[BtS Mod] World of Legends - Alpha Version

cybrxkhan

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Civ4: World of Legends, Alpha Version (Civilizations + Leaders)
(Finally, after the 1 year wait!)

Links:

OVERVIEW:


“World of Legends” is an “unofficial expansion” mod to Civilization 4. The original project was started in the summer of 2007, but due to various problems, it became officially dead around the spring of 2008. However, as the one who came up with the idea of WoL, I figured that I could not let the whole thing die, and so, I have decided to resurrect the mod from the dead (though as a rather less ambitious version of the original). Yes, WoL is back as a zombie!

Although occasionally WoL will include additions that probably would not make it in a true expansion (such as the addition of “Modern” civs like Brazil), WoL is trying to keep close to an “expansion” format; the mod will feature new civs, units, buildings, wonders, leaders, core features, and even scenarios. There will also be other additions for game balance, aesthetics, and fun. WoL is trying to mimic an expansion here, so all features of a real expansion, good AND bad, will be introduced, to give all a feel of a new expansion. Thus, this will not be a complete hardcore Mod, like Rhye’s or Fall from Heaven, but many new options will be available.


Alpha Version Info

The Alpha Version of World of Legends mostly includes only additions in civs and leaders. 22 civilizations and 20 new leaders for old civs (thus a grand total of 44 new leaders) are added. All civilizations have new UUs, UBs, leaderheads, and custom diplomacy.

Three new traits have also been added: agrarian, progressive, and nationalistic. Because of this, many leaders have had trait switches (for example, Genghis Khan is now Agrarian and Imperialistic, and Cyrus is now Progressive and Expansive). Generally, every combination will be used once. The three traits’ bonuses are:

Agrarian – extra food on every tile producing 4 or more food
Progressive - +3 science beakers in every city
Nationalistic - +2 spy points in every city, free Combat I promotion for all mounted units

The Industrious trait now also only has a +25% wonder bonus, but it also gives an extra hammer on every tile producing 3 or more hammers.



New Civilizations

Spoiler :
[FONT=&quot]Polynesia[/FONT]
[FONT=&quot]Leader: Kamehameha (Agrarian, Philosophical)[/FONT]
[FONT=&quot]UU: Waka (Galley) (+2 strength)[/FONT]
[FONT=&quot]UB: Fishery (Lighthouse) (+15% food)[/FONT]

[FONT=&quot]Brazil[/FONT]
[FONT=&quot]Leader: Dom Pedro II (Imperialistic, Nationalistic)[/FONT]
[FONT=&quot]UU: Fatherland Corps. (Rifleman) (+1 first strike, cheaper)[/FONT]
[FONT=&quot]UB: Estadio (Coliseum) (+3 culture, +1 happiness)[/FONT]

[FONT=&quot]Venezuela[/FONT]
[FONT=&quot]Leader: Simon Bolivar (Protective, Philosophical)[/FONT]
[FONT=&quot]UU: Llanero (Cavalry) (+Woodsman I, Guerilla I)[/FONT]
[FONT=&quot]UB: Resort (Supermarket) (+20% gold)[/FONT]

[FONT=&quot]Israel[/FONT]
[FONT=&quot]Leader: David (Spiritual, Organized)[/FONT]
[FONT=&quot]UU: Maccabee (Swordsman) (+25% city defense, +1 first strike)[/FONT]
[FONT=&quot]UB: Kotel (Walls) (+2 happiness)[/FONT]

[FONT=&quot]Poland[/FONT]
[FONT=&quot]Leader: Sobieski (Nationalistic, Organized)[/FONT]
[FONT=&quot]UU: Winged Cavalry (Cuirassier) (+50% vs. melee units)[/FONT]
[FONT=&quot]UB: Keep (Castle) (+2 xp for all mounted units)[/FONT]

[FONT=&quot]Turkmenistan[/FONT]
[FONT=&quot]Leader: Tamerlane (Aggressive, Imperialistic)[/FONT]
[FONT=&quot]UU: Turcoman Rider (Knight) (-1 strength, +100% city attack)[/FONT]
[FONT=&quot]UB: Trading Center (Market) (+2 trade routes)[/FONT]

