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ADDON: Extra Civ pack for RoM 2.0

Discussion in 'RoM Modmods' started by zappara, May 1, 2008.

  1. darkyxinhow

    darkyxinhow Chieftain

    Joined:
    Nov 22, 2007
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    Location:
    Brazil
    @zap

    I use regular BtS. As I only play FfH and RoM these days, I tried reinstalling the whole game and it worked fine, and as I'm a complete noob in general modding, I hadn't logged anything, sorry :( anyway, thanks for the help and keep up the good job :D
     
  2. 0100010

    0100010 Prince

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    Mar 31, 2008
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    429
    The Cherokee' unique Unit the Atl-Atl is way too powerful. A strength 3 scout that can attack? I suggest making it strength 2, drop the 10% city defense, and make it so they cannot capture cities.

    The Apache don't have a unique unit or building, and I dont quite get why Geronimo is Philosophical and Financial. He should probably be Aggressive, Charismatic. They are known as being good horsemen. I would suggest the Horseman as a unique unit (drop combat bonus vs archers and enabled at Animal husbandry instead of horseback riding.) And Corral replacement for stable, +3 to mounted units instead of +2 and enabled at animal husbandry instead of Chariotry.

    The Mapuche civ doesn't have a unique building or unit either but I'm not sure what would fit them best.

    Attached file w/ changes I suggested above.

    EDIT file has been removed because I have patched the entire set of Extra Civs.. see my Next Post.
     
  3. Chiyochan

    Chiyochan King

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    Chiyochan's Country
    what do these civs do for music?
     
  4. gruffydd

    gruffydd Chieftain

    Joined:
    Jul 17, 2008
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    38
    Just a funny historical note on the atl-atl being too powerful!

    When (not in Civ, in real life) the Spanish attempted a landing and conquest of what is now Florida in ~1505, a tribe related to the Tupi and Caribs living there decided to resist and fight back. The Spanish landed, fired their matchlocks to frighten off the silly savages, and strutted about in their nice shiny breastplates. The Floridian natives then attacked with their atl-atls, and the 2 surviving Spanish officers wrote about how surprised they were that such a primitive weapon could hurl a stone-tipped dart straight through their armor. The surviving Spanish fled. 50 years later another Spanish expedition returned and established a colony in Floridia... guns may not have been > than the atl-atl, but smallpox was.

    As far as I've found (I'm a historian and anthropologist), those Floridians were the only people still using that most ancient (and powerful) of weapon technologies in the Western Hemisphere, though it begs the question of why it didn't experience a revival very quickly.

    As for the UUs and buildings...

    General consensus is that native americans didn't have access to horses until the 17th C., so giving Apaches horse-based uniques might not be very accurate. Unless you gave them a cavalry-era horse unit.

    I'd suggest Toqui for Mapuchan UU, some sort of axeman modification. As for a UB I couldn't say.
     
  5. 0100010

    0100010 Prince

    Joined:
    Mar 31, 2008
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    I have Fixed many of the Extra Civ's (mostly buildings) to be in line with the RoM version of the base building they replaced, plus their single extra ability or feature. Some Civs had the same replacement buildings that which specialized in the same area, (bonus healt/happiness/culture) etc yet were unequal to each other. (One UB Castle had +5 culture while another had only +3) in those cases they have been made equal.

    In a few cases, I made the UB in line with the "unoffical patched" version of RoM's base building (see my other post of balance fixes)

    Here is a detailed list of the changes in the attached patch:

    Spoiler :
    Extra Civ Changes
    -----------------------
    Apache : Added Apache Corral and Apache Horse Warrior
    Cherokee Atl-Atl: reduced to strength 2, cannot capture cities, removed animal bonus)
    Scotland Broch (reduce bombard defense to -20%)
    Wales Caer (increase defense to 50%, reduced bombard defense to -20%)
    Italy Caerneval (reduced culture yield to +3)
    Bulgaria Chitalise (reduce science bonus to 20%)
    Lombard Cloister (increased culture yeild to +3)
    Chile Copperworks (removed 10% commernce bonus changes copper yield bonus from commerice to production)
    Argentina Dance Studio (removed 25% culture modifier)
    Phonican Dye Facility (reduce foreign trade route bonus to 75%, removed sea tile yield bonuses)
    Brazil Estadio de Futebol (reduce culture yield to +3, added celebrity specialist count)
    Estruscan Fanum (set maintenance modifier to -25%)
    Hungary Furdo (increased cost slighty, added Marble requirement)
    Canada Hokey Rink (reduce to +2 happy)
    Dinnehih Hogan (reduced commerce and culture modifier to +20%)
    King's Tower (reduced bombard defnse to -40$)
    Kotel (reduced bombard defnse to -40$)
    Denmark Manor House (reduced commerce bonus to +10%, removed city count requirement)
    Polynesia Marae (removed culture modfier, added +3 culture, increased happiness to +2)
    Mycean Megaron (increased happiness to +2)
    Champa Menara (reduced bombard defense to -20%)
    Maori Pa (made coastal only, reduced cost slightly)
    Mapuche: Added Mapuche Silversmith and Machi (replaces Jewelery and Spy)
    Minoa Palace Centre (reduced culture yield bonus to +1)
    Goths Plunder (reduced espionage bonus to +25%, reduced commerce bonus to +10%)
    Irish Ringfort (reduced bombard defense to -20%)
    Finland Sauna (removed culture yield bonus)
    Harrapa Sewer (renamed to Harrapan Sewer, added +10 maintenance, added -20% espinoage defense, double health bonus to +4, removed no unhealthyiness from buildings)
    Piliwi Sweat Lodge (replaces Doctor's office instead of Hospital, helath bonus reduced to +1, cost made equal to Doctor's office)
    Ukraine Veche Hall (reduced happiness bonus to +1)
    Hurrian Villa Statue (reduce maintence modifier to -25%)
    New Zealand Woolshed (reduced commerce bonus to +20%, added +5% commerce yield bonus with sheep)


