Any Ideas For A Meso-american Modpack???

thomson_2001

The Hero of Sween
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Im creating a modpack including the incas,mayans,aztecs and possibly spannish and need some ideas for units and buildings. I have so far created a Mayan plumed archer and am using the Aztec jaguar jaguar warrior but am considering some units like priests etc... Also what worker actions should be present and what technologies? It will bge set from ancient to medieval so there will be more techs per era.
 

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Ive just finished creating temples (the smaller of the two buildings) and watch pyramids.These take over from mines and fortresses. Any ideas anybody?
 

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Anybody know how to stop jungles causing disease without cutting them down?
 
Looks great :goodjob: . I'm really glad someone has started to make a mod like this. Please continue with this mod as i do look forward to downloading the finished product.
 
i can't wait to play as the mayans. the plumed archer looks excelent!
 
i think i found out how to stop disease. On the terrain section there is a poloution like menu thing which is set on in jungles and no other type.So i turned it off. If gonna make a priest type dude but itll be a while before its finished.Im currently working on the buttons, changing all the buttons to aztec type picture things. Thanks for all the support.Ill send up some files soon.
 
Also starting on new resourses such as poison (from frogs) and religious power (simply works the same as a resourse as it makes people happy). Am slightly changing the temple building.It works in a similar way to mines (extra shields when built) .like the aztec/maya beliefs the higher they are built the more shields produced (as they felt the closer to heven the closer to their god they were - hence more production due to faith produced).
 
hmmm.i might include llama riders for the incas (although completely non historical! lol). just finished some civlopedia entries and have been doing some reding into the ancient american tribes.
 
Just started on an Mayan warior unit using the basic civ 3 unit and modifying it. The wobble and blur on the gif below is due to the fact that i rushed making the gif. The actual unit animation in the game is fine! ill do the other directions soon and the unit will have more depth cos it looks a bit 2D in the gif.
 

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This subject is dear to me, since I too am in the midst of a Mod. So hopefully I won't get carried away and can contribute some useful ideas.

You have two basic groups you are dealing with, Mexican (Aztec, Mayan) and Peruvian (Inca). The first thing you have to decide on is if you are doing a historical or a non-historical mod, since the two different groups historically never met. And if it is historical, how to handle the European invaders. My personal preference
is non-historical circumstances but with historically modelled civilizations. I am not sure if you are also going to deal with native american civ's, which are much harder to obtain info on.

I'm going to give you two websites which deal with the different troop types that were available and should provide more than enough info on the unit types you should use.

Aztec
http://www.umiacs.umd.edu/~kuijt/dba105/dba105.html
Inca
http://fanaticus.org/DBA/armies/IV81.html

There are also references in the above regarding the enemies of each, which should provide you with some ideas on other civ's you may want to include.

Don't forget the scale. CivIII is a strategic system... each tile is 100 square miles. So while you have lots of missile armed troops, I don't feel that any of them should have ZOC or any missile ranges beyond 0.

Don't forget that the specialist troops were limited in size... Aztec Eagle and Jaguar warriors, the four (4) Incan regular units, European invaders, were relatively small numbers. Your Civ's should be building the majority troop type, not those specialist. Best way so far seems to be to limit the numbers by giving them those units initially and not allowing them to be built.

Mesoamerican civ's would generally speaking be considered a stone or bronze age civ... so don't forget they should not have horses or iron available to them. Baggage was generally hauled on land by porters and llamas (if Inca). While river traffic used boats, that is not modelled within the Civ III gaming system, so I would not worry about that aspect of it.... hmmm.. starting to get carried away, so let me refocus.

Techs... look at the existing Mod's and read their threads. Lot's of ideas on additional ancient techs. Don't forget to look at some of the Civ II Mod's, as there are some very good ideas there. Pick and choose the one's you feel are appropriate for your mod. Even so, you will probably end up adding or removing more based on your interpertation of whatever your source material is.

Worker actions .... I think a big decision you will have to make is how to handle roads. IMHO, roads in Civ III represent the type of roads that the Romans built. Since the Mesoamerican civ's did not have draft animals, hence no need for wheels, no wagons, etc, you could make a good argument that workers should not be allowed to build roads. I would also not allow mining and would restrict irrigation to the govt types that had bureaucrats (Theocracy and Centralized Monarchy, see below).