[FONT=&quot]Tibet[/FONT]
[FONT=&quot]Leader: Songsten Gampo (Spiritual, Agrarian)[/FONT]
[FONT=&quot]UU: Kham Cavalry (Horse Archer) (+1 strength, +1 first strike)[/FONT]
[FONT=&quot]UB: Gompa (University) (+2 culture)[/FONT]

[FONT=&quot]Vietnam[/FONT]
[FONT=&quot]Leader: Trung Trac (Agrarian, Charismatic)[/FONT]
[FONT=&quot]UU: Marine Infantry (Maceman) (+Woodsman II, +1 first strike)[/FONT]
[FONT=&quot]UB: Noodle House (Grocer) (+2 happiness)[/FONT]

[FONT=&quot]Indonesia[/FONT]
[FONT=&quot]Leader: Gajah Mada (Industrious, Imperialistic)[/FONT]
[FONT=&quot]UU: Kris (Maceman) (+1 strength)[/FONT]
[FONT=&quot]UB: Spice House (Granary) (+15% gold)[/FONT]

[FONT=&quot]Nubia[/FONT]
[FONT=&quot]Leader: Piye (Agrarian, Financial)[/FONT]
[FONT=&quot]UU: Kushite (Archer) (+1 strength)[/FONT]
[FONT=&quot]UB: Steep Pyramid (Monument) (+20% gold)[/FONT]

[FONT=&quot]Swahililand[/FONT]
[FONT=&quot]Leader: Barghash (Financial, Nationalistic)[/FONT]
[FONT=&quot]UU: Dhow (Caravel) (Can hold any type of unit)[/FONT]
[FONT=&quot]UB: International Port (Harbor) (+1 trade route, +10% gold)[/FONT]

[FONT=&quot]Hatti[/FONT]
[FONT=&quot]Leader: Suppiluliuma (Agrarian, Organized)[/FONT]
[FONT=&quot]UU: Huluganni (Chariot) (+1 chance first strike, +50% attack vs. spearmen)[/FONT]
[FONT=&quot]UB: Iron Smithy (Forge) (+15% military production)[/FONT]

[FONT=&quot]Austria[/FONT]
[FONT=&quot]Leader: Maria Theresa (Progressive, Creative)[/FONT]
[FONT=&quot]UU: Jaeger (Rifleman) (Immune to first strikes, +1 chance first strikes)[/FONT]
[FONT=&quot]UB: Conservatory (University) (+2 happiness)[/FONT]

[FONT=&quot]Phoenicia[/FONT]
[FONT=&quot]Leader: Hiram (Financial, Organized)[/FONT]
[FONT=&quot]UU: Colonist (Scout) (+1 strength, can attack)[/FONT]
[FONT=&quot]UB: Commercial Port (Harbor) (+2 xp for sea units)[/FONT]

[FONT=&quot]Uighurstan[/FONT]
[FONT=&quot]Leader: Bayanchur Khan (Financial, Expansive)[/FONT]
[FONT=&quot]UU: Nomad (Horse Archer) (+20% withdrawal chance, +Guerilla I)[/FONT]
[FONT=&quot]UB: Oasis (Granary) (+1 culture, +1 happiness)[/FONT]

[FONT=&quot]Thailand[/FONT]
[FONT=&quot]Leader: Ramkhamheang (Progressive, Protective)[/FONT]
[FONT=&quot]UU: Mahout (War Elephant) (+25% vs. melee units)[/FONT]
[FONT=&quot]UB: Stage (Theatre) (+2 happiness)[/FONT]

[FONT=&quot]Canada[/FONT]
[FONT=&quot]Leader: John A. MacDonald (Expansive, Nationalistic)[/FONT]
[FONT=&quot]UU: Mountie (Cavalry) (+Woodsman I, Woodsman II)[/FONT]
[FONT=&quot]UB: Microwave Tower (Broadcast Tower) (+1 happiness, +100% culture)[/FONT]

