Pirate Brotherhood Civ (BtS 3.19, V1.1)

kochman

Deity
Joined
Jun 8, 2009
Messages
10,818
The Pirate Brotherhood civ, ready to roll.
V1.1 - changed and fixed buttons
V1.2 - added Hayreddin Pasha, changed buccaneer

LH - Henry Morgan (FIN/CHR), Hayreddin Pasha (AGG/FIN)
UB - Tavern (forge; +20% military production; can turn one citizen into merchant or engineer; +2 happy from gems, gold & silver)
UU - Buccaneer (musketmen; 8:strength:; starts with Amphibious, City Raider 1 & Guerilla 1)

Download here:
http://forums.civfanatics.com/downloads.php?do=file&id=13985

Thanks to the Capo for 99% of the art...
LH is from Amra

INSTALLATION INSTRUCTIONS
1) Download and unzip mod
2) Create the following directory and place mod in this directory:
Civilization 4/Beyond the Sword/Mods/Extra Civs*/Assets/Modules
3) Copy and paste a .ini file from any other mod, and place it in:
Civilization 4/Beyond the Sword/Mods/Extra Civs*/
4) Rename .ini file Extra Civs.ini*
5) Open the .ini file and replace the XML code with the following code:

Code:
[CONFIG]

; Modular XML Loading
ModularLoading = 1

; Skip Main menu
SkipMainMenu = 0

; Custom Art from user folder is not loaded
NoCustomArt = 0

; Custom XML and Python from user folder are not loaded
NoCustomAssets = 1

; No Custom Scenario option in main menu
NoCustomScenario = 0

; No team play allowed
NoTeams = 0

; Read Game options from XML, not .ini
ForceGameOptions = 0

; Always start in the standard era
ForceStandardEra = 0

; Scenario file (Single player)
ForceScenario = 0

; This mod is only for single player games
SinglePlayerOnly = 0

; Allow public maps to be used with this mod
AllowPublicMaps = 1

; Mod Image file
ImageFile = 0

; Name of Mod
Name = Extra Civs

; Description of Mod
Description = Generic Mod
6) Start Civilization 4 Beyond the Sword, at main menu select Advanced>Load a Mod
7) Extra Civs* should be an option, select this mod, then select "Go" and the mod should load


* You can actually name this mod whatever you want, but whatever it is, make sure the .ini file has the same name.

Note: You can put more than one mod into the folder, and you only need to do steps 1 & 2 for each additional mod after the first one.
 

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Nice!! :goodjob:

I just hope it's modular :)
Btw, the LH is Amra's right?
 
Query: There isn't a picture of the UB. What does it do to the forge?

I like the Buccaneer. Definitely purely for offense, although possibly slightly underpowered.
The Berserker gains +10% city attack, and Amphibious, without a strength penalty, and is "OK"; when not pillaging cities, the Buccanneer is less useful than its replacement. But maybe that's the point. However, the Berserker gains a slightly larger relative advantage attacking cities than the Buccaneer (-11% base strength, but only +10% more City Attack than the Berserker's benefit).
 
Query: There isn't a picture of the UB. What does it do to the forge?

I like the Buccaneer. Definitely purely for offense, although possibly slightly underpowered.
The Berserker gains +10% city attack, and Amphibious, without a strength penalty, and is "OK"; when not pillaging cities, the Buccanneer is less useful than its replacement. But maybe that's the point. However, the Berserker gains a slightly larger relative advantage attacking cities than the Buccaneer (-11% base strength, but only +10% more City Attack than the Berserker's benefit).
If you download the civ, and install it, you should be able to see the picture of the Tavern and what it does in the civipedia, and all the other unique features of the civ.

The purpose of the buccaneer is hit and run... It starts with City Raider and Amphibious at a cost of 1 strength... slighter weaker than a base musketman, but definitely the CR + Amphib give it a serious bonus to contend with.
 
Should I give the buccaneers CR2?
Thing is, I don't want it to become a super powerful force...
If there was a promotion to earn more from pillaging, that would be PERFECT for these guys.

I want to make them better, but not sure how to do it.


Also, I will be adding an arabic leader, to reflect the Barbary Pirates. Already have the LH picked out.
I think I will also tone down the UB, because it is available for so long and never expires... thinking 15%... maybe 10% unit production bonus. Perhaps I can make it only a gunpowder unit production bonus... will have to examine code to see if that is possible.
 
Changed the buccaneer (added Guerilla 1), added Hayreddin Pasha as a leader (Barbary Pirate leader), and added screen shots and data for unique assets.
 
The Pirate Brotherhood civ, ready to roll.
V1.1 - changed and fixed buttons
V1.2 - added Hayreddin Pasha, changed buccaneer

LH - Henry Morgan (FIN/CHR), Hayreddin Pasha (AGG/FIN)
UB - Tavern (forge; +20% military production; can turn one citizen into merchant or engineer; +2 happy from gems, gold & silver)
UU - Buccaneer (musketmen; 8:strength:; starts with Amphibious, City Raider 1 & Guerilla 1)

Download here:
http://forums.civfanatics.com/downloads.php?do=file&id=13985

Thanks to the Capo for 99% of the art...
LH is from Amra

INSTALLATION INSTRUCTIONS
1) Download and unzip mod
2) Create the following directory and place mod in this directory:
Civilization 4/Beyond the Sword/Mods/Extra Civs*/Assets/Modules
3) Copy and paste a .ini file from any other mod, and place it in:
Civilization 4/Beyond the Sword/Mods/Extra Civs*/
4) Rename .ini file Extra Civs.ini*
5) Open the .ini file and replace the XML code with the following code:

Code:
[CONFIG]

; Modular XML Loading
ModularLoading = 1

; Skip Main menu
SkipMainMenu = 0

; Custom Art from user folder is not loaded
NoCustomArt = 0

; Custom XML and Python from user folder are not loaded
NoCustomAssets = 1

; No Custom Scenario option in main menu
NoCustomScenario = 0

; No team play allowed
NoTeams = 0

; Read Game options from XML, not .ini
ForceGameOptions = 0

; Always start in the standard era
ForceStandardEra = 0

; Scenario file (Single player)
ForceScenario = 0

; This mod is only for single player games
SinglePlayerOnly = 0

; Allow public maps to be used with this mod
AllowPublicMaps = 1

; Mod Image file
ImageFile = 0

; Name of Mod
Name = Extra Civs

; Description of Mod
Description = Generic Mod
6) Start Civilization 4 Beyond the Sword, at main menu select Advanced>Load a Mod
7) Extra Civs* should be an option, select this mod, then select "Go" and the mod should load


* You can actually name this mod whatever you want, but whatever it is, make sure the .ini file has the same name.

Note: You can put more than one mod into the folder, and you only need to do steps 1 & 2 for each additional mod after the first one.


Link broken
 
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