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#1 |
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Immortal
Join Date: Mar 2007
Location: Indianapolis
Posts: 2,320
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[BtS] American Civil War
Coming soon... American Civil War Mod ![]() History: Spoiler:
Made for BtS 3.19. English only text support. here's a link to the development thread if anyones interested in a more detailed development history. American Civil War mod is a full conversion mod with many rule changes, new tech tree, civics, improvements, civs, units, and much much more. __________________________________________________ Technologies: 45 new/edited technologies including techs like Improved Breech Loading, Repeating Rifle, and Guerrilla Warfare. Units: Many new units and unit arts. Every civ has its own unique unit art styles. Many types of rifleman and cannon, all with some uniqueness and special abilities. The Mongol Camp is reintroduced as a Sioux Camp. Also Commanders and Lieutenants are introduced we'll talk more about that later. Promotions: Many new promotions. 17 new promotions just for Commanders and Lieutenants alone, plus all the ones from Super Spies and more still... Buildings: Several new buildings though most of these aren't available on the current release. Wonders/National Wonders: Several new national wonders including Cannon Manufactories, Weapons Manufactories, The Citadel (UB national wonder), West Point is now a UB national wonder plus much more on the way... Specialist: Priest and Great Priest are now Ideologist and Great Ideologist. Will add slave specialist for next release. Base Terrains: 4 new terrains, Marsh, Boreal Forest, Arid Plains, and Wasteland. Some BlueMarble terrains, some terrains are better than BlueMarble. Terrain Features: Battlefields from DCM are enabled, increased movement cost in some cases. Resources: 26 new resources including the likes of Alcohol, Improved Cartridges, Apples, Lemons, Cotton, Tobacco, Cannon Parts and much much more. Also most civs can produce their own types of Ammo, for example Union Ammo, which is required certain unit types to stimulate weapons trades. Improvements and Routes: 5 new Improvements; Apple orchard, Olive Orchard, Shaft Mine, Modern Mine, and Trenches. 1 new route type, Paved Roads. Civilizations: 7 historical civilizations/leaders all with 3d LH's and custom Flags. Traits: 3 new traits, Agricultural, Strategic, and Nomadic Civics: 15 new/edited civics, including the likes of Martial Law, Reconstruction, Confederation and much more... Ideologies: Ideologies replace religion in ACW. Only two ideologies are available for now, Yankee, and Dixie. Also changes to ideological buildings and units. Music: All new authentic American Civil War music. Re-recorded and preserved by the Library of Congress in the early 1900's. You will be stunned at the quality. Map: The most realistic North America map created for civ4. Complete with WinterMod, the ice and snow on the map will literally change with the seasons! The WinterMod does quite a bit of work, so on the occasional turns where the winter changes the in-between turn times will be slow, but otherwise it is roughly the same speed as BtS. Note that the first turn is extraordinarily slow because both wintermod and AI deciding what to do en mass all at once. Events: Many events specific to the American Civil War including part of the succession, the emancipation proclamation and much more. Not available on current release. Victory Conditions: Most of the victory conditions have been removed. On the next release there will be a new a permanent victory point score, similar to that of the Rise of Rome mod. __________________________________________________ Other mods and mod components included in American Civil War: RevolutionDCM which also includes: Revolutions (SDK, Python, XML) Dales Combat Mod (SDK, XML) Influence Driven War (SDK, XML) Revolution Inquisitions (Python, XML) Super Spies (SDK, XML) BUG, BULL Mod (Python, XML) WoC Mod (SDK, Python, XML) Better BTS AI (SDK) Mod Components created by killmeplease: Commanders (SDK, Python, XML) Defender Withdrawal (SDK) Occasional Promotions (SDK) __________________________________________________ By default the options that are enabled are: Battle Effects: Ever wanted to see plumes of smoke from the battleground? Well this component is for you. Ranged Attack: Ranged Attack allows gunpowder units to fire a volley at adjacent plots. In this way they can damage enemy units before combat. Works the same as Archer Bombard from DCM, now only for certain gunpowder units (mainly sniper & modern riflemen types). Attack Support: Your units that are adjacent to one another will support each other in an attack Ranged Bombardment: Ranged Bombardment allows siege units to bombard in the field. By selecting your target location you can select whether to bombard units, improvements or cities. Opportunity Fire: Opportunity Fire allows fortified bombard capable units (such as artillery) to automatically barrage enemy units which close on the position. Influence Driven War Combat Influence: Military units affect surroundings via combat influence. After each combat between two units some amount of culture accumulated