They are next on my list of mods to include, but I haven't actually started making them yet. Feel free to make them for meHey @1SDAN, have you started working on the Olmecs and the Muisca? I've been thinking I'd like to implement my ideas myself. I'd do it by branching from your mod, since I haven't kept my own mod up to date (and it's probably not played by anyone anyway).
Okay, I'll do the Olmecs. Feel free to share any other ideas about them. Feel free also to work on the Muisca, I'm less enthusiastic about them.They are next on my list of mods to include, but I haven't actually started making them yet. Feel free to make them for me![]()
I also tried the Inuit and they're a really interesting, unique civ!So far the Inuit are a fun and calm game. Not a lot of threats except grizzlies for the first millienium (can we add a polar variety +1 strength lol?). I'm guessing I might start to see some Dog soldiers approaching my Southern Quebec settlement in a couple centuries.
The settle UHV is a much more challenging puzzle than I thought it would be. Most likely achievable but I wasn't really prioritizing it. Apparently I fulfilled work more ocean, coast and lake tiles than any other civ without realising it. I wonder when that happened. Because there is no time requirement theoretically it could happen very quickly. I'm only at 9 of 25 resources for UHV2, you have to expand quite a bit south to fulfill it it seems or into none historic lands in Siberia perhaps.
Dual core on Siberia and Alaska is an interesting choice. I thought it would be more of a problem on the Asia side but even actively exploring Siberia with a scout I only met two Asian civs and only had prolonged contact with Korea which ultimately didn't matter much.
The biggest threat to stability I've encountered is economic. Pretty hard to manage so many cities with very few economic ties and the low research/production rate means that commerce doesn't develop pretty much at all, which is realistic. Playing on the easiest mode it's 1450 and I still haven't even researched currency.
Overall, pretty damn good. Of course I wish the model for dog-sled had actual dogs but that is obviously challenging. Also, if I was going to suggest an addition that would make it feel more authentic it would be a second UU, umiak (requires fur). It would replace the galley but maybe cheaper OR doubles as whale boat (like Polynesia Waka) giving early access to whale for Inuit. I think a second UU is worthwhile as strictly speaking the Inuit are an extremely long game.
EDIT: Also, small bug. We've got a TXT_KEY situation for the Thule era.
EDIT EDIT: Maybe there should be more Arctic based events/disasters to affect what little infrastructure/buildings you manage to build. My understanding is that their entire religious belief was based on a fear of the truly brutal environment around them.
Yes, I found that was a problem too. I think the best bet is to send the settlers with scouts. Scouts are slower because they don't ignore terrain costs but I think they might be slightly faster than regular military units + 100% against animals.The settling UHV is very challenging, though the main challenge seems to be to avoid your dog sleds to be killed by animals on their way east. Is that intended? I don't think there's enough time to use military units to protect them; they're too slow.
Yeah, I think mine only connected culturally after the UHV1 deadline so it wasn't very useful beyond improving expansion stability. I think the "barrier" between Asia and North America should move Southwest and be sea ice or cape if we're going to keep a core city in Siberia.The fact that the Bering Strait is made of ocean tiles means your initial two cities are not connected, and you can't send ships and units from Siberia to North America, which means one of your two initial cities is essentially useless for the UHV and other purposes. Until, presumably, cultural borders expand enough, but that takes a long time. I think the ocean tiles were an artificial way to separate the continents and it would make sense to turn some of them into coast.
Very quick update! For the record, I've only seen bears the entire time so not sure why others are seeing lions and wolves, though wolves are reasonable.New Update:
Improvements and Cities become Forests and Huts upon Mississippian collapse, respectively
Fixed Quadruple Persia and Mississippi collapses
Fixed missing Red Horn Enum
Fixed Inuit Thule TXT_KEY error
On the topic of the Bering Strait, not being able to cross it in time is indeed intended. While I wanted the Inuit to start with 2 settlers to represent their historic origins, I also wanted to focus on their presence in the New World and limit the utility of their old world holdings. In my testing, I found and content that Olyk is useful for stability and research, but little else.
