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#1 |
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Warlord
Join Date: Jan 2006
Location: Cheltenham, UK
Posts: 101
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Zulu MOD
Here's my first publishable mod! Mostly just an attempt to distract me from my main modding project for a little while. I hope you all like it. The rest of this post is directly from the ReadMe file in the zip.
This mod adds the Zulus as a playable Civilization for Civilization IV. This mod includes a 3D LeaderHead, a uniquely-textured Unique Unit, and Civilopedia entries. ![]() ZULU EMPIRE Short Desc.: Zululand Adjective: Zulu Capital: Zimbabwe Starting Tech: Mysticism and Hunting LEADERS: Shaka ![]() Traits: . Aggressive . Free Promotion (Combat I) . Melee Units . Gunpowder Units . Double production speed of Barracks, Drydock . Organized . -50% civic upkeep . Double production speed of Lighthouse, Courthouse Favourite Civic: . Hereditary Rule UNIQUE UNIT: Zulu Warrior ![]() Replaces Spearman Strength: 6 Movement: 2 Cost: 35 Requires: Iron NOTES:
![]() Method 1: Installing as CustomAssets Open Civ4Zulu.zip and unzip the files into the following folder: \My Documents\My Games\Sid Meier's Civilization 4\CustomAssets\ Alternatively, you can find a shortcut to the CustomAssets\ folder in your Civilization IV folder. If prompted to overwrite files or folders, say yes. The Zulu Empire will now be permanantly accessable in Civilization IV. WARNING: If you have other custom files installed in your CustomAssets\ folder, installing this mod may overwrite those files partially or fully. If you think this is likely to be the case, install the mod using Method 2. Method 2: Installing as a Mod Open Civ4Zulu.zip and unzip the files into the following folder: \Sid Meier's Civilization 4\Mods\Zulu\Assets\ If you are asked to create new folders, say yes. When you next launch Civilization IV, go to Advanced > Load a Mod, from the main menu. Select "Zulu", and then "OK", and allow the game to restart. The Zulu Empire will then be accessable for the rest of the game session. You will need to go through this procedure each time you wish to play as the Zulu Empire, and restart each time you load a game which includes the Zulu Empire. Method 3: Installing alongside other CustomAssets If you already have files in your CustomAssets\ folder which this mod will overwrite, you can use this method to manually add the components necessary to play the Zulu Empire alongside any other mods already installed. Full instructions can be found in CustomAssetsReadMe.txt, also found inside Civ4Zulu.zip (also attatched). A degree of proficiency with XML is recommended. |
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#2 |
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Breizh A Tao
Join Date: Sep 2005
Location: Paris, première ville bretonne
Posts: 1,305
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nice work!!!!
what do you mean by all animations are the one form cesar? you succeed to change the animation of a 3D LH? and it work perfectly? i'm really interrested...
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L'Ankou Going to write the book "getting fit with Prozac": I don't lose weight, but I don't care!!! |
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#3 | |
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Warlord
Join Date: Jan 2006
Location: Cheltenham, UK
Posts: 101
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Quote:
The leaderhead file names all begin with "montezuma_" because some unidentifiable code within the files reference each other, so it's always clear what files it's going to look for. All I did then was remove the .kf files from the Shaka folder and put in the .kf files from the Caesar folder, and renamed them all to begin with "montezuma_" instead of "julius_caesar_". I hope that explaination makes sense. Either way, it's not a foolproof method. When Shaka greets you, his right shoulder deforms slightly because the animation for Caesar expects a toga to be there. This is only a minor problem though, compared to some of the deformities you get with other leaders' animations, and other than that I can't see any other deformities - though his expression is very different from Montezuma's most of the time. Anyway, glad you like it.
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#4 |
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Breizh A Tao
Join Date: Sep 2005
Location: Paris, première ville bretonne
Posts: 1,305
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so you can't use for example Frederic animations? there are deformations, right?