in each square of combat area is transferred from loser player to winner player. Combat area (i.e. influence radius) is: attacker plot, defended plot and near surrounding plots This way we try to simulate effect of battle victory: some peoples have tendency to give up and flip to victorious side. Influence Driven War Pillage Influence: When enemy unit pillages tile improvement, some amount of accumulated culture is transferred from improvement owner to unit owner. Only single square is affected. Inquisitions: The Ideological Advocates can remove ideologies from domestic cities. Note the domestic part, all other parts of this modcomp are disabled. Commanders: Each time a unit win a battle, a Commander or Lieutenant standing on a same plot with it receives XP. They can get levels and obtain promotions as an ordinary unit would, but its promotions affect all units in its stack. They can also earn promotions to increase their command range to affect units on surrounding plots, making the battlefields in ACW like no other. Defender Withdrawal: Units with withdrawal ability can escape combat while defending. If defender withdraws, the battle with a next defender starts. If there is only one defender, it has more moves than the attacker and it is about to die, it will try to escape from battle plot in the direction opposed to attacker. If there are no free plots to withdraw to, it will be killed. Occasional Promotions: Makes it possible for units to receive promotions in non-ordinary way: any unit has a chance to get a free promotion depending on how well and in what conditions it fights. The tougher the battle it fights, higher chance for it to get a promotion. The type of free promotion is determined by the battle conditions and promotions your unit already has. With this unique combination of mod components and content, the American Civil War mod offers unique game play with a realistic approach, that should be fun for all. __________________________________________________ Credits and Special Thanks: -Me - for creating American Civil War mod -AsioAsioAsio - for guidance and various help in lots of areas -Dale - for the DCM mod, and other various components -bernie14 - master creator of unit art -kevinman4404 - map creator and implemented winterMod -killmeplease - Commanders, Defender Withdrawal, Occasional Promotions, and merging SDK. -glider1 & JDog500 - for RevolutionDCM -The Navy Seal - Seals Formation Mod also good info and discussions -Ekmek - moral support and new LH's for Davis & Juarez -deanej - for good advice and help with python -EmperorFool - also for help with python and BUG mod -Fierabras - for the "camp" unit -Zappara - for some RoM improvement and building graphics -dutchking - custom UI and other various art -DWOLF - for lots of art and sounds pertaining to Mexico -Eusebius - excellent tutorial on how to modify fonts -General Banshee - for many icons, art, and ideas about the civil war -Iuvavus - great person list and other useful information and encouragement -sepamu92, danrell, Chamaedrys, Hrochland, snipperrabbit!!, C.Roland, woodelf, [rabbit, white], kodzi, Killamike718, and all the other fantastic artist around CFC -phungus420, achilleszero, PieceOfMind, moctezuma, Trojan Sheep, Lord Tirian, Alerum68, Dresden, NikNaks, ruff_hi, OrionVeteran, Bmarnz, The WoC team, and any one else that contributed to mods that this mod includes. -G. B. McClellan, Emperor2, Mewtarthio, Andrew_Jay, gregdoubleu, JMJMJM, legio XII, Cabay Jet, Meowzor, twansalem, OzzyKP, wotan321, cripp7, seZereth, sangeli, dannyshenanigan, Dom Pedro II, keldath, strategyonly, Wolfshanze JEELEN, SimonB1er, jefmart1, cromcrom, Avahz Darkwood, Mr_Unknown, mice, jkp1187, Greybriar, Rod and anyone else that has supported this mod!!! If I forgot to mention you please let me know and I will add you asap. ![]() Also, -The United States Government - for preserving many civil war musical productions and making them available to anyone. Reference: Spoiler:
- You will need to completely uninstall any older version you may have before installing the current version for 3.19. (delete the entire American Civil War folder) - Known Bugs - None that I'm aware of - The mod, nor the Scenario are complete! You can help by adding suggestions, or downloading the mod and offering even better feedback as far as city placement, content to add and other various things. - I'll be adding some more pictures soon. There are some current teaser pics in the other thread for now. __________________________________________________ Install Instructions: 1)Make sure you are patched to BtS 3.19 2)Download the American Civil War.zip and extract the contents to you Mods folder 3)Drag the "Launch American Civil War" shortcut to your desktop (its in the main ACW directory) 4)if civilization is installed to your C:\Program Files (x86)\ directory just click and play 5) otherwise right click on the shortcut, click properties and change the target to where \...\Mods\American Civil War is installed 5)or if steps 3,4, and 5 are too much trouble just launch civ and select it like you would any other mod. Download American Civil War If any Civil War experts, python guru's, or unit/building modelers would like to join the team please contact me.