    Note that this were made with the Rom RevDCM BUG add--on set fof files and patched Extra Civ patch,
     

    Attached Files:

  6. Zanatos

    Zanatos Chieftain

    Joined:
    Nov 21, 2007
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    10
    I'm all for the Texas modification
     
  7. CMKMStephens

    CMKMStephens Serious.

    Joined:
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    Location:
    New Zealand
    Why would you make the Pa coastal only?
     
  8. Afforess

    Afforess The White Wizard

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    Austin, Texas
    Is there any other civilizations we could add?
     
  9. zappara

    zappara Mod Designer

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    Finland
    I'm currently modifying extra civs to be compatible with RoM v2.4. Progress is at about 50% now - just left to go through the unique units and some python... I'll try to get new version uploaded later this week.
     
  10. lordrune

    lordrune Prince

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    Jan 1, 2008
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    I installed it on top of Rom 2.4 straight away anyway.
    It seems to work fine - no crashes or obvious peculiarities - but I haven't looked at unique units, buildings, etc.
     
  11. zappara

    zappara Mod Designer

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    There's plenty of small fixes in next extra civ addon pack - I had to edit just about every UB and UU to new RoM settings. ;) I also "packed" all the art files from new civs to FPK files to speed up mod's loading process. As a total it took some 7 modding hours to make the new addon package.

    New extra civ pack addon is now fully converted but I do not know yet on what day I can upload it (it's almost 400 MB zip file). I'll have to visit my friend and upload it from his computer as he has more stable connection (takes 3hours to upload it so not good to have connection failures during upload process).

    With extra civ addon pack RoM's installation size just reached 1GB on my hard drive... this mod project has gotten quite huge (about 2300 files) :eek:
     
  12. Afforess

    Afforess The White Wizard

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    Wait, I made a new (custom) civ from scratch, for 2.3. Do I have to update anything for 2.4?
     
  13. Ogaburan

    Ogaburan Warlord

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    Location:
    Laanisport
    Cant wait!
     
  14. zappara

    zappara Mod Designer

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    It should work right away and you can check yourself if there's any changes to be made with UU or UB ;) Extra civ addon pack 1.1 was originally made for RoM v2.2 and there was quite a lot of changes between v2.2->v2.3 and mostly I was making those changes to the new civ addon pack.

    Edit: By the way, check if you have put correct schema xml files for UU and UB...
     
  15. zappara

    zappara Mod Designer

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    New version of extra civ addon pack has been uploaded! It's now compatible with v2.4+ Rise of Mankind.
     
  16. Agent327

    Agent327 Observer

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    Installation requires the Add-on to be unzipped into the BtS/Mods folder, not the RoM 2.4(1) folder; is this correct?
     
  17. zappara

    zappara Mod Designer

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    Yes, to mods folder.. the addon zip file should have "Rise of Mankind" -folder included in it. When installing, it should overwrite couple files from RoM 2.4 (audio + diplomacy)
     
  18. Agent327

    Agent327 Observer

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    OK, installing...;)
     
  19. LordGek

    LordGek Prince

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    Hey Zappara and Gold Team,

    When creating the new leaders did you actually modify their personalities accordingly? Like adjusting their diplomatic/war tendencies and other aspects that made all of the official Civ 4 leaders by Firaxis more unique than simply their two character traits?
     
  20. zappara

    zappara Mod Designer

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    If I remember correctly, leaders' characteristics are different from each other (I've just browsed through them when checking for RoM settings).
     

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