View Full Version : Native America Mod
R8XFT Apr 03, 2004, 04:48 PM Originally posted by jzsf
Is this only works with conquests? Or it is playable with [ptw] too?
This only works as a conquest.
Have you noticed the new Delaware leaderhead you requested yet jzsf? It's in the Cunhambebe thread and is going to be used in the patch to this mod.
Sword_Of_Geddon Apr 03, 2004, 05:49 PM Sorry for the LONG wait guys. I, like R8XFT, possess a slow 56k dialup connection. The 5.0 patch itself sould be uploaded within an hour or so after I post this message. The Music Patch on the other hand, will be taking longer. Maybe 6 hours if were lucky.
Yes, the Delaware are in 5.0, and yes, they possess a UU, the Council Guardian(Replaces Boomstickman).
Once again, I apologize for the long wait. But the music is DIFFENITELY WORTH THE WAIT!! Trust me on this one....
Unexisted Apr 03, 2004, 06:36 PM This mod never ceases to get worse. It's like inclining on the chart of quality. (How's that sentence!:p)
The Legend
Play The New World
Musical Expansion.
SOG, are you sure there are no copyrights you may be violating?
khirkhib Apr 03, 2004, 07:35 PM Moblize.
On your list of tribes you didn't mention a historicaly significant tribe. The Tainos they were an agricultural tribe that controlled the island of Hispanola (I think they had presence in Cuba and PR as well) they are the first tribe that had contact with Columbus (well the Carib greeted him with a cloud of arrows and then he met the Taino but the Carib's were at the time trying to conquer the island) and the first group conquered by Spain. (First to be completely eliminated too) They had a complex political system and developed Tobacco, Pine apple and Casava. They had an impressive leader too Enriquillo. I don't think a Native American mod would be complete with out them.
Unexisted Apr 03, 2004, 07:43 PM The best way to get them added is post a city list, leader list and a civilopedia entry.
And I'm sure somebody will add it. :)
Sword_Of_Geddon Apr 04, 2004, 07:05 AM Bad news guys. The Music patch was around 95% uploaded. And then it logged me off :cry: . And unfortunately, aparently the servor CANNOT resume broken downloads. I have restarted the upload, but I am considering canceling the whole music patch thing, or at least decreasing its size, then resuming the upload.
Sword_Of_Geddon Apr 04, 2004, 07:32 AM I have decided to split the music patch download into three separate parts(Ancient, Medival and Indmodern to be exhact), furthermore, I will be compressing them in WinRaR format to further decrease the download size. I will post detailed instructions on how to install the music patch when its all up(Probably by the end of today), sorry for the confusion...
Unexisted: no copyright laws are being violated. Its called a sample ;) . I will of coarse tell everyone to BUY the CDs the music was originally from of coarse(And strongly so), because the few songs I've selected are but the tip of the iceburg when it comes to how good this band's music is.
The Band's name is Cusco, and the songs I've selected are from:
Apurimac 2-Return to Ancient America(One song from there)
Apurimac 3-Nature, Sprit, Pride(Four Songs from there)
Ancient Journeys: Return to the New World(One song from there)
Also, I've added the two Mesoamerican scenerio's songs to the mod's playlist(As ancient and Medival Era songs respectively). All in all, I think it will add to the Mod's enjoyability factor, but please, BUY the Cusco's work, you will not be disapointed....
Unexisted Apr 04, 2004, 02:30 PM Just upload it overnight, Sword_of_Geddon. If you can...
Gogf Apr 04, 2004, 04:05 PM Originally posted by Unexisted
http://www.civfanatics.net/uploads6/NativeMed.jpg
I may have found a bug. Look in the above picture. There is no wheel. What I presume happened was that you renamed a tech from "The Wheel" to something else. Not the biggest deal, but interesting.
Balam Apr 04, 2004, 04:23 PM No wheel still okay right? Meso and South America didn't use wheels at contact, I don't think NA did either...?
Unexisted Apr 04, 2004, 07:11 PM Originally posted by Gogf
[Picture]
I may have found a bug. Look in the above picture. There is no wheel. What I presume happened was that you renamed a tech from "The Wheel" to something else. Not the biggest deal, but interesting.
R8XFT, you son of a....;)
I guess we'll add that texts for the Prediction Era. :) Or the new name..
BTW, shouldn't we rename Bronze Working to Stone Working. They weren't bronze users. Gold Warrior or Silver Warrior. :) But not Bronze Warrior.
P.S. Don't Workers deserve a break? I mean, after being enslaved, worked to death, then you sacrifice them. What a poor deal.
How about this concept (http://forums.civfanatics.com/showthread.php?s=&threadid=84107)?
Sword_Of_Geddon Apr 04, 2004, 11:07 PM You guys are playing the old version of the mod! Its missing like ten technologies, and close to 40 Units!(And alot of civs)
That age now has Diplomacy and, Chemistry as additional techs.
And it IS Bronze Working guys. The Incans possessed that technology when Pizzaro discovered them. They had Bronze(mixed with Gold) armor and weapons. They were around the same level of technology as Ancient Greece(Maybe alittle more advanced) when they were discovered. The Kingdom Era represents what all the Native American tribes would eventually evolve into(And some already had, like the Incans for instance), had they had a few hundred more years to develop.
I'm uploading now(the biggest file is around 40 MBs). It will be done soon. Then I shall upload the other two(Around 20 Mbs each). Thanks for your patience everyone! Oh, and By the way, the 5.0 patch has been successfully uploaded. There is one error left however(This is the last one).
In order to fix it, Copy the Impi foldier(Civilization3/Art/Units/Impi), into the Native America Art/Units foldier, and rename it "Silent Hunter". Then go into the renamed foldier, and rename the Ini file "Silent Hunter"(remember the space).
Here is the corrected Pediaicons file:
Sword_Of_Geddon Apr 04, 2004, 11:18 PM Just place it into your Text foldier in the Native America Mod foldier
and heres the 5.0 patch:
http://www.civfanatics.net/downloads/civ3/modpack/Native_America_v5patch.zip
REMEMBER, DOWNLOAD AND INSTALL THE 5.0 PATCH BEFORE THE NEW PEDIAICON TEXT FILE, OR THE SILENT HUNTER ERROR WILL STILL BE THERE.
ALSO REMEMBER TO FOLLOW THE INSTRUCTIONS I GAVE IN THE POST ABOVE REGARDING THE SILENT HUNTER UNIT....
R8XFT Apr 05, 2004, 12:27 AM Originally posted by Unexisted
R8XFT, you son of a....;)
I guess we'll add that texts for the Prediction Era. :) Or the new name..
Gogf is playing the previous version of the game - apart from anything else, look at the advisors. They're the Civ3 default ones, not the NA ones I put in :cooool: .
Sword_Of_Geddon Apr 05, 2004, 12:34 AM Hey Unexisted, I reccommend putting the new Pediaicons file, the 5.0 patch and the intructions regarding the Silent Hunter I just posted in my two above posts(YOU DID SEE THEM EVERYONE DID YOU NOT??)
Hey R8XFT, why would anyone be playing the old version of the mod? Its basically just a skeleton of what we were planning for the real thing!
Oh, and READ MY TWO LAST POSTS ABOVE THIS ONE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!:mad:
R8XFT Apr 05, 2004, 02:46 AM Originally posted by Sword_Of_Geddon
Oh, and READ MY TWO LAST POSTS ABOVE THIS ONE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!:mad:
I had read them.
I couldn't let Unexisted get away with calling me a son of a ....
without comment :p
BTW, Unexisted, my mum never saw the irony in calling me a son of a ;) ...
Sword_Of_Geddon Apr 05, 2004, 03:31 AM Oh come now, we are all friends right? Come here Unexisted and R8XFT for a nice big group hug!
(Forcefully hugs both Unexisted and R8XFT at the same time)
Can't you feel the love? :love:
(Clears Throat)
Ok, so, R8XFT, did you download the patch(and follow my instructions with the Silent Hunter and Pediaicons Text File?)
Have you tried it yet? What do you think of the Delaware? Is their UU good? Bad?
R8XFT Apr 05, 2004, 08:07 AM Originally posted by Sword_Of_Geddon
Ok, so, R8XFT, did you download the patch(and follow my instructions with the Silent Hunter and Pediaicons Text File?)
Have you tried it yet? What do you think of the Delaware? Is their UU good? Bad?
I intend to download the patch, but haven't just yet - I've only the 56k modem, and also my PC's resources are taken up churning out leaderheads for the new mod. However, I'll download it soon and let you know :) .
Unexisted Apr 05, 2004, 01:59 PM I didn't mean that word. Only somebody sick and disturbed would. I meant son of an english woman. :)
;)
Can somebody say where the latest patch is posted? I'd like to front-page it. :)
TheBozz Apr 05, 2004, 04:55 PM Originally posted by R8XFT
If this was the case, then no-one will have been able to have played it. Please check that all the files you downloaded are in the right place. The biq file should be in the folder:
Infrogrames Interactive/Civilization III/Conquests/Conquests
Also in that folder, you should have placed the folder "Native America." You should not have taken the Art and/or Text folders out of the "Native America" folder.
Hopefully, this should resolve your problem.
I had this same error as well. Let's see why some of us got this error... We got this error because we followed the "installation instructions" on the first page. I dont understand this. You guys work hard on a mod and then something as simple as the correct folder path for installation is wrong. I figured it out on my own, but geez...
I load up the mod and its looks great. The first thing on the build order is a Tribesman. Good as a scout it says. Low and behold, I set off to reconouter the world and... 1 movement. A look at the civilopedia and we get contradiction. good as a scout with 2 movements in the entry and then down in the stats section 1 movement. Does the NEW patch fix this? I am afraid to play on.
Sword_Of_Geddon Apr 05, 2004, 07:12 PM Originally posted by Unexisted
I didn't mean that word. Only somebody sick and disturbed would. I meant son of an english woman. :)
;)
Can somebody say where the latest patch is posted? I'd like to front-page it. :)
Check my posts on this page of the thread Unexisted. The Patch is there, along with an updated Pediaicons file,and detailed instructions on how to fix the final problem with the mod(The Silent Hunter Error)
Make sure you front page everything(Including the instructions)
.................................................. .................................................. ....
THE BOZZ: The 5.0 patch(Along with the Pediaicons file and instructions on how to fix the Silent Hunter Error), fixes ALL remaining problems with the mod.
This will be the last "Fix It Patch" hopefully. Oh, and the patch also adds the Delaware Tribe and their UU', the Council Guardian to the game as well. Its sort of a "Bonus".
Keep watching this thread for new maps, such as the Americas, with correct tribal starting locations.
