[BtS Civ] The Republic of Texas

Grave

1 Goat = 400 Horses
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The Republic of Texas, v0.5
By: Grave


Patch Compatibility: Beyond the Sword v3.13
MP Compatible: ?
Modular: Yes!



Description:
Ask any Texan, and they'll tell you Texas is like a whole other country.
Well, in Civilization IV, they are!

This mod adds the Republic of Texas as a playable civilization, complete
with Leaderhead, UU and UB.

Spoiler :

Name: Republic of Texas
Short Name: Texas
Adjetive: Texan

Starting Techs: Fishing & Hunting

Leader: Sam Houston (LeaderHead taken from Final Frontier scenario)

Unique Unit: Ranger (replaces Cavalry)

Unique Building: Ranch (replaces Stable)


Cities Listing:

Spoiler :

<City>TXT_KEY_CITY_NAME_AUSTIN</City>
<City>TXT_KEY_CITY_NAME_HOUSTON</City>
<City>TXT_KEY_CITY_NAME_DALLAS</City>
<City>TXT_KEY_CITY_NAME_SAN_ANTONIO</City>
<City>TXT_KEY_CITY_NAME_EL_PASO</City>
<City>TXT_KEY_CITY_NAME_AMARILLO</City>
<City>TXT_KEY_CITY_NAME_LUBBOCK</City>
<City>TXT_KEY_CITY_NAME_FORT_WORTH</City>
<City>TXT_KEY_CITY_NAME_ARLINGTON</City>
<City>TXT_KEY_CITY_NAME_CORPUS_CHRISTI</City>
<City>TXT_KEY_CITY_NAME_MESQUITE</City>
<City>TXT_KEY_CITY_NAME_GARLAND</City>
<City>TXT_KEY_CITY_NAME_PLANO</City>
<City>TXT_KEY_CITY_NAME_WACO</City>
<City>TXT_KEY_CITY_NAME_SAN_ANGELO</City>
<City>TXT_KEY_CITY_NAME_WICHITA_FALLS</City>
<City>TXT_KEY_CITY_NAME_ODESSA</City>
<City>TXT_KEY_CITY_NAME_ABILENE</City>
<City>TXT_KEY_CITY_NAME_BEAUMONT</City>
<City>TXT_KEY_CITY_NAME_BROWNSVILLE</City>
<City>TXT_KEY_CITY_NAME_DENTON</City>
<City>TXT_KEY_CITY_NAME_LAREDO</City>
<City>TXT_KEY_CITY_NAME_KILLEEN</City>
<City>TXT_KEY_CITY_NAME_NACOGDOCHES</City>
<City>TXT_KEY_CITY_NAME_IRVING</City>
<City>TXT_KEY_CITY_NAME_GRAND_PRAIRIE</City>
<City>TXT_KEY_CITY_NAME_GALVESTON</City>
<City>TXT_KEY_CITY_NAME_COLLEGE_STATION</City>
<City>TXT_KEY_CITY_NAME_CARROLLTON</City>
<City>TXT_KEY_CITY_NAME_TYLER</City>
<City>TXT_KEY_CITY_NAME_TEXARKANA</City>
<City>TXT_KEY_CITY_NAME_LONGVIEW</City>
<City>TXT_KEY_CITY_NAME_TEMPLE</City>
<City>TXT_KEY_CITY_NAME_VICTORIA</City>
<City>TXT_KEY_CITY_NAME_LUCKENBACH</City>
<City>TXT_KEY_CITY_NAME_WAXAHACHIE</City>
<City>TXT_KEY_CITY_NAME_FLOWER_MOUND</City>
<City>TXT_KEY_CITY_NAME_SWEETWATER</City>
<City>TXT_KEY_CITY_NAME_LITTLEFIELD</City>
<City>TXT_KEY_CITY_NAME_LUFKIN</City>
<City>TXT_KEY_CITY_NAME_MCALLEN</City>
<City>TXT_KEY_CITY_NAME_PLAINVIEW</City>
<City>TXT_KEY_CITY_NAME_SULPHUR_SPRINGS</City>
<City>TXT_KEY_CITY_NAME_SHINER</City>
<City>TXT_KEY_CITY_NAME_MULESHOE</City>
<City>TXT_KEY_CITY_NAME_KATY</City>
<City>TXT_KEY_CITY_NAME_FRISCO</City>
<City>TXT_KEY_CITY_NAME_TEMPLE</City>
<City>TXT_KEY_CITY_NAME_HEREFORD</City>
<City>TXT_KEY_CITY_NAME_PAMPA</City>
<City>TXT_KEY_CITY_NAME_WASCOM</City>
<City>TXT_KEY_CITY_NAME_CAMPWOOD</City>
<City>TXT_KEY_CITY_NAME_QUANAH</City>


