British Isles circa 400AD mod

Version 6.1 updates only the installation batch file. There was an error in the install batch file for version 6. It didn't copy over the art initialization files for the Unique Units. This caused a game crash when a unique unit was built.

Attached to this message is the corrected install batch file. If you already have version 6 downloaded, you don't need to download the entire thing again. Just grab this file and unzip it to the BritIsles folder to replace the old batch file.

Important
If you have the mod Installed already, you need to uninstall it before running the new install batch file.

Special thanks to Charis for finding this bug.
 

Attachments

Wow great Mod!!!

Only problem is i can't get it to install properly. The only thing i can get to install is the new unit folders but theres nothing in them. I'll probably realise what i've done wrong after a while but some help would be most appreciated.
 
Originally posted by lenius
Wow great Mod!!!

Only problem is i can't get it to install properly. The only thing i can get to install is the new unit folders but theres nothing in them. I'll probably realise what i've done wrong after a while but some help would be most appreciated.

Make sure you've got version 6.1 - the version 6 installation batch file had an error that created the art folders but didn't copy over the files.

The mod needs to be unzipped directly into the Civilization III directory. Some zip utilities will want to unzip into a folder based on the zip file name. If yours did this you will have the BritIsles folder inside BritishIsles6 folder. That won't work - the BritIsles folder has to be right inside the Civ3 folder.

If I think of anything else to check, I'll post here. Please let me know if these tips help you get it installed.

Also - Make sure to run the uninstall before trying to reinstall.
 
Thx Shaitan

everythings working fine now

oh i was just wondering how come the calvary unit now upgrades to a UU unit shouldn't it just upgrade to the tank.

Also your mod is in desperate need of a Briton and Ireland map, theres one on the map forum but to be honest i think it's a bit crappy.

I don't know if your going to put new unit animations and/or pictures in your mod but it would be excellent if you did (would take a lot of work though)

Also I noticed you have made the celts and the germanics seperate cultral identities this is a good thing but the graphics for the celts (now being middle eastern is a little weird) isn't there a way to keep european style graphics for the celts but keep them cultrally different from the germanics?

anyway thx again for such a great mod

Lenius
 
Oops. Thanks for catching that cavalry upgrade. That was a leftover from when I was experimenting with smooth unit upgrades. That will be fixed to upgrade directly to tank in the next release.

I agree about the maps and pictures. I'm just lousy at mapmaking and graphic arts.

Now that you mention it, I believe I could use the European graphics for all of the different regionalities by renaming the appropriate files. Yes, I like that a lot. I'll do that and split the Celts into Q and P Celtic and the germanics into Angle and Saxon as well. Great idea. Thanks!

I'm glad you like the mod. If you have any more feedback or other ideas I'd love to hear them.
 
Shaitan,

BTW, great mod ... however ... I'm having a problem. I'm playing the Scots and for some reason, the game crashes when I discover gunpowder.

Now, it could be because I'm running the game on Windows NT, but I wanted to check with you first to find out if you'd had any other reports on this.

-D&C
 
Originally posted by DazednConfused
I'm having a problem. I'm playing the Scots and for some reason, the game crashes when I discover gunpowder.
-D&C

Hmmm...nobody's reported this problem before. Does it happen immediately when you discover gunpowder? That is, right after the message comes up that you have finished the research. The only crashes that have been noted so far are for UU builds. Does your research coincide with an AI civ bilding a UU?

Also, make sure that you have version 6.2 installed. Version 6 and 6.1 had the UU crash problem.
 
Boy, great mod, love all the celtic tribes. WHat I would kill for leaderheads, i'd settle for even a nonanimated picture becasue it ticks me off to talk to Joan of Arc's face with the Picts civ.


Could you perhaps point me in the right direction....

Really, other than that great mod
 
Originally posted by okieman1200
Boy, great mod, love all the celtic tribes. WHat I would kill for leaderheads, i'd settle for even a nonanimated picture becasue it ticks me off to talk to Joan of Arc's face with the Picts civ.
Really, other than that great mod

Cleo as Robert the Bruce is the one that irritates me the most, especially when he/she's wearing the bonnet.