Balam Apr 06, 2004, 10:38 AM Help!!! I got the same error with the Native Archer and the 5.0 patch. What am I doing wrong?
--Dazed and Confused
R8XFT Apr 06, 2004, 11:53 AM I apologise if any of the text in the Civilopedia has not been updated and suggests that a unit can go two spaces instead of one. However, when looking at units in the Civilopedia the "stats" section will always be correct (except that it never reflects the extra movement point for naval units given to Seafaring civilizations).
Sword_Of_Geddon Apr 06, 2004, 12:00 PM You need to install the updated Pediaicons file, availible on the last page of this thread, or the first page. That fixes the problem. If it doesn't, make sure the foldier name in the units foldier is "Native Archer" and the ini file also is "Native Archer".
Sword_Of_Geddon Apr 06, 2004, 12:03 PM Oh and THE MUSIC PATCH HAS BEEN SUCCESSFULLY UPLOADED!
Just waiting for Thunderfall to link it on the first page of the thread. :goodjob:
Remember: Buy all of Cusco's CD's and listen to them 100 times! They make some of the best music in the world! They are even better than the Beatles, the Rolling Stones, and Aerosmith combined! There will never be a group that surpasses them threwout all of human history! :lol: :love:
Unexisted Apr 06, 2004, 12:24 PM That's good to hear. And, you might want to edit that part out about being better than the Holy Legends of Music......:o
Balam Apr 06, 2004, 12:38 PM Thank you, I think that worked. Going to go try it out :crazyeye:
Sword_Of_Geddon Apr 06, 2004, 12:38 PM Regarding editing out my comments about the Legends of music: Nope! :p
:lol:
Balam: Your welcome my fellow native of Massachusetts ;)
I was wondering though, there still seems to be alot of little errors people keep getting, even with the patches.
I thought about it, and came up with these instructions for a complete, bug-free installation:
1. Uninstall the Native America Mod(delete it)
2. Install the "Legend", then delete your "Native Archer foldier in the units foldier(Conquests/Conquests/Art/Units/Native Archer)
3. Install the 5.0 patch(If it askes you if you'd like to replace something, choose YES)
6. Download the updated Pediaicons file, and follow the instructions regarding the Silent Hunter Unit.
If you follow these directions, there should be NO further bugs.
Feel free to front page these instructions if you wish Unexisted.
TheBozz Apr 06, 2004, 01:10 PM OK. The game was up and running in the initial installation(99 meg d/l). Then I d/l the 5.0 patch. Followed instructions given for installation of patch(install patch, copy Impi folder, rename Silent Hunter, rename INI) which amounts to adding additional files to folders one at a time. Downloaded new PediaIcons file and replaced old one with new. Tried to load up game. Here is the error I got:
Load Error
Error Reading File
Missing entry in "conquests\Native America\text\PediaIcons.txt": TECH_Assasination
Exit Game
This is the same error, although not the same missing entry, that one would get if one followed the installation instructions on the First page. This error would suggest to me that I have installed the mod pack in the wrong folder. But this is not the case, because the mod loaded up BEFORE I tried to install the update.
I have now done the complete install 3 seperate times including deleting all Native American folders and starting from scratch. Everything is fine untill the 5.0 patch. Then no load. I also noticed that the patch has a new Native American BIQ file that is about 1/6th the size of the old BIQ file. Why is this?
Sword_Of_Geddon Apr 06, 2004, 02:14 PM ? I'm not sure why your getting that error?
Hmm. Here: This sould fix that problem:
I'm not sure about the Biq file's smaller size. Its the same one I'm using on my computer for the mod, and I haven't had any problems. It was updated to take the Delaware Civ and their unique unit into acount, and to add the "Blood Cult" government. Why that would make it smaller, I have no idea. Thanks for your patience by the way Bozz. :crazyeye:
TheBozz Apr 06, 2004, 03:56 PM Here is an update: The Native America.biq file that was included with the original download was 128k. The Native America.biq in your 5.0 patch is 20k. What is the difference in size mean (do not insert joke here)?
The Crash: The game crashes (that strange Missing entry: TECH_Assasination in the PediaIcons.txt) when you choose the America Map or the World Map. The game loads up fine when you choose the regular Native Americ.biq. The custom maps have something wrong with them I guess?
Unexisted Apr 06, 2004, 04:17 PM Most likely, they obvious didn't get updated?
Balam Apr 06, 2004, 04:17 PM Size doesn't matter (sorry, I couldn't help it!) :lol:
TheBozz Apr 06, 2004, 04:45 PM The Player Interface graphics... You guys are going to change those right? I can barely even read the font over those totem pole graphics. No one should have to squint at the screen up close every time you contact another player. Micromanagers who check other players every turn will quickly become annoyed at those graphics.
R8XFT Apr 06, 2004, 11:08 PM Is your real name Simon Cowell, Bozz? :lol:
If you delete the Diplomacy folder (found in the Art folder) in the mod, then it defaults to the game's normal graphics.
Balam Apr 07, 2004, 08:51 AM Jeez this mod is addictive, in many ways worse (in a good way) than the original game. I have a number of questions--I've finally been able to play after the Native Archer thing, and got Writing, but I can't create embassies. Is this intentional (and delayed to Diplomacy)?
Second, for some reason I can only create fisheries after my population has reached 6 (I'm assuming this is right too). Another thing--is there no tech boost/ability to Blood Cult? The people are darn happy :) with my bloodthirsty government, but I'm still having to research at 1 tech/30 turns (and I've been mining like crazy).
The last two things concern the Maya and Aztec UU at the beginning and at the end of the game (Intimidation and Rifles), respectively. Why does the awesome Maya defense unit 1/4/1 upgrade to the atlatl 3/2/1?
For the Aztec, is the (Rifles) gunner supposed to be that weak? 5/2/1, even with enslave and GA, is still kind of weak compared to the 6/6/1 contemporaries. Doesn't matter in my game, I wiped out the Aztecs early with my Maya slingers (which I initially thought kinda sucked but now love).
It was kind of sad, they got a bum location in the middle of a swamp (actually, kind of like real life, except they didn't have time to recruit allies and form an empire) and I walked over a HUGE stack of slingers.
Anyway, I'm sorry, I don't mean to sound whiny. I only ask because I think this mod is awesome, and imagine that most people probably haven't played the Maya or Aztec in this mod yet.
Barely got into work today because of this mod,
--Balam
:)
Sword_Of_Geddon Apr 07, 2004, 09:47 AM Embassys are linked with Diplomacy, as are most diplomatic topics, like Allainces etc.
I fixed all those complaints you had with the Mayan and Aztek units Bozz, heres the updated Biq file(it should be bigger than the one in the patch):
PS: The Music Patch is now availible for download on the first page of this thread!
TheBozz Apr 07, 2004, 12:41 PM Originally posted by R8XFT
Is your real name Simon Cowell, Bozz? :lol:
If you delete the Diplomacy folder (found in the Art folder) in the mod, then it defaults to the game's normal graphics.
Simon Cowell!? How dare you!!! (lol)
Just an honest Game tester here. Dont get me wrong, I like this mod. If it had been done before C3C came out, some form of it might have been included in the final product.
Keep up the good work guys.
Sword_Of_Geddon Apr 07, 2004, 12:50 PM Ok instructions for the music patch:
Just unzipp the "Sounds foldier in each download into your Native America foldier. Do the same for each download. If it asks you if you'd like to replace the existing sounds foldier, say yes! This won't overwrite anything.
The best part is, you don't have to start a new game to enjoy the new music!
Balam Apr 08, 2004, 09:27 AM Hello,
I found a couple of bugs. One I remember clearly, the other was easily fixable but I can't remember the exact specifics. The game crashed when it tried to look up the Savage Unit. In the Savage.ini file, under sounds, it has MountedWarrior as one word; I changed it to two words and the game worked normally.
The other I can't quite remember, but I think it was in the PediaIcons and an animname file missing; I just typed it in and it was fine. May have been the brave or seasoned brave unit, but it was late and when I woke up this morning I could only remember the mounted warrior one (sorry). All I remember is that I got to the end of the Kingdom age, the rest is a blur.
Anyway, I don't know if anyone else is having these, but I figured I'd let y'all know. :eek:
Sword_Of_Geddon Apr 08, 2004, 01:39 PM Thanks Balam. I'll check that one out myself now.
Noone seems to be interested in the optional music though. What a shame...
Balam Apr 08, 2004, 01:48 PM I am! But can it be installed when you're in the middle of a game? I still have to get through the last era. Don't worry, Cusco is still a great band :D
Sword_Of_Geddon Apr 08, 2004, 01:50 PM That bug you had with the Savage seems to have been an isolated case to your own game Balam. This is probably because the Sound files on your own computer were named Mounted Warrior, and not MountWarrior, as is the case on my own computer. But thanks for letting me know about the Seasoned Brave problem, that was my fault, as I forgot to update the Pediaicons with the Seasoned Brave when it was my turn last.
Whos turn is it now anyway? Whoever's it is, they need to have an updated Pediaicons file availible with the next update.
Oh, and YES you can be in the middle of a game when you install the Music Patch! When you install the music patch, the new music should take effect when you reload your game.
Balam Apr 08, 2004, 01:56 PM Ok, will do. Oh, I forgot...for some reason my leaderhead changed for the Mapuche when I got the Kingdom era as well. One minute it was that cool (should have been Inca) Mapuche guy, then it turned into the Tupi image. I'm going to switch them, but I haven't gotten around to it yet...Actually, I have a question. How do you change the leaderheads in the Foreign Advisor screen? I've been trying to figure it out with my meager skills but don't know where to look...
Sword_Of_Geddon Apr 08, 2004, 02:26 PM There are special Pcx files for each leaderhead. Theres a "How to add Leaderheads" tutorial on the tuturial board here that helped me alot when I first started modding(A few weeks ago LoL) Hope I've been helpful. :goodjob:
PS: I hope you enjoy the new music(It took me a week to upload it! :eek: )
Unexisted Apr 08, 2004, 02:27 PM Wow, one week. Thanks for giving up that much time! :)
Balam Apr 08, 2004, 03:03 PM Once again, thanks Sword_of_Geddon (and everyone else working on this mod). I'll check out the music (and the game again) next time I fire up NA.
:cool:
Sword_Of_Geddon Apr 08, 2004, 08:53 PM Your welcome Unexisted. I hope you don't mind, but I've decided that I've invested way to much time in this mod(At least 3 sleepless nights to be exhact), and I feel its time that I take a back-seat for awile. I also have my own projects I'd like to start working on. But don't worry, I'll be here still, to anwser questions, comment and stuff.