Governments... I mention this because I think it is a very important item in giving a Mod the proper "flavor". I would suggest the following: Autocracy, Tribal, Feudalism, Theocracy and Centralized Monarchy. Those should cover just about all of the govt types that the Mesoamericans had.

Hopefully, this will help. I'm looking forward to your units, as I would like to include them in my Mod, with your permission.
 
hey Chaka how bout we work together on this mod.Im having a little difficulty getting the "mod" side of it working (techs,etc....) as when i change them on Civ Edit the game crashes when i try to play it.Its like Civ Edit is very unstable and any small changes in name seem to muck up the scenario. I was wobndering if you would be able to help me on this side of things while i do the graphics such as units,buildings and buttons etc.. Rather that both creating seperate mods it would be cool the group together. If you have any ideas or suggestions then let me know at Thomson_2001@hotmail.com. Thanks.
 

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Chaka: With the no roads, how would strategic and luxury resources be used, or would there be none? I ask because luxury resources are necessary, and the strategic resources allow the localisation of units.
 
Cool you can add cholocate and tobacco as resources.
I think you should add the olmecs and toltecs too. Sure they are less famous the the others but they arre valid civs. You could even add the quetscanagdo(sp?) head mentioned on the Simpsons. Ok that last part was a joke. The Portuguese would be good if you are adding the Spanish.
 
Chaka how bout we work together on this mod.

I have very little time. But maybe something can be worked out. I will e-mail you.

Im having a little difficulty getting the "mod" side of it working (techs,etc....) as when i change them on Civ Edit the game crashes when i try to play it. Its like Civ Edit is very unstable and any small changes in name seem to muck up the scenario. I was wobndering if you would be able to help me on this side of things while i do the graphics such as units,buildings and buttons etc..

I would not consider myself an expert on this by any means. There are alot others who could probably help you with a specific problem. I have the latest patch (?1.21?), and I use the default editor, not the hacked one. Since my mod is specifically Ancient/Medieval, when I need a new unit, I renamed another unit. I still have to go into the Art folder and create a new folder and a .uni file, but they work fine once these are in place. The same with the bldg's, I just renamed the one's outside of my period. I have not bothered with trying to create a Civilopedia entries, since that will be one of the last steps. Regarding the Tech's, I worked out what I wanted on paper, made a flowchart (using excel) and then used that to modify/rename the techs in the game. Did the same with the resources.


Rather that both creating seperate mods it would be cool the group together.

My Mod is quite different from yours. I will eventually post some threads regarding it, so I won't bother going into the detail here.
 
Mongoloid Cow
Chaka: With the no roads, how would strategic and luxury resources be used, or would there be none? I ask because luxury resources are necessary, and the strategic resources allow the localisation of units.
==============================================

Short answer... I would allow roads to be built, since this is a basic concept in how resources work in Civ III.

Long answer... Realism vs Playability. I would give some thought and see if by not having roads, therefore being forced to build the city on top of the resource, if this could work. Would have to do some further research to see what kind of trade network Mesoamerican nations had. Maybe it would be historically accurate to not allow them the strategic and luxury resources that roads enable them in Civ III. Forcing Mesoamerican nations to conduct trade thru a waterborne network does force a different strategy. It all kinda boils down to how historically accurate do you want it to be, and at what price in playability?


Btw, as you can see, my replies are not speific to the post I am responding to. Anyone want to give a quick statement on how to do it? You don't really expect me to read instructions do you?
 
I'd love to work on this, but later - once PTW is out - to create a decent historical "colonization" scenario, focused on the conquistadors landing from 1515 or so on. That date gives the Spanish a decent colonial base to work from in the New World, avoiding the need for irritating european bases.

Read Bernal Diaz's The Conquest of New Spain - the Penguin version will do - it's a great read, and will be full of details you can steal.

Graphics are fantastic, btw - takes me back to the Yucatan with once screen.

R.III
 
The units are taking a lot longer than i thought as i want them to look realistic. Ive changesd the temple and watch temple buildings so they look better. Im just gonna concentrate on units for the moment until the scenario mod comes out. thanks for all your support and comments :)
 

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btw - the thin towers are the watch towers and the old watch temple graphic becomes the temple.CONFUSING!?! lol
 
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