Static leaderheads is where I'm going now. Each leaderhead will be one graphic in various sizes with smiley or frowny icons to denote attitude. I'm planning on having these for version 9.

Version 7 should be posted by Friday, includes palaceview edits and period specific city names for the rest of the Angles and Saxons.

Version 8 will have customized leader text. ETA 2 weeks.
 
First of all I have to say great mod! Love the idea and the implementation. Leaderheads would be good, and I'm eagerly awaiting them...

Just one small gripe - in the Wessex civ, the city shouldn't be called Dorsetshire (that's a county). Dorchester would be a good replacement, and is an ancient regional capital I think (the Romans called it Durnovaria).

I'm done with pedantry now... again, great mod!
 
I tried out the mod. Although leaderheads would be nice, that must be an awful lot of work. I would like to see three things:

1. More balanced special attributes. As I recall, far too many of the modded civs had the expansionist attribute, which I don't like as a player or in the computer (I think it makes 'em even more land grabby than usual). Although it isn't necessary to get all 15 different combinations, I would like to see most of them available.

2. The ability to turn off industrial and modern eras. I don't know whether this is possible.

3. The use of a Britain and Ireland actual map. It was the lack of this that made the mod much less enjoyable to me. I would be nice also if there was the option to start in actual starting locations. In fact, if I had to choose between modified civs and a Britain/Ireland map, I would choose the map. It's important.

Thanks for your work on this.

best,
Peter Kirby
 
Originally posted by Crazy_Buddha
Just one small gripe - in the Wessex civ, the city shouldn't be called Dorsetshire (that's a county).
Fixed in V7 :)

Originally posted by kirbtron
1. More balanced special attributes. As I recall, far too many of the modded civs had the expansionist attribute, which I don't like as a player or in the computer (I think it makes 'em even more land grabby than usual).
It does make the AI more effective at land grabbing. I'd like to make these more diversified. My problem is that for the period of this mod, they were all in heavy expansion fazes. I'll look into this and consult with a few people. We can probably get some good arguments for different attributes. If you have any specific suggestions for any of the civs I'd be glad to hear them.

Originally posted by kirbtron
2. The ability to turn off industrial and modern eras. I don't know whether this is possible.
Not possible per se but could probably be finangled by removing the tecs for those periods. I'll look into this and maybe put in a second .bic file for it.

Originally posted by kirbtron
3. The use of a Britain and Ireland actual map. It was the lack of this that made the mod much less enjoyable to me. I would be nice also if there was the option to start in actual starting locations. In fact, if I had to choose between modified civs and a Britain/Ireland map, I would choose the map. It's important.
Absolutely! This is way up high on my wish list too. I've been hoping to find such a map on the forum but no luck yet. My own map making skills have proven inadequate. If you happen to find one, please let me know.

Thanks for the feedback and ideas!
 
Version 7 has been uploaded and is ready for use. Changes include:

Regionality changed from just 2 (Celtic and Germanic) to 5:
P-Celtic - Ireland, Scotland, Pictland
Q-Celtic - Manx, Brittany, Cornwall, Wales
Angle - Northumbria, Mercia, East Anglia
Saxon - Essex, Wessex, Sussex
Germanic - Danelaw, Norman

Caveats - The Picts were added to P-Celtic for game balance. Common thought is they were not Celtic but they were effectively absorbed into the Dalraidan Scots. Same with tying the Danes and Normans together. The Danelaw was history by the time the Normans came to the isles but the Normans were the descendants of the same Great Army that created the Danelaw so its not too great a stretch.

Added new batch files to change all palace art to European. This is independent of the BritIsles mod batch files. Run the EuroPalace install/uninstall batch files for this side mod.

Fixed an upgrade path error.

Added period specific city names for Mercia, Essex, Sussex, Wessex and Kent.
 
Great Mod, but...
I have a few suggestions for revisions, for version7.

the descriptions of the tribes were not displaying in the civlopedia, maybe you don't have those yet? but if not, it would be nice. Also descriptions of UU's.