There are still a number of bugs(I had hoped there wouldn't be any more). Among them is the ones Balam mentioned, as well as a few Ini. files being named incorrectly, such as the Inti Champion's ini file(its IntiChampion, not Inti Champion, there should be a space). I feel once the bugs are taken care of, then this mod is complete.
Once again, its been fun, but I'm taking a break from working on this mod for awile(no offense)
Drift Apr 10, 2004, 04:18 PM I played a bit and here are some initial reactions. The mod clearly has promise, but it's IMO still too rough around the edges.
- Negotiations screen makes text really hard to read. This includes both the sidebars and the middle windows with the totem heads. I actually consider this to be so annoying that it alone could stop me from playing the mod. (or then I just mod them out)
- For some reason, the mod insisted on using maximum number of civs with all world sizes. Don't know why this happens as the .biq seems to have correct numbers.
- Civilopedia entries could use more work. Stuff like Impi's or Immortal's description still showing.
- Some leaderheads are a bit too low quality. They'll do as placeholders, but I suggest some additional work on them. At least the two leaderheads with faces carved with an axe and shadows moving all over them should be replaced.
- Where's a real map with civs in their historic locations?
- Then there's just a sense of things not being quite in their right places yet. It's hard to put your finger on it, but the mod feels somewhat rushed and unfinished. But like I said, it has a lot of promise and the current package is pretty good too. Just keep polishing it. :)
Sword_Of_Geddon Apr 10, 2004, 04:40 PM - Negotiations screen makes text really hard to read. This includes both the sidebars and the middle windows with the totem heads. I actually consider this to be so annoying that it alone could stop me from playing the mod. (or then I just mod them out)
My response: Yes, that problem has been addressed in the past, and I apologize on behalf of R8XFT.
- For some reason, the mod insisted on using maximum number of civs with all world sizes. Don't know why this happens as the .biq seems to have correct numbers.
My response: I have no idea why that happened to be honest. Theres no reason it should be doing that.
- Civilopedia entries could use more work. Stuff like Impi's or Immortal's description still showing.
My response: This has been fixed in the 5.0 patch.
- Some leaderheads are a bit too low quality. They'll do as placeholders, but I suggest some additional work on them. At least the two leaderheads with faces carved with an axe and shadows moving all over them should be replaced.
My response: An even bigger problem is leader responses(Like Pocahontas talking like King Xerxes for instance) Hey, at least we have 3-D animated leaderheads though.
- Where's a real map with civs in their historic locations?
My Response: That is being worked on by Unexisted and Mobilize last I heard.
- Then there's just a sense of things not being quite in their right places yet. It's hard to put your finger on it, but the mod feels somewhat rushed and unfinished. But like I said, it has a lot of promise and the current package is pretty good too. Just keep polishing it.
My response: Probably leader responses. I'm not sure how to fix that properly myself to be honest.
Thanks for commenting Drift! I means alot to us that one of the "Elite Guard" of Civfanatics graces our mod thread with his pressence.
Drift Apr 10, 2004, 05:18 PM Thanks for the quick replies.
So 5.0 patch isn't included in "All patches and main legend download"? Confusing. :crazyeye:
You guys (well, Unexisted to be exact) need to work on organising this thing so that newbies like myself definitely know what to download and where to install it. First post could be clearer than it is at the moment.
I'll play a bit more with the 5.0 patch and see what happens.
And stop with the Elite Guard nonsense. You're embarrassing me. :blush: :lol:
Sword_Of_Geddon Apr 10, 2004, 05:29 PM That "Download all patches and the main legend" idea was Unexisteds actually.
I had posted detailed instructions on how to install the mod correctly a few pages back on this thread (I believe 2 or three pages back)
I apologize for the confusion. Eventually we hope to have only one download for the game, and of coarse the optional music patch(Which adds alot to the expierence trust me).
R8XFT Apr 11, 2004, 01:53 AM My responses:
- Negotiations screen makes text really hard to read. This includes both the sidebars and the middle windows with the totem heads. I actually consider this to be so annoying that it alone could stop me from playing the mod. (or then I just mod them out)
I can understand this criticism; they're ones I was given to lighten up, but couldn't get any lighter. Perhaps they should be deleted? I didn't need anyone to apologise on my behalf though......
- For some reason, the mod insisted on using maximum number of civs with all world sizes. Don't know why this happens as the .biq seems to have correct numbers.
I don't know why this happens...I wish someone could explain it to me. I just accepted that it happened, and at game setup, I set some of the rivals to "NONE" to reduce the number of opponents in that game only.
- Civilopedia entries could use more work. Stuff like Impi's or Immortal's description still showing.
I agree, but we'd spent a long time getting the mod up and running, civilopedia entries were something that could be updated later.
- Some leaderheads are a bit too low quality. They'll do as placeholders, but I suggest some additional work on them. At least the two leaderheads with faces carved with an axe and shadows moving all over them should be replaced.
I'm disappointed with this cricitism, though I am new to leaderhead creation. Can you specify which ones are have "faces carved with an axe" please? There were a couple that we were given and IMHO the leaderheads were one of the good things about the mod - ie you got proper 3D leaderheads and not an old photo as per some other mods. Like you've said before, Drift, we can only improve with practice, so please can you let us know which leaderheads you don't like?
- Where's a real map with civs in their historic locations?
I accidently deleted it! I was personally not worried about it, wanting a random world to make the mod different each time you played, but Unexisted at least wanted the real map. I think that the real map would have been popular and it was something we intended to add at a later stage.
- Then there's just a sense of things not being quite in their right places yet. It's hard to put your finger on it, but the mod feels somewhat rushed and unfinished. But like I said, it has a lot of promise and the current package is pretty good too. Just keep polishing it. :)
Thanks for the feedback :D . I think part of the problem is that you've three people who've not worked together before, living in completely different parts of the world and two of us having 56k modems. The only way we could do it was to take it in turns, upload the current version and then the next person downloaded and added to it. We never all had the same version at the same time, and had allocated jobs for each other to do. It was fun working with Unexisted and Sword_Of_Geddon, but I'm going to future mods on my own. That way I know that I'm responsible for everything in the mod and do all the polishing rather than doing it in bits and passing it on :) .
Drift Apr 11, 2004, 03:29 AM Originally posted by R8XFT
I can understand this criticism; they're ones I was given to lighten up, but couldn't get any lighter. Perhaps they should be deleted?
My suggestion is to delete them. They are a nice idea, but clarity of the negotiations screen is IMO much more important.
I'm disappointed with this cricitism, though I am new to leaderhead creation. Can you specify which ones are have "faces carved with an axe" please? There were a couple that we were given and IMHO the leaderheads were one of the good things about the mod - ie you got proper 3D leaderheads and not an old photo as per some other mods. Like you've said before, Drift, we can only improve with practice, so please can you let us know which leaderheads you don't like?
Sorry about not making my criticism more precise. I'm completely blown away by your leaderhead creations and the ones I have most problems with are the two leaderheads that were given to you - Sioux and Navajo. Like I said, their faces seem to be carved with an axe and the flickering shadows look very bad.
Criticism about the leaderheads that are your making:
- Carib is IMO too clearly just regular Poser guy.
- Shawnee is high quality, but the axe moves so unnaturally that it's somewhat distracting. Also, the hair disappears at certain angles. Maybe increase the amount of hair?
- Inuit's body turns strangely, blinks seem a bit weirder than with others, hair disappears inside forehead at times and the static spear in the left part of the screen should go.
Rest are very good. You've done a great job with them.
R8XFT Apr 11, 2004, 04:23 AM Originally posted by Drift
Sorry about not making my criticism more precise. I'm completely blown away by your leaderhead creations and the ones I have most problems with are the two leaderheads that were given to you - Sioux and Navajo. Like I said, their faces seem to be carved with an axe and the flickering shadows look very bad.
Criticism about the leaderheads that are your making:
- Carib is IMO too clearly just regular Poser guy.
- Shawnee is high quality, but the axe moves so unnaturally that it's somewhat distracting. Also, the hair disappears at certain angles. Maybe increase the amount of hair?
- Inuit's body turns strangely, blinks seem a bit weirder than with others, hair disappears inside forehead at times and the static spear in the left part of the screen should go.
Rest are very good. You've done a great job with them.
Thanks for the feedback, and I agree with the comments that you've made. Hopefully in my new mod, I can build on my experience and improve the quality. I think that I became a "leaderhead factory" one weekend and popped out about 7 leaderheads in that couple of days. I'm spending more time on them now. I've browsed the internet and bought some new props and additions to the poser stuff I had (and got some freebies as well), so this will help.
Sword_Of_Geddon Apr 11, 2004, 03:35 PM Drift: The Navajo and Sioux leaderheads could use some work, but they are better than nothing.
Yes I can't wait to see what leaderheads your cooking up now R8XFT!
Actually I believe most of the blame for the bugs falls on my shoulders. This was due to this being my first mod ever(or expierence modifying ever). I've gotten alot more expierence since then, so any Mods I put out in the future should have less(if any) bugs in them, as I've decided to test any mods I make myself rather than realising and then testing them.
R8XFT, I've been asking around about pairing up with someone to make a new mod, and you might be pleased to know that Tjedge(of the Mystaria Mod) has decided to.(Were kind of friends now). After his mod is done, and I've decided what to do with "Far Horizons" work on our "Myth and Legends" mod will begin. I could still use your help making stuff though(Leaderheads for one).
Unexisted Apr 11, 2004, 03:36 PM There, I fixed it a little bit. :)
R8XFT Apr 11, 2004, 04:15 PM Originally posted by Sword_Of_Geddon
R8XFT, I've been asking around about pairing up with someone to make a new mod, and you might be pleased to know that Tjedge(of the Mystaria Mod) has decided to.(Were kind of friends now). After his mod is done, and I've decided what to do with "Far Horizons" work on our "Myth and Legends" mod will begin. I could still use your help making stuff though(Leaderheads for one).
Working with Tjedge - good for you. I think Tjedge will be a great working partner. I'll be working on my own mod for a while....tips include the possibility of era-specific leaderheads for Israel and Ghana. Between you, me and this forum, I've already done an era-specific Helen of Troy and this will be part of the new mod and not released until that's sorted out (which won't take too long).
I'm not sure that I'm interested in doing fantasy leaderheads though....
tjedge1 Apr 11, 2004, 04:34 PM Originally posted by R8XFT
I'm not sure that I'm interested in doing fantasy leaderheads though.... :sad: I'm still looking for a talented volounteer for that. I could use a few for my mod. They seem to be real tough to do, so nobody is willing. :sad:
Marx Apr 11, 2004, 04:53 PM How genious.
