CastingShad
Aug 20, 2004, 04:30 PM
Hello???? Help?
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View Full Version : Native America Mod CastingShad Aug 20, 2004, 04:30 PM Hello???? Help? Sword_Of_Geddon Aug 20, 2004, 10:22 PM entry....that would mean its looking for something in either the Civilipedia or Pediaicons text files. CastingShad Aug 22, 2004, 05:14 PM How do I check? Nileppez Del Aug 23, 2004, 08:52 AM Bug -- Eagle Warriors .. the Maya equivalent of mounted warriors is listed to upgrade to Boomstickmen .. Eagle Warriors are (from memory so not exact) .. 5 / 4 / 2 .. Boomstickmen 1 / 4 / 1 .. Basicly once you get boomstick guys you cannot make eagle warriors anymore.. leaving the Maya with a 300 year period that they cannot make ANY units with a movement of 2 or an attack over 3 .. That is a LONG period of time that for all intents and purposes the Maya are screwed and are the laughingstock of North American civilization. .. Aside from the fact that boomstickmen are not an upgrade to eagle warriors, they are a defensive unit and the warriors are offensive ... I simply went into my version and changed Eagle Warriors to No Upgrade .. Balam Aug 27, 2004, 09:09 PM Yeah, I noticed that bug a while ago; I think that the Maya should probably have something to fix this problem--they were VERY resistant to the Spanish (conquest is actually still going on in some ways, but one end could be drawn at around 1900 I suppose). NA is still one of the great mods out there, though. Ahh, its good to be back...cheers to SoG and the gang! Sword_Of_Geddon Aug 28, 2004, 12:24 PM I forgot that...dangit! The Eagle Warriors should have a better unit to upgrade to...I was thinking adding in the AoK Eagle Warrior, and naming it the Elite Eagle Warrior...see below: I may do another bonus patch for this mod, theres been a few new Native developments recently. -Utahjazz has released a new Native American Rifleman...This would be used in place of the Native Grenadier currently in the NA Mod -Dom Pedro II has released a Native American Hunter. This would be a perfect addition to the mod. -Theres also the Haida Warrior...I believe I added the Haida Canoe in already, but the Haida Warrior would be a better Unique Unit than the Archer -Plus theres a TON of new leaderheads availible for many of the tribes. Anyone interested? Blackbeard Aug 29, 2004, 06:57 PM I´ve played the first time the hawaiians. Why can´t i build the fishery? This tirbe needs it to suvive?!? In the editor i can´t find any option to chance it. I would be pleased if you can help me whith this problem. jorde Aug 30, 2004, 06:37 PM Anyone interested? ME!!!! Hehe... I missed this thread a lot... this mod has a potential for being one of the best ones out there, but still seemed to lack something... perhaps it has to be to the fact some units were upgraded to worse units, and some stuff like that... There isnt much to do with it though, except getting a good American continent map (which would be also useful for the ACM), a VERY detailed one, in which to locate all tribes; and it would be necessary to put Hawaii somehow... maybe moving it a bit eastwards, and making it big enough for 3 - 4 cities, giving it early on some kind of boat which would allow them to get to the continent quick (not transporting units for a while) and maybe adding another islander civ near... then there would be some slight graphical work to do, and again, cleaning all the tech/unit trees so the game is better.... Desert Fox Aug 31, 2004, 07:18 AM Thanks for making this Mod I will look forward to checking it out. I enjoy this type of Mod there was one on civ2 that I loved to play forgot the name. Sword_Of_Geddon Aug 31, 2004, 04:56 PM I've still got to finish Far Horizons:Heart of Destiny, after that I'm going to work on this I think BTW, if you have all the patches installed correctly, than most of the unit problems are gone. jorde Aug 31, 2004, 05:23 PM I've still got to finish Far Horizons:Heart of Destiny, after that I'm going to work on this I think BTW, if you have all the patches installed correctly, than most of the unit problems are gone. I have them all installed, but perhaps many of the problems I remember are from the previous versions... But there are still some things which could be done in order to get this mod to be as awesome as it can get (since it's a great idea, and much of the stuff needed to make it great is already in place) BTW... it there a close finishing date for you Far Horizons mod? Sword_Of_Geddon Sep 01, 2004, 11:19 AM Far Horizons is done, I'm working on the expansion/patch, which will add several more tribes and units, as well as get rid of all the modern era bugs people have encountered. tombuazit Sep 12, 2004, 05:08 AM when I try to upgrade to a Seasoned Brave, it crashes. It says it can't find the Anime Proto Seasoned Brave Balam Sep 12, 2004, 06:32 PM Mmmm...SEASONED brave...tastee... :p tombuazit Sep 14, 2004, 11:27 PM also, I can't seem to negotiate or declare war on the Tikal. Every time I try It says AVI and crashes. Sword_Of_Geddon Sep 15, 2004, 07:30 AM Tikal? :confused: Colonel Kraken Sep 16, 2004, 09:12 AM Thanks everyone for the feedback. When I get the time, I'll have to take a look at some of these problems that were brought up. Also, I'd love to have a map for this mod as well. I may look into it. I'll see if I can scrape together another patch. Regards, CK Balam Sep 16, 2004, 05:19 PM Tombuazit--are you sure you don't mean Maya or a Maya UU? I've never had that problem