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"Know thy self, know thy enemy. A thousand battles, a thousand victories. " - Sun Tzu Shiggs Earth - A ciV map and mod CivEarth.com - a fanatics site for multi-player Earth Scenario's for cIV & ciV Last edited by Shiggs713; Feb 28, 2010 at 06:17 AM. |
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#2 |
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Venite, videte, audite
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The American Civil War! Long time, no see! - Looks promising...
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MOD MOO2Civ SCENARIOS 1250 BC for BtS/1250 BC for HitM 2.01/1000 BC for BtS/1000 BC for CIV Gold BtS/600 BC for BtS/600 BC for CIV Gold BtS/300 BC for BtS/300 BC for CIV Gold 5.2/50 AD for BtS/750 AD for BtS/750 AD for CIV Gold BtS/1000 AD for SevoMod/1066 AD for BtS/1066 AD for CIV Gold BtS/1066 AD for Thomas' War/1066 AD for Amra BtS/The Crusades !/The Crusades! for CIV Gold BtS/The Crusades! for Esnaz's Mod/1600 AD for CIV Gold BtS/1790 AD for CIV Gold BtS/1862 AD for CIV Gold BtS/Star Trek scenarios MAPS Amra 18 civs BtS/Random Religions 18 civs BtS/RoM 2.3 Huge Earth 18 civs/Thomas' War 2.8 Huge Earth 18 civs/HitM 2.01 Huge Earth 18 civs/GEM 5.3 Ancient 26 civs/Map pack for Chiyu's Extra mod |
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#3 |
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Deity
Join Date: Jan 2006
Location: tundra
Posts: 2,094
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So many mods , so little time !
This looks great. Will play and feedback. |
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#4 |
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Unindicted Co-Conspirator
Join Date: Aug 2004
Location: Pittsburgh, Pennsylvania
Posts: 2,494
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Interesting. Really would be nice if you could get animated leaderheads, though. I think someone has an animated Jeff Davis. I'd especially like to see an animated Benito Juarez (not least of which b/c I could use him in other mods!
) Looks like the CSA flag got slightly chopped -- might need to move the stars further in in the blue field. Also...this thread might be better placed in the "Scenarios" forum....
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JKP1187's Not Just Another NextWar Mod. (update pending) NextWar: Revolutions (update pending) JKP1187's Events Map Scripts: Earth3.py; Terra2.py I am buying a house and starting a new job, so Civ projects are on hold for now. I shall return! |
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#5 |
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Immortal
Join Date: Mar 2007
Location: Indianapolis
Posts: 2,320
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I think I may have someone working on new LH's and other art
... and yes some of the flags maybe need to be re-done, they've been re-used from my early modding days. Oops...No to the new thread, this is a full blown modification, just read the spoiler, it changes civiilizations, leaders, units, buildings, art, music, civics, religions, ideologies, corporations, resources, events, and many other things... This is an early version, hence 0.12, its not complete yet by any means. There isn't a scenario included in v0.12 anyhow.
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"Know thy self, know thy enemy. A thousand battles, a thousand victories. " - Sun Tzu Shiggs Earth - A ciV map and mod CivEarth.com - a fanatics site for multi-player Earth Scenario's for cIV & ciV Last edited by Shiggs713; Feb 27, 2008 at 01:57 PM. |
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#6 |
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Prince
Join Date: Jan 2006
Posts: 418
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A Civil War mod! Just what I was hoping for. Thank you, Shiggs713.