Fantastic Mod :D
Sword_Of_Geddon Apr 11, 2004, 06:01 PM Thanks Marx. I hope everyone enjoys the mod. What would be nice actually R8XFT, is a good El-Dorado leaderhead. For now, the Incans will be one of the civilizations, but I'd like to have the mythical City of Gold in there as a Civ, and have a stunning leaderhead for them as well(non-era-pacific).
About the Native America Mod Music: What does everything think of it? I tried to pick music that sounded like they belonged in one of three eras of the mod, did I do a good job picking tracks?
tjedge1 Apr 11, 2004, 09:14 PM I haven't tried the mod since you added those. Is pretty much all the kinks worked out in the mod? I was waiting for that to download it again. My mod doesn't give me much time so I've been leaving play testing to others.
Sword_Of_Geddon Apr 12, 2004, 12:51 AM Yes, all the kinks are worked out of the mod, besides the Diplomacy Screen(Which can be ignored, unlike past errors)
Just make sure you Download and Install the "Legend" first, then the 5.0 patch.
Also, you'll need to copy and paste the Zulu unit foldier into the Units foldier of the Native America mod, and rename it, and the ini file inside, "Silent Hunter". Also, the Inti Champion Ini file should be renamed Inti Champion, as currently its "IntiChampion"(There should be a space), that my friend, completely gets rid of all remaining bugs.
Unexisted Apr 12, 2004, 01:53 AM Wow, that's bit complicated. :(
Sword_Of_Geddon Apr 12, 2004, 03:39 AM Yes it is :( The only way I can think of to fix it totally would be to include a new Silent Hunter Unit in the next patch, that would eliminate the error message that causes the game to crash. There were several other errors, like the ones Balam mentioned.
We still have some work to do on this mod it seems.....
Balam Apr 12, 2004, 12:35 PM I say once again, this is a great mod. I finished up with the Maya and am almost done with the Tupi, both Regent (Maya was diplomatic, Tupi looks to be cultural). Played through the Nomad and Kingdom eras, gave everyone techs so they'd build as much as possible, didn't crash or boot out or anything. I can't seem to get to the European Influence era though, no matter what I do (government, scientists, etc.) the tech progression is too slow to get there before I win.
Some things that happened in my games: South American civs and Sioux (in both games) were hyper-aggressive, going on rampages through other ones (I was included in this category as Tupis; in the first game the major aggressor was the Mapuche). For the S. American civs, I think it has to do with having the Chasqui scout in the first turn--I killed off three civs in the first 10 turns, running around like crazy. The AI likes to march its 0/1/1 braves around rather than use to guard cities. I don' t know why Sioux were so aggressive in both games, but were the first to attack neighbors (besides me, eheheh).
I also think now that the mod is oriented (intentional?) so that civs SHOULD NOT kill each other off--if you play your turns right, you can get the AI as well as you to research different things and trade away, making up for tech/time lag. In my Maya game, I had to keep several civs around just for this reason. My Tupi game ended up with just me and the Sioux, on two different continents unreacheable until Maps, with each of us killing all other civs fairly early in the game. What is the advantage of a non-Blood Cult government? (besides paying for improvements)
Anyway, just wanted to give you some feedback on the game. Great work, y'all, please keep it up.
Sword_Of_Geddon Apr 12, 2004, 02:22 PM I've seen Civs getting axed in game before, but that sounded like an all-out slaughtor!
The South Americans do have an advangtage early on with their C.Scouts, but I think you'll find they quickly lose it when Guards become availible. Also, the Mayans have one of the best early defensive units(The Atl-Atl), which would render all C-Scout rush attacks useless.
And about the turn limit: You can turn the maximum amount of turns up you know Balam.
PS: Did you try the music, or rather, has anyone tried it yet?
Balam Apr 12, 2004, 05:57 PM Hi,
Yep, tried the music and love it. But when I write up a music script file I can only get it to play maybe 4 or 5 of them before it suddenly boots me out (I can't get it age specific, don't know how to do that). Is this normal? I wound up just taking the 5 or so that I liked best, they're more than enough :D
Sword_Of_Geddon Apr 13, 2004, 01:30 AM Yeah its normal. I tried everything to fix that. One way of sneaking ALL of the music in :nya: is to turn the music off, and import the music into a music program such as Musicmatch Jukebox, then setting a playlist. I have one for all three eras in the mod.
Unexisted Apr 13, 2004, 04:17 PM THere is a 'Hunting' tech that is making many people PM me about how to fix it. I haven't encountered this error. Is it fixed in 5.0?
R8XFT Apr 13, 2004, 04:46 PM Same here - getting PMs, but not encountered the error - its the sort of thing that would make it not work for everyone if the error was in the mod itself. I think people are not placing the files in the conquest folder and treating it as a conquest.
Unexisted Apr 13, 2004, 05:20 PM Well, there's no shame in being considered a professional scenario (by Firaxis) ;) :D
Kenta'arka Apr 14, 2004, 07:19 AM hmhmhm, looks nice :)
However...I tried to play the America Map with V5.0, but all I get is an error missing assassination pediaicons entry. I checked that and it appear in the biq file the tech is called blood cult, wit link to TECH_Assassination. That entry doesn't exist, but TECH_blood_cult does.
EDIT: Now I get that error with Shamanism/TECH_Monotheism and ?/TECH_Republic. I guess the maps don't work properly with V5.0 ?
Sword_Of_Geddon Apr 14, 2004, 12:55 PM The Biq files for the Real World Maps have not been updated, hense, the game keeps looking for a tech name that has been changed(Blood Cult). I reccomend using the 5.0 biq Unexisted, and creating updated versions of the Real World Maps. This is going to happen alot I imagine.
Whos turn is it now anyway? I mean, there seems to be alot of bugs still in the mod that need to be ironed out.
Also, alot of people don't put the Mod in the right place, or install the mod correctly(In the right order, with everything in the right places)
We should really fix the mod soon guys, it seems that this mod has finally been discovered by the Civ community, and the worst thing that could happen would be to have an interested populace turned away because of a few little bugs. Take it from someone who knows.
jorde Apr 14, 2004, 05:47 PM There's another mini bug... The ini file for the Native Archer unit doesnt have a space between both words, causing the game to crash
Sword_Of_Geddon Apr 15, 2004, 03:14 AM Yeah, I know about that one, I believe I spoke about it earlier. Come on guys, whos got patch duty this time around?
R8XFT Apr 15, 2004, 11:11 AM Originally posted by Sword_Of_Geddon
Yeah, I know about that one, I believe I spoke about it earlier. Come on guys, whos got patch duty this time around?
Sorry chaps, I've no free time right now....
Sword_Of_Geddon Apr 15, 2004, 09:20 PM Is that a leaderhead you've made that your using as your avatar R8XFT? My word, that looks like something straight from Fixaxis! Looks sort of like Drift's Finnish leader(Is that him by any chance?)
Maybe Unexisted could do the new patch, and upload it with the real world maps, makes sense right?
Unexisted Apr 15, 2004, 09:43 PM I would do the patch, but I'm visiting my family this week, and I won't have much free time to donate to gaming at all. Maybe next month when I go to Hong Kong? :)
Sword_Of_Geddon Apr 15, 2004, 10:22 PM I don't think I'll ever figure out where your really from Unexisted. At first , I thought you were from Belgium, then it was Denmark, then Japan. Therefore, I have decided to place your home country in Atlantis.
Well for now then, I guess what we could do is place instructions in a readme file telling how to fix all the patches. Its not the best solution, but it is a good temporary solution.
Unexisted Apr 15, 2004, 10:26 PM Remember Sword_of_Geddon, I dont exist ;) So we never had this conversation. CivFanatics has never had a member called Unexisted and my leaderheads are your mind seeing what it wants.
tjedge1 Apr 15, 2004, 10:32 PM It's funny, Unexisted. Your desire to remain invisible, was like me in High School. After trouble with sports (not going to get into that), I became invisible. So invisible that my last 2 years at least in High school, there is no record of my attending other than office paperwork. No yearbook printed in those years has my name or picture or any mention of me. I successfully unexisted. ;)
Unexisted Apr 15, 2004, 10:34 PM Wow, how did you void that? You just attended and didn't sign up? I wasn't that invisible and am not, in fact, you all probably have heard my real name (Does Albus Gonzolez sound familiar? 'Cause I'm not him. :D). But, it won't be reminded here.
R8XFT Apr 15, 2004, 10:34 PM Originally posted by Sword_Of_Geddon
Is that a leaderhead you've made that your using as your avatar R8XFT? My word, that looks like something straight from Fixaxis! Looks sort of like Drift's Finnish leader(Is that him by any chance?)
Maybe Unexisted could do the new patch, and upload it with the real world maps, makes sense right?
The leaderhead is Kekkonen, who Drift did a version of - this is my version for my upcoming mod. Thanks for the kind comments :) .
Sword_Of_Geddon Apr 15, 2004, 11:08 PM No problem R8XFT, your my friend(Although I'll probably never meet you in person), Its really something what you've been able to do in so short a time with those leaderheads of yours! If only their was a way to actually add civs, rather than replace...I'd use every era-pacific 3-D animated leaderhead I could find and make civs for every one of them! I wonder what else you've cooked up.
What does Drift think of your Kekkonen?
I wish I knew how to create custom avatars corrently, as I now have more than 300 posts. Sure I tried, but no matter what size I made the picture, it still said it was to big. Maybe I'll try it again.
R8XFT Apr 16, 2004, 10:11 AM Custom avatars should be 65 pixels x 65 pixels in size - looking forward to seeing yours :D .
Sword_Of_Geddon Apr 16, 2004, 12:40 PM Thankyou I'll try to patch that size when I create my new avatar(I'm sorry, but these Knight avatars don't match the image my online name trys to portray)
tjedge1 Apr 16, 2004, 07:57 PM Originally posted by Unexisted
Wow, how did you void that? You just attended and didn't sign up? I wasn't that invisible and am not, in fact, you all probably have heard my real name (Does Albus Gonzolez sound familiar? 'Cause I'm not him. :D). But, it won't be reminded here. Yeah, something like that. I didn't sign up for the yearbook, and avoided anyone with a camera or anyone who worked on the yearbook. Don't know why I did that, and now sometimes I feel funny showing off my senior yearbook and there is no proof there that I even attended school. I didn't expect tit to turn out that way either. I figured my name would be somewhere. :ninja:
@Sword_of_Geddon: I like your new avatar and that sig there. ;)
Sword_Of_Geddon Apr 16, 2004, 09:27 PM My avatar is from an old Japanese Live-action show called "Electric Gridman". I had another picture in mind for the avatar, but this will do for now. Glad you like it!