though... :confused: Colonel Kraken Sep 16, 2004, 06:39 PM When I try to start I get this Error : /Pediaicons. TECH_Assasin is missing WTF!? I did everything right, whats wrong!? I did some checking in the editor. There is no TECH Assasin: neither as the name of the tech nor the name of the Civilopedia entry. I'm not sure where this one would come from. Colonel Kraken Sep 17, 2004, 09:00 AM Mmmm...SEASONED brave...tastee... :p Hee, hee. Funny. :) when I try to upgrade to a Seasoned Brave, it crashes. It says it can't find the Anime Proto Seasoned Brave Open up PediaIcons.txt (in the Text folder) and scroll down until you find similar entries and add the following: #ANIMNAME_PRTO_Seasoned_Brave Seasoned Brave Bug -- Eagle Warriors .. the Maya equivalent of mounted warriors is listed to upgrade to Boomstickmen .. Eagle Warriors are (from memory so not exact) .. 5 / 4 / 2 .. Boomstickmen 1 / 4 / 1 .. Basicly once you get boomstick guys you cannot make eagle warriors anymore.. leaving the Maya with a 300 year period that they cannot make ANY units with a movement of 2 or an attack over 3 .. Everyone: please keep letting Sword and me know about these types of errors. I'm going to be making some more fixes, including upgrade paths . . . but I need to know what the concerns are. So keep the messages coming. :) Thanks, CK Sword_Of_Geddon Sep 17, 2004, 06:49 PM At the time, I think the reason for this was the fact that the Kingdom Era defensive units, for the most part are completely non-combative(having only 1 attack point)....since the Mayan Eagle Warrior is also a Mounted Warrior replacement.......Some re-asigning and re-accessment is needed. For example, new developments unit and leaderhead-wise have appeared since the last version of this mod, like Civarmy's fine works. I've also figured out a way to get the optional music to play (in-game) without a game crash!....mhahahaha! I first have Far Horizons to think about, but after that, I'm free to work on this as well as the ACM(American-Continent Mod) and eventually the Colony War Conquest Scenerio..... Balam Sep 25, 2004, 09:23 AM Definately need reworking on the Maya--we got hozed! :cry: JokerDF Sep 25, 2004, 11:04 PM I think i know the reason of the problem with the Assassination Tech. I noticed that at the main file there ia a NativeAmerica.biq that is a scenario - very cool btw - and at the Patch 5 and 6 a NativeAmerica.biq that is a random map. So if you choose to not replace the map of the main file to use the scenario you may get this error, because the nativeAmerica.biq scenario is not updated. Also you may get a problem with saves of the scenario. So solve this make 2 files, one biq Random Map and other Scenario, both uptaded :P The mod is very very good, congratulations. R8XFT Sep 26, 2004, 08:16 AM I think RedAlert's Native American cities (http://forums.civfanatics.com/showthread.php?t=100732) would be an excellent update to this mod. His Inuit cities are in a different class to the ones I made for this back in March, and the other cities look really good too. kingstuart Sep 26, 2004, 12:46 PM having problems with tech assassination game not opening..saw this: So solve this make 2 files, one biq Random Map and other Scenario, both uptaded :P can somebody tell me exactly how to do this step by step for noobie thanks king stuart i noticed too with col kraken zip the ini files are not the same as what is in the unit folder so he's files do not overwrite the existing..should it or not? Sword_Of_Geddon Sep 26, 2004, 12:52 PM I'm not exactly sure about that, but if an update was made to fix errors in an ini file, then yes, they should overwrite the orginals. R8XFT-lots of new NA developments lately. For now the Mod is in Kraken's hands though, I'm alittle busy at the moment.. kingstuart Sep 26, 2004, 10:59 PM Got It To Work By Re Installing In Conquest\conquest...the First Page Of This Thread Said To Unzip In Conquest\scenarios..guess That Lead To Problems. So My Next Question Is ...any Way To Sub In Another Map Say Noeth South America Instead Of The Random Map That Is Generated? King Stuart Sword_Of_Geddon Sep 28, 2004, 04:10 PM Yes there is actually, though I'm not sure how to do that myself, perhaps the Map forum has a tutorial? tjedge1 Sep 28, 2004, 06:02 PM It's simple. You open the mod in the editor then click on File then Import and then select the map in the menu then the biq,bix,bic you wish to use and then the map will be in the mod and you can save as a different name so you don't mess up the original mod as you go. Colonel Kraken Oct 04, 2004, 10:55 AM I just wanted everyone to know that I have been working on getting another patch out for this mod. What I'm trying to do is get all the fixes from Patch 5 and 6 with my fixes and add a few more fixes as well as fixing the units and upgrade paths into one patch. I think there's been some confusion on how to implement the patches. I started from a fresh install of the mod and added the patches one by one. I see why there is some confusion. Patch 5 names itself differently than patch 6 and does not overwrite info. You have to manually transfer data and manually move the biq to the scenarios folder so that it overwrites the "old" one. This is not an obvious thing for some people. I'm trying to get the patch to combine all elements into one and extract correctly without the user having to do anything else. Hopefully it works properly. Until then . . . --CK Sword_Of_Geddon Oct 05, 2004, 10:42 PM Thankyou for investing your