Britannia 450 AD

This is great Vadus as i too had the idea of making a map very much similar too yours,i will probably remodel the land (your map) area too suite my tastes a little more and you are welcome too have a look at it when im finished,im very new too this and only just started too get slightly familiar with working the terrain the other day(got the game a couple of days ago),could you tell me how too make a scenario such as yours possibly? as i want too make a medieval mod also with following techs ect,(i think the buildings & units look alot cooler in that era also) PM me if you can as i can't seem too find the "follow this thread" button,cheers.
 
Tried out the Scots first in version 2...seems they don't have much of chance. Most their cities don't produce many hammers. Although, I added in the Scotland mod for Highlander UU and had some fun with it.

Also played Mercia. Maybe you should tone down the amount of cities you give to each civ so there is more room for expansion early on. Mercia starts out -85gold a turn, which is kinda a pain. Not being able to raze cities sort of bugged me, especially since most of the civs are already starting at a maintenance deficit.

Otherwise, the map is really nice. This scenario has alot of potential.
 
Well, the scots should conquer scotland ;) they have a chance against pictland, I think..

The low starting gold : The players should have a techrate about 20%, because this scen is settled in the darg age. There wasn't much tech developing. Also you're playing (still) with the original tech tree in a one year turn interval, so the techs must have a required time of at least 20 rounds.
Managing your cities well will help to maintain more cities (from other civs .. )
But your're right, maybe there should be less start cities, so that the player has some space to discover..
I can take this point to the next version :)
 
Vadus how can i mod the land map itself and change the game settings ie "victory conditions"...ect and still have it so i can load the game up and choose a civilisation and not have too go in and choose a civilisation the use the world builder too mod it but only ever be able too use that one nation with my modification?.
 
Vadus how can i mod the land map itself and change the game settings ie "victory conditions"
You can change the land with the inGame Worldbuilder . Set the victory conditions with a text-editor in the WorldbuilderSave - File.
here is a good page to learn modding Civ4 ;)
 
Rhye said:
btw, did you know you can change the name of a city (in this case, Colonia), basing on the owner? It's just 3 lines of Python code...

See Greek World mod as an example

I really like that. Small touches here and there are important to me and all the fickle people.

One more step towards 'evolving' civs...
 
It crashes on me at a certain point. Im not sure why but it does...so its busted at least for me and it looked so promising
 
allways on the year 550 A.D. I started a new game with the mod, and it crashed at the same point as my old game. I can send you the save file if you want to see if it will work right on some one elses comp, or if its just mine. I also have the blue marble mod loaded im gonna try it with out that.
 
I loaded blue marble the other day riot,takes a moment too get used too it but i like it,still makin alotta changes on yer map vadus (more terrain and resource wise) and enjoying it because of the learning curve,still think this is the best map out there sofar.
 
Great map- i want to make a similar scenario, for 873AD, around the time of young King Alfred. Some initial thoughts-

1. Different branches of Christianity, Celtic and Roman, also indigenous religions, Druidic beliefs, Viking religion (rune lore etc).

2. Lots of UK based wonders, Stonehenge, Avesbury stones, Hadrian's wall, Uffington white horse, Wayland's smithy, Offa's dyke, Sutton Hoo, Lindisfarne Gospels etc

3. Civs include: Mercia (King Burgred), Powys (King Rodhri), Wessex (King Alfred), Jorvik (Guthrum), Scotland (Constantine), Ireland (Aedh Finnliath)...

4. New tech variations could include boat building branch, fort building techs, iron processing techniques etc.

Thinking about giving each civ very well established cultural areas, settlement sizes, number of starting units, tech level, making it more about tactics than the vanilla game. Of course hanging out for more unit types...
 
limaike said:
Great map- i want to make a similar scenario, for 873AD, around the time of young King Alfred. Some initial thoughts-

1. Different branches of Christianity, Celtic and Roman, also indigenous religions, Druidic beliefs, Viking religion (rune lore etc).

2. Lots of UK based wonders, Stonehenge, Avesbury stones, Hadrian's wall, Uffington white horse, Wayland's smithy, Offa's dyke, Sutton Hoo, Lindisfarne Gospels etc

3. Civs include: Mercia (King Burgred), Powys (King Rodhri), Wessex (King Alfred), Jorvik (Guthrum), Scotland (Constantine), Ireland (Aedh Finnliath)...

4. New tech variations could include boat building branch, fort building techs, iron processing techniques etc.

Thinking about giving each civ very well established cultural areas, settlement sizes, number of starting units, tech level, making it more about tactics than the vanilla game. Of course hanging out for more unit types...


yeah, very cool :)
maybe you want to use my map. Would be cool, if this kind of scenario (dark age northern europe) will be developed more.
And one thing one user mentioned here is also quite cool to have it in an scen : to map the research tree also on buildings like in the Total War - Games. So that you need stables and barracks additionally to iron and horses to recruit Riders. And additonally a KnightsGuild + Church to train Knights ;)
 
seamus75 said:
Mein Deutsch ist nicht sehr gut (ich habe nur ein Semester an der Universität), aber Bravo, ausgezeichnetes Drehbuch.

Just 2 thoughts and 1 question:

- leaderheads
*either come up with new ones for the scenario (I'm sure it's hard)
*use 2D images, photos
*incorporate unique flags or symbols ala SENGOKU scenario from CivIII
It just seems odd to have Asain leaderheads on Celtic Kings and Chieftains

- time line
*to slow things down a bit think about importing the REALISM MOD or the Dynastic timer

? - are there unique units, I've yet to find any but I haven't look too hard.

Otherwise I love it!

Maybe 2d leaderheads would be better as they take less time to generate. In a late game I'm always stuck waiting for the dipolamacy screen to pop up only for the civ to cancel a deal, which i already knew about. Or a least a version with 2d if you plan to make 3d ones
 
The viking age starts with the attack on the Lindisfarne monestary in 793 CE(AD). I think it would be more accurate to rename the vikings to either scandinavians or their tribal names like jutes, norwiegans (most apr. for this map), danes, geats or swedes.

I haven't played this scenario yet, but I will do that soon, it certainly looks great. :goodjob:
 
userqwerty said:
Your idea matches up the game Medieval total war:Viking Invasion

this is what i posted in the other perior mod (the ancient Medditeranian Mod thread]



Here is the techtree from that game

http://russiananimation.com/mods

the file is named MTW_VI_viking_tech_tree.rar

this is just to get you thinking

that game starts in 730 ad or so with the invasion of the vikings.

Since the saxons did thier dirty deeds with similar technology i doubt much of this woudl be different

as i explained above medieval total war does nto spearate technology from building and this allows us some flixibility.

I'd been thinking of doing a similar mod to "MTWize" Civ, giving it the same tech tree, units, map, etc., but then I got to thinking, why bother with all that when I can just play Total War?

Unless, and this might be a worthy idea: leverage Civ to give a TW scenario the ability to research beyond its traditional techs, so that you can get more into the gunpowder era if you really get the beakers going?
 
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