Zulu MOD

Mattastic

Warlord
Joined
Jan 4, 2006
Messages
101
Location
Cheltenham, UK
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.jpg

ZULU EMPIRE
Short Desc.: Zululand
Adjective: Zulu
Capital: Zimbabwe
Starting Tech: Mysticism and Hunting

LEADERS: Shaka

shaka.jpg
(retextured from Montezuma of the Aztecs, though all animations other than accepting and declining have been replaced with those of Julius Caesar of the Romans)

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

zuluwarrior.jpg
(retextured from Mali Skirmisher)

Replaces Spearman
Strength: 6
Movement: 2
Cost: 35
Requires: Iron



NOTES:
  • City names are the same 16 Zulu cities from the original Civilization.
  • The Zulu Empire uses a unique shade of brown.
  • The Zulu unit voices are Mali.
  • Shaka's diplomacy music is War Drums.
  • The Civilopedia text comes entirely from Wikipedia. It has not been checked.
  • This mod does not support non-English languages.

screen.jpg
INSTALLATION INSTRUCTIONS:

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.

 

Attachments

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...
 
LAnkou said:
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...
I replaced the .kf files with those from Caesar. It works like this:

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. :D
 
LAnkou said:
so you can't use for example Frederic animations? there are deformations, right?
I don't know, I haven't tried it with Frederic's animations yet. I've tried with Saladin, and that makes his eyes a bit strange, but nothing too bad. I tried with Washinton, but his face goes very strange, and I tried with Mansa Musa, and that makes his face go VERY very strange. The only way you can find out what animations look good on what leader is through trial and error.

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.
 
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.
 
Wyz_sub10 said:
Hmmm...this is very good. I may put my Nguni mod aside, seeing that now you and CivArmy have good Zulu mods.
Ack, sorry if I've taken away something you wanted to do.

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.
The city list is from the original Civilization, and the Civilopedia entries are from Wikipedia.

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).
 
Mattastic said:
Ack, sorry if I've taken away something you wanted to do.

No, no problem at all. I might still release it as it's part of a bigger pack. Either way, it's cool.

The city list is from the original Civilization, and the Civilopedia entries are from Wikipedia.

I'd like to suggest using the list from CivArmy's mod. I put it together for him and it's the same one I'm using. The original Civ list was kinda bogus. Most of the names were combinations of battle sites and physical features, as opposed to towns and villages. Just a suggestion.

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).

I'm using that Impi for mine as well.

Between all the shared features, we should consider putting it together as one mod...?
 
Wyz_sub10 said:
I'd like to suggest using the list from CivArmy's mod. I put it together for him and it's the same one I'm using. The original Civ list was kinda bogus. Most of the names were combinations of battle sites and physical features, as opposed to towns and villages. Just a suggestion.
Suggestion noted. Thanks.

[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?
 
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!
 
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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