time in this Colonel Kraken...I salute you.. :salute: Colonel Kraken Oct 06, 2004, 09:31 AM I'm having problems following and reconciling the units and upgrade paths. There hardly seems to be any rhyme or reason to it. Can you shed some light on this, Sword? I also noticed that several civs have several unique/powerful units. Does anyone see this as a balance problem? I'm thinking about simply doing a major re-write. Initially, I would just have new upgrade paths, a couple of new units perhaps, and some new stats. Eventually, I'm looking at totally overhauling the techs. Would anyone be in opposition to this? Thanks, CK Sword_Of_Geddon Oct 06, 2004, 10:53 AM Well, keep in mind that the NA Mod was my first trial at modding...so alot of things aren't going to make much sense.... :( I have no problem with an overhaul, maybe the mod needs it. With all the new Native American stuff that people have added to this site, maybe its a godsend..who knows What changes do you have in mind my friend? R8XFT Oct 06, 2004, 11:13 AM It was my first try at modding, and Sword_Of_Geddon, myself and Unexisted never had the mod at the same time - there's a lot we learned, but a lot we could have done better. I didn't envisage how popular it was going to be - also, Sword_Of_Geddon and I only had dial-up modems at the time, which made it difficult to upload and download updates. I'd be in favour of an overhaul - but I'd like to overhaul the leaderheads if you're going to do that ;) . I think that one person should be involved in sorting out the techs/upgrade paths etc - that person could be you, Colonel Kraken :goodjob: ! Sword_Of_Geddon Oct 06, 2004, 12:12 PM Yes indeed R8XFT, yes indeed... Perhaps it could be an entirely new mod, the Native America Mod 2 perhaps? Colonel Kraken Oct 06, 2004, 04:52 PM Cool. I'm all for that. It's not something I'd do in a weekend, though. I work on it a little at a time. In the meantime, perhaps I'll put together some kind of "final patch" for the "orginal" mod to fix some of the more glaring problems. Well, at this point then, I'd like to put out the request to the two of you (maybe more) as to what types of cool things could be added to the mod. Perhaps we could do some PM discussing or open a thread in the main C&C forum? Thanks, guys. CK newcivplayer Oct 06, 2004, 07:24 PM downloading now thanks man Sword_Of_Geddon Oct 06, 2004, 10:24 PM Cool. I'm all for that. It's not something I'd do in a weekend, though. I work on it a little at a time. In the meantime, perhaps I'll put together some kind of "final patch" for the "orginal" mod to fix some of the more glaring problems. Well, at this point then, I'd like to put out the request to the two of you (maybe more) as to what types of cool things could be added to the mod. Perhaps we could do some PM discussing or open a thread in the main C&C forum? Thanks, guys. CK Thats not a bad idea actually. tjedge1 Oct 07, 2004, 06:15 AM I have an idea for the interface. My mod as well as the War Hammer mod have changes in interface. Maybe you guys could add a more Native American feel to the interface. Like in War Hammer it's a couple of orcs with flags and in my mod it's a knight and sorceress. Sword_Of_Geddon Oct 08, 2004, 04:19 PM R8XFT already made a new interface. :Thumbsup: Thunderfall Oct 09, 2004, 09:45 PM v6.2 patch by Colonel Kraken can be downloaded in the first post. the patch ReadMe is also attached. :) Colonel Kraken Oct 10, 2004, 11:40 AM Thanks, Thunderfall. What I've done is taken Patches 5 and 6 along with the fixes I've made thus far and combined 'em into one, easy-to-install and understand patch. Hopefully I've fixed the problem of the Boomstickman and the Eagle Warrior upgrade. This'll probably be the last patch unless a major issue is found that crashes the game. I'm looking into developing a Native America Mod 2 in conjunction with Sword, RX8FT, possibly tjedge1 and anyone else who wishes to contribute. Thanks to all and continue to give us feedback. --CK kingstuart Oct 11, 2004, 09:11 AM i tried this over the weekend the update worked fine but the map was all exposed. opened it up three times and the map was always exposed full map.tried other scens but only with this one. is there some quick fix for this? king stuart Colonel Kraken Oct 11, 2004, 12:00 PM DANG IT! I forgot I left it in debug mode! :cry: Oh man, I knew I forgot something. I'm so embarrassed. :blush: Ok, here's what you do. Open up the biq file (just click on it) (Native America.biq). Choose Scenario Properties. There's a box that says "debug" or "debug mode". It should be checked. Uncheck it. Save. You should be good to go. Oh man, I'm so sorry everyone. I'll see if I can get this fixed. --CK kingstuart Oct 11, 2004, 12:25 PM yup that did it. thanks for work on the project. king stuart Sword_Of_Geddon Oct 11, 2004, 02:09 PM Did you put in a special map Admiral Kraken? Colonel Kraken Oct 11, 2004, 05:55 PM The biq has been "fixed" (no longer in debug). Thanks to the ever kind and amazing assistance of Thunderfall. Sword: I didn't add a map . . . yet. I hadn't planned on it, but if I find a map of north and south America, I may whip something up quick for fun. It wouldn't be totally accurate, but at least would be some fun. Otherwise, I may just wait for development of NA Mod 2. Thanks, CK tjedge1 Oct 11, 2004, 06:29 PM Don't know if one of both Americas has been done together yet, so maybe the map should be requested and made for NA Mod v2.0 Sword_Of_Geddon Oct 11, 2004, 09:57 PM I actually requested