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#7 | |
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Unindicted Co-Conspirator
Join Date: Aug 2004
Location: Pittsburgh, Pennsylvania
Posts: 2,494
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Quote:
__________________
JKP1187's Not Just Another NextWar Mod. (update pending) NextWar: Revolutions (update pending) JKP1187's Events Map Scripts: Earth3.py; Terra2.py I am buying a house and starting a new job, so Civ projects are on hold for now. I shall return! |
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#8 |
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Immortal
Join Date: Mar 2007
Location: Indianapolis
Posts: 2,320
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It will eventually, but it does not have a scenario/map right now. I wanted to make sure all res icons and python was working before I went much further, by the number of downloads and no complaints I suppose its ok.
I guess it could be classified as a scenario, but a rather intensive one. The map will be just like the old Eastern United States map that came with vanilla, only a little larger, to give England, Spain, and France at least a little homelands, and to show the Caribbean a little better. It'll probably be about "huge" size. I've basically been working on this all night, its going quite well
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"Know thy self, know thy enemy. A thousand battles, a thousand victories. " - Sun Tzu Shiggs Earth - A ciV map and mod CivEarth.com - a fanatics site for multi-player Earth Scenario's for cIV & ciV |
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#9 |
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Deity
Join Date: Jan 2006
Location: tundra
Posts: 2,094
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I opened up the game and saw that I was building warriors. I thought it would be just in the time frame around the civil war.
I would do an advanced start and limit the later techs for this. Is it your intention that the game is played out through all of history ? |
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#10 |
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LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 4,855
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remarkble mod,
great work! hope you develop it more and more.
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Dawn Of the overlords _ Dune wars _Song Of The Moon 2
_Battle for Barsoom in progress-2013 "cry havoc ! and let slip the dogs of war !" |
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#11 |
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Immortal
Join Date: Mar 2007
Location: Indianapolis
Posts: 2,320
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mice - yes it is supposed to be like that at the moment, most of the work done in v0.12 is removing stuff that will definitely not be used, fixing the res icons, fixing some screens, and some other various stuff.
The next version will have the majority of the new units, buildings, new technology tree (near complete overhaul), Seals Formation mod, new UI, and some other various new features. It might even have a rudimentary map. Then in another release, it'll have a very detailed scenario, finishing anything that isn't done yet, and events to mimic the war, and other features. It'll be made to only be played from 1861 - 1866ish keldath - thanks, development is continuing daily, many times My unreleased test version has tons of new stuff already, I about fell out of my chair earlier, when I found a reskin of just about every unit for the Sioux Nation made by bernie14
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"Know thy self, know thy enemy. A thousand battles, a thousand victories. " - Sun Tzu Shiggs Earth - A ciV map and mod CivEarth.com - a fanatics site for multi-player Earth Scenario's for cIV & ciV Last edited by Shiggs713; Feb 28, 2008 at 06:43 AM. |
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#12 |
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LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 4,855
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yeah, welcome to modworld....goodluck mate.
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Dawn Of the overlords _ Dune wars _Song Of The Moon 2
_Battle for Barsoom in progress-2013 "cry havoc ! and let slip the dogs of war !" |
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#13 | |
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Unindicted Co-Conspirator
Join Date: Aug 2004
Location: Pittsburgh, Pennsylvania
Posts: 2,494
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Quote:
__________________
JKP1187's Not Just Another NextWar Mod. (update pending) NextWar: Revolutions (update pending) JKP1187's Events Map Scripts: Earth3.py; Terra2.py I am buying a house and starting a new job, so Civ projects are on hold for now. I shall return! |
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#14 | |
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Deity
Join Date: Jan 2006
Location: tundra
Posts: 2,094
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Quote:
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#15 |
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Immortal
Join Date: Mar 2007
Location: Indianapolis
Posts: 2,320
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Thanks for your interest everyone. Yea, its still fairly early in development, the released version is approximately 12% complete, my test version is closer to 25%, but not quite... Tons of new stuff has been added, and being added every day.
