Canada Mod - Deluxe Edition

Kamloops and Kelowna hate each other. It's part of our heritage. Our cities fight about everything.

yea, Kelowna is bigger (population) but Kamloops is just better ;) Kelowna isn't larger. Kamloops extends just before Sun peaks and all the way to Nutsford (all considered city limits).

Just for the heck of it:

Kelowna:
Kelowna’s population is now estimated to be 105,000 (the 2001 census estimated 96,235 residents).
http://www.city.kelowna.bc.ca/CM/Page130.aspx
Kelowna encompasses 262 square km

Kamloops:
http://www.city.kamloops.bc.ca/demographics/
City Area: 311 sq km (120 sq m)
Population: 80, 282 (2000)


Kamloops and Kelowna have always been rival cities. Every hockey game has at least 6 fights, every tournament ends in name calling / fights. Heck even our Mayor insults them, and theirs does the same to us. it's a great releationship.
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Is there any plans for this mod to work with the realism mod?
 
Gulio said:
Is there any plans for this mod to work with the realism mod?

To be honest, I haven't really looked at other mods other than a few civ mods. First, I'd like to see this mod be combined with the others out there to give uses a "mega mod" for Civs.

I'd hate to look at the realism mod changes to see what overlaps.
 
Wyz_sub10 said:
Of course. But Kootenay, Cape Breton and Saguenay are composed of places with some parity. That's why they use the region name. But again, these names are also metro names (unlike Saskatchewan or Tennessee).

Technically, it's called Cape Breton Regional Municipality. So if you want to be really accurate, you could do that :p

Wyz_sub10 said:
Chicoutimi-Jonquiere is now known as "Saguenay" by StatsCan. Cape Breton is indeed known as "Cape Breton". Kawarthas should be "Kawartha Lakes", so I'll change that.

Since it is officially known as Saguenay, it would make sense to call it that.

Wyz_sub10 said:
I've done some mixing and matching here - using metros for smaller areas (Cape Breton), but separating metros to get some cities (like Mississauga). Again, not a hill to die on. If people want it hard line, one way or the other, works for me.

I just find it weird having city names that aren't actually cities. I'm too much of a perfectionist when it comes to this. :p

Wyz_sub10 said:
True - they passed Edmonton in metro pop a few years back. I can graciously make this change if it will make you happy. ;)

It will :p
 
I have a ciy suggestion. Fit where you like if at all Fort McMurray. I think you aught to includ the place where a vast proportion of this nation's wealth lies.
 
Wyz_sub10 said:
CANADA MOD - BETA 2

**RENAME FILE FROM ZIP TO RAR AND USE WINRAR**

**UPDATE Nov. 12/05**

Changes in Beta 2

- added Sir John A. MacDonald and Lester B. Pearson (see below)
- added bad_ronald's terrific Canada flag for the unit markers - thanks!
- added Moose Jaw to city list at request
- MOD now loads from 'Mods' directory (but still recommend using CustomAssets)

Civilization
Name: Canada
Techs: Hunting, Fishing
Leaders: William Lyon Mackenzie King, Pierre Trudeau
Unique Unit: Canada Corps
Flag: (current using England)

Leaders
William Lyon Mackenzie King (industrious, organized)
(currently using Roosevelt leaderhead)

Pierre Trudeau (philosophical, organized)
(currently using Alexander leaderhead)

Sir John A. MacDonald (expansive, organized)
(Currently using George Washingtong leaderhead)

Lester B. Pearson (philosophical, creative)
(Currently using - ugh - Napoleon leaderhead)

Unique Unit
Canada Corps (replaces Infantry)
(uses Infantry art)
- 140 cost
- Attack: 20 (same as Infantry)
- Movement: 2
- +25 vs. gunpowder (same as Infantry)
- starts with 'March'

General Notes

- all civ, leaders, unit have Civilopedia entries but no translations (English appears for all languages)
- used TXT_KEYS for everything except city names (because that is a colossal waste of time - Quebec cities use French spellings)
- I cannot do graphics - not at all. For this reason leaderheads, icons and unit art are simply reused icons. I will gladly make the changes if I can get the art.

Again, all comments are welcome but if you disagree with anything, simply let me know. There's no need to tell me how stupid I am because I did this instead of that. ;)

To use, install to your 'Custom Assets' folder.

Sounds like a great mod, but I cannot get it to run, Help!
 