a Large version of the New World, which that good ol' chap Redalert has agreed to do. Civarmy already did a HUGE(Very Big) New World Map(220X220 omg) Colonel Kraken Oct 12, 2004, 08:08 AM Civarmy already did a HUGE(Very Big) New World Map(220X220 omg) Working on it now . . . ;) (using his map) Colonel Kraken Oct 12, 2004, 12:55 PM Ok, here's a map of North and South America made by CivArmy, modified by me for this scenario. It's a large map. With all players it took my computer (Athlon XP 1900+ 512MB PC133 RAM) ~15-20 seconds per turn in the beginning. It's not perfect. I made it quickly (~4 hours). I don't pretend to have realistic resources and starting locations. What I tried to do is give a general, realistic feel. For starting locations, I used the descriptions from the game. I made it possible for the Hawaiians to use their unique unit boat to populate all the Hawaiian islands and possibly make it to the west coast of North America. Unzip the biq file to your Conquests\Scenarios folder. It's named Native America Map. Load that scenario in the game under "Civ-Content". The file: Native America Map.zip (http://www.civfanatics.net/uploads8/NA_Mod_Map_biq.zip) And a preview: Sword_Of_Geddon Oct 12, 2004, 02:51 PM Like I said omg, thats a HUGE map. It was very nice of you to take your time and help out with this Kraken, I don't know if anyone has said this to you yet, but thankyou. Colonel Kraken Oct 12, 2004, 03:08 PM No problem. tombuazit Oct 28, 2004, 07:27 AM the If you continue to experience crashes etc. Try this NA Unit Crash Fixes - Thanks to Colonel Kraken link is not working. I have done the fix, will let you know how it comes out. Should 6.2 fix the Tikal problem I had? Colonel Kraken Oct 28, 2004, 08:12 AM the If you continue to experience crashes etc. Try this NA Unit Crash Fixes - Thanks to Colonel Kraken link is not working. I have done the fix, will let you know how it comes out. Should 6.2 fix the Tikal problem I had? Oh yes, I'm sorry. I deleated NA Unit Crash Fixes because 6.2 incorporates all my fixes and the patches. 6.2 should, hopefully, fix the problem with the Tikal. redd Nov 16, 2004, 12:09 AM this mod looks great. I downloaded the file and all the parts to it. but, everytime I start a game with it, I get this message. Load Error ERROR READING FILE Missing entry in "text\Pedialcons.txt":TECH_Hunting Hope someone can help me out, appreciate it. I did everthing I was supposed to . moscaverde Nov 25, 2004, 03:07 AM OK, i downloaded and played the Tupi.. until 735 AD - Kingdom Era the game crashed with no error mensage. somethings are a bit annoying: -It was too easy to conquer other civs with the CS and some AI citys was undefended. -Too easy to get rich, i was with 11030 gold (+105 per turn). -The science rate is too slow (minimum 30 turns to research). -The naval part of the game should be aprimorated, my slow canoes can't get to other islands (the game gets a bit boring if you don't have contact with another civs). Other than that the mod is very great and cool to play. onedreamer Jan 09, 2005, 06:42 AM Nice mod, we love especially the musics. There is no description for stuff in the civilopedia though :/ A coupla bugs I wanted to point out: 1) the installation paths are wrong, both of the main install and of the patch. You gotta zip the files with the correct paths and folder names, it's quite simple and would save a lot of headaches to people like Redd who will never play the mod because they don't about this stuff. 2) the Tupi AI has the option "never build settler" turned on. Due to this they will never expand. I don't know if this is wanted or not, but since the mod is on random map, hence not a scenario, I wouldn't do this because it's quite unbalancing. Colonel Kraken Jan 09, 2005, 11:57 AM Maybe you can post an update, Onedreamer! :) I'm no longer supporting this mod, but you're welcome to make additions and fixes! BookHouse Mar 09, 2005, 03:58 AM Ok, here's a map of North and South America made by CivArmy, modified by me for this scenario. It's a large map. With all players it took my computer (Athlon XP 1900+ 512MB PC133 RAM) ~15-20 seconds per turn in the beginning. Over all, this is a good map (I do like the idea of tilting the continents on their side), but I have one beef... it portrays the midwest of North America as being far, far too mountainous. Namely, there's a huge mountain range where southern MN/WI, northern IL and Iowa should be. There should be hills along the Mississippi, but other than that, it should just be forests and grasslands. No mountain ranges in that area. Heck, we Wisconsinites call people from IL "flatlanders" but this map makes that area look like the Rockies. Is there another more accurate map other than CivArmy's that someone has adapted for this mod? BH Blackbeard Mar 09, 2005, 05:35 AM I used all the time this map. The resources are all random and if you tell me how i´ll upload the biq. BookHouse Mar 10, 2005, 12:53 AM re: the map, well, what I'm looking for, ideally, would be one with accurate placement of resources, etc... (something that CivArmy's did well; I just have beefs with how mountainous he makes North America seem). Anyway, I'm unlikely to play this mod again as it's buggy. I played as Powhatan last night and had two issues/bugs: 1) Powhatan (and possibly other scientific tribes) doesn't get its free tech at the beginning like it's supposed to. Not a huge deal, I guess, but still not r 2) The "Native Grenadier" has a cost of 0 shields, which pretty much