Here's a picture of the working Tech Tree if anyones interested. I could maybe use some help fixing a few things, but I've done a ton of research, its mostly complete. I've added lots of pre-civil war technologies, to give a base upon to build new technologies... A few things are mis-named, Like "Artillery" should be "Breech Loading Artillery" and a few others.... True Breech Loading Artillery never existed in the civil war, but its technology was developed around this time and it was realized shortly after. There are still a few things that need touched up, but its working, and mostly complete. I probably won't add/remove more techs unless someone points out something crucial. This is meant to not be 100% accurate, but mostly accurate, with allowance for what should be good gameplay and fun. Its mostly accurate, but I wanted to leave some "What if" parts to it, they still make sense and are plausible.
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"Know thy self, know thy enemy. A thousand battles, a thousand victories. " - Sun Tzu Shiggs Earth - A ciV map and mod CivEarth.com - a fanatics site for multi-player Earth Scenario's for cIV & ciV |
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#16 |
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King
Join Date: Sep 2004
Location: Munich / Germany
Posts: 693
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Hello,
I am sorry to say, but without a map the whole war is no fun .. I mean the idea of the American Civil War (as Union) is to ally with the Western States, before the South does, is to march till Atlanta and to get hold of Gettysburg, isnt it ???? Apart from this you already made huge progress !!
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Alea iacta est - the die is cast. (Caesar, when he crossed the Rubicon) Economic Left/Right: -2.25 Social Libertarian/Authoritarian: -3.74 Last edited by Rod; Mar 04, 2008 at 05:50 AM. |
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#17 |
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Immortal
Join Date: Mar 2007
Location: Indianapolis
Posts: 2,320
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I hope I don't have to keep repeating myself. The map will come eventually. If you know how to mod, you would know that, that is the easy part. I could build you a map in a few hours. Building this will take months, perhaps a year doing it all by myself like has been the case. Its not meant to be played fully right now. As I've already stated several times, this is an early test version, I wanted to confirm that the res icons and python were working. Its been quite awhile, nearly 250 downloads, and not a single response telling me if those are working correctly. I'm working on much harder things than a map.
Shiggs
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"Know thy self, know thy enemy. A thousand battles, a thousand victories. " - Sun Tzu Shiggs Earth - A ciV map and mod CivEarth.com - a fanatics site for multi-player Earth Scenario's for cIV & ciV |
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#18 |
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Immortal
Join Date: Mar 2007
Location: Indianapolis
Posts: 2,320
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Civil War v0.24 released. Still not including a scenario. Many other features have been added, DCM, Seal's Formations, animated LH's for all, new tech tree is there, although not balanced, and many other things. See the 1st post v0.24 spoiler or in the download page for details. This is still quite an early release but due to a couple request v0.24 is here now. The next version will balance techs and civics out better, add a rugged map, and finish other small things that need attention before a true scenario begins to take place.
Shiggs
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"Know thy self, know thy enemy. A thousand battles, a thousand victories. " - Sun Tzu Shiggs Earth - A ciV map and mod CivEarth.com - a fanatics site for multi-player Earth Scenario's for cIV & ciV |
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#19 |
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Deity
Join Date: Jan 2006
Location: tundra
Posts: 2,094
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Brilliant. dl - ing now. For me the map isn't such a big issue. I plan to set up a custom game on a small pangea or plains map.
Good news about DCM. |
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#20 |
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Immortal
Join Date: Mar 2007
Location: Indianapolis
Posts: 2,320
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yea its still by no means finished, but honestly, most of the hard stuff is out of the way. I have ton of stuff to sift through and add new units, buildings ect., but thats really not too bad, compared to merging python or editing game fonts (at least for me).... The XML stuff should be a breeze. Also buttons are easy, so the only thing holding me back is models, although I have quite a few to sift through from the CFC community. Most artist have already been mentioned in the credits, although some of their art isn't in v0.24, it will be soon.
I've already fixed all the pedia text for the technologies and some other small details. I guess its about time to add a ton of units/buildings, and continue balancing the tech tree and civics. DCM appears to be quite perfect for this scenario. At least in my eyes. Plus all the settings can be easily adjusted by any user. Also added a big reference section to the first post. It will continue to grow as the project does.
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"Know thy self, know thy enemy. A thousand battles, a thousand victories. " - Sun Tzu Shiggs Earth - A ciV map and mod CivEarth.com - a fanatics site for multi-player Earth Scenario's for cIV & ciV |
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