I'm going to compile a new readme for this mod which will contain instructions on how to fix the problems still in the mod(I will search the last few pages of the thread for examples). This hold people over until the next patch.
Unexisted Apr 16, 2004, 11:19 PM IF you don't mind Sword_of_Geddon, I could make a 3d sword (poser) and have ingraved Geddon on it. :) If you would use it?
[EDIT]Too late! Now you have to use it. ;) :p
http://www.civfanatics.net/uploads7/gift_for_sword.png
Even though you dont have to...:rolleyes:
On the side with avatars, you won't see the grey thing. It makes the image look older and work out (on computer?! :p)
Maybe it looks 'kakui'.
jorde Apr 17, 2004, 08:52 PM Well... I had a problem today while playing the mod... I was moving a Silent Hunter between two of my cities, when one of the AI's settlers was trying to get to some unsettled land... but the thing is that as the settler cannot see the Silent Hunter unit, when it tried to move to the square where the SH was standing, it made the AI to declare war on me making the settler kill himself "attacking" my SH...
Could that be considered normal? :confused:
And is there any way to install the sound patch without messing with the epic game? (or was this explained above?)
Unexisted Apr 18, 2004, 01:19 AM Yes, it much normal. Like in a normal Conquest (Middle Ages). The Assassin unit or the invisible one cant be seen. So accidents happen and war is accidently declared. For them , you declared war on them. If the Silent Hunter have 'Hidden Nationality' there will be no war. He be merely a barbarian. But, he could die and the AI woulnt know it was yours.
Blackbeard Apr 18, 2004, 04:29 PM I get this mod last night. It take me 6h with my 56k modem and I must say it is worth every minute. It is really incredible.
Very good job. :)
The only thing I´m missing is the biq file where the mod came with a american map with correct starting positions and correct resorce placement.
Unexisted Apr 18, 2004, 06:41 PM Correct locations were never added. And with the World Map, you'll likely start in Asia/Europe/etc.
Sword_Of_Geddon Apr 18, 2004, 10:33 PM Thanks for the Avatar Unexisted! I'll use it for awile before I change it to something else. We really could use an American Map with correct starting locations. I think that, other than the remaining three bugs, thats the last thing left preventing the mod from completion.
After the mod is complete, we shall wait awile for people to get into it, and during that time, we can plan an expanision if its popular(Using some of the new NA units Kinboat has completed or are on the way).
Unexisted Apr 18, 2004, 11:04 PM Well, if we only need 30 pages to make a perfected mod, we should plot our next mod. :)
But, it must be creative. THats why this one was popular (I assume), not a World War 1/2/3/4/5 scenario. Not a Mesopotamian/Greek/Roman/Persian scenario.
If we can think of something very critical that has been forgotten.
My ideas:
Rise of Egypt (Withstand the beating)
Scandinavia: Unite or Destroy (just scandinavian map)
American Revolution (Beat R8XFT :o ;) ) (Play as America, hold the British back from your country's anniliation. (spelling?) Maybe a Victory Points on the West Coast for mass exploration. :) )
Birdjaguar Apr 18, 2004, 11:35 PM How about the Conquest of N. America.
Spain
France
England
Holland
Europeans would each start with a colonist on the continent. Others would "arrive" at cities with ports every so often.
Several native American tribes (representing major culture groups) would be present.
Sword_Of_Geddon Apr 18, 2004, 11:42 PM LOL! :lol: The irony of that last one is that some of my countries founders were British Citizens!
I agree that we should focus on something totally original from what everyone else is doing.
Heres an idea Tjedge liked(And has agreed to team up with me to make it happen!), its called "Myths and Legends". It involves all the Civilizations that may or may not have existed, such as The Amazons, Camelot, El-Dorado, Count Dracula's Transilivania, Atlantis, Lemeria and others, with some real world civs such as the Greeks, Vikings, Sumerians and Egyptians tossed in.
Each side would have its own units, both Human and Mythological, and some Civs would have only mythological units, such as Transilivania's totally supernatural forces for example.
I'll have you know Unexisted, that the Nubians will be in my mod "Far Horizons", and I'm using your Taharqa leaderhead(As Taharqa of coarse!). I thought you did a pretty good job with him(He's your best work in my opinion).
Unexisted Apr 18, 2004, 11:43 PM Well. If you haven't bought Conquests, you would know that, that was a scenario included with their game. In other words, it's been done :)
Unexisted Apr 18, 2004, 11:44 PM wow Sog, seconds before me. I wanted to do a real-life thing though. err, wait
Sword_Of_Geddon Apr 19, 2004, 12:00 AM Really? I have Conquests but I haven't seen anything like that on the disc.
Hmmm, back to the drawing board then....
Maybe an Arabian Mod or something that focuses on the great powers of the middle east Post-Roman times, and all the lesser kingdoms as well. I would say Africa, but someones already making an African Mod, and there aren't enough decent African Units floating around to be any good.
Any ideas Unexisted?
PS: I have a Wondersplash request! The Pyramids of NUBIA!
The Nubians actually historically built more Pyramids than the ancient Egyptians, but they were smaller and looked a bit different.
Unexisted Apr 19, 2004, 12:08 AM I can do the wonder. LOL, I posted my ideas in a few threads up. Arabia is kinda outdone. Im mean, The Ancient Med. Mesopotamia, Ancient Days, Lost Cvilization. Enough Arabians. :)
Can you specify what these Nubia pyramids look like? .
Birdjaguar Apr 19, 2004, 12:10 AM I have conquests. AoD focuses on trade and naval endeavors and allows for combat in Europe. I would keep the focus on NA and allow it to progress at least up through the 19th century. The map would be ocean to ocean and panama to Canada only (including west indies). Independence from the mother country would be encouraged etc.
Sword_Of_Geddon Apr 19, 2004, 02:46 AM This mods about the Native American tribes only my friend. Its basically, "What if the Native Americans were not destroyed by the Europeans, and only had a minimum of contact with Europeans until Native Americans were almost at their level of technological development.
Unexisted: Lets see. Well, they were narrower and slightly taller than Egypt's Pyramids, but also smaller. You could probably find out what they looked like online somewhere. I just need a good splash(and hopefully a civilipedia picture eventually) for the wonder.
Balam Apr 21, 2004, 02:28 PM One idea that I thought might be kind of funny--what if all the barbarians after the discovery of European contact were Europeans, with names approximating what NA civs would have thought they sounded like (so, Espanoles, Potugases, etc.)? Could use the conquistador unit, maybe some pikemen or musketmen, make them not as powerful (hey, they're stranded and catching new world diseases!). Anyway, just a thought.
:D
tjedge1 Apr 21, 2004, 02:31 PM Balem has a pretty good and funny idea. DOn't know how that will work, but it sounds good in theory.
Sword_Of_Geddon Apr 22, 2004, 03:08 AM Interesting idea. But first things first...the patch. Then we can decide what to add for the Expansion Pack...
Balam Apr 23, 2004, 10:45 AM I've been playing around with the turn limits, and I'm thinking that maybe it should go up to 600 or so (from 540 I think?), especially if you've managed to kill a lot of the civs so they can't research tech for you. I also noticed that the govs in civpedia have somewhat different stats in the editor (fixed these in my game as best I could) and that the turns for science is set to 30 (which was why I couldn't research any faster with any gov; if turns go up to 600 it should be less problematic, but I'd rather research faster and leave at 540).
As set right now I don't know why anyone wouldn't want to have a Blood Cult (the AI LOVES Tribal Council), its great on happiness and war, still okay peacetime. I guess the only drawback is pop rush, but I'm okay with that too. Anyway, those are just my opinions, y'all did a great job and I really think this is one of the best mods out there. Please don't defang the Blood Cult in the patch though, choosy moms (and dads) choose Blood Cult :D
Unexisted Apr 23, 2004, 10:53 AM Usually when the AI loves a government it's the best deal for the default situation. I prefer the newest goverment I can get. Unless it the shunned government of course. :)
I would have liked to do the Shaka Wars. But it was (un?)fortunately done by a talented member :)
Maybe we could do a, I actually don't know :(
Balam Apr 23, 2004, 12:07 PM I dunno...newest government isn't always best ;)
Sword_Of_Geddon Apr 23, 2004, 08:31 PM I've thought about it for awile, and I think a good idea would be to do an Asian scenerio. Sure, theres the Japanese Conquest, but there are so many Asian Units availible online that it would be a real shame not to put them all to good use. Ancient Asian was alot more interesting than it is today, three(four if you count Tibet) smaller nations made up China, Korea was two different countries(as it is today), and there are great wonders of the world in Asia alone, such as the Great Wall or Ankor Wat.
Unexisted Apr 23, 2004, 09:12 PM A good idea Sword_of_Geddon.
Maybe it should start off with a several settlers, some warriors (no worker).
China - On top of Peking location
Japan - On their island
Siam - Spread out? South East Asia
Mongolia - A bit European start, but somehow must settler above China
ANymore? I cant think of much now.
Brian the stunt Apr 23, 2004, 09:27 PM Ok, everytime I try to run this mod I get a message about there being a missing entry in my pediaicons.txt. The entry is TECH_Assasination. I have repeatedly tried installing this, and am following the instructions on the first post. Any ideas how to fix this?
Unexisted Apr 24, 2004, 06:17 PM Did you download the newest patch?
Remember, install the patch after you install the complete mod.
Vadus Apr 25, 2004, 05:06 PM Hi Unexisted,
I downloaded your Mod, and it's amazing ! :goodjob:
Almost everything is new, great .
But I missed an america-map ? So I imported my America-Map into that Mod, and it seems to work so far.
But I don't know all startingpositions of the indian players. Maybe you could help me, to place the right starting-positions ?
Here is the Mod with my America Map. I would be very thankfull, if you could place the correct startingpositions and post the final map ?
And maybe there are other people, who also want to play the mod on an america map ;)
Unexisted Apr 25, 2004, 06:15 PM We have an America map already part of the thing :D
But, those are flawwed. :)
Brian the stunt Apr 25, 2004, 07:58 PM Originally posted by Unexisted
Did you download the newest patch?
Remember, install the patch after you install the complete mod.
I already had the latest patch in, but I can try reinstalling it, thanks.
Vadus Apr 26, 2004, 08:34 AM Originally posted by Unexisted
We have an America map already part of the thing :D
But, those are flawwed. :)
there is an america map ? where ? and what you mean with "flawed"? the america-map ?:confused: :crazyeye:
Unexisted Apr 26, 2004, 11:55 AM The America map (Maps Package, first page) hasn't the most updated version of Native America.