ruins any sense of balance in the near-end game. This is the deal breaker for me... I was having a pretty fun game till this came up. All in all, this *would* be an awesome mod if not for that grenadier problem (and the free tech bug would be nice); I know the creator says he's not supporting this mod anymore... but if these are simple bugs to fix (I think they are, but I know nothing of modding), maybe we could get some help? I'd love to play this mod again, but I won't until that grenadier thing is fixed. BH Blackbeard Mar 10, 2005, 01:37 AM If you open the Editor, look at Rules > Edit > Units In the Popup menue you look for the Native Grenadier and then you can chance the shield cost at the upper left side. R8XFT Mar 10, 2005, 02:08 AM Native America update (http://www.civfanatics.net/uploads9/NAR8XFT.zip) It was the Nez Perce, not the Powhaton that had no starting tech. Having the commercial trait, they now have alphabet as a free tech. The Native Grenadier now costs 60 shields to create :) . BookHouse Mar 10, 2005, 11:20 AM Native America update (http://www.civfanatics.net/uploads9/NAR8XFT.zip) It was the Nez Perce, not the Powhaton that had no starting tech. Having the commercial trait, they now have alphabet as a free tech. The Native Grenadier now costs 60 shields to create :) . Thanks for the quick response! (for something I paid absolutely nothing for and therefore have no reasonable expectation of anything resembling "customer support" : ) It took me a while to figure it out, but I finally discovered that Civ III came with an editor : ), so I was able to go in and make those map changes I wanted, etc... not sure I'm ready to post my map online yet, but here are the basic changes I made: moved the upper Mississippi to the west slightly; removed extra river tiles around it; added the Wisconsin river, and the river that flows through Chicago; flattened out Illinois considerably moved the Sioux starting location to be around Chicago; closer (I think) to their ancient territory; I know central Illinois is where remnants of a large ancient city were found several years back removed the "Great Minnesota/Wisconsin/Iowa Mountain Range" completely, replaced it with forests mostly, and a few hills in SE Wisconsin; added copper and stone resources on those hills (WI is a major granite source); added furs and wood to some of the northern woods (this area is "The Big Woods" referred to in the "Little Prairie" books) reshaped Lakes Superior and Michigan to be more accurate; added Lake Winnebago; added Green Bay; thickened out the UP (upper peninsula) of Michigan (it was way too thin); gave it the appropriate hills and forests took out about half the wheat in the midwest and replaced it with maize; replaced some of the horses in the midwest with buffalo replaced some of the mountains in the western stretch of the Appalachians with hills and forests added lots of marsh to SE Georgia to reflect the massive Okefenokee swamp I have no idea how all this will reflect game play; but I figure the point of CivArmy's map was to add reality to the game... if I can figure out how to upload my version of his map I will. BH Sword_Of_Geddon Mar 12, 2005, 06:26 PM If there is enough popular support for this mod, I may be willing to make a new version(with new units, wonders etc.), in the future. Balam Apr 18, 2005, 12:35 PM Sorry to resurrect an older thread, but sniff, sniff--I'd like a new version! :cry: :D bostonkaiser May 15, 2005, 02:24 PM I love this mod! If someone could "tweak" it and fix some of the minor glitches (missing .wav files/more techs to research) it would be awesome. Kudos to those that have worked on it to get it this far. Unexisted Jun 12, 2005, 07:12 PM I love this mod! If someone could "tweak" it and fix some of the minor glitches (missing .wav files/more techs to research) it would be awesome. Kudos to those that have worked on it to get it this far. Thank, well. Basically, Sword_of_Geddon and RX8FT have kept it going, especially in the beginning. I just wanted a NA mod, so I just wanted to make a spark. And thanks to Colonel Kraken for updating it consistently :) Sword_Of_Geddon Jun 12, 2005, 07:41 PM Unexisted! You are on again! :eek: smaknis1 Jun 28, 2005, 05:02 PM Hey guys, i have been searchin these forums for a very long time and it was only today that i created an acount. Being a Mikmaq myself i was draw to this thread over any other because i think it would be sweet to use my nation which i know so much about already to obliterate their european enemies. Unfortunatly I cannot becuase this mod is for conquests, although i read about you guys thining of making an updated version. This is definetly a project I would love to be a part of and maybe this time we can make the mod for civ gold or play the world users. - The Smaknis Lepakko Jul 29, 2005, 03:50 AM Hello to everyone, In case here are still people interested in this mod, I wanted to let you know I've been tweaking it quite a lot lately. Like a lot of others here, when I played this mod the first times I found it awesome, except for some flaws that I thought were disturbing the gameplay. Since I thought these flaws would be rather easy to fix, I started playing around with the rules of the game a bit, trying to make it a bit more interesting and balancing it to be more realistic. Some of the changes include: - Removing three tribes, but adding nine more. So in total there are now 29 tribes, which are spread more evenly in both South and North America. I also modified