing a game as India on Prince, but I gave up on it. Is Persia supposed to settler rush? Because they took almost all the good spots in India before I could even build a settler (Admittitly I did build Stonehenge before the settler).
Moriboe Apr 10, 2011, 02:16 AM Yes, some AI's can be quite fast. But now you're prepared for it :) If Persia founds Pasargadae on the Indus river, you can still found Mumbai two tiles south east of it (on its approximate real life location) to block further expansion. Be careful because Siam may also go for south India, but at least you have a good choke point there.
Moriboe Apr 29, 2011, 01:15 PM New version (v 5) is here! For now only in the downloads database (http://forums.civfanatics.com/downloads.php?do=file&id=16713).
I put quite some effort in it and I'm happy to inform how it was applied ;)
I mention the original creators of used work; please check the OP (bottom) for links to their respective topics. The civs all went through a balance pass (also to ensure perfect compatibility with both my other mod and vanilla). I use the :c5plus:-sign here to indicate stuff I put in; may be of interest to those familiar with the originals. To know what it all does you'll need to play ;)
New civs:
Poland (by zjb): Trait = Golden Liberty :c5plus:, UU = Hussar (incl. graphics), UB = Stud Farm :c5plus:
Kongo (by Cyon): Trait = Glory of the Manikongo, UU = Pombo, UB = Raffia Mill
Zulu (by Hukkak): Trait = Buffalo Horns :c5plus:, UU = Impi, UB = Ikhanda
Korea (by Hukkak): Trait = Ancient Scholars, UU = Hwacha, UB = Seowon
City states: Nineveh, Kiev, Sibir, Watarishima, Igloolik
The map got a good deal of attention. It's three factors I try to balance:
Historical Accuracy
Interesting player choices
Limit bad AI city site picks
And so...
The map:
Larger Korea, Japan (there are now a few options to settle a city in the south using vanilla spacing) and Europe: added space between France and Germany. This also allowed...
In Europe: thicker Greece and Italy (room for Venice, Genoa, ...), added the Copenhagen location (though no plans to include the upcoming Denmark DLC).
Replaced some narrow sea straits by rivers (as was already the case between Wales and Devon/Cornwall). It's a trade-off, but I think it makes the map look more natural. This allowed me for instance to add some "fjords" to Norway. But the Copenhagen and Sicilly straits do not show unfortunately.
Removed most instances of luxuries being one tile from another, as the AI would walk halfway across the continent to settle there.
Removed some useless one tile islands the AI insisted on settling.
And for completeness' sake:
Graphics/Text:
Impi (by Deliverator)
New icons for Zulu, Korea and Norse. Hukkak's splash for Norse.
Generic dialogue (greeting and defeat) for new civs that didn't have any. I took the light-hearted Civ4 approach. If anyone is put off by this; tell me.
Enjoy! :)
KaiserKevin Apr 30, 2011, 04:12 PM I am having issues installing and playing. I managed to get the v.4 from the CIV5 service DL's. I ran it and chose Carthage and did not start in North Africa. I choose the 18CM map. When I download the v.5 I put it in the mod folder. I click install in game and it unzips to about 80% then skips. When I look to enable the v.5 mod it is not there. What am I doing wrong?
I just tried again and managed to get all the civs selectable but I am not starting in the correct spot. I only see a 18 map, not a 22
Moriboe May 01, 2011, 12:57 AM Maybe your problems stem from conflicting versions. It's best to delete older versions before installing the newest. This is true for any mod. That may be why you still see the Earth 18 maps.
I would recommend doing this and to be sure, also clean out the cache before: delete the contents of the "cache" folder in your Civ5 directory (the same that contains the MODS folder). Then try installing again.
As for not starting in the correct spot: make sure you tick the "load scenario" flag, otherwise you will indeed start in the wrong location. Civ selection seems messed up, but that's beyond my control :( Just follow the provided instructions. I had hoped they would fix this in the recent patch.
I'm sorry this caused you problems, I'll add the "delete previous versions" condition to the OP. I hope it will now work for you (checked and no problems here). Happy to help :)
HisAwesomeness May 01, 2011, 08:34 PM Dear Moriboe,
It appears that I find it hard to Install The newest version, 5.1. I already deleted both the older version and the cache but no matter how many times I do it, it doesn't want to be installed.
Your Friend and Fan,
HisAwesomeness
KaiserKevin May 01, 2011, 09:57 PM Thanks for help, I'm stupid and didn't click the 'load scenario' flag on the map first time around (in my defense its kinda small)
Played through on the 18 map as Carthage and had a lot of fun taking out Rome and spreading out. Just recently played the 22 map as Germany and as I finished annihilating my last opponent the game didn't end. When I went to check the victory condition it showed me as the only one with a capital still. Aside from that the victory condition tab shows no route to victory except time as i recall :(
Also is there a way to change the difficulty? I think mine is stuck on 2. Maybe i just misclicked at start.
mutant-enemy May 02, 2011, 03:37 PM Also is there a way to change the difficulty? I think mine is stuck on 2. Maybe i just misclicked at start.