-----Notes to Modmakers-----

Spoiler :

Just unzip this into your MODS directory and load the mod as normal.

To merge this with an existing mod, I've tried to make it as easy as possible.
With the exception of Civ4DiplomacyInfos.xml, all additions to the XML files
are located at the very end of each file, with 5 spaces between the last "vanilla"
entry and the new enteries for Texas. This should make mergine easy for you.
A good file comparer program is your friend in this circumstance.

For the modular version, just create a "Modules" directory in your mod's ASSETS directory, and drop the modular version in there.



-----Version Information-----

Spoiler :

-----v0.5------

- Fixed a very minor bug in the non-Modular version with the Scotland Yard (made small mistake when updating files)

- Cleaned up main directory a little (had an unzipped Modular directory in there AND the Zip... now it's only the zip)

-----v0.4------

- Updated to be compatable with BtS patch 3.13!

- Fixed Flag Decal to show the Lone Star flag.

-----v0.3------

- Adjusted food bonus rate with Cow from 100% to 10%.

-----v0.2------

- Added Modular capabilities.

-----v0.1------

- Initial release.



-----===Credits & Thanks===-----

- Chamaedrys
For his Brown Cavalry skin

- Rabbit, White
For his Stable with Horses building




SCREENSHOTS:

Real picture of Sam Houston (compare with Leaderhead)
Spoiler :
192px-SHouston.jpg


Spoiler :
Texas.jpg


Houston.jpg


Ranch.jpg


Ranger.jpg
 
** UPDATE **

Added Modular capabilities. There is a seperate zip file within the downloadable zip file that contains the fully modular version of the Republic of Texas.


Enjoy!
 
i actually found it earlier using your name

BUT the modular didn't work
the art files didn't work, none of the buttons, none of the pictures

and yes, i did put it in the right place
 
i actually found it earlier using your name

BUT the modular didn't work
the art files didn't work, none of the buttons, none of the pictures

and yes, i did put it in the right place


Take a look at the ArtInfos.xml files. That will show you where they need to go. For example:

Code:
<Civ4ArtDefines xmlns="x-schema:The Republic of Texas_CIV4ArtDefinesSchema.xml">
	<BuildingArtInfos>
		<BuildingArtInfo>
			<Type>ART_DEF_BUILDING_TEXAS_RANCH</Type>
			<LSystem>LSYSTEM_3x3</LSystem>
			<bAnimated>0</bAnimated>
			<fScale>0.8</fScale>
			<fInterfaceScale>0.75</fInterfaceScale>
			[COLOR="Red"]<NIF>Modules/The Republic of Texas/Art/Structures/Buildings/Ranch/Stable.nif</NIF>[/COLOR]
			<KFM/>
			[COLOR="red"]<Button>Modules/The Republic of Texas/Art/Interface/Buttons/Buildings/Ranch.dds</Button>[/COLOR]
		</BuildingArtInfo>
	</BuildingArtInfos>
</Civ4ArtDefines>

If you put the Republic of Texas modular version into somewhere other than "Modules" it won't work, unless you go into the XML files and change all the art files to match where you put them to.