the starting locations of all of the tribes to be more realistic in the Americas Map by Col. Kraken. - I tweaked the old governments a lot and added two more, one to the nomadic era and one to the kingdom era. Now there are two governments plus the first one to choose from in the nomadic era, which should increase the variety. Also, Blood Cult no longer needs forced settlement and the rate caps have been modified for all of the governments. - The map has also been modified pretty much. As already been pointed here, there should be no mountains in the midwest area, and I also thought the Caribbean area plus Amazon need to be redone. - There are also a lot of small gameplay things that are supposed to balance the mod more and reduce loading times of the mod, for example not allowing cities on tundra or desert, tuning the barbarians a lot, adding a few improvements and finetuning the abilities and strengths of the units. In the zip file I've included two biqs, one with the Americas map and one with a random map, but playing with the map is recommended. Since I haven't added new graphics, the size is small, but the negative thing about it is, that the leaderheads are quite repetitive. In my test runs, I didn't find any crashing, but in case that happens to someone, please report about it. I also updated the Civilopedia to check the units' and governments' abilities. The text file has a full list of the changes made, is not necessary for the mod, and it is also included in the zip file. So, be sure to try out the update if you're interested and tell me what you think. Any feedback is appreciated. --Lepakko civ4us2006 May 09, 2006, 12:02 PM Great mod. One of my favorites. No problems playing it. Slavic Sioux Jun 13, 2006, 03:42 PM This looks like a very GOOD mod!!!! may I use the sounds,leaderheads and text for my Indigenous America mod???.I like especially since I am Sioux thanks!!!! Yoda Power Jun 13, 2006, 04:19 PM You're a Slavic Sioux that lives in South Africa:dubious: Slavic Sioux Jun 13, 2006, 05:29 PM And your point is??? Red Door Jun 14, 2006, 09:29 AM It's about as normal as an Aboriginie living in Russia. Virote_Considon Jun 21, 2006, 07:42 AM My new goal in life: To find a small community of Aboriginies living in Siberia. richie22147 Jul 12, 2006, 03:00 PM Ok, i have no idea what i am doing wrong but after i download the files, there is always an error and it crashes. so could someone please put detailed instructions for what i am supposed to do to be able to play this mod? because i am clueless... Red Door Jul 12, 2006, 03:07 PM You download both the .biq and the art and text files (in one folder) to the Conquests/Scenarios folder. richie22147 Jul 12, 2006, 03:21 PM that still doesnt help me out very much...where are the folders and how do i download them? Red Door Jul 12, 2006, 03:57 PM They are located in C:\Program Files\Infogrames Interactive\Civilization 3\Conquests\Scenarios. You put the .biq (the map) and the files in that folder. You download them from the first post. IBot Aug 10, 2006, 04:53 PM Make Ahiutzotel the Aztec Leader!:sniper: ::wavey: :wavey: yeah: Red Door Aug 10, 2006, 05:04 PM You realize of course that this mod hasn't been worked on for years, don't you? T.A JONES Aug 11, 2006, 06:54 PM You realize of course that this mod hasn't been worked on for years, don't you? So what he likes it :goodjob: serious Man, :) whats the deal with this one. does she run, or not. I want to shove it on my mod mantle, thats If the pedias complete. Took a quick look and ya could be cool. Flowing through a standard epic for a good read. would be a good change, as I have taken a keen intrest in Canada'a Native backround. The tech tree would be a interesting adventure, Again if its complete.( Pedia supported, I mean) So what can you tell me Alcosta. Any quick facts? Red Door Aug 13, 2006, 08:24 PM It's got 16 civilizations, mostly North American natives, with some Meso-Americans and the Inuits, it's played on a random map, and it's pretty fun. T.A JONES Aug 14, 2006, 03:07 AM Well it got your approval and that counts for something. You forgot about my references to the Peida, whether its compatible or not.(complete) .Its no biggie, Im doubting it anyway, but I'll give her try. Thanks Lepakko Aug 14, 2006, 04:35 AM Heh, I didn't even remember anymore the original Mod had only 16 civs and no America map... My version (downloadable a few posts above, but needs the other updates to the mod found somewhere in this thread) uses around 29 civs or so. I checked the civilopedia of the version I'm using, it seems to be quite complete. Red Door Aug 14, 2006, 07:22 AM Well it got your approval and that counts for something. You forgot about my references to the Peida, whether its compatible or not.