[FONT=&quot]Australia[/FONT]
[FONT=&quot]Leader: Alfred Deakin (Industrious, Expansive)[/FONT]
[FONT=&quot]UU: Light Horse (Cavalry) (Ignore terrain costs, +1 chance first strike)[/FONT]
[FONT=&quot]UB: Flying Doctor (Hospital) (-20% maintenance cost, +10% unit heal rate, slightly more expensive)[/FONT]

[FONT=&quot]Cholas[/FONT]
[FONT=&quot]Leader: Rajendra [/FONT]
[FONT=&quot]UU: Kallarani (Maceman) (+25% city combat)[/FONT]
[FONT=&quot]UB: Trade Guild (Market) (Free amphibious promotion for all units)[/FONT]

[FONT=&quot]Parthia[/FONT]
[FONT=&quot]Leader: Mithradates I (Financial, Aggressive)[/FONT]
[FONT=&quot]UU: Grivpanvar (Horse Archer) (+2 chance first strikes)[/FONT]
[FONT=&quot]UB: Frahangestan (Library) (+15% spy points)[/FONT]

[FONT=&quot]Kongo[/FONT]
[FONT=&quot]Leader: Afonso I (Spiritual, Nationalistic)[/FONT]
[FONT=&quot]UU: Levy Archer (Longbowman) (+50% vs. melee units)[/FONT]
[FONT=&quot]UB: Nkisi (Granary) (Free march promotion for all units)[/FONT]

[FONT=&quot]Italy[/FONT]
[FONT=&quot]Leader: Garibaldi (Philosophical, Nationalistic)[/FONT]
[FONT=&quot]UU: Condottieri (Cuirassier) (+50% city combat)[/FONT]
[FONT=&quot]UB: Pizzeria (Grocer) (+2 culture)[/FONT]




New Leaders

Spoiler :
[FONT=&quot]China[/FONT][FONT=&quot]:[/FONT][FONT=&quot] Taizong (Industrious, Agrarian), Kangxi (Philosophical, Industrious)[/FONT]
[FONT=&quot]
Rome: Trajan (Imperialistic, Creative), Constantine (Spiritual, Nationalistic)[/FONT]
[FONT=&quot]
Egypt: Narmer (Agrarian, Expansive), Senusret III (Agrarian, Nationalistic)[/FONT]
[FONT=&quot]
India: Akbar (Agrarian, Progressive), Chandragupta (Philosophical, Expansive)[/FONT]
[FONT=&quot]
Spain: Philip II (Aggressive, Nationalistic)[/FONT]
[FONT=&quot]
Japan: Meiji (Imperialistic, Progressive)[/FONT]
[FONT=&quot]
Arabia: Harun al-Rashid (Spiritual, Creative)[/FONT]
[FONT=&quot]
Native America: Geronimo (Protective, Creative)[/FONT]
[FONT=&quot]
Vikings: Margaret (Financial, Protective)[/FONT]
[FONT=&quot]
Byzantium: Theodora (Charismatic, Imperialistic)[/FONT]
[FONT=&quot]
Incas: Pachacuti (Agrarian, Aggressive)[/FONT]
[FONT=&quot]
America: Teddy Roosevelt (Progressive, Charismatic)[/FONT]
[FONT=&quot]
Korea: Sejong (Progressive, Nationalistic)[/FONT]
[FONT=&quot]
England: William the Conqueror (Financial, Progressive)[/FONT]
[FONT=&quot]
Mali: Sundiata Keita (Financial, Nationalistic)[/FONT]
[FONT=&quot]
Greece: Agamemnon (Charismatic, Aggressive)[/FONT]


HELP and CREDITS:

If anyone would like to help with WoL, that would be great, although I myself can generally handle most of the XML, and dutchking is always happy to assist me with graphics and interface. What I probably will need is someone who has decent experience programming with python.

Also, please feel free to give your suggestions and advice, either on this thread or on WoL's development thread HERE! Most of the concepts and implementations may not be entirely balanced or useful, so any suggestions would be welcome.