I had no problems with choosing other difficulties. Maybe try to first change difficulty and then checking "load scenario"?
Moriboe May 03, 2011, 08:08 AM @HisAwesomeness:
Too bad. Does this sometimes happen with other mods also?
You can try to extract manually, following the steps in this post (http://forums.civfanatics.com/showpost.php?p=10368200&postcount=43). Good luck!
@KaiserKevin
You are right, there are no victory conditions enabled; my mistake. Strange, I was sure they were all available in v4. I will fix this in v5.2 later today (edit: done), thanks for pointing it out!
And as mutant-enemy says, you can set the difficulty, but as the LAST action before starting the game, because selecting a civ will put it at chieftain, no matter what you had selected before.
I'm also happy reading some experiences from good gaming sessions :)
unfairlane May 03, 2011, 03:00 PM Interresting mod, but am I making up trouble or has anyone else seen as berserker alive in here? ¨Re-installed & replayed but I`m only ending up with longswordsmen, no berserkers.
Btw, the berserkers period ended with theocraty and they shure was no holy warriors:lol:
Moriboe May 03, 2011, 11:43 PM I can't positively recall seeing one either... though I mostly play African and eastern civs. But do note that the unit uses the longswordsmen icon also, so you would need to distinguish them by appearance.
It could be the Norse AI simply delays theology and doesn't get the chance to build some before steel (the obsolete tech). If no sighting is reported here I will increase its AI flavors and add flavors to the "holy warrior" template; maybe the AI checks these also (though for buildings at least it doesn't matter).
As for the historical perspective you do have valid points. Berserkers were outlawed in the period Christianity was being adopted in Scandinavia and for sure they weren't carrying out God's work on earth. But I stand by my decision on other grounds:
First the (short!) time frame: the viking age started with the raid of the holy island of Lindisfarne, in a time when the Christian empire of Charlemagne was expanding northwards. Both swords and longswords don't fit; it's somewhere in between, so I followed the "christian connection".
Secondly, berserkers were Odin's special warriors, armed with spears. Killing someone with a spear was considered making a sacrifice to Odin (as was strangling). So religion is interwoven with the berserker. Per strict definition theology is the study of God, but this would also exclude eastern religions as buddhism, taoism, ... So I took the liberty of theology being interpreted as the study of the Norse pantheon here.
Oh and "holy warrior" is just a template. Only the Norse have a replacement unit.
---
On a related "has anyone seen..."-note: I've been trying to get the Japanese to build a third city in the south, to no avail. Has anyone seen the AI do it? I might just move the whales there to "force" Japan to become more powerful :mischief:
unfairlane May 04, 2011, 01:11 AM Moriboe: I`m a Norwegian and aren`t new to this;)
I`ve off course checked the pre-techs and had both theology & steel in every attempt but still no berserkers:sad:
Due to written (British) history the Vikings "appeared" at Lindisfarne, but they`ve been trading & fighting for centuries before that. Archeology shows viking-settlements as old as 4-5000 years, and surprisingly cultivated for that period.
The socalled Berserkers were professional Norse warriors, known for using drugs or dop to get "in the mood". Dop here includes their religion.
To understand the vikings you`ll need to know their warrior-culture; every little boys dream back then was to became a good enough warrior to be picked for one of the kings longships,to make himself a name. Much like a boys dream to be a football-pro today.
Every boy would practise with toy-weapons from early days, and a some would be picked by local chiefs to join their troups to test them out in battle and see if they could be trusted. Before beeing considerated even on a smaller/local kings ship every man had to be tested for courage, no weakness was accepted.
Then some of those who made themself a name might be offered a place in one of the kings longship.
They were not just armed with spears or axes but a tactical mix of bows, spears, axes & swords.* No need to tell they all had great weapon-skills, what most does`t know is that they allso was known for their skills without weapons, with bare hands.
Not only did the East-Roman empirer choose them as lifeguards, they also were used as instructors in bare-hand battle for his royal guard since they were known as the best in that too.
It`s not too easy trying to make all this right in the game, some compromises has to be done. Yours are not the worst I`ve seen;)
* http://warviking.tripod.com/realweaponsandarmor.html
http://forums.civfanatics.com/showthread.php?p=10460968#post10460968
Moriboe May 04, 2011, 01:58 AM I`ve off course checked the pre-techs and had both theology & steel in every attempt but still no berserkers:sad:My mistake, I thought you meant the AI didn't build these units. Take care that you need iron working, not steel! Steel is already the obsolete tech, so if you have steel: no more berserkers. I just did a test (using the Have Fun! cheat mod) and gave myself iron working, theology and an iron resource and the berserker appeared in my build queue... but I will play a game as Canute next and make sure.