(complete) .Its no biggie, Im doubting it anyway, but I'll give her try. Thanks Umm, I think it is. To be honest, I never looked at the pedia. And the reason I remember is because I recently played it. T.A JONES Aug 14, 2006, 02:01 PM Cool thanks guys . I was hoping so. Historical supporting info(not info that supports game rules) is why I want to play. Like my first post said I want to learn more about my Canada's natives. the city I live in has roughly 100000 natives most objiwa but others to. We have a replica trading post called Old Fort William that replays old fur trading days for tourists., giving native, a few of my friends jobs renacting their customs. Any way boring you all but Thanks I hope its there. I would love to read up while I enjoyed the mod. Take care, truly T.A :hatsoff: Sword_Of_Geddon Aug 16, 2006, 05:59 AM A new NA mod is on my to do list eventually...It might entail me downloading all the updates everyone has made for it such as COl Kraken and independent updates, and putting some new content in and a few surprises, but it would believe me, count as the NA 2..... T.A JONES Aug 18, 2006, 05:34 PM Poor me cause of some simple standard of enjoying a complete pedia , I downloaded this mod for nothing You see the best mods are played with sword and steel WITH rolling scripts of knowledge that follows you as you go along. Some are Fantastic. A mod with all new units and Leaders and improvements, techs + resources is awesome, draws a crowd, but WHAT the HECKS the point of not writing what each addition relates to in a historical context?. (Why not copy original format) awesome Mod really, but why can't I read about techs and bildings as I make them? ( I know how. Who is this Jerk to complain about these wonderful volunteers. who are smarter then him as programming and every other comp related skill. I’m Truly sorry to offend anyone.) Its the age of Gold, if the Modders’ Guild’ got together and agreed no mod was released without historical entries(description button) We would have upped a code of excellence that could propel development to higher levels of excellence.. Why would a casual modder doing it for fun want to struggle with script he already knows. To support the gaming experience for the player and fit the standards of the Guild, to be a builder in code of the true artist way (sorry if its not making sence or arrogant remark). THATS WHY IM SO GLAD SoG is in the driver’s seat of the mod. Its got Potential. You SoG makes pedia’s like the store bought kind. I thank you so much for this.. I'm still playing your latest release and noticed only three or four missing entries, Heart of Destiny is big. NOrth AMerican Mod has over 100 more missing entries and its way smaller :confused: . If your out for a educational experience hope for SoG to get his hands dirty on this one. In the end it will a monster for us lucky players to learn, amd enjoy from I’m s0 grateful for the extra effort you bring(SoG) thats wqhy you famous. It’s like a stamp of quality you lay down on all your productions Other perfect pedias are Rise rule and Rood and the Dragon. There are more out there. Yaw got look for them gems!! These deserve to be in a league of there own. Should be separated in other category "Store bought effort put forth" RANT OVER R8XFT Aug 22, 2006, 11:15 PM One thing you have to remember is that Unexisted, Sword_of_Geddon and myself did this mod about two or three years ago when new to modding. Looking at our more recent mods (i.e. SoG and myself), the civilopedia is much more padded out and match the "code of excellence" you mentioned. Our artwork and general modding ability is much better than it was then. We all worked really hard on this mod and working on it taught us all a lot. If it wasn't for this, SoG and I probably wouldn't have got into modding and our later mods probably wouldn't have happened - or if they did, they wouldn't have been as good. Unexisted Nov 22, 2006, 01:30 AM I hope me posting in this thread is not considered reviving a dead topic. Is a scientist ever too late to poke at his creations? ;) It's nice to see how far people have continued this modpack. It was a long time ago and I think we all learned a lot from this experience. I'm glad to see my fellows creators (R8XFT and Sword_of_Geddon) have earned high seats in the Civ-Creation community since our truly "ancient age" of creation. :) Well done mates. Cheers, Unexisted Goldflash Nov 22, 2006, 01:31 AM HOLY CRAP!! Its Unexisted! FOR REAL! T.A JONES Nov 23, 2006, 04:15 AM UNEXISTED Sorry if you read my dumb rant on pedias man. Rob talked some sense into me and I realized what your guys were all about during those days. It was much more important/groundbreaking then the say, defintion of a 'Land Treaty' I was 'keen' at the time to widening my sense of the Native history. ;) Being Canadian in Northern Ontario, they have always been close and a somewhat fasinating part of our culture. I was hoping I could talk Swogs into a finished the book to go along with the Mod. I guess he was buzy at the time. Dam he and Rob are still buzy. Thats a shame cuz this still has room to grow in my eyes. HOLY CRAP!! Its Unexisted! FOR REAL! Hey? mybe its Its the sign we've been waiting for!. Like "The Return of the Renaissance !" Or, " The Golden Age has Begun ! " Or i " hey!, its nice to see ya all!." I guess, for the non believers :D Weve never talked, but Its good to see legends like you here in the pixels("FOR REAL!") ! ;) Thanks for your part in building up the legacy that is the 'a-la Mod' Im playing today. Truly T.A darkedone02 Nov 24, 2006, 05:51 PM the scientist need to look like a Indian as well, so change all the other scientist things and make sure they look like Indian. Red Door Nov 24, 2006, 05:54 PM Please look 4-5 posts above yours where the creators say they aren't working on this anymore. R8XFT Nov 28, 2006, 02:03 AM I hope me posting in this thread is not considered reviving a dead topic. Is a scientist ever too late to poke at his creations? ;) It's nice to see how far people have continued this modpack. It was a long time ago and I think we all learned a lot from this experience. I'm glad to see my fellows creators (R8XFT and Sword_of_Geddon) have earned high seats in the Civ-Creation