[MOD] Play the Dutch

Fierabras

Emperor
Joined
Dec 26, 2006
Messages
1,120
Inspired by the mod by Theron, Netherlands for Warlords, I rewrote playing the Dutch civilization based on the work of the CIV Gold team.

The Dutch civilization (and many others!) can already be played in CIV Gold for Warlords 2.0, this mod is compatible with the Warlords patch 2.0.8 (as is the upcoming version CIV Gold 4).

Unique Unit: Swiss Mercenary (replaces Pikeman + 50% city defense bonus)
Unique Building: Dutch Windmill (replaces Forge + no unhealthiness)

Leaders:

Willem van Oranje, philisophical + financial
Johan de Witt, organized + financial

Download Play the Dutch (ZIP)
 
I am considering replacing the Unique Unit with Watergeus to prevent a possible overlap with Switzerland as a civilization. It will still be a pikeman, but with a amphibious bonus like the Beserker.

Theron already made the artwork for "Geuzen" (which is the plural of "Geus"), so I might use that, but I also need a button for this unit.

In an eventual next version I will also add the pedia-text for other languages instead of just English.
 
Yes, I have used the animated leaderheads from CIV Gold. Willem van Oranje is based on Frederick and Johan de Witt on Asoka.
 
What about implementing the Duke of Burgundie? agressive and expansive.
And his army: compagnie de ordenance? pikeman or knigths. not really sure what kind of bonus they should have.
I don't really like the idea of swiss mercenaries, considiring they have never been dutch, and the downfall of the duke.
check this site for some additional info about the duke and his army.
http://www.myarmoury.com/feature_armies_burg.html
 
I think Burgundy could be another civ in it's own right, although large parts of The Netherlands were part of Burgundy.
 
I have made a mistake in this mod by choosing the same color orange as Carthage/Hannibal. Further I noticed some problems with no diplo-music for Warlords expansion civs (Carthage, Vikings, etc).

I will update the download as soon as possible.
 
Looks very cool. One change I'd make is to make Willem Creative/Financial since it's a trait combo that is not yet in game (Elisabeth is Philosophical and Financial).
 
I copied the trait-combo from CIV Gold for consistency. I believe the Amra modpack uses Industrious/Financial. Historically I think Charismatic/Financial fits best, but I agree it would be nice to use a non-existing combo, although the UB and UU already changes the strategy (Oracle-Metal Casting slingshot for Dutch Windmill/Forge).
 
My understanding is that, to play the mod, I put the whole zip file in the warlords mods folder, unzip it and I can play it. I have done this for about 3 other mods and none have worked.
:mad: :cry: :mad: :cry:!!!!
PLEASE HELP!!!!
 
What happens when you try to load it?
Just nothing? Or does it crash?

When I start up the mods, I make a new game and the civilization choices are the same choices that I had before I downloaded new civilizations. :dunno:
 
...okay, different things:
If a civ is set up as mod (that should be every civ for Warlords), then you can only load 1 civ once. To load multiple civs, you'd have to merge these mods.

Second thing: How does the structure of the mod look like? You should have in the BtS\Mods section a folder named "Dutch mod" (or however you named it), and in there should be a folder called "Assets" (and probably some other stuff).
If there's no "Assets" folder, but another folder "Dutch mod", then please move everything from the second folder into the first folder and try it again.
 
Ok, I will try to do that, see if it works.
 
Thank You!!!!! It finally worked. Now I know what to do for other mods. :worship:

But if I could be directed to a thread that tells how to merge mods, that would be great.
 
I don't think there's a tutorial for merging.

It's not that hard, after you first understood how the things work.
In general, all the mods have some XML files, which are just text files.
In these files, ther's the stuff mentioned, which the game needs to create the different things.
e.g. in XML\Civilizations\CivilizationsInfos.xml there is all the data for the civs.
In case of mods, they all have the normal civs in these files, and the new civs at the end.
To merge them, just copy the new entries from one file to the file in the other mod. Do that with all files in the mod.
That needs some time, and you'll probably get some errors at the beginning because you forgot to copy some parts, but you don't need a computer science degree to do it ;).
 
That sounds easy. I thought it was something like that.

Thanks The_J for all your help!
 
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