P.S. I love Norway! Only been there once (three week tour with lots of hiking) but hope to go again next year :)
HisAwesomeness May 04, 2011, 02:51 AM @HisAwesomeness:
Too bad. Does this sometimes happen with other mods also?
You can try to extract manually, following the steps in this post (http://forums.civfanatics.com/showpost.php?p=10368200&postcount=43). Good luck!
Dear Moriboe,
The previous versions and my other mods work fine, I just can't make the latest version, v 5.1, to work.
Your Friend,
HisAwesomeness
HisAwesomeness May 04, 2011, 02:58 AM Dear Moriboe,
Never mind, it worked the second time.
Sorry to bother you on all these comments.
Your Friend,
HisAwesomeness
Moriboe May 04, 2011, 05:50 AM No problem at all, glad it works now :)
@unfairlane: In my current game also, the berserker appears fine here... if it still fails to work just tell me what unit you want it to replace (and maybe other stats) and I will handle the XML for you. If I get a confirmation of the issue by another user I will put your changes in the next version. For the current version I beefed the berserker to 15 strength and amphibious.
Thank you all for the feedback!
edit: submit to mod browser is failing, so still only available in the database here
HisAwesomeness May 04, 2011, 09:53 PM Dear Moriboe,
It appears that you left two great nations behind, Spain, a nation that colonized much of Central and South America that brought them great riches from far flung lands and the Mongols, a continental Empire so vast that it cannot be conquered.
I suggest you try this for Spain by The Slayer
http://forums.civfanatics.com/showthread.php?t=387606
And this for the Mongols by magzhi
http://forums.civfanatics.com/showthread.php?t=388887
Your Friend and Fan,
HisAwesomeness
Moriboe May 05, 2011, 12:04 AM The Mongols are already in. Maybe you overlooked them or they got wiped out early?
I thought about the Spanish. I didn't include them so there is more room to expand in southern Europe for France, Rome and Carthage. Thinking of France as the Gauls at this stage makes this part of the world feel historically (at least for role playing) more fitting.
And then there's the AI's difficulty to colonize. Should the Spanish AI rush for the America's, I would definitely include them, but they most likely will just sit there in Europe until 1800 and maybe then send a settler... *shrug*
Perhaps in a next version, to lure hispanic gamers :D
unfairlane May 05, 2011, 02:53 AM My mistake, I thought you meant the AI didn't build these units. Take care that you need iron working, not steel! Steel is already the obsolete tech, so if you have steel: no more berserkers. I just did a test (using the Have Fun! cheat mod) and gave myself iron working, theology and an iron resource and the berserker appeared in my build queue... but I will play a game as Canute next and make sure.
P.S. I love Norway! Only been there once (three week tour with lots of hiking) but hope to go again next year :)
Thanks alot, that do not only clear up my confusion but also puts the berserker in exactly the right period.
Man, I had a hard time fighting to survive against attacks from Germany, France and Greece w. no berserker-warriors:confused::lol:
Moriboe May 08, 2011, 04:42 AM Cleaned up the project a bit, reducing file sizes. As a result I could upload it to the mod browser again.
I also made a logo, my graphics "skills" are improving (I hope) :)
Moriboe May 20, 2011, 12:56 AM Minor update (see OP for download link):
Linked soundtracks (Carthage now has Rome's music, Norse have the German's, ...)
Fixed alpha icons for Norse and Kongo
Turks get the siege promotion plus Germany's vanilla power
christos200 May 21, 2011, 09:15 AM this a very good scenario. the only problem i had is that the greek penisula is not very good desinged.
Moriboe May 22, 2011, 03:46 AM Thanks!
I had been puzzling with it before settling on the current version. The problem is that the scale of the map quickly makes attempted inclusion of geographical features look grotesque. Take or leave a tile and it may look more weird than just brushing over some features.
But please do make suggestions for improvement, I'm listening!
KaiserKevin May 22, 2011, 07:51 PM Well I've played through multiple time so I must enjoy it quite a bit. Just wanna vent some frustrations and observations I've had over my games.
The entire New World is almost a useless inclusion as I never see any of the AI settle it with the exception of Songhai getting parts of Brazil. Dunno what it is that causes the AI to avoid it completely. The City States there are useful allies but they are never what they are suppose to be for some reason (i.e. Cuzco or Teotihuacan ends up being Brussels or Edinburgh :( )
The barbarians are too much for me most games and I feel like ragequitting when I'm in multiple wars and one of the buggers pillages a luxury putting me below -10 happiness. This has happened in almost every game and I don't think I suck that much at defending myself in the game that its a just me problem. Additionally certain areas of the map become almost totally inaccessible. Australia, Philippines, and Indonesia I never see settled by Siam, Korea and Japan. First times I played through I would send an advanced unit to Australia to clear the barbarians, and upon landfall it would be shot by 4-5 archers :/ The AI doesn't fair much better with dealing with them, I wonder if the barbs cause the AI to not want to settle those areas.