community since our truly "ancient age" of creation. :) Well done mates. Cheers, Unexisted Nice to see you around :) . I really enjoyed doing this mod. Who knows, in the future, I might do an "Anno Domini" style of mod for this. However, we're talking about a long way down the line, as I'm 100% working on the AD mod. Sword_Of_Geddon Nov 30, 2006, 10:54 AM There is the Born of Fire Mod Redalert was working on, maybe you and i could work on finishing that when your done with Anno Domini Rob? Its like a Return to the new world reunion! Tank_Guy#3 Dec 23, 2006, 07:37 PM Had a slight error, about a unit not being found or present or something. I fixed it though. Currently playing as the Apaches. Great, one of my favorites, too bad it's not on a world map, but I can see the problems that would create, so well done. johnnyjal Dec 25, 2006, 12:07 AM I've d/l'd this and started a game as Chief Joseph, one of me favorites. I am getting overrun by Aztecs though. I will probably steal some of the things in here for my own thing I am trying to about the origins of the Haudenosaunee leading into the so called Beaver Wars so thank you in advance, if I ever get smart enough to finish it. If this is a Native mod why are the People of the Long House still referred to by the Algonquin/French term Iroquois?????? Danke.. R8XFT Dec 25, 2006, 03:55 AM If this is a Native mod why are the People of the Long House still referred to by the Algonquin/French term Iroquois?????? Danke.. I'm glad you're enjoying the mod. Please note that (as we've mentioned above) it's now about 3 years since this was in development; we'd have been more accurate were we doing this today. I hope this doesn't spoil your enjoyment ;) . T.A JONES Dec 25, 2006, 05:27 PM I'm glad you're enjoying the mod. Please note that (as we've mentioned above) it's now about 3 years since this was in development; we'd have been more accurate were we doing this today. I hope this doesn't spoil your enjoyment ;) . Ya if you had more time The Last of the Mochicans theme song would have been added! That would sound great when hunting the last final city of a tribe, or any time, its a really cool song! Just watched the movie on History Channel and wanted to play this. I liked how they portrayed the Natives as powerful and on level with the Colonial Civs of the day, Not the usual hollywood dipiction of sorry looking savages who get the beats like in Dances with Wolves. johnnyjal Dec 25, 2006, 06:29 PM I'm glad you're enjoying the mod. Please note that (as we've mentioned above) it's now about 3 years since this was in development; we'd have been more accurate were we doing this today. I hope this doesn't spoil your enjoyment ;) . No, not at all. Besides it is something I only recently learned myself, amoung other things, through my talks and travels with elders of various nations in the northeast. It's fun to learn.:goodjob: johnnyjal Dec 25, 2006, 06:41 PM Ya if you had more time The Last of the Mochicans theme song would have been added! That would sound great when hunting the last final city of a tribe, or any time, its a really cool song! Just watched the movie on History Channel and wanted to play this. I liked how they portrayed the Natives as powerful and on level with the Colonial Civs of the day, Not the usual hollywood dipiction of sorry looking savages who get the beats like in Dances with Wolves. Yes especially the Haudenosaunee were as powerful as the Colonials at least until the American population grew too big. They may have not decisively beaten the French militarily but they never lost. And economically they wupped the French and their native allies and almost had a complete monopoly on the fur trade........ CornPlanter Feb 03, 2007, 05:18 PM I would suggest renaming tribes to their original names :) Like Ni-Mii-Puu instead of Nez Perce and so on. Scenario focuses on native americans afterall, not on native americans from_europeans_point_of_view :) Ofcourse most of players would have no idea what the hell is Diné, Ni-Mii-Puu or Haudenosaunee but well, they will have a good oportunity to learn :) johnnyjal Feb 19, 2007, 05:03 AM I would suggest renaming tribes to their original names :) Like Ni-Mii-Puu instead of Nez Perce and so on. Scenario focuses on native americans afterall, not on native americans from_europeans_point_of_view :) Ofcourse most of players would have no idea what the hell is Diné, Ni-Mii-Puu or Haudenosaunee but well, they will have a good oportunity to learn :) Thank you for that. Since the recent confirmation that some of my ancestors were indeed "Onondowahgah" (Seneca) I have been concentrating on the histories of the Northeast. I failed to recognize the mistranslation is continent-wide. However I like to play this mod. I wish only I had the brains/time to change the perspective..... Sword_Of_Geddon Feb 19, 2007, 05:55 AM I'm working on a Mesoamerican Mod, you could have some fun with that until Rob decides to work on a new Native American mod after hes done with Anno Domini. Thats if he decides. mythmonster2 Feb 24, 2007, 10:40 PM Huh, looks like a reaaly good mod, but my computer is icky on mods(won't let me play em) EDIT: okay, found the problem. Didn't have version 1.22 but now, as the Apaches, the turn after my war with Pocohontas this message comes up FILE NOT FOUND "Art/Units/Native_Archer/Native_Archer.ini" The game will now exit If it helps I have not built a single Native Archer at all(Silent Hunters ROCK!) |
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