__________________
L'Ankou Going to write the book "getting fit with Prozac": I don't lose weight, but I don't care!!! |
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#5 | |
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Warlord
Join Date: Jan 2006
Location: Cheltenham, UK
Posts: 101
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Quote:
I think you'll get some degree of deformation with any of them though. It just depends on what looks acceptable. Saladin's animations make Montezuma's eyes look a bit strange on the bottom lid, but this might suit a more tired-eyed look for some leaders. |
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#6 |
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CIV Gold - Project Lead
Join Date: Nov 2001
Posts: 2,424
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Hmmm...this is very good. I may put my Nguni mod aside, seeing that now you and CivArmy have good Zulu mods.
What did you use for a city list and pedia entries? I spent hours getting my info together. I shared it with CivArmy. You're free to use it if you want. |
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#7 | ||
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Warlord
Join Date: Jan 2006
Location: Cheltenham, UK
Posts: 101
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Quote:
Quote:
I've taken a good look at CivArmy's Nguni, and it's pretty awesome. He actually spoted a couple of things that I really wish I had done, like Impi instead of Zulu Warriors (I spent ages trying to look up their actual name, and found nothing). |
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#8 | |||
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CIV Gold - Project Lead
Join Date: Nov 2001
Posts: 2,424
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Quote:
Quote:
Quote:
Between all the shared features, we should consider putting it together as one mod...? |
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#9 | |
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Warlord
Join Date: Jan 2006
Location: Cheltenham, UK
Posts: 101
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Quote:
[QUOTE{I'm using that Impi for mine as well. Between all the shared features, we should consider putting it together as one mod...?[/QUOTE] This could actually be pretty successful. I wonder if there are any other cultures which might be good to throw in a mod like that? |
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#10 |
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CIV Gold - Project Lead
Join Date: Nov 2001
Posts: 2,424
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I'll PM you on this.
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#11 |
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Chieftain
Join Date: Jan 2006
Posts: 1
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Can U Not Play Online With These Mods Loaded Up??
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#12 |
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Shqyptar
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You can but whoever you play with must have the same version of the game and mod loaded up as well.
PS- The retextured Montezuma looks great for a Zulu leader!
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BtS Rallying Call: Renaissance Mod of Eastern European Battles against the Ottoman Turks! Chechen Republic: Chechnya civilization! - Euzkadi: Basque civilization Ancient Illyria and Ethnic Albania BTS 3.13 compatible! - Kosova Republik Modular for BTS [BTS SDK MODCOMPS]: Route Restricter (Restrict a unit's movement to roads, railroads, or both!), BuildingCitySizePrereq (Assign city size requirements before cities can construct buildings), Vicinity Bonus (Set units/buildings to only be constructed if resources are in a city's workable radius) How to pronounce my username (with audio samples) |
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#13 |
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Warlord
Join Date: Jan 2006
Posts: 154
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Looks like a nice mod, but the UU seems ridiculously overpowered at first glance. Strength 6 and 2 moves at the cost of a spearman? That's an ancient Pikeman at half the cost!
Or does it get the +100% vs Mounted Units? It doesn't say. If it doesn't, well, even then it's a cheap swordsman at double movement with defensive upgrades. It will replace any and all units of their time (even Axemen, who have the best chances against them with their strength of 4+2=6)... Nothing can get past them in a walled city with Garrison upgrades, though... |
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#14 |
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Warlord
Join Date: Jun 2006
Location: Japan
Posts: 221
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Hi I just bought my game Civ IV.I came here to get some new civilizations, but the url (link) given here doesn't work: zulu's MOD.Can anybody help me?Those are my favorites.Thanks, rebakan. my e-mail is: rebakan_625@hotmail.com
LINKS: ( http://www.filegone.com/929r -http://www.filegone.com/7z3u http://www.firewolf.co.uk/civ4/zulu/Civ4Zulu.zip) Last edited by rebakan; Jul 20, 2007 at 07:39 PM. |
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#15 |
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Chieftain
Join Date: Jan 2007
Location: Herzliah, Israel
Posts: 12
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Well done, my friend.
Well done! |
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