Kelowna is better then kamloops because we have better looking women ;)
 
has there been any luck getting it to work out of the Mods folder? I'm working on a mod myself, and I'm having the same problem with the Canada one as with mine currently, as I can load it through the advanced/mod menu, but the new civ is not available to choose in either custom game or play now

I'm able to get Jecrell's Carthage mod to work fine this way, and I have compared lines of XML to no avail.. I have a feeling I'm missing something blatantly obvious, but thought I would ask if anyone had the Canada mod work when unzipped in to the Mods directory.. I even made an Assets directory under the mod folder and placed the xml and art folders there

I haven't tried the CustomAssets method, because I heard that there were problems with it.. plus the others seem to work in the mods folder.. the whole thing has me quite confused :confused:
 
Tactician Zhao said:
I haven't tried the CustomAssets method, because I heard that there were problems with it.. plus the others seem to work in the mods folder.. the whole thing has me quite confused :confused:

Where would you try if not the CustomAssets folder? My take on it is that CustomAssets is where you put anything you want applied to the game in general, and Mods is where you put things you want to select to play. So far, I've put all of my mods in CustomAssets, because I want them to be applied in general.

Yes, you can have compatibility issues, if you are trying to put multiple mods in. I highly recommend using an inheritance model, as it makes putting multiple mods together much, much easier.

Bh
 
Bhruic said:
Where would you try if not the CustomAssets folder? My take on it is that CustomAssets is where you put anything you want applied to the game in general, and Mods is where you put things you want to select to play. So far, I've put all of my mods in CustomAssets, because I want them to be applied in general.

Yes, you can have compatibility issues, if you are trying to put multiple mods in. I highly recommend using an inheritance model, as it makes putting multiple mods together much, much easier.

Bh

I'm using

\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods\ModName\

I realize it will work applying it directly, but since other mods seem to work in the mods folder that way, I just want to make sure I can get it to do the same before I post it or anything.. because obviously I've done something wrong, or am overlooking something.. the mods directory seems to be what most people are aiming for, but maybe I'm just barking up the wrong tree
 
No, I understand that you are using the Mods folder at this point. But the Mods folder is only for, well, Mods. :) Ie, things that you load by "Load a Mod". I don't think you can put things in there that work without using "Load a Mod". But perhaps I'm mistaken.

Bh
 
Bhruic said:
No, I understand that you are using the Mods folder at this point. But the Mods folder is only for, well, Mods. :) Ie, things that you load by "Load a Mod". I don't think you can put things in there that work without using "Load a Mod". But perhaps I'm mistaken.

Bh

no, you're quite right.. but I am using the load mod function in the menu to load said mods.. so it should work, as it does with the Carthage and Israel mods.. I have all the equivalent files that both of those do, and theyre appropriately named..

I think I just made a typo or something in one of the XML files, so I will have to go over them line-by-line again :crazyeye:
 
as a sidenote, I tried installing the mod into the CustomAssets folder as instructed, and it worked fine.. only now I can't seem to get rid of it.. the leaders still appear in the menu to select when starting a game, only it crashes if it cannot find the art referenced (as I tried removing by deleting all the files I added into the customassets folder).. I can put the art and text back and avoid a crash, but still can't figure out how to get it out, much less made it work via the mods folder :nuke:

perhaps there is some sort of XML cache I need to clear

edit: found the cache,
and got rid of it from there.. sorry about that
 
Tactician Zhao said:
has there been any luck getting it to work out of the Mods folder? I'm working on a mod myself, and I'm having the same problem with the Canada one as with mine currently, as I can load it through the advanced/mod menu, but the new civ is not available to choose in either custom game or play now

You need to clear the cache in your My Games\name\Application Data\Civ4\cache file.

This, I think, is a bug on Firaxis' part - for some reason Mods do not override the cache.

I haven't tried the CustomAssets method, because I heard that there were problems with it.. plus the others seem to work in the mods folder.. the whole thing has me quite confused :confused:

There are no problems with the CustomAssets folder - it's the MODS folder in the MyGames directory that does not work properly (as opposed to the Mods folder in the Firaxis directory).

You can install it to CustomAssets and it won't harm anything. But trying clearing the cache and using the Mods folder. I'm stumped as to why this problem exists with the mod, but I did get it to work after clearing the cache.
 