Vadus Apr 26, 2004, 06:26 PM aehm, sorry, but on the first page is the Mod Package (~ 99 MB), the patch file and 3 sound packages... but the map?
EDIT : :crazyeye: quite stupid ! I found the map ;)
Brian the stunt Apr 26, 2004, 06:37 PM Well, I tried again and got into the mod, but now in the first era it tells me there is a pediaicons.txt error again. The missing entry is ANIMNAME_PRTO_Silent_Hunter
Balam Apr 26, 2004, 07:55 PM Hi Brian the Stunt:
I believe that the fixes for those are on pages 28-29 of this thread; it has to do with the Silent Hunter as Impi. Happy civving!
Point13 Apr 26, 2004, 08:40 PM Issue: i dled the files (base and patch only) and extracted them to the scenarios folder in conquests but when i load civ-content i get nothing, this has only happened to me a few times
Snoopys terrain (rhyes works fine though :/)
Warhammer mod
Epic World
others such as the ACW and Sarevok's work, are fine.
Any help?
Brian the stunt Apr 26, 2004, 09:40 PM Originally posted by Balam
Hi Brian the Stunt:
I believe that the fixes for those are on pages 28-29 of this thread; it has to do with the Silent Hunter as Impi. Happy civving!
Thank you much.
Unexisted Apr 26, 2004, 10:30 PM Originally posted by Captainkeyes23
Issue: i dled the files (base and patch only) and extracted them to the scenarios folder in conquests but when i load civ-content i get nothing, this has only happened to me a few times
Snoopys terrain (rhyes works fine though :/)
Warhammer mod
Epic World
others such as the ACW and Sarevok's work, are fine.
Any help?
DId you extract to
.../Conquests/Conquests (wrong one)?
or
.../Conquests/Scenario (correct one)?
:)
Brian the stunt Apr 27, 2004, 04:14 AM Originally posted by Brian the stunt
Thank you much.
I followed the instructions there, and it still tells me there is a missing entry in the pedicons.txt. Anyone have any other ideas?
Point13 Apr 27, 2004, 07:09 AM i extracted to the scenarios folder
also when i look in the folder from my desktop it's in it but when i open the game it's nowhere to be found...
tjedge1 Apr 27, 2004, 06:34 PM Are you going to the civ-content section from the main menu? That's where everything in the scenarios folder will be.
Sword_Of_Geddon Apr 28, 2004, 02:04 PM I'm really sorry about that Silent Hunter error. It was my fault originally.
The Expansion pack will feature a new Silent Hunter Unit(One of Kinboats units) Hopefully by that time Kinboat's Bear Warrior will be out, that way we can use the Eagle Warrior for only the Mesoamerican civs as originally intended.
And Tjedge and everyone else looking forward to "Far Horizons" get ready, because the only thing I have to do now is Playtest it, and then if everything goes as planned......upload it!
Balam Apr 28, 2004, 02:10 PM Far Horizons? Don't know of it but I'm sure it will be good. Waiting for that patch...:p
Point13 Apr 28, 2004, 08:14 PM and yes i am going to the civ content section, nothing.
jorde Apr 28, 2004, 09:29 PM Originally posted by Sword_Of_Geddon
I'm really sorry about that Silent Hunter error. It was my fault originally.
The Expansion pack will feature a new Silent Hunter Unit(One of Kinboats units) Hopefully by that time Kinboat's Bear Warrior will be out, that way we can use the Eagle Warrior for only the Mesoamerican civs as originally intended.
And Tjedge and everyone else looking forward to "Far Horizons" get ready, because the only thing I have to do now is Playtest it, and then if everything goes as planned......upload it!
Dont you intend on using any other Kinboat's units to replace any in the game? I think it'd be nice to have the tribesman actually attacking...
And guys... you definetely should go ahead with the idea of making an Asian mod... it would look great if you do it right (which I'm sure you will)
Balam Apr 29, 2004, 08:34 AM One suggestion for the patch/expansion--some civs have a number of UUs, while others seem to have one or none (e.g., Inuit); anyway, just a thought...
Unexisted Apr 30, 2004, 12:07 AM "Jeje, no es mi falta, parare a visitar este lugar de manana. Nunca me concoceis. Disfruta"
"Hehe, it's not my fault. I guess some civilizations were stronger than other in having more unique units. Right?"
"Kami sama, jisatsu hoshi? -Hontoni?- Ha"
Hyvästi
Vaarwel
прощание
jorde Apr 30, 2004, 03:01 PM Originally posted by Unexisted
"Jeje, no es mi falta, parare a visitar este lugar de manana. Nunca me concoceis. Disfruta"
"Hehe, it's not my fault. I guess some civilizations were stronger than other in having more unique units. Right?"
"Kami sama, jisatsu hoshi? -Hontoni?- Ha"
Hyvästi
Vaarwel
прощание
Please tell me you werent trying to write that same sentence in several languages, cause if it's like that, then you did terribly wrong in the Spanish one...
Balam May 03, 2004, 11:08 AM Hehe, well, we ARE talking to Unexisted, so those translations don't officially exist to begin with. But they do say some pretty different things, so we may have been reading different versions of nonexistent replies :lol:
frekk May 03, 2004, 01:19 PM Originally posted by Unexisted
I'm not sure how the Natives were into sailing. (Sorry to say I haven't :p But I never download mods, unless their in my interests.)
I dont know which units you're speaking of. :confused:
If you ever get a chance to read Bernal Diaz' The Discovery and Conquest of Mexico, sailing vessels of some kind are reported in their early contacts with the Maya ... in the first encounter of Cortes' expedition, soon after reaching the coast, Bernal reports:
"On the morning of the 4th of March, we saw ten large canoes, called piraguas, full of Indians from the town, approaching us with oars and sails. The canoes were large ones, made like hollow troughs cleverly cut from single huge logs, and many of them would hold 40 Indians."
(my emphasis)
Also by the late 1700s Haida were making vessels remarkably similar to early Meditteranean galleys, after having observed some European ships in their waters. Here's a model of one:
http://www.civilization.ca/aborig/watercraft/images/wad04_1b.gif
frekk May 03, 2004, 01:31 PM Originally posted by Unexisted
Wow more? :D
You really did your homework. But most of these groups are either bounce-offs of a main tribe (Iroquois) or very insignificant. Haida? Shoshone? I apparently never heard of them so I have know idea how they are. Assumingly they're just a revolted group or migrants from the:
Westen North America (Apache, Navajo, Cheyenne)
Eastern North America (Sioux, Cherokee, Iroquois)
Meso America (Aztec, Maya)
South America (Inca, Maya, Tupi)
Hmmm, Haida are a pretty major group ... the Pacific Coast culture was definately distinct from anything further inland.
It was a fairly advanced culture on the Pacific Northwest too: extremely wealthy, and advanced enough to give early Russian settlers in Alaska a hard time. The Tlingit fought often with the early settlers and wore armor reminiscinent of Old World designs, but made with wooden slats rather than metal or cured leather, and wielded long, double-edged copper daggers (almost shortswords) as well as bows and spears.
There is an amazing article on warfare in the Pacific Northwest here, describing everything from fortifications to armour to weapons and even naval tactics such as the stone rings the Haida used to smash enemy vessels:
http://www.civilization.ca/aborig/haida/havwa01e.html
Drift May 03, 2004, 05:02 PM As a Finnish speaking person I thought I'd just mention that "Hyvästi" is Finnish and means "Goodbye". Actually, "Hyvästi" means final goodbyes where you believe you wont see the person again, but Unexisted wasn't probably aware of this.
Looks like he has disappeared again.
tjedge1 May 03, 2004, 08:42 PM Maybe he was aware and that he will never come back. Then again, how can you leave a place you never were at? He is Unexisted. :hmm:
blix May 06, 2004, 10:25 PM There's only 3 words that can describe this game:
Messy,unorganized, and sloppy
I don't even think that Mobilize tested his own mod. The game has a lot of flaws that need to be solved. A couple of units need their INI file name changed and some units needed to be typed into the Pediaicons. I fixed the mistakes my self but,my game kept crashing on me.The mod if you ask me looks great and awesome,now if only Mobilize can organize and playtest it.
Balam May 07, 2004, 10:52 AM Admittedly this mod still needs a lot of work, but the patch did take care of a number of those problems. My main issue is that the game is balanced in heavy favor of a few civs with greater numbers of UUs and that the Aztec gunner is strangely weak (personal pet peeve). As for the pediaicons issue, I thought that the patch took care of that (I also think SOG mentioned how to fix things at various points in the thread; should all probably be posted at the beginning or in a new patch). Waiting for the patch, I want to play this lovely mod roar!
Sword_Of_Geddon May 07, 2004, 11:44 AM Originally posted by frekk
If you ever get a chance to read Bernal Diaz' The Discovery and Conquest of Mexico, sailing vessels of some kind are reported in their early contacts with the Maya ... in the first encounter of Cortes' expedition, soon after reaching the coast, Bernal reports:
"On the morning of the 4th of March, we saw ten large canoes, called piraguas, full of Indians from the town, approaching us with oars and sails. The canoes were large ones, made like hollow troughs cleverly cut from single huge logs, and many of them would hold 40 Indians."
(my emphasis)
Also by the late 1700s Haida were making vessels remarkably similar to early Meditteranean galleys, after having observed some European ships in their waters. Here's a model of one:
http://www.civilization.ca/aborig/watercraft/images/wad04_1b.gif
So the Haida had entered the Bronze age eh? Interesting. Someone has to make this unit!!!
I'll tell you what guys. After Im done working on Far Horizons, I'll work on a new version of this mod, that will hopefully fix everything. If anyone would like to help in this endeivor, please do so..
Balam May 07, 2004, 12:13 PM I'd love to help, but I'm going to be going out of the country for a while. I may have internet access there but then again...anyway, I think I'm going to be going the way of Unexisted for a while, although I'm still around this weekend if you need help with unit names/descriptions and such (not much of a programmer, I'm afraid). :)
R8XFT May 07, 2004, 03:59 PM Originally posted by blix
There's only 3 words that can describe this game:
Messy,unorganized, and sloppy
How nice of you to say so :) .
Sword_Of_Geddon May 10, 2004, 10:38 AM I take it your being sarcastic? :lol:
mourndraken May 23, 2004, 10:42 PM how come the game crashes when I build a settler when using cherokee but not haida ? tried 2 different games as cherokee with the same eery exit.
R8XFT May 24, 2004, 12:06 AM I can't understand that mourndraken, you'd think that if it crashed on one civ, it would crash on them all.