I think the placements of some of the City-States could be improved for balance sake. Middle East is somewhat difficult to deal with. Arabia tends to bottle itself up in most of my games after Persia claims Kuwait. Egypt is also somewhat disadvantaged having some key territories around it being gobbled up by the City States near it. I thought getting rid Nineveh and placing Tblisi up in Georgia might give Arabia and Egypt a shot at another good city and clear up some space.
Creating a coastal passage from New Zealand to Australia might allow Waikito to help deal with the massive amounts of barbs in Australia. I like the Sibir placement as it acts as a buffer zone from the hordes of barbs coming from the north. Maybe another one in eastern Russia would spread them out more.
My 2 cents. Anyway I'm so pissed at this map that I'm gonna go play another round on it :p
Moriboe May 23, 2011, 12:27 PM The entire New World is almost a useless inclusion as I never see any of the AI settle it with the exception of Songhai getting parts of Brazil. Dunno what it is that causes the AI to avoid it completely. The City States there are useful allies but they are never what they are suppose to be for some reason (i.e. Cuzco or Teotihuacan ends up being Brussels or Edinburgh :( )True :( I will play around with AI settler parameters and see if I can help colonization without every civ rushing to Siberia instead.
As for the other problem it seems that the XML file for city states in the Americas is not being loaded. This is probably due to a conflict with another active mod. Do you have one active that introduces new city states?
First times I played through I would send an advanced unit to Australia to clear the barbarians, and upon landfall it would be shot by 4-5 archers :/ The AI doesn't fair much better with dealing with them, I wonder if the barbs cause the AI to not want to settle those areas.Empty areas are ruled by barbs, but I haven't encountered threatening levels like you describe :eek: I know I'm taking the easy way out here, but could you have another mod active that increases barbarian activity? I've played some 10+ games on this map and the only obnoxious barbs I encountered were massed galleys.
I also followed your line of thought; at some point I tested a "no barbs"-version, but it didn't increase AI settling so I dropped it. I hope above approach can do it.
I think the placements of some of the City-States could be improved for balance sake.You are right, I will revisit this area. Tblisi is a good pick but would close the Caucasus too much I think. Its units would jam the passage. Plus, I like how the Turks sometimes settle Turkey, which would become impossible as well.
I will link NZ and Australia.
More like 2 euros than 2 cents; I appreciate it! And good to here you still enjoy it, somehow :)
Pouakai May 23, 2011, 12:29 PM I can't believe you're going to link Australia and NZ. Why not place Sydney in Australia?
Moriboe May 23, 2011, 12:31 PM That was quick :) I meant by coastal squares, to drain of barb galleys. Sorry for the misunderstanding, my bad :)
Pouakai May 23, 2011, 02:06 PM Oh, that's fine then. Is it possible to remove civs somehow, i.e. if I have Denmark, have that instead of the Norse civ?
Moriboe May 23, 2011, 02:21 PM Yes, like so:
Open the map using the World Builder
Click on Scenario Editor
Remove the Norse from the player list, add the Danes
Go (back) to the map, click the tile you want the capital to appear on
Set the start location using the Map Editor Tools (at the right)
Save & play
If you want to add the Polynesians too you can suggest map changes to accommodate them, this is of interest to me also :) I don't have them, but am interested in making a copycat civ (without stealing Firaxis art of course) for this map.
Pouakai May 23, 2011, 02:51 PM As I see it, there are two options for a Polynesian look-alike.
a. Have Polynesia, and make Hawaii habitable (i.e. Hill instead of mountain and loads of marine resources to compensate for lack of land tiles.
b. Have a Maori civ in NZ instead of Waikato (Happy to assist with all aspects of this civ) and drop the min city distance back down to 2 (Should help with Europe too)
Moriboe May 26, 2011, 12:14 PM I just found out there is a maximum of 22 civs on a map :( So no Polynesian civ, unless I throw another one out. But thanks for the suggestions! I will just add Tonga as a city state.
Did a few tests increasing the evaluation range of settlers, but to no avail. The best I got in my runs (300 turns, until 1860) was a Persian city in New Guinea, a Carthaginian one in North America and an Arabian city in South America. Pretty poor still. The side effect were some far-flung continental expansions.
A future fix may be some scripting; e.g., the first 5 civs to reach the new world get a free settler there. Then, new settlers appear at the initial settlement (at the cost of population in the homeland) depending on factors like population size, happiness, naval power, ... Far future work.
