Storm and Light

Robert Surcouf

Civ4Col Modder
Joined
Feb 21, 2011
Messages
665
Location
France
Summary:

As many fans of the Original Colonization, I was quite disappointed by vanilla Civilization 4 Colonization. However mods gave me hope. We Lost the Battle but not the War! After a while, I decided to try to do a modification on my one. So I would like to show you: Storm an Light: a modification for Civilization 4 Colonization (v1.01f).

I intend to correct as many bugs as I can, since there are many in C4C vanilla... But most of all, with Storm an Light sailing to the New World will no longer be easy. Your ships will have to cope with wind features or even storms. I've added three new terrain features: favorable and unfavorable wind and of course ... storms ! Will your crew arrive safe and sound ? Who knows?

But don't give up. There's still hope. Inventors from the old continent will help you build a knew nation. Hopefully the game experience will be improved. You will no longer have to stick with only three military units (soldiers, dragoons and cannons). Storm and Light will introduce many new units an buildings.

Acknowledgments:
I would like to thank Kairlic for letting me use his Inventor modcomp. I would also like to thank Dazio, M07, Noodles, vimaire33 (from Civfr.com) for all the ideas they gave me and for the support.
Acknowledgments:
Spoiler :
I would like to thank:
- Kairlic (Inventor modcomp, New building graphics)
- Dazio, M07, Noodles, vimaire33 (from www.Civfr.com) for all the ideas they gave me
- Dale and TAC modders from www.civforum.de for the new Education system
- Androrc the Orc for his Livestock Breeding modcomp
- TC01 for his excellent modding tutorials
- Firaxis (Civilization IV Beyond the sword concepts and graphical files, Fall from Heaven Age of Ice graphical files)
- Melcher Kürzer for his graphical files
- I don't know who for the Arquebusier graphical unit
- Anyone else I forgot !


What's new?
Components included
Spoiler :
- Kairlic's Inventor modcomp
- Androrc the Orc's Livestock breding modcomp

Global features
Spoiler :
- New educating system (you can only train a student into a specialist if you have the correct building, that is a building with the correct level)
e.g. you need a level three building (a university) to train a firebrand preacher.
- You can now train specialists which are not in your Colony
- Education threshold is now constant
- Immigration threshold increases slower (15% instead of 20% in v1.01f)
- REF threshold is set to 200 (instead of 75) witch means the king REF will grow less often
- Missionary threshold is now constant
- Base city growth threshold is set to 300 (instead of 200)
- You get more gold from captured cities (base capture gold and capture gold from population have been increased)
- Population counts in your score
- Tax threshold has been increased (king will increase taxes less often)
- Maximum tax increase is now 3% (instead of 5%)
- Ships can talk to chief
- You get more gold from treasures (captured Indian cities)
- Ship movement points and strength have been rebalanced
- Trade ships can now enter rival territory without a free passage treaty
- Higher Native total gold

Bug fixes
Spoiler :
- Standard Map generator generates bonuses on peaks

New Civilization and Leaders
Spoiler :
- New Portugal
- Leader: Martim De Sousa
- Leader Prince Henry
- Civilization Trait: Explorer (free promotion: Sea Explorer)

Units
Spoiler :
- Trebuchet (new unit)
- Ribauldquin cannon (new unit)
- Military ships (frigates, privateer and war galleon) can now transport units and goods
- You can buy free colonists,criminals and servants in Europe
- Wagon trains and mounted units have 3 MP (instead of 2)
- Arquebusier and mounted arquebusier (new profession)
- Rifleman (new profession)
- Mounted musketman (new profession)
- Higher native attack bonuses

New Terrain Features
Spoiler :
-Favorable wind (1MP, -15% defense, 0.5 MP with sea explorer promotion)
- Unfavorable wind (3MP, +15% defense)
- Storm (4MP, +15% defense, 20% damage per turn)
- Winds are automatically generated by standard Map generator (on ocean plots only), storms appear later (triggered by events) and tend to grow...

Buildings
Spoiler :
- Pasture (new building)
- Stable (cost modification, now needs tools instead of horses)
- Ranch (cost modification, now needs tools instead of horses)
- Chapel (new building)
- Saw mill (new building)
- Tinker's House, Workshop, Laboratory (new buildings)
- Totem Pole
- Sacrificial Altar

Promotions
Spoiler :
-Mobility 1 (-1 movement cost) [naval units]
-Sea Explorer doubles movement on Favorable Wind plots [naval units]
-Mobility 2 (+10% attack and defense on wind features) [naval units]

Trade
Spoiler :
- Changed standard price for the following goods (sell price/buy price):
Silver (40 /41)
Tools (8-10 / 9-11)
Guns (12/15)
- Changed native buy price for the following goods:
Silver (20)
Tools (21)
Guns (25)
Food (2)
Trade Goods (6)
Horses (12)

Inventions
Spoiler :
-Potatoes
- Corn
- Fishing
- Native Fauna
- Native Flora
- Native medicine
- Native friendship
- Native spirit
- The Reformation
- Counter-Reformation
- Protestantism
- Education
- The New World
- Printing Press
- Journal
- Optics
- Navigation
- Telescope
- Astronomy
- Physics
- Letters of Marque
- Gunpowder
- Ironworks
- Arquebusier
- Matchlock Musket
- Flintlock Musket