The game still starts at 4000 BC? Is there not a way to make it 400 AD?

THis is a small thing, the names of the barbarians have not been changed. I was attacked by Inuits and Incas and such, not very realistic for the British Isles, is it?

The tech tree seemed to be having lots of problems. I was able to trade maps without having Mapping Advance, and also some of the pics were displaying wrong (for Literature it showed Magnetism pic).

There, that should keep you busy for awhile! :)
 
Originally posted by Red 100
the descriptions of the tribes were not displaying in the civlopedia, maybe you don't have those yet? but if not, it would be nice. Also descriptions of UU's.
These descriptions are there. When you look up a tribe or unit there is a little "Description" button in the right margin. Press that to view the description.

Originally posted by Red 100
The game still starts at 4000 BC? Is there not a way to make it 400 AD?
Not yet :(. Maybe when the new editor comes out.

Originally posted by Red 100
THis is a small thing, the names of the barbarians have not been changed. I was attacked by Inuits and Incas and such, not very realistic for the British Isles, is it?
Excellent point. I'll edit those for V8.

Originally posted by Red 100
The tech tree seemed to be having lots of problems. I was able to trade maps without having Mapping Advance, and also some of the pics were displaying wrong (for Literature it showed Magnetism pic).
I'll check into the mapping thing, not sure what's up there. The incorrect icons is another editor limitation. Because the Brehon Law tech was added, all techs after that (alphabetically) have their icons scrambled. It's a problem with hard coded data and will hopefully be fixed with the new editor.


Thanks for the feedback!
 
Originally posted by Shaitan

about removing industrial and modern eras:


Not possible per se but could probably be finangled by removing the tecs for those periods. I'll look into this and maybe put in a second .bic file for it.
Hmm, could it be possible, if you'd just rename all the Industial and Modern techs to something like "Additional tech no. x", and remove all of the "allows y" stuff from them? Also, rename the eras to something else...
I figure that could do the trick... no Industrial or Modern tech would do anything, so the progress would stop at the end of Middle Ages
 
Brit Isles version 8 is now ready for use. Changes in this version include:

Changed EuroPalace mod to EuroArt mod. This now includes city art as well as palace art.
Tribe names for barbarians changed to those native to British Isles. No more Anasazi barbarians.
Corrected 1 upgrade path.
Falconer UU is now based off Warrior instead of Scout
Berzerker & Ulfedhn UU's now require Polytheism instead of Ironworking

Civ specific abilities changed. As requested, the plethora of Militaristic Expansionist civs has been reduced. Changed civs are:
Kent is scientific/commercial
East Anglia, Mercia and Northumbria are religious/expansionist
Essex, Wessex and Sussex are military/industrious
Normans are military/scientific

Important
If you have a previous version of Brit Isles installed, make sure to uninstall that mod before installing a new version of the mod.

Still to come
Planned changes include customized text, leaderheads, UU art and a map/scenario.
Art for three units has been found already and Dark Sheer has magnanimously agreed to help with others. Thanks Dark Sheer! :)
When the unit art is ready to be posted it will be in the Unit Art forum and a link to it will be placed in this thread.
 
Originally posted by Jolly Gnome

Hmm, could it be possible, if you'd just rename all the Industial and Modern techs to something like "Additional tech no. x", and remove all of the "allows y" stuff from them? Also, rename the eras to something else...
I figure that could do the trick... no Industrial or Modern tech would do anything, so the progress would stop at the end of Middle Ages
Excellent suggestion. I've settled on making the tech cost for Industrial and Modern age prohibitive. Setting the research cost at 1000 for each tech effectively stalls the game in the middle ages while still allowing some sense of advancement.

Note that this isn't in the basic mod. It will be coming out in a scenario file.
 
Version 9 of British Isles is now ready. Changes include:

Brehon Law balanced. MPL is now 2. Free units 1/2/4. Corruption communal.
Fixed problem with barbarian tribe names displaying as odd characters.
Hardwoods strategic resource added - requirement for high masted ships (wooden ships except galley).
Stone strategic resource added - requirement for city walls, cathedral and colloseum.
 
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