So what is next: I will include the "not another city states" mod (good tip Lachlan!), which adds more types. I will then also add more city states: Dublin (as England mostly fails to found it), Karelia (I don't want any Germans or such there), Awdaghost, Tblisi (I enlarged the region; good pick KaiserKevin!), Aksu (in Xinjiang), Yakutsk, Sri Lanka (India has enough space), Uluru (Ayer's Rock) and Tonga. This will bring the total to 30. I also consider including the "better city state diplomacy" mod.
Lachlan May 27, 2011, 04:38 AM Downloaded v5.4, i clicked on scenario button, i gone to selection of civs...
A problem : can't slide top to down...
Hope you will correct this...
Moriboe May 27, 2011, 11:54 PM I hope Firaxis will correct this ;)
You can avoid the problem by sliding down once in the civ list before clicking the load scenario button. Or, if already active, unload it again, slide, reload.
Moriboe Jun 01, 2011, 07:51 AM Done with v6, check OP. As said, this version includes Iceco's Not Another City States Mod, allowing for more varied city states. Hope you enjoy!
Farrapo Jun 03, 2011, 12:13 PM Is the Not Another City States Mod embedded with Terra Nostra v6/0 or does it need to be separately installed and activated? Running v6.0 I do see new city names and some of them show no type until you click on them and then can see "progressive" or "scientific." The question is whether they are actually functioning. For example, I allied with one that is scientific and did not not notice any boost in my science. That led me to believe maybe I need to do something additional to activate that mod, just as I have separately installed and activated "Barbarians."
Lovely scenario. I have been playing it through multiple versions and it keeps improving. Currently messing with playing Korea on Emperor level.
Moriboe Jun 04, 2011, 06:10 AM Not Another City States Mod is embedded, nothing else needed. The city states should sport a new icon also as indication of their type. I can provide a screenshot next week (no mod access now) for reference. As for their functioning: the bonusses are gifted and don't show up in the UI info. For instance an intellectual city state will gift you science at the end of the turn, you can "see" how much by doing giftedAmount = newTechProgress - oldTechProgress - oldTechRate, where "old" and "new" are before and after pressing end turn.
I'll put it in the readme and put in red that it should be read. Great tester info, thanks!
Also very pleased you like it of course :) One more thing I'm wondering is embedding the Tech Diffusion mod, or at least refer to it. I find too many civs can get too far behind.
Farrapo Jun 06, 2011, 06:47 AM No need to post a screenshot. I see the icons for the new city state types. My comment referred to when one goes inside the Diplomacy window where all the opponents and CS's are listed. The trait type names appear for the "old" CSs, but the new ones (progressive, scientific, diplomatic) are blank although the icons do appear. It's a nit really. More important was knowing exactly what the new types do.
Moriboe Jun 08, 2011, 09:18 AM The Diplomacy window issue stems from the mod itself, so I'm not going to change that. And nitpicking is OK :) Clarified in the readme.
Furthermore small changes to Japan; Watarishima could grab too much resources. Replaced one cereals by fish near Hokkaido.
Rowzdower Jun 10, 2011, 05:00 AM hey i have a problem on the civ select screen I cant scroll down. So I can only play as france england germany and a couple others. Any idea whats causing this?
Moriboe Jun 10, 2011, 06:38 AM Yes: the March patch ;)
To play as a vanilla civ it suffices to scroll the civs down before ticking "load scenario", even though your selection will be canceled anyway. Carthage is also available as the "random civ" at the bottom.
To play as any of the other new civs you will have to start a game with another civ, quit to the menu and set up a new game. Now the civs are available.
Me is hoping this finally gets fixed in the July patch...
rhettrongun Jun 13, 2011, 03:22 PM Very fun map & my thanks to Moriboe. I've tried it twice as Germany now. India won a diplo victory the first game. They had 40k gold by the end of the game... The 2nd game is going a bit better for me in Europe, but it looks like India is once again getting way ahead.
Maybe I'll try out Persia next so that I can smack Ghandi down before he gets out of hand.
Moriboe Jun 13, 2011, 04:37 PM Same experience with Gandhi here. If he performs his initial expansion well, it's hard beating him, short of war. And thinking in the first versions of the map my worry was Gandhi constantly getting smacked! What a little increase in the expansion flavor can do...
Barak Jun 14, 2011, 06:26 AM I downloaded this last night and gave it a try. Couple things i noticed though. When I started a new game, a popup appeared at the top telling me i had 100 turns left, and counted each turn from 4000BC as only 1 year. I'm guessing this is NOT supposed to happen? any idea why?
Also I can only choose form one of 5 civs (civ list won't scroll) and the spoken text when loading for the first time is for the Mongols.
Moriboe Jun 14, 2011, 06:50 AM That is indeed not supposed to be. You could try running this mod on its own, then gradually adding the other mods you use to see if/where there is a conflict. Also make sure you deleted any old version first. Clearing the game cache before installing mods is also recommended.