Latest version:
Storm and Light, version 0.19
 

Attachments

  • Civ4ScreenShot0257.JPG
    Civ4ScreenShot0257.JPG
    113.3 KB · Views: 324
  • Civ4ScreenShot0256.JPG
    Civ4ScreenShot0256.JPG
    99.3 KB · Views: 225
  • Civ4ScreenShot0260.JPG
    Civ4ScreenShot0260.JPG
    100.4 KB · Views: 276
  • Civ4ScreenShot0261.JPG
    Civ4ScreenShot0261.JPG
    112.9 KB · Views: 268
  • Civ4ScreenShot0262.JPG
    Civ4ScreenShot0262.JPG
    147.6 KB · Views: 246
  • Civ4ScreenShot0259.JPG
    Civ4ScreenShot0259.JPG
    82.7 KB · Views: 278
  • Civ4ScreenShot0263.JPG
    Civ4ScreenShot0263.JPG
    108.9 KB · Views: 308
For now, I haven't yet yet finished developing version 0.19. If you really insist you can download version 0.18B here (http://www.megaupload.com/?d=RQHVAV0H), but it is quite unbalanced. I mean it is playable but ... unbalanced (and there may be many missing texts). Version 0.19 should be released early July (I hope).

If you have any comments feel free to do so. I won't refuse some help ! By the way, English isn't my mother-tongue, so there might be some mistakes. I hope you will forgive me ...
 
Some interesting ideas. :thumbsup:

I might integrate your "Wind and Storm"-ideas in my Mod (actually a ModMod for TAC) if you do not mind.

Best regards,
ray
 
I have checked your mod, it seems quite interesting. I like the slavery idea !

Thank you. :)

I am Sorry that most of the discussions are in German, but almost all people in my Forum are native German speakers.

I still have a lot of work to do.

Currently I am waiting for my former teammates from TAC to finish TAC 2.03.
There are some fantastic features in that release.
(And of course some really cool features from older releases like "Native Mercenaries", "European Wars", "Learning By Doing", ... just to mention some of the features I have created. :lol:)

Then I will have to do a large merge.

However I have already implemented some really cool features:

* Bargaining with natives like in original Colonization
* New / improved system of missioning natives
* New Terrain "Light Green Savanna" liken in original Colonization
* All together 52 Yields (with Buildings, Professions, Specialists, Bonus-Ressources, ...)
* New DLL-Events
...

But as I said, I am currently still waiting for Release of TAC 2.03 and probably a few weeks later I will have my own first Release of RWL (Ray's Wish List). :)
 
Very interesting... May I use some of your ideas too ?

Sure, I do not mind at all. :)

Some remarks:

A) "Bargaining with Natives like in original Colonization" has not been publicly released by me yet.
(If you want to have an alpha / my current state of work of RWL, just let me know. I will send you a private download link.)

B) "Learning By Doing", "Native Mercenaries", "European Wars" are part of my work for TAC.
(A lot of Graphics, Balancing, Testing, Text Improvements,... have been done by other members of the team.)
So if you want to use them from TAC, maybe ask the TAC-team too.

C) The TAC team will soon release TAC 2.03 which will also have a full translation into English.
(Maybe then might be a better point to take out some of the features.)

D) I really suggest you take a indepth look at TAC 2.03. (When translation in English is completed.)
It is definitely the largest Colonization-Mod ever created.
Many modders (10+) have worked together for years to create that Mod.
Lots and lost of features, atmospheric gimics, bugfixing and improvements.
 
Cool, I am going to try this out!
Can you already give a green light for MP matches (not PBEM), or do we have to test ourselves?

And, after checking the feature list: The mod doesn't include land-based barbarian units (animals, nationless raiding parties), right? Only storms on sea..?

OT, since I keep hearing so much from the German-speaking modding scene for Col2, and with me being an Austrian myself: Is my impression wrong, or are mostly German-speaking folks working on this gem of a game? :)
 
Is my impression wrong, or are mostly German-speaking folks working on this gem of a game? :)

No, that is a wrong impression.
Yes there are many Germans modding CivCol, but we are still only part of a much larger international community. :)
Some German modders simply have been very active discussing things in the last days, so maybe that is where your impression comes from. :dunno:
 
Well, many modders are German indeed. But I'm French. M07 and Dazio too (from Dawn of a New Era).
Dale is Australian, Kailric seems to live in the United States of America...

And, after checking the feature list: The mod doesn't include land-based barbarian units (animals, nationless raiding parties), right? Only storms on sea..?
You're right. For now, there are only storms...

Can you already give a green light for MP matches (not PBEM), or do we have to test ourselves?
Well I haven't tested it yet. It should work ... I think. Could you test it? Feel free to contact me if something goes wrong.

Cool, I am going to try this out!
Thank you. I've found a few bugs. I've corrected some and added my "no variables hidden" feature. I can post the latest version. When are you going to try it?
 
Top Bottom