I must acknowledge and thank my former team members – dutchking, Gaius Octavius, Ball Lightning, and TheLastOne36, as well as those who have helped us, including Zerver, Seven05, Bakuel, and others whom I can not exactly remember at this time (remind me if you want!). Without them, this mod would have never amounted to much.

Credits also goes to other people whom I nicked stuff off:

CivGold, Amra, Aranor, esnaz, ekmek, jimmyballz, bakuel, danrell, zerver, sakhr, bernie14, chuggi, rabbit,white, Modfreak, The Capo, NikNaks, Kao'chai, C. Roland, Refar, iloveplayciv, and probably many others I have forgotten (and if I have forggoten someone, please tell me!)

 
SCREENSHOTS

Spoiler :
Main Menu (thank you dutchking!):
01mainmenu.png



Theodore Roosevelt (again, compliments to dutchking):
rooseveltbadass.png



Vietnamese Noodlehouse (Pho):
02phophopho.png



Kongo & Afonso I (thank you CivGold):
03kongolesia.png



The Phoenician Colonist, a useful replacement for the scout that can attack:
08_phoenician_colonist_3lg.jpg
 
Well, you do some bad HTML coding for your names of the new civilizations and leaders. Also I wish you luck on trying to make an unofficial expansion set for civilization 4. I got a good suggestion, can you try to make a great future then what Civilization 4 did? Make brand new multiple technology that grants us new improvement that allow access on turning towns into metropolis's, turning farms into robotic farms where it provides +2 more food for each and every new farms. Make a very good future mod, I want to see the image of Ghost in the Shell atmosphere and technology similar to the anime in a imagination sense.
 
Some nice additions there, especially

Egypt: Narmer (Agrarian, Expansive)[/font]
[FONT="]
India: Chandragupta (Philosophical, Expansive)
[/font]

who were sorely missing. Just one question: What was the original scope of WoL (or: Why is it called World of Legends)? Alright, two: Why is Ghenghis Khan Agrarian?

Ceterum censeo that the Parthian UU should have at least 1 first strike.

Otherwise: :goodjob:
 
Thank you for the comments, everybody! And please report any issues you find, or any suggestions, either here or in the development thread!

Well, you do some bad HTML coding for your names of the new civilizations and leaders. Also I wish you luck on trying to make an unofficial expansion set for civilization 4. I got a good suggestion, can you try to make a great future then what Civilization 4 did? Make brand new multiple technology that grants us new improvement that allow access on turning towns into metropolis's, turning farms into robotic farms where it provides +2 more food for each and every new farms. Make a very good future mod, I want to see the image of Ghost in the Shell atmosphere and technology similar to the anime in a imagination sense.

Thanks for telling me about that; for some reason I was having a lot of trouble with the formatting of this, so I'll go try to fix it up.

Also, as for futuristic add-ons, I will outright say right now that WoL will not be doing any heavy-duty futuristic add-ons, at least of the sorts you are talking about. As with the original WoL, and this newer WoL, that was never really in the scope of things, and not really what WoL was going to focus about.

However, I am not above somehow improving the boring little 'Future Tech' issue, or, more rather, simply the end game, and providing some interesting options there.

So to conclude, WoL will not implement any heavy-duty futuristic add-ons. However, smaller options to improve the second half of the "modern age" are not impossible. What these improvements will be, however, I am not sure.


Some nice additions there, especially

Egypt: Narmer (Agrarian, Expansive)[/font]
[FONT="]
India: Chandragupta (Philosophical, Expansive)
[/FONT]

who were sorely missing. Just one question: What was the original scope of WoL (or: Why is it called World of Legends)? Alright, two: Why is Ghenghis Khan Agrarian?

Ceterum censeo that the Parthian UU should have at least 1 first strike.

Otherwise: :goodjob:

1. The original scope of WoL (and the scope that I'm still trying to keep, of course :p) was, quite bluntly, "Legends". Like how BtS focused on the early modern and modern eras, and how Warlords focused on military additions, WoL will try to have a gentle focus on, blandly put, "Legends" - a more romantic, or perhaps poetic, view on Civilization, if that even makes sense. For example, WoL's main, core feature will be the Hero units. The Heroes obviously are "legendary" personalities from each civilization, so no question there. Of course, the whole name of WoL is just a brand name, of course, so there isn't much a point of trying to dissect this like some English major...