As for the non scrolling list: these problems where introduced by the March patch. The following will let you overcome them:
Select the map 'Earth 22' or a variant. Review the civs' traits now; this enables all vanilla civs in the next step, where the info is unavailable (http://forums.civfanatics.com/showthread.php?t=414719). In other words, scroll down a little before loading the scenario.
Tick the 'Load Scenario' option, then select a civ. If you cannot select (http://forums.civfanatics.com/showthread.php?t=413999) the civ of choice: take another, start the game and exit to the menu. Try again: now all civs are selectable.
Have fun!
Haven't heard wrong intro speech before :confused: Maybe it's part of the same conflict.
Good luck!
Barak Jun 14, 2011, 06:55 AM That is indeed not supposed to be. You could try running this mod on its own, then gradually adding the other mods you use to see if/where there is a conflict. Also make sure you deleted any old version first. Clearing the game cache before installing mods is also recommended.
As for the non scrolling list: these problems where introduced by the March patch. The following will let you overcome them:Haven't heard wrong intro speech before :confused: Maybe it's part of the same conflict.
Good luck!
Thanks for the help. I admit that I am coming back to Civ V after not really playing it since its initial release, so some help would be appreciated. How do I clear the cache, and I assume I disable other mods by simply disabling them in the mod screen?
Moriboe Jun 14, 2011, 07:04 AM You're welcome :)
The cache is normally located in My Documents\My Games\Sid Meier's Civilization 5\cache. It's safe to delete the entire "cache" folder.
Disabling is indeed done in the mod screen. Others may recommend to physically move the mods out of the MODS folder to a temporary location to be 100% sure, but I don't think that's necessary here.
Barak Jun 14, 2011, 07:11 AM Thanks, I'll try that later when I next play and let you know how it goes. Do you think that DLC civs (spain, mongols, inca) would cause any issues?
Moriboe Jun 14, 2011, 07:20 AM That's extremely unlikely. I don't have them myself (except for the free Mongols) so I can't confirm.
Barak Jun 14, 2011, 01:57 PM Cleared the cache, only loaded your mod and everything is working correctly.
Moriboe Jun 15, 2011, 12:37 AM Yay!
New! Version 7 beta.
I got an idea to make the AI's colonize the new world. Two parts:
Pioneer: settler-scout mix with flavors from both units, req Astronomy
Pioneers can be gifted by militaristic city states
I could confirm in a standard map test game that they do get gifted, and the AI uses them to found a city, though they may stand idle for a while. On the earth map I saw one gifted that stood around a while and then got shipped back to the homeland :/
In the version here I increased the pioneer's flavors, hoping the AI values them more and uses them to scout. I don't have more time to test the effects, so I was hoping to get some people here to play the beta... I'm very interested in reading your reports! There may be other mods that influence the outcome, e.g. TBC or BMF, which increase the settler evaluation range. Just use the mods you always use!
To add incentive I also added:
Mapuche and Tupi city states (inspired by Optik), both militaristic for colonization hopes
3 other militaristic types changed
toned down the New Orleans super city location
opened up Tibet's mountain plateau; that area was a logistics nightmare
tweaked some leader flavors
You can find the file in the downloads database (http://forums.civfanatics.com/downloads.php?do=file&id=16713).
edit: uploaded new file
Barak Jun 15, 2011, 06:07 AM Now that I got v6 working, i have been enjoying my Arabian game :) My only issue (if you can call it that) is that several of the African civs use the same leader graphics, so I sometimes cant recall who I am talking to when they pop up to say hi.
Are there any community leaders that can be included?
Keep up the good work!
Moriboe Jun 15, 2011, 08:15 AM A tip: next to their text box you can see that civ's icon, so you can tell who you're talking to.
There is some leader art available. Congo has a leader scene for sure, and maybe Poland. I didn't include them because until the latest patch they wouldn't show unless you edited some config file (manually, not by means of mod). Unless I can get scenes for all leaders it's not on my todo list either.
I also don't think you can easily do it yourself. New files would have to be included in the mod, which looks something like this in the .modinfo file:
<File md5="A0138F50C8E1EFCDCDE286F3660DC55F" import="1">CiVUP - Civ V Unofficial Patch/Core/Icons/NewPromos256.dds</File>
and I don't know how to generate the md5 fingerprint by other means.
BUT, I welcome any contributions! So if you can find (e.g., look to the Congo topic, referenced spoilered at the bottom of the first post) leader scenes with the proper dimensions (being 1600 × 900 pixels) I will add them to the next version. All depending on your interest of course, up to you :)
thadian Jun 16, 2011, 10:15 PM Bravo, what a good mod. the new civ's make the game feel less naked and the map works out ok but the resource distrabution is less than great. i don't really mind though.