I've just tried playing as the Cherokee and could build settlers without crashing; I don't know how to answer your query. I'm surprised that no-one else has mentioned this before. Can anyone else help?
zulu9812 May 24, 2004, 08:33 AM EDIT: what am I talking about...
mourndraken May 24, 2004, 03:09 PM thanks for the look.beut mod btw
mourndraken May 24, 2004, 04:13 PM went and tried a new cherokee game. when Tahlequah the capital is built, it doesn't prompt about what should be produced during that first initial zoom of the city . the production box is empty. If produce nothing during that initial turn, the game follows normally the next turn. I just loose one turn of production in the city, if on the turn of the build I manually select something like a tribesman to be first, the game crashes when I build a settler. After Tahlequah is built, there is an empty production box. I've attached a screenshot of the initial zoom of Tahlequah. go figure.
R8XFT May 25, 2004, 01:36 AM I haven't downloaded the patches after I uploaded the large file. So there may have been a change I don't know about.
This problem was there when the mod had been passed to me. The tribesman was valued at "0" defence, therefore, the city did not want to build anything - it did not have the ability to build wealth, and it did not know of any units or buildings worth defaulting to. So the build queue was empty. I fixed it by making the tribesman have an defence value of 1. Perhaps the Cherokee have had a unit put in, in one of the patches, that has a defense value of 0, change it to 1. This should fix the build queue issue.
Drift May 25, 2004, 01:45 AM Yup, this is a bug in Conquests. There must always be a unit with at least 1 defense available or the game will crash at the point where it tries to prompt the player for what should be built next. I've reported this as a Conquests bug but it seems it hasn't been fixed yet.
mourndraken May 25, 2004, 10:53 PM chief say
in the beginning we produce food for the spirits so that they leave us alone
Sword_Of_Geddon May 26, 2004, 10:20 PM Ok people...here is the deal....I want everyone to list all bugs they have encountered with the LATEST version of the mod, and how you fixed them(if so). I'm going to create the next patch for this mod, which will totally eliminate hopefully 99% of all in game crashes(the other one perchent is human or computer error).
Among other things, the patch will add new units(Such as the Grizzly Warrior) and new UU's for civs that had none or one lackluster one(such as the Dog Sled for the Inuit in addition to their Kyak).
Hopefully I can squeze few new leaderheads out of R8XFT.
mourndraken May 27, 2004, 11:37 PM please change Haida leaderhead. Haida men are BIG people. Haida Gwaii is not a tropical place and there are no palm trees there. Try Cedar or Spruce. The Haida Canoe journeyed far and wide. As raiders Haida were as successful as Vikings. Surrounding nations could only hope to defend themselves since Haida Gwaii stood across the Hecate Straight and was completely unknown.
Sword_Of_Geddon May 28, 2004, 02:47 PM Thats the idea Mourndraken! I'm trying to get R8XFT to make a new Haida leaderhead(With the proper clothing, background, and of coarse, the Haida's trademark hat!), as well as the Haida "Galley"(Check out the main Creation and Customization Forum and add your support)
mourndraken May 28, 2004, 09:20 PM consider cedar to be a resource. found in temperate rainforests and marsh areas. nurtured by by a unique and coincidental microsite, a young sapling grows in the shade of other more dominant species. young samplings dry in direct light. eventually the shallow roots of the cedar, which consumes surface water, and the poison in the wood, causes cedar to dominate the microsite. the value of cedar is imense . resistant to decay, it contains natural kreasode (keasote?). the same black substance you use to treat the burried ends of fence posts. it is a soft wood, somewhat flexable, lightweight, and easy to ignite (because of the kreasote) Uses were for homaking, waterproofing, shipbuilding, totem raising, art crafting, clothing, basket making. it has a very musky but pleasing smell. it is so rare today that it is a ghost tree in all forestry plots and valued above all other species.
consider another. that some structures will decay . totems for instance must be raised again and again. cedar or non cedar totems would have different lifespans. would a nation without forests even raise totems ?
still another. glider unit. there are mesoamerica sites that must be launch pads for something. there are trajectory lines in the desert. art visible only from the sky... Cortez saw Aztec banners crafted from feather. so light they flutter as if blown by wind although there was none. its possible that flight existed in the americas. make the glider an air recon unit . might need a tech and resource ..
R8XFT May 28, 2004, 10:42 PM Thats the idea Mourndraken! I'm trying to get R8XFT to make a new Haida leaderhead(With the proper clothing, background, and of coarse, the Haida's trademark hat!), as well as the Haida "Galley"(Check out the main Creation and Customization Forum and add your support)
I doubt whether I'll be doing a Haida leaderhead in the near future. Sorry, but I'm too busy with my other project and work at the moment.
kane77077 May 28, 2004, 11:15 PM I downloaded the Mod yesterday(so I've got the latest version), but couldn't try it out until today. Looks great but here are a few of the issues I've come across so far:
1.)The Lookout Point Great Wonder costs zero shields to build and generates zero cultural. Was this intentional?
2.)The tribesman unit has only one MP, but in the Civilopedia it mentions it should have two.
3.)According to the Civilopedia, writing allows the building of embassies but in my game that wasn't the case. I still haven't been able to build embassies...
4.)The civilopedia entry for the Silent Hunter unit still shows the description of the Zulu Impi. Also, the upgrade to that unit (sorry - I can't remember its name at the moment) shows the description of the Persian Immortal.
5.)My game just crashed. I was playing as the Navajo and it was somtime around 500AD. I wasn't building any Native Archer units, but I assume a neighbor was, because it was a INI file for a Native Archer that the game couldn't find.
Please understand, I'm not complaining - Great job, guys! -these issues are all easily fixed (except maybe the INI thing) and I'll probably fix them on my machine tomorrow. I just thought you'd like to know.
Again, great job! :goodjob:
Sword_Of_Geddon May 29, 2004, 01:41 PM Ok listen up. I'm going to make a new patch for this mod within the next day or so. I shall be looking over ALL the unit ini files to make sure they match the files within, and I shall be included a Brand-New Silent Hunter unit, along with some new units and UU's for each tribe that didn't have much in that department in the last version.
Oh and thankyou for you fantastic suggestions Mourndraken. One question: Should WOOD AND CEDAR be two separate resourches? And do you know where I can find a descent Glider unit?
mourndraken May 29, 2004, 04:29 PM timber and cedar. I like that.
How about hot air balloon instead of glider. I think I remember seeing a hot air balloon around here somewhere..
Sword_Of_Geddon May 29, 2004, 04:57 PM Ok I can do that I suppose
Progress Report:
1. Permanently fixed Silent Hunter and Native Archer errors
2. Added a NEW Silent Hunter Unit(No more Impis yeah!)
3. Added the Grizzly Warrior
4. Fixed Units_32 file(correct icons for most units)
5. Fixed Unit combat values for many units
6. Added Wood and Cedar resourches. Wood is required for Totem Poles, Guards, and all Naval Units(such as Canoes and Pahrumps)
Next I shall add the Balloon Unit(What tech in the Kingdom Era should allow it?)
Let me know if theres any other suggestions in that quick mind of yours Mourndraken...by all means
mourndraken May 29, 2004, 05:59 PM how about a champion like Hiawatha or Quezocotl (?) who was known to many nations. a unit who can travel across borders without causing war. like an explorer. or Raven a more destructive unknown nationality unit who can wreck roads and capture workers. operates like a paratrooper.. european contact should make air units obsolete.
jorde May 29, 2004, 06:41 PM Let me know if theres any other suggestions in that quick mind of yours Mourndraken...by all means
Make a revision of the pre-existing resources... for example, I think wheat should be replaced with maize (or some other American crop, potato maybe?), and cattle should be replaced with buffalo (the icon could be the one from Civ II)
And make the Civilopedia clearer for these resources... It's weird seeing in one place Wines are available with some tech, and reading there its available from the beginning...
And then, somehow I kinda dislike the fact that Silent Hunters are invisible... It just sucks when a rival settler "commits suicide" attacking your SH...
I think I had a couple of extra suggestions, but those are the ones I can remember ATM
Sword_Of_Geddon May 29, 2004, 10:43 PM The idea with the Silent Hunter unit was to promote more strategic warfare. Sneak attacks were a staple of Native American warfare as well.
Maize is already in the mod actually. As for Bison...I agree but I lack the ability to create Unit_32 files and anything similiar, like Resource icon sheets(Believe me...i've tried, Windows Paint just doesn't work)
Ok the Balloon is in.., next comes some new UU's for the civs that didn't have any or could use another(The Inuit should have a Dog Sled, its not right that they don't)
R8XFT May 29, 2004, 11:53 PM I've done an updated resources pcx that you can use. In case you don't know, you need to first of all add the resource under the "natural resources" tab, but you also need to click on the "terrain" tab and highlight the resource in each terrain type that you want it to appear. You'll see what I mean when you go into the editor.
http://www.civfanatics.net/uploads7/resources.jpg
The new resources (in the order they appear) are bison, wood, clay, cotton, sugar, coffee, tobacco, crab, moose and poppy
You'll have to rename the file to "resources.pcx"
http://www.civfanatics.net/uploads7/resources1.pcx
Sword_Of_Geddon May 30, 2004, 02:07 AM Thankyou R8XFT. Its good to know I've got someone I can count on.
BTW R8XFT....your pretty good at the Leaderhead creation thing...ever think about branching off and trying your hand at unit creation? I myself am interested in learning.
BTW ALL: Is it ok if the Inuit's Dog Sled unit has orcs on it(Not noticably except for the civilipedia icon) I'm using Embyrodead's Wolf Chariot unit...since thats the closest thing out there to an actual Dog Sled... :lol:
R8XFT May 30, 2004, 02:11 AM BTW R8XFT....your pretty good at the Leaderhead creation thing...ever think about branching off and trying your hand at unit creation? I myself am interested in learning.
I've thought about it, and might do it in the future, but for now, I want to concentrate on leaderheads.
I therefore can't do the Haida galley for you ;) , but I'm sure that Aaglo will pick up the challenge soon. After all, it will be something a little different from his other naval units and, if he does it, I'm sure it will be brilliant.
Sword_Of_Geddon May 30, 2004, 02:39 AM :lol: You thought I was asking you! Oh well. I really hope Aaglo picks the Haida Galley up. BTW I thought your mod was going to replace ALL the civs with new ones...but Byzantium is still there(Although with Justinian rather than his wife as the leader). What civs are going to be in the R8XFT mod?
I'm currently using Polynesia(Sween's Masked leaderhead of coarse), Nubia, Khymer, Brazil, Ethiopia and Israel as new civs(Still waiting for Rita Poon's Israeli leaderhead).
mourndraken May 30, 2004, 02:40 AM awesome. could add salt and limestone as luxuries. I think wood should be called timber or add bamboo for the tropics. anyways keep up the great work. :p
Sword_Of_Geddon May 30, 2004, 02:44 AM There is no Bamboo in the Americas silly. Thats an asian plant.