Your file structure should look like this:

Code:
MyMod
|
|-----Assets
          |-----Modules
          |-----Art
          |-----XML
          |-----Python

I may have made an error on where to put the Modular file, if I did then I appologize and I'll fix it. If your directory tree looks like the above and it's still not working... I have no idea. It works just fine for me when I plug it in to several different modpacks. :confused:
 
ok, got it fixed

there was one too many republic of texas folders in there


when i unzipped the modular version and put it in the republic of texas file, i just put that unzipped folder in my mod. but i needed to open that first republic of texas folder and put the next republic of texas folder in there

anyway, it works now, looks good, and thanks
 
ok, got it fixed

there was one too many republic of texas folders in there


when i unzipped the modular version and put it in the republic of texas file, i just put that unzipped folder in my mod. but i needed to open that first republic of texas folder and put the next republic of texas folder in there

anyway, it works now, looks good, and thanks


Glad you got it working. I released a new version you may want to check out (or just fix the affected file). All I did was change the cow bonus from +100% to 10% for the Ranch in CIV4BuildingsInfos.xml. One extra zero makes a BIG difference! :lol:


Maybe I read what you did wrong, but you only need to use either the "standard" version of the mod, or the modular version. No need to use both at the same time.
 
Glad you got it working. I released a new version you may want to check out (or just fix the affected file). All I did was change the cow bonus from +100% to 10% for the Ranch in CIV4BuildingsInfos.xml. One extra zero makes a BIG difference! :lol:


Maybe I read what you did wrong, but you only need to use either the "standard" version of the mod, or the modular version. No need to use both at the same time.

after i unzipped the original, the modular version was in a zipped file in that

so i unzipped the modular version and pulled it out and put it into my mod

however, i needed instead to open that folder and pull the next level folder out, also named "the republic of texas" and put that in



BTW
other people making modular civilizations, THIS would be an excellent example to follow. this is very well laid out, and it's easy to find all the parts.

when i get home from vacation (yes, and i'm sure my wife is thrilled that i'm sitting on vacation in a hotel room doing even this) i'm planning on trying to convert some other civs to a bts modular format, going to use this as the base

good job!

and i will change it, although that +100 could be fun, lol
 
Oh, boy... Texas. Gives me a headache just thinking about it! :crazyeye:

Have you thought about unique National Wonders?
 
Hey, I'm starting to work on an alternate history mod that has the presumption that the Republic of Texas was never annexed by the US and continued on as a soverign nation (as well as California, Oregon, the CSA, etc). I'd love to include this mod in there, and get some help from y'all on making this scenario a reality.

Get info here:
http://forums.civfanatics.com/showthread.php?t=237653
 
for unique wonders consider The Alamo for it's heroic epic, and replace the palace with the Texas State Capitol (largest Capitol building in the United States, taller and has a larger dome than the one in Washington, D.C.

Also, for city names, just some advice
Go with cities more important to the Republic than the State of Texas. Even the defualt names for other civs go in a generally chronological order.
Austin and Houston should be at the top, of course. In my opinion, San Antonio, originally the largest and most influential should be higher than Dallas. Nacogdoches was one of the largest in the early days, making it deserving of a higher placement. And Victoria, Goliad, and Gonzales all played key roles in the Texas Revolution. And Indianola, a major port city in the 1800s, although devastated by two major hurricanes in 1875 and 1876. And speaking of hurricanes, Galveston should be much higher also.

El Paso - 1659, although that's the date for present day Cuidad Juarez, in Mexico
Nacogdoches - 1716, the first designated "town" in Texas by Mexico
Goliad - 1721, site of a Spanish presido and fort, the first actual battle of the Revolution and a victory for the Texans, allowing the Texas to take San Antonio de Bexar, and the site of the Goliad Massacre
Laredo - 1775,
Galveston - 1816, too important to be that far down the list, Texas's first post office, Catholic cathedral, medical school, electric lights, telephone; it was the "New York of the South" until the 1900 hurricane.
Victoria - founded in 1824, and in an alternate histroy where Indianola was not devastated by two major hurricanes in the 1800s, Victoria could have likely been today's Houston.
Dallas - 1841
Gonzales - 1825, the "Lexington of Texas", a major contributor to the defense of the Alamo, although burned by Mexican forces on their way to San Jacinto
Waco - 1838
Corpus Christi - 1839
Plano - 1840s
Indianola - 1846, second largest port in Texas before it's destruction
Fort Worth - 1849
San Angelo - 1867
Mesquite - 1873
Garland - 1874
Arlington - 1876
Lubbock - 1876
Amarillo - 1887, definitely too high on your list
 
Oh wow. this is amazing. :lol:

You could have University Of Texas instead of Oxford, or Football Stadium instead of Colosseum...