2. I guess there is a slight problem as Genghis Khan being defined as "Agrarian", since Agrarian would more have an association with farming and that kind of stuff. I just define "Agrarian" somewhat incorrectly as anything having to do with food production or production of materials through rural or natural means, if that makes any sense. Basically, the Mongols, as a nomad culture, were great herders, shepards, and what not, so thats where the association with "Agrarian" comes from. I also needed to stuff someone with those trait combos, and Genghis Khan was the one that got it in the end.

3. As for the Parthian UU, I thought that 2 chance first strikes would be more balanced and interesting.
 
For example, WoL's main, core feature will be the Hero units. The Heroes obviously are "legendary" personalities from each civilization, so no question there.

That'd be a great addition.

As for the Parthian UU, I thought that 2 chance first strikes would be more balanced and interesting.

IMO, Horse Archers are actually underpowered; both the Mongol and Parthian horse archers were famed for their "first shot" (otherwise named "Parthian shot") and Mongol archers (because of their composite bow) could penetrate knights' armour. Even with 1 first strike they're still no match for Civ's Knight (strength 6 against 10) - which makes one wonder how on earth Mongols armies could defeat Polish, Hungarian and German armies in the field (not to mention Chinese armies).

Otherwise: :thumbsup:
 
IMO, Horse Archers are actually underpowered; both the Mongol and Parthian horse archers were famed for their "first shot" (otherwise named "Parthian shot") and Mongol archers (because of their composite bow) could penetrate knights' armour. Even with 1 first strike they're still no match for Civ's Knight (strength 6 against 10) - which makes one wonder how on earth Mongols armies could defeat Polish, Hungarian and German armies in the field (not to mention Chinese armies).

True, you have a point; nomadic civilizations did posit extremely deadly mounted units (but of course, the Turkmen UU in WoL, the Turcoman Rider, is a deadly city attacker, so its not all that bad). Originally I had wanted the Grivpanvar to be a 7 strength one first strike unit, but this was already the Tibetan's UU, the Kham Cavalry, so I quickly changed it to just having 2 chance first strikes. I'll probably be looking into the whole thing again, and I am not above making the Keshik replace the Knight instead of a Horse Archer.

WoL will also be later adding a Horseman Unit to the classical age, so this may require more adjustments to the mounted units.
 
Interesting, sounds like horse archers should get a bonus against knights:lol: I will give this a go in time, I have several on a list to play.
 
Originally I had wanted the Grivpanvar to be a 7 strength one first strike unit, but this was already the Tibetan's UU, the Kham Cavalry, so I quickly changed it to just having 2 chance first strikes. I'll probably be looking into the whole thing again, and I am not above making the Keshik replace the Knight instead of a Horse Archer.

WoL will also be later adding a Horseman Unit to the classical age, so this may require more adjustments to the mounted units.

Sounds good.

I encountered a problem installing: the mod doesn't show up on the mod list, but I can still pick it with the Mod Chooser - which however generates the message "WoL isn't a valid mod". I have no idea what to do about it. (I can't even uninstall, because the mod isn't in the mod list after installing.)
 
Assuming that nothing is wrong with your computer or game, and assuming that the file you downloaded is not corrupted, make sure that you unzipped the file in the Mods folder (i.e., Sid Meier's Civilization 4/Beyond the Sword/Mods), otherwise it will not work.
 
That's just what I did; don't know what went wrong. (I do use a Vista 32 bits OS.) Anyway, looks like I'll have to wait for the next version to actually try it out.
 
I do not assume that using a vista has any problem to do with it, though I do use an XP, whether that really makes a difference.

Although no one else has reported on any similar problems, I guess you could just redownload it and see if that works; if not, I guess I can't help you there, and only hope you can enjoy the next version.
 
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