Well noone seems to mind if Orcs fill in for Inuits in the Dog Sled unit(see my above post). Guess its in then...
Any other tribes in need of a UU?
mourndraken May 30, 2004, 02:47 AM like i was saying.. oops
Sword_Of_Geddon May 30, 2004, 02:54 AM Its not a problem Mourndraken. Tommorow I'll finish up work on unit and resourse additions....then I'll begin the task of bug screening.
mourndraken May 30, 2004, 03:29 AM introduce shaman unit who can attack any land unit without causing automatic war . they are appointed by the tribe to test outsiders in any way they choose. shaman are guided by the life cycle and are beyond retribution and not accountable for the destruction they cause. during ritual war, they can be attacked by other units without causing a war but are not neutral. not sure if this kind of rule is even possible.. if shaman attacks become too much then its time to teach your neighbor a lesson.. bring out the war drums, declare war and destroy them.
Sword_Of_Geddon May 30, 2004, 01:44 PM Currently Shaman have the enslave ability, but do not have the hidden nationality ability. I think your idea is interesting though.
mourndraken May 30, 2004, 02:19 PM There is a book by Gary Jennings called Aztec. In it he describes a vivid picture of the Aztec in their prime and into their quick destruction. The main character is a traveller and trader. there are different types of dyes and trade. after I read it I was dreaming in Aztec for a while.. he has another about the time of Theodoric the Great, called Raptor.
Sword_Of_Geddon May 30, 2004, 02:26 PM MournDraken:Thanks for the book recommendation...I ought to check that one out sometime.
Progress Report:
1. Added Dog Sled Inuit UU
2. Changed Cattle to Buffalo using R8XFT's new resource icon sheet.
Once again...any late game bugs?
mourndraken May 30, 2004, 02:30 PM about the shaman and silent hunter thing:
give the option to make nationally hidden versions or normal versions. perhaps with different shield cost .. would be cool to be able to engage in ritual war without a full war response .. anyways keep up the great work.
BTW. Burry My Heart at Wounded Knee is another interesting book.
Sword_Of_Geddon May 30, 2004, 09:53 PM Ive had bad expierences with Hidden Nationality land units in the past(on the receiving end its not very fun).
Supa May 31, 2004, 05:29 PM I've played one of the first version of the mod, but I've got lazy to fix it after a few crashes.
The lil baby growned up since then, and I really want to download it again. With luck, I won't have to wait too long :)
jorde May 31, 2004, 06:28 PM BTW ALL: Is it ok if the Inuit's Dog Sled unit has orcs on it(Not noticably except for the civilipedia icon) I'm using Embyrodead's Wolf Chariot unit...since thats the closest thing out there to an actual Dog Sled... :lol:
Well, if the problem is just the Civilopedia image, that's not something that a few seconds of copying and pasting wouldnt fix ;)
And those Clay resources from Pharaoh are very nice :P
Sword_Of_Geddon May 31, 2004, 09:35 PM Ive added the new resources, fixed unit combat values for some units, cleaned up the upgrade paths, and fixed the most common bugs. Also, a few new units have been added...such as the Balloon, Grizzly Warrior, Inuit Dog Sled, and a New Silent Hunter Unit. The new patch should be ready in a couple of days..Stay tuned...
unscratchedfoot Jun 05, 2004, 12:28 AM Is this mod working or not? Is Unexisted around?
zulu9812 Jun 05, 2004, 01:53 AM He never actually existed in the first place, so he can't be around now.
unscratchedfoot Jun 05, 2004, 05:15 AM Any intelligent answers...?
Sword_Of_Geddon Jun 05, 2004, 10:59 AM :mischief:
zulu9812 Jun 05, 2004, 11:27 AM You know, I should let you all in on a little secret. This Native American mod does exist but 'Unexisted' didn't make it.
Sword_Of_Geddon Jun 05, 2004, 12:11 PM He hasn't been here lately.
I've finished the newest patch for the mod....is everyone still interesting in downloading it?(Its pretty small)
Sword_Of_Geddon Jun 05, 2004, 12:35 PM Ok, heres the new patch Download Link!
http://www.civfanatics.net/uploads7/Native_America6.0.zip
Patch Info:
-Permanently fixes Silent Hunter error
-New Units, Balloon Scout, Grizzly Warrior and Inuit Dog Sled
-New Resources: Wood, Cedar, Bison
Nwoll Jun 05, 2004, 06:07 PM in addition to the newest patch (6.0) what else do i have to download to play the mod?
unscratchedfoot Jun 05, 2004, 06:35 PM Nwoll, you need to download the mod to be able to play the mod. ;)
There's only 3 words that can describe this game:
Messy,unorganized, and sloppy
How about these 3 words: increase your medication.
It does seem odd though that a mod would be released without having been play tested at all. Does that patch make it work properly? No one answered yet whether this mod actually works or not.
:confused:
Nwoll Jun 05, 2004, 07:12 PM i downloaded base mod, plus patch 5.0, plus patch 6.0, and i get an error message saying "missing entry text/pediaicons.txt/ TECH_Hunting"
but i checked the pediaicons.txt and its there
jorde Jun 05, 2004, 10:36 PM If anyone cares, here it's the "corrected" Wolf Chariot Civilopedia Icon (yeah, no more orcs!)
However, someone has still to correct some graphics issues left in there (like the balloon Civilopedia image not showing up, which I think has to do with the number of colors of the image)
Sword_Of_Geddon Jun 05, 2004, 10:52 PM Thats something I cannot do...since Windows Paint doesnt work with Civ for some reason.
Sword_Of_Geddon Jun 05, 2004, 10:54 PM It should work with the Mod as well as both patches installed...
Follow these instructions:
1. Install the main mod
2. Install the 5.0 patch
3. Install the 6.0 patch
Thereafter the game should work fine
Supa Jun 07, 2004, 11:09 AM Jorde > Your pcx has the right number of colors, 256.
Supa Jun 07, 2004, 11:11 AM Huh! The new version came out and I didn't see it o_o
Sword_Of_Geddon Jun 07, 2004, 12:43 PM You should check your subscribed threads often for updates Supa :p .
I hope everyone enjoys the now complete NA Mod. If there are still errors you run into, let me know on this thread.
Supa Jun 08, 2004, 12:43 PM You should really re-work the dialog menu. The decoration (good idea) make the text way too difficult to read. It should be easy to fix in any program.
Good job, eitherway, I'm enjoying my current part ;)
Supa Jun 08, 2004, 12:44 PM First bug, btw, some Archer (sorry, didn't remember which) hasn't the good entry in pediaicons. Should be easy to fix too ;)
Sword_Of_Geddon Jun 10, 2004, 08:33 PM well, I can't fix it if I don't know what it is...
NemesisCh Jun 17, 2004, 09:50 AM Just seen this mod and it looks amazing going to play it as soon as my copy of conquests arrives.
I was going to staret downloading now but the links dont seem to be working :S
NemesisCh Jun 18, 2004, 08:57 AM Just seen this mod and it looks amazing going to play it as soon as my copy of conquests arrives.
I was going to staret downloading now but the links dont seem to be working :S
well its working today anyway
NemesisCh Jun 18, 2004, 12:26 PM i keep gettign error wen i patch up. to do with the text techassination or something :S
any ideas
plus do both the patchs need to just go onto the original
cos the v5 has not got same file name.
WarISgood Jun 18, 2004, 08:39 PM I would love to try this mod, but the game crashes to desktop with no error message evertime my settler is done it seems. sorry if this has been addressed but this thread is huge.
Help is apreciated
Thanks, Chad
edit: oh, btw I have conquests and both patches installed
Sword_Of_Geddon Jul 01, 2004, 11:33 PM Well since R8XFT and Unexisted have decided to stop working on the mod, Its solely in my hands to handle it unfortunately. With all the patches and lack of clear installation inscructions, not to mention the amount of errors which seem to still be in the mod, its really up to the downloader to fix the problems on their own.
Its a shame really. Other than the errors the Mods damn good. We all put alot of effort into making it.
Unexisted Jul 01, 2004, 11:37 PM Actually. I haven't forgotten, I've been thinking about a sister mod. :)
Something a long the lines of...
Rome never fell. And Rome found Native America? A fun what-if scenario?
Just an idea though
Sword_Of_Geddon Jul 01, 2004, 11:47 PM Interesting idea. I just really wish this mod turned out better(no bugs). I suppose its my fault since I made alot of amataur mistakes when it was my turn that first time.
tjedge1 Jul 02, 2004, 05:35 AM Not to worry. Everyone makes mistakes the first time. My first mod was so screwed up I just ended up deleting the whole mess.
jorde Jul 02, 2004, 02:38 PM Actually. I haven't forgotten, I've been thinking about a sister mod. :)
Something a long the lines of...
Rome never fell. And Rome found Native America? A fun what-if scenario?
Just an idea though
Werent you trying to organize an Asian mod a while back?
Sword_Of_Geddon Jul 02, 2004, 02:52 PM Asia would be cool, lots of cool leaderheads availible for that group now, and lots of units are availible as well.
Thanks Tjedge!
Unexisted Jul 02, 2004, 02:58 PM Werent you trying to organize an Asian mod a while back?
Was I? :p
I dont remember. Could you remind me? :)
Sword_Of_Geddon Jul 02, 2004, 03:18 PM You also wanted to do an Egyptian Mod, an Iraqi Civil War Mod, and God-knows what else
tjedge1 Jul 02, 2004, 04:29 PM :lol: I always have about 12 mods I want to do, but I know I never will.
Sword_Of_Geddon Jul 02, 2004, 06:22 PM Most ideas remain ideas forever I suppose.
tombuazit Jul 04, 2004, 02:37 PM Attempting to play this as several different Civ's it will not let me get far into the game before it exists because it cannot find the "Native Archer.INI" file. I think that is the file it is looking for.
I am Inupaq, and grew on the Coeur D'Alene Rez. I am glad to see you made this. Hope the bug can get fixed so I can play it.
Midnight Piper Jul 04, 2004, 07:06 PM This looks like an inconsistency in the structure, you can quick-fix it yourself. Go to the
Native America\Art\Units\Native Archer
folder. The folder is named "Native Archer" but the .ini file is named "NativeArcher.INI" (no space) - they need to be identical. Double check the error message - make sure it wants "Native Archer.INI" then add the space to the name of .INI file.
Edit: The good news is that your game can be continued after this kind of error is fixed - unlike the errors in the scenario file itself (eg, if there were n |