Tactician Zhao said:
...the mods directory seems to be what most people are aiming for, but maybe I'm just barking up the wrong tree

I agree, but I've yet to get an answer is to why that problem arises. I've compared my mod to the existing mods and to others and I cannot seem to find where the issue is (if one exists). The fact that it works under CustomAssets makes it even more confusing.
 
first off, i have yet to give it a try but i love the concept of your mod and all the things youve done with it so far. thanks :)

now, id like to comment on the trans canada highway you suggested as a wonder.... i dont really know how well this will work, because the real trans canada goes from coast to coast, continuously throughout the country (would seem kinda stupid on an archipeligo map where youre lucky if you have two cities connected by a road, let alone your whole country). i do like the idea of trans-oceanic (cant call it trans-atlantic when the maps are randomly generated) communications as a wonder. i also like the CN tower (although you should add an additional technology in for it, microwave communications, a precursor to radar or something, that allows you to build a mircowave tower in your cities (that replaces existing radio towers, and gives a slight improvement over them, i dont recall what they do exactly or id give an example).
and then theres the nhl. its been kicked around a little as an idea for a wonder, but every seems to think that a collosseum in every city is a bit of a large bonus.... well me question is this: when would the nhl become available? sometime after refridgeration for sure, which if im not mistake is almost 3/4ths of the way into the game, when i typically have a collosseum built in atleast 80% of my cities, so the bonus wouldnt actually be that big on average.

and lastly Wyz_sub10, if you need a reskinner for any units or buildings or anything, my brother would be happy to help, hes been reskinning models for other games for years now and hes gotten really good at it. heck, if you know what program id need to use and how to access the existing models, i could even make you custom models to go with those skins :)

let me know if youre interested (this site allows you to email other users right? or was that a different one?)
 
Wyz_sub10 said:
I agree, but I've yet to get an answer is to why that problem arises. I've compared my mod to the existing mods and to others and I cannot seem to find where the issue is (if one exists). The fact that it works under CustomAssets makes it even more confusing.

I never tried the My Games\Mods, I was trying the Mods directory under the actual game directory, which is where the others worked.. and I finally got mine to work there.. I can't offer any concrete steps of what I did, because I was half asleep and tried so many different things.. I do know that it involved using a single

GameTextInfos_Civname

rather than the three other xml files I had been using in \Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods\ModName\Assets\XML\Text

though I didn't save my old work to compare to what I put in there, the main difference I remember was using the following text, which I didn't have anywhere in the other three files (not sure if the Canada mod has them or not, I was too frustrated to check at this point)
<TEXT>
<Tag>TXT_KEY_LEADER_LEADERNAME</Tag>
<English>Leader Name</English>
<French>Leader Name</French>
<German>Leader Name</German>
<Italian>Leader Name</Italian>
<Spanish>Leader Name</Spanish>
</TEXT>

if that doenst help, I'm sorry for cluttering your thread, but thats the only thing I can remember adding to get it to work the other way
 
oh noes my flag is just pure white any help?
 
Wyz_sub10 said:
CANADA MOD - BETA 2

**RENAME FILE FROM ZIP TO RAR AND USE WINRAR**

**UPDATE Nov. 12/05**

Changes in Beta 2

- added Sir John A. MacDonald and Lester B. Pearson (see below)
- added bad_ronald's terrific Canada flag for the unit markers - thanks!
- added Moose Jaw to city list at request
- MOD now loads from 'Mods' directory (but still recommend using CustomAssets)

Civilization
Name: Canada
Techs: Hunting, Fishing
Leaders: William Lyon Mackenzie King, Pierre Trudeau
Unique Unit: Canada Corps
Flag: (current using England)

Leaders
William Lyon Mackenzie King (industrious, organized)
(currently using Roosevelt leaderhead)

Pierre Trudeau (philosophical, organized)
(currently using Alexander leaderhead)

Sir John A. MacDonald (expansive, organized)
(Currently using George Washingtong leaderhead)

Lester B. Pearson (philosophical, creative)
(Currently using - ugh - Napoleon leaderhead)

Unique Unit
Canada Corps (replaces Infantry)
(uses Infantry art)
- 140 cost
- Attack: 20 (same as Infantry)
- Movement: 2
- +25 vs. gunpowder (same as Infantry)
- starts with 'March'

General Notes

- all civ, leaders, unit have Civilopedia entries but no translations (English appears for all languages)
- used TXT_KEYS for everything except city names (because that is a colossal waste of time - Quebec cities use French spellings)
- I cannot do graphics - not at all. For this reason leaderheads, icons and unit art are simply reused icons. I will gladly make the changes if I can get the art.

Again, all comments are welcome but if you disagree with anything, simply let me know. There's no need to tell me how stupid I am because I did this instead of that. ;)

To use, install to your 'Custom Assets' folder.


just wanted to let you know that the mod is working now. Thanx for your help!!:)
 
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