[Warlords MOD] Privateers

jenks

Prince
Joined
Jan 9, 2006
Messages
494
Location
Yorkshire, UK
PRIVATEERS Mod v0.11 - TESTING AND FEEDBACK REQUIRED !

LATEST DOWNLOAD LINK: PRIVATEERS v0.11a LINK FOR 11A TO BE RE-UPLOADED TOMORROW

A Piracy Mod for Civilization IV: Warlords
.... (designed by Jenks & Explosivo) ....

---------------------------------------------

Previous releases:
PRIVATEERS v0.1
Recommended maptype: Archipelago: Snaky Continents

Overview of the features of Privateers v0.11
- Pirate themed leaders and factions
- Pirate Units (archery, melee, naval and seige)
- Pirate Buildings
- Pirate Specialists and Great People
- Pirate tech tree and unit promotions
- Sea Monsters
- Only 8.5Mb Download !


THOUGHTS, FEEDBACK, SUGGESTIONS, AND ANY HELP (esp gfx!),
ARE ALL GREATLY APPRECIATED! :)
 
Version Infolog:
v.11 (currently working on getting Kraken and other sea animals to spawn correctly)
- work allowing Barbarian Pirate factions to sprout up with better techs
- removed vanilla faction selection sound bytes
- added Panther as a wandering land animal
- incorporated TheLopez's Water Animals Mod (awesome) Kraken is now a wandering deep sea animal unit!
- added 1 first strike chance to Aft Rigging II, switched tech prerreqs of For and Aft Rigging
- added Ragnar graphic as Barbarian Pirate leaderhead
- work editing factions, leaders and diplomacy code entries to custom names
- raised the values of the 'Seafaring' and 'Culverines' promotions
- added 5 tech limericky quotes

Spoiler :

v0.1
- first release!
- few tech renames, tweaks and text keys added
- general tidying of music files

v0.09
- prerelease playtesting, looking for cosmetics and renaming techs
- removing unneccessary 'new unitcombat class' popups
- remove (except vs gunpowder text key)

v0.08
- reassigned more relevant graphics for buildings, units, technologies and promotions
- snaffled away and added some more piratey backing tracks

v0.07
DONE
- Completed implementing of promotions
- inserted pirate music to load screens
- incorporate a basic tech tree (yoink - took forever!)

v0.05
DONE
- 0.1 building design list now completely in
- rejigged palace and forbidden palaces

v0.04
DONE
- remove and relocate unused improvements and resources
- added workboat unit
- removed all technologies
- incorporate ALL remaining units and update design
- added stores and apothecary

v0.03
COMPLETE
- removed all vanilla buildings
- removed all vanilla units
- inserted corsair (warrior gfx)
- inserted armsman (axeman gfx)
- inserted pikeman (spearman gfx)
- inserted boarding party (swordsman gfx)
- inserted academy (Great alchemist building)
- switched gfx for unit form of great bard and pirate
- stripped units down to four combat categories (archery / melee / naval / seige)
- inserted catapult (also removed city garrison from seige promotions)

v. 0.02
COMPLETE
- made a brief readme file
- remove all tech prereqs for units
- remove all tech prereqs for buildings and special buildings
- remove all tech prereqs from bonuses and improvements
- added faction names for each new leader, added some pedia
- removed all projects
- removed all wonders
- removed all civics
- set all difficulty levels to the same with no free techs
- simple rename for settler (construction crew) and worker (labourer) units

v. 0.01
COMPLETE
- adjusted combat promotion strengths as per design
- removed all free promotions from all units (buildings and civtraits)
- fab new buttons for Combat promotions (The Lopez)
- removed all vanilla promotions (other than combat I-V and great_leader)
- renamed all specialists / great people to design
- adjusted specialists attributes as per design
- assigned new unique pirate names for individual Great Pirate and Great Quartermaster units
- reduced leaderheads to only Saladin / Louis XIV / Frederick / Asoka / Catherine / Isabella / Mehmed II / Washington and renamed leaders to (in)famous pirates
- added garrison and raider promotions, adjusted as per design
- removed prereq techs from 'processes'
- removed prereq techs from civics
- rename plains to soil, coast to beach, tundra to sand
- adjust terrain and feature yields to design
 
ON THE 'TO DO' LIST

- Secondary Leader Traits
- Civics
- Faction Pedia
- Leader Pedia
- Game timer using the four seasons, running between 1700 - 1800 AD, new dawn of man text
- Faction city names
- Tech Pedia Entries
- Tech Quotes
- Unit Pedia Entries
- Strategy
- Building Pedia Entries
- Game Concepts
- Hints

LT GOALS / SUGGESTIONS :D

-Great White Shark, Blue Whale, Leviathan (More Wandering Sea Creatures - need gfx!)
-'Wreckage' in the sea (goody huts)
-Peaks / rocks / flotsam features in the sea? (need gfx!)
-Wandering sea storms and typhoons (seriously damage or destroy ships, give 1 xp if survive)
-Pirate graphics for flags and pirate colour schemes
-'Boarding' promotion to capture enemy naval vessels
-Reincorporate religion some way as 'Mythologies'
-Diplomacy text in Pirate-ish language
-Loot gained from destroying enemy ships
-A FfH2 'Treasury' type building in each city, gives bonuses dependant on amount of gold/cities
 
A few bits that I need to post before i forget:

Still needs looking at/Bugs:
-We we're trying to make gold more important for building and training, but you can happily produce your way through the game at the mo, i think production costs need raising, or production on tiles needs lowering.
-I still think the tech tree moves along too fast, I know its a p.i.t.a to mess around with, but we could lower commerce again, but that will effect the rate that you aquire gold at. (and i think a 3/4 per turn starter is good)
-Kraken problem! We may need help with this one, or are we still waiting on TheLopez's water animals mod update?
-CTD's all over the place, the game CTD's after a few dozen turns.

Idea for the late goals:
-Ffh2 style faction alignment, like Good, Evil and Neutral. Navy, Pirates and Privateers!
-Harpies and Sirens generated on the Rocks at sea, they'll attack passing ships and Sirens have a 'Eiree Song' promotion that gives a retreat chance
Already there ideas:
-Treasury as a 'Gouvenor's Cache'? (sp?)
-Mythologies as 'Sea Daemons','King Death','Jolie Rouge' and 'Vadun' (that's Voodoo) what do you think? (I've got all the flavours for that in my skull)
 
strategyonly said:
Let me know when you want me to add you to the Warlords list?

EDIT: You should get with "mihaemon" and put both your mods together, Pirates and Privateer? HUH?

but mihaemon is not a warlords version i don't think.
 
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