British Isles circa 400AD mod

sounds really great, keep up the good work! I'm going to wait until its a bit more refined and in a more of a final state (eg. starting positions, leader heads etc.) before i download it but i understand how big the project is and only wish there was a way to help.... all i can do is will you on and hope you dont give up :cool:

keep up the good work and progress,
martyn
 
Originally posted by Papa Lazarou
sounds really great, keep up the good work! I'm going to wait until its a bit more refined and in a more of a final state (eg. starting positions, leader heads etc.) before i download it but i understand how big the project is and only wish there was a way to help.... all i can do is will you on and hope you dont give up :cool:

keep up the good work and progress,
martyn
Don't worry, I've got no intention of giving up. Support from other modders and some of the resident artists has been great. This is turning into a team effort. :)
 
Several people have asked me to post a version compatible with the new patch. This was my intent when the patch came out but playtesting has shown the existing mod works just fine with the new civ executable. Version 10 will include the bic file changes from patch 1.17 but Version 9 is fully playable as it is.
 
Version 10 is now ready to go. Changes include:

Fixed bug in install batch file.
Fixed bug that caused a crash when a Kent Falconer was built.
Updated to Civilization 1.17 civ3mod.bic standards and values.
Incorporated Shockwave's resources, including Stone and Hardwood icons that he did for this mod.
Scottish leader changed to Kenneth MacAlpine.
Brehon Law technology removed.
Brehon Law government changed:
  • Requires Polytheism
  • Corruption is communal
  • Military police level changed from 4 to 2
Other governments changed to respond correctly to Brehon Law.
Polytheism advance price increased to 30 beakers (because a government style is also gained with this advance now)
All UU's are in the upgrade path now (as in unmodded Civ1.17)
Wheat is a strategic resource, required for granary.
Gold is a strategic resource, required for marketplace.
Cattle, Game, Fish and Whales are strategic resources.

These were changed to strategic resources in anticipation of future mod work.
The civilopedia is not yet fully updated with the changes from Civ version 1.17. It is current with the mod changes.
 
I have a question (myself not reading all of the posts beforehand but enough to think about d/l-ing the mod):

--Is it a map-specific mod? Is it just confined to one map?

Please excuse my n00bishness. Thank you.:o
 
Citizen_K, there is no map currently available for the mod. When the mod is installed just start a new game like normal and the mod features will be used when the game builds a map.
 
Version 11 of the mod has been uploaded and is ready for use. Changes include:

Fixed Scottish city names that were lost in the upgrade to Civ v1.17 bic file.
Added period specific Welsh city names.
Added Civilopedia graphics for stone and hardwoods resources
Incorporate Euro art batch files into regular install/uninstall batch files.
Added 'General' unit.

Notes on the General unit
This is a leader-like unit available after Military Tradition tech is researched. Stats are 1/1/1, terrain as roads. It can create an army as a leader does. It cannot hurry a construction. The intent of the unit was to provide a way to get that critical first army for a player who has not been able to get a great leader. Cost is prohibitive (150% of the Military Academy). The cost of the unit makes an exploit possible where you can prebuild for wonders in multiple cities (like you used to be able to do with the Palace). This was certainly not my goal but I can find no way around it. The AI does not use this cheat and I hope the players won't either.
 
I notice that you list fish and whales as strategic resources. Is it not true that strategic resources can only be used if a road is built to them? So...

How did you get around this, or
Should they be changed back to bonus resources?
 
Originally posted by Sodak
I notice that you list fish and whales as strategic resources. Is it not true that strategic resources can only be used if a road is built to them? So...

How did you get around this, or
Should they be changed back to bonus resources?
Excellent question. You're right for the most part. A strategic resource can't be used for unit or building criteria, or to trade, unless it is roaded. However, it can be used for small wonder build criteria without a road. For something like the Ironworks the resource must be in the city radius but doesn't have to be connected to the trade network.

These resources were changed to strategic in order to implement resource specific city improvements (small wonders). There will be at least 1 for each resource type. Unfortunately, bonus resources can't be used for build criteria and having more than 8 luxury resources crashes the game. Therefore, they were all changed to strategic.

These should be making their appearance in version 12.
 
This project has gotten way bigger than expected and it is amazingly flattering to have so many people trying out the mod. It's also great having so many people helping out with backgrounds, history, artwork, playtesting, ideas, and every other part of it.

Thank you everybody who has downloaded the mod and thank you everybody who has made the mod worthy of downloading!

Upcoming stuff. Parts of the mod that are being worked on right now are a new boat unit, correcting resource distribution, expanding resources, new resource specific minor wonders and a map of the British Isles and French coast.
 
I just realized that I havn't downloaded the latest version of your MOD.

SHAME ON ME, and I'm helping you with it and all...

(What's happened with the Succession game anyway...)


AND A MESSAGE FOR EVERYONE: COME TO THE #CivFanatics CHAT!!!


A little tip Shaitan, post your MOD on Apolyton.net too... there are many users there that never come here.
 
These groupings show what civilizations were present at the beginning of each major power shift in the history of the British Isles from 400 AD to 1200 AD. (The Pre-Roman one is a bonus ;))

These groupings will eventually be used for building scenarios on the mod.

Pre-Roman (BC)
Cornwall
Ireland
Isle of Man
Pictland
Wales

400 AD
Cornwall
Ireland
Isle of Man
Pictland
Scotland
Wales

500 AD
Brittany
Cornwall
East Anglia
Essex
Ireland
Isle of Man
Kent
Mercia
Northumbria
Pictland
Scotland
Sussex
Wales
Wessex

850 AD
Brittany
Cornwall
Danelaw
Ireland
Scotland
Wales
Wessex

1050 AD
Brittany
Cornwall
Ireland
Normandy
Scotland
Wales
Wessex

1200 AD
Cornwall
Ireland
Scotland
Wales
Wessex
 
Version 1.2 of the British Isles mod has been uploaded.

Changes include:
  1. Normalized the version number system.
  2. Complete edit of the Civilopedia.
  3. Replaced ivory, silk and incense with Relics, Flax and Herbs.
  4. Added Coracle (primitive ship) and Trebuchet (advanced catapult) units.
  5. Added a scenario (map) file of the British Isles. Thanks Grey Fox!!!
  6. Added save games with correct starting positions for the map.
  7. Fixed a unit bug and tweaked the General unit so the AI won't try to use it as a military troop.
    [/list=1]
 
Great, the map's there!! I'm definitely trying this mod now. Thanks Shaitan!
 
Originally posted by jayco312
how long till you get the resource specific wonders up and running. I cant wait for them they will be great keep up the good work shaitan
I'm planning to start adding these in the next version. There will be three introduced and will use the hardwood, relic and herb resources (production, happiness and monetary).
 
Downloaded your mod but can't get the save files with correct starting positions to work....has anyone else run into this problem or just me?
 
Originally posted by DecrepitSled
Downloaded your mod but can't get the save files with correct starting positions to work....has anyone else run into this problem or just me?

A few things to check:

You should be on version 1.17 of Civ3.
The mod zip file was unzipped into the Civ3 directory (will unzip into a folder called BritIsles.
The mod is installed - the save game files will be in your Saves directory.

Are you able to start a new game or scenario using the mod?
 
Shaitan.......thanks for your help. I was running v1.16f and was able to start new games with your mod (hadn't tried any scenarios) but was unable to load the save games. I finally downloaded v.1.17 today and the save files work. Started playing as the Irish...I must say it's the best mod I've downloaded so far. Thanks for your help.
 
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