My only qualm is so many leaders have the same leaderhead graphic and ive noticed this in every mod ive played.
do i need to set something differently or is it just a "thing" of civ v modding? (make all player made civs look cheaper by not letting them have real leaderhead scenes)
Moriboe Jun 17, 2011, 02:26 AM Since the latest patch no settings need to be changed for static leaderhead scenes. But of the civs I included, only Kongo has a custom one. And because 1/6 seemed not worth it, I didn't include it. I am also not skilled enough with graphics to do them myself.
Moriboe Jun 17, 2011, 02:28 AM This mod is on hold indefinitely.
The latest version, among some other changes, includes a Pioneer unit which combines aspects of both the settler and scout, and can be gifted by militaristic city states. There is no guarantee that the AI will do something useful with these units. Version 6.1 remains available in the mod browser.
I have not sought a successor for the scenario as I did for my mod, but I invite anyone to use this as a base for variations, e.g., thinning out the Old world (Europe especially) and add new civs to the New (Optik did some great South American civs!).
Thanks for your continued interest!
thadian Jun 19, 2011, 12:08 AM Nonetheless, i will still enjoy Terra Nostra until RFC comes out - thanks for the work and effort you put into it!
HisAwesomeness Jun 19, 2011, 04:38 AM Dear Moriboe,
It is of of my concern that you remove the city-state of Ireland, no offense to my Irish friends.
Why? because...
of Game play,
Don't you notice that England is a relatively weak power in Europe? The last time I played, Ol' Britannia didn't so much as go out of their little Island they call home. Partly because of mainland powers such as France and Spain.
of History,
Come on, Ireland has been part of British history since 1171, plus it had only rebelled a few times in history and had only achieved full independence of the Monarch when the Republic of Ireland Act was signed on 1949.
Anyway it's an awesome scenario overall.
God save Ireland.
Your Friend and Fan,
HisAwesomeness
Moriboe Jun 19, 2011, 05:01 AM Dublin wasn't a prime pick for me either. I included it mainly because of Elizabeth's poor expansion: usually they didn't settle Ireland at all, or otherwise very late in the game, which irked me. So filling the spot made Europe look more appealing. It also accounts for non-English on the islands.
Another option would have been to include some resource of course. In v7.1 Dublin is progressive, so it can help England get more great people, which seems appropriate to me also.
You can always open the map and delete the start position ;)
The Byzantine Jul 03, 2011, 08:02 AM Hello Moriboe,
I downloaded the mod from the mod browser of the game.. i upload the scenario and it begins with the Arab civilization..i play the game and i come back to the Main Menu..i would play with the Roman Empire :) but nothing.. the game begins only with the Arab civilization..I choose other civilizations..but nothing.. Maybe my "problem" has been solved but i've not found the solution in the forum.. (sorry I am a bit beginner :D )
Thank you so much..
Best Regards for all :clap:
grant2004 Jul 03, 2011, 09:23 AM Hello Moriboe,
I downloaded the mod from the mod browser of the game.. i upload the scenario and it begins with the Arab civilization..i play the game and i come back to the Main Menu..i would play with the Roman Empire :) but nothing.. the game begins only with the Arab civilization..I choose other civilizations..but nothing.. Maybe my "problem" has been solved but i've not found the solution in the forum.. (sorry I am a bit beginner :D )
Thank you so much..
Best Regards for all :clap:
I was just about to post about the same thing. I'm having the same issue, running the most up to date version of the mod. I imagine this might be an effect of the new patch. I know the mod isn't under development anymore, but have any of the other users found a workaround for this?
Moriboe Jul 03, 2011, 09:28 AM This is a bug introduced by the June patch. There is a temporary solution in the following thread: http://forums.civfanatics.com/showthread.php?t=429368
edit: Uploaded streamlined version for June patch to the mod browser. Didn't wait for the problem to be patched as my gaming PC is going into storage.
Thank you for the support!
Nefliqus Aug 12, 2011, 06:48 AM Do you plan to include August patch and DLCs in next version of your mod?
Could you change Poland's civ icon to more civ5 like. In attachment you can find my proposition.
http://forums.civfanatics.com/attachment.php?attachmentid=298204&stc=1&thumb=1&d=1313063841
http://forums.civfanatics.com/attachment.php?attachmentid=298205&d=1313063933
shadowzoid Aug 16, 2011, 09:31 PM How do I get the DLC Spain to work in this mod wit correct location?
Moriboe Aug 27, 2011, 04:36 AM I have halted all work on this scenario, though anyone may take it over, put it on the mod browser and all that!
How do I get the DLC Spain to work in this mod wit correct location?You'll have to open the map in the world editor, remove one civ, add Spain instead. Then select the tile you want them to start and assign to it the starting location. Can't be of more help now, sorry.
tenkk Sep 28, 2011, 03:17 AM Moriboe I recently made a smaller version of your map, that uses your mod it's available here (http://forums.civfanatics.com/showthread.php?t=441358). I havent had any issues so far.