Its definitely an interesting concept, I look forward to trying this out. :)

EDIT: Oh, you fixed the food thing, already, cool.
 
for unique wonders consider The Alamo for it's heroic epic, and replace the palace with the Texas State Capitol (largest Capitol building in the United States, taller and has a larger dome than the one in Washington, D.C.

One of these days I'll get around to making Unique Wonders for my History in the Making mod. It's kind of a lowest denominator issue, though. If I'm going to do it, ALL civs will need a unique Wonder.

However, I like the Alamo idea... your suggestion is noted. ;)

Also, for city names, just some advice
Go with cities more important to the Republic than the State of Texas.

I knew diehard historians might object to my method of sequential city naming. I didn't really do it in a chronological order. More like I started off with modern Texas' major (or popular) cities and worked my way down. Occasionally I threw in an off-the-wall Texas town that I either travelled through, or spent time in.

Although the civilization itself is called the "Republic of Texas", the republic itself only lasted, what.... 10 years?

This civ is supposed to represent Texas as a whole, from the Republic days up to the present. So while the cities may not be in chronological order, I did that for a reason.

Even the defualt names for other civs go in a generally chronological order.

Have you looked at the order of American cities yet? Los Angeles before Baltimore? :lol:



Oh wow. this is amazing. :lol:

You could have University Of Texas instead of Oxford, or Football Stadium instead of Colosseum...

Its definitely an interesting concept, I look forward to trying this out. :)

EDIT: Oh, you fixed the food thing, already, cool.


Yeah, Ranches help produce food... but not THAT much! :lol:


The University of Texas is a good idea for replacing Oxford... good call.
 
I only have one small prob. I get an all black flag, even if my placement of the module bit seems fine.

Otherwise, works great for me!
 
I only have one small prob. I get an all black flag, even if my placement of the module bit seems fine.

Otherwise, works great for me!


Damn, thanks for pointing that out! :eek:


I must have forget to update the alpha channel on the flag decal dds file. It's fixed now, see the original post to download the new flag.

Don't forget to go into the CIV4ArtDefines_Civilization.xml file and change the WhiteFlag to a "1" for Texas! :)
 
How come Stephen F Austin isn't a leader? He is called "The Father of Texas" afterall. Judging from his bio, I would have to say the Charismatic and Industrious traits fit Austin best.

Also, shouldn't the unique building be changed to something that doesn't become largely obsolete in the later eras (after mobility when calvary becomes obsolete)? The only other unique building that even remotely goes out of date is the Celtic Dun but even then it still offers a free promotion.

I know I should have probably asked this first, but just what exactly does the ranch offer? I can't find the details for it in either Republic of Texas topic.
 
How come Stephen F Austin isn't a leader? He is called "The Father of Texas" afterall. Judging from his bio, I would have to say the Charismatic and Industrious traits fit Austin best.

Because I couldn't find a decent Leaderhead that looked like Austin. The one I used looks alot like Sam Houston, and I didn't even really modify it.

Besides, Houston was the first President of the Republic, Austin wasn't.

However, if you can make a good 3D LH for Steven Austin, I'd gladly take a look at it and consider using it for a 2nd LH.

Also, shouldn't the unique building be changed to something that doesn't become largely obsolete in the later eras (after mobility when calvary becomes obsolete)? The only other unique building that even remotely goes out of date is the Celtic Dun but even then it still offers a free promotion.

The Ranch is staying. If you want to, you can always remove the ObsoleteTech from the Ranch so that it never expires. I thought I may have done that, maybe I forgot to. Either way, it's simple to adjust.

I know I should have probably asked this first, but just what exactly does the ranch offer? I can't find the details for it in either Republic of Texas topic.

Did you look at the screenshot, or read the Pedia entry for the Ranch? It's a pretty good UB, IMHO.
 
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