Moriboe Nov 03, 2011, 04:26 AM @tenkk: Great! Gaming does not fit into my activities now, but will try at some point :) I will be revisiting my version of the map and make variations with new civs; I could include your smaller one as well maybe?
thadian Nov 05, 2011, 12:25 PM im not a modder or anything but ive made small scaling changes and revised versions of this map including an old world and new world variant as well as a version that uses the ancient med civ pack or most of the other civ packs. i also made one that seems to work with hulfgars and one for civnights.
the only problems im having is the world is cylindrical so i can't expand blown up regions that end without resorting to trying to make a new map from scratch. Also some civ packs have conflicting civ's or the same civs and i don't know how to remove/disable them.
that said, all of my world map projects have been based on the framework of this map and even though you aren't active - your map still is. :)
Moriboe Nov 12, 2011, 06:48 AM im not a modder or anything but ive made small scaling changes and revised versions of this map including an old world and new world variantGoing to do that very soon, too. Did you post yours somewhere? Can't seem to find them. I will be including civs from other modders as well as some totally new ones by myself.
the only problems im having is the world is cylindrical so i can't expand blown up regions that end without resorting to trying to make a new map from scratch.Yes, it's a bit of a pain. When I enlarged Europe it took me quite some time moving every square west of Berlin left into the Atlantic.
Also some civ packs have conflicting civ's or the same civs and i don't know how to remove/disable them.You look into the mod files and delete the folder of the civilization you want to remove. It should be as simple as that.
that said, all of my world map projects have been based on the framework of this map and even though you aren't active - your map still is.Great! I love to hear my work gets used, in any way :)
Some diplo scenes I worked on attached. Yes, the crappy "photoshop" (I use GIMP) is the best I can do :rolleyes:
tino Jan 05, 2012, 09:07 PM Anyone have success on getting this to work on a Mac? I got the Mod button enabled, and copied the download file to MODS, but nothing shows up......
Tino
Garashta Jul 05, 2012, 01:49 AM Help!
I can't scroll down to select my civ, it is as if the scroll on the mouse whell won't work, so I cam only play wit the topmost civs!
Garashta Jul 05, 2012, 02:12 AM Nah, nothing works. I managed to scroll down, but:
1) Not all civilizations appear. I wanted to play as china, which was nowhere to be found.
2) since china was missing I've decided to play as rome. But the second encounter I had with another civ (in this case, poland) the game crashed.
I've downloaded the latest version, here on this forum, and I'm using it combined only with the recommended barbarian mod.
thadian Jul 05, 2012, 07:30 AM that version was made long ago, look at the dates on the thread. You could try reading prior posts about how to select the civ you want by entering a game, exiting, then restarting and trying again - but likely this is not compatible with G+K and most likely this is not compatible with the mod-breaker patch recently done right before g+k.
Moriboe Jul 14, 2012, 04:42 AM As thadian says, it's probably no longer compatible. This mod has also been assimilated by Uomo Universalis, which for now is no longer compatible either :crazyeye:
It's very nice to see continued interest in this though :)
O.O. Howard Jul 15, 2012, 10:51 AM I havent seen or heard about RFC is a long time. Anyone have the low-down on whther that project is active?
O.O. Howard Aug 10, 2012, 06:50 PM Rhye's... Civ5... anyone have a word about it? Or shall we all give up hope?
O.O. Howard Aug 10, 2012, 06:52 PM OOPS! it is going forward!!!
check it out:
http://rhye.civfanatics.net/
Kaxen Sep 22, 2012, 07:16 PM I downloaded this mod and started a game as Japan. I sent my warrior north and found a city state there on Japan called Vatican City.... Are city states supposed to be random or have I done something wrong?
weemac Sep 23, 2012, 05:42 PM is there a map/mod that is similar to this and supports the G&K expansion?
Moriboe Feb 24, 2013, 11:07 AM is there a map/mod that is similar to this and supports the G&K expansion?
Yes, now there is ;)
I've completely updated the map and made use of various G+K civs out there. Link to the steam page:
http://steamcommunity.com/sharedfiles/filedetails/?id=126121882
Subscribe to the "Terra Nostra" collection to get the map and all its dependencies in one go.
NoShameD May 14, 2013, 03:00 AM I tried to play this mod with different civs, but in every game, it keeps crashing around 1200 AD (or turn 180). Why and how to avoid it ?
(Here are saves of a korean and a french games, if it can help)
Moriboe May 14, 2013, 09:47 AM I see you are playing the vanilla version of the mod. Any chance you are running G+K with that? That would explain the crashes around the same date: the included new civs don't have names for spies, so when a player hits the renaissance the game crashes. Other issues with G+K would likely not be visible unless playing the new civs.
If this is the case: you can try the G+K version which is linked in the first post.
If you are playing vanilla: this mod has been out of maintenance for a long time now and even though I'd think it should still work, I can no longer reliably verify as I have G+K now, which will cause some database issues even if I disable it, sorry.
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