Bears are indeed intended as a threat, I added a scripted spawn in Barbs.py. I even made animals able to enter player territory in Canada, Alaska, and Siberia. Lions... less so. I think it has something to do with how their spawns are handled or something.
If anyone has a Polar Bear texture, I'll happily include them in the Canadian/Alaskan/Siberian barb spawn.
Animals seem to have a random chance to spawn on certain types of features, so there's a chance you might see a lost Lion.Very quick update! For the record, I've only seen bears the entire time so not sure why others are seeing lions and wolves, though wolves are reasonable.
Unless you went out of your way to uninstall "official" mods that came with Beyond the Sword, you should have one in your very own Mods folder already, as Age of Ice uses them.If anyone has a Polar Bear texture, I'll happily include them in the Canadian/Alaskan/Siberian barb spawn.
<UnitArtInfo>
<Type>ART_DEF_UNIT_POLAR_BEAR</Type>
<Button>Art/Interface/Buttons/Units/Bear.dds</Button>
<fScale>0.6</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Fall from Heaven/Polar Bear/Bear.nif</NIF>
<KFM>Art/Units/Bear/Bear.kfm</KFM>
<SHADERNIF>Art/Units/Fall from Heaven/Polar Bear/Bear_FX.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/BearShadow.nif</ShadowNIF>
<ShadowAttachNode>LionBip Spine</ShadowAttachNode>
<fShadowScale>.6</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>
That's... not inaccurate. When I moved my files from my desktop to my laptop a few years back, I deleted all the mods except DoC... I'll see what I can do.Unless you went out of your way to uninstall "official" mods that came with Beyond the Sword, you should have one in your very own Mods folder already, as Age of Ice uses them.
Try checking Beyond the Sword\Mods\FfH Age of Ice\Assets\art\Units\Fall from Heaven\Polar Bear.
For your convenience, here's the relevant entry in Beyond the Sword\Mods\FfH Age of Ice\Assets\xml\art\CIV4ArtDefines_Unit.xml:
Code:<UnitArtInfo> <Type>ART_DEF_UNIT_POLAR_BEAR</Type> <Button>Art/Interface/Buttons/Units/Bear.dds</Button> <fScale>0.6</fScale> <fInterfaceScale>1.0</fInterfaceScale> <bActAsLand>0</bActAsLand> <bActAsAir>0</bActAsAir> <NIF>Art/Units/Fall from Heaven/Polar Bear/Bear.nif</NIF> <KFM>Art/Units/Bear/Bear.kfm</KFM> <SHADERNIF>Art/Units/Fall from Heaven/Polar Bear/Bear_FX.nif</SHADERNIF> <ShadowDef> <ShadowNIF>Art/Units/01_UnitShadows/BearShadow.nif</ShadowNIF> <ShadowAttachNode>LionBip Spine</ShadowAttachNode> <fShadowScale>.6</fShadowScale> </ShadowDef> <fBattleDistance>0.35</fBattleDistance> <fRangedDeathTime>0.31</fRangedDeathTime> <bActAsRanged>0</bActAsRanged> <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound> <AudioRunSounds> <AudioRunTypeLoop/> <AudioRunTypeEnd/> </AudioRunSounds> </UnitArtInfo>
I don't suppose it would be as simple as one of us sending you the files cause I've definitely still got it.That's... not inaccurate. When I moved my files from my desktop to my laptop a few years back, I deleted all the mods except DoC... I'll see what I can do.
That'd be nice. The Assets\art\Units\Fall from Heaven\Polar Bear folder should be all I need.I don't suppose it would be as simple as one of us sending you the files cause I've definitely still got it.
Sent you a message, as the files couldn't be uploaded here. let me know if that works.That'd be nice. The Assets\art\Units\Fall from Heaven\Polar Bear folder should be all I need.
Have you tried packing the folder into a .rar or .zip archive?Sent you a message, as the files couldn't be uploaded here. let me know if that works.
I didn't, just did a google drive. Will try that if drive doesn't work.Have you tried packing the folder into a .rar or .zip archive?
I don't think that the civs need to be added in order of the spawn year. I have added Armenia in my own mod and put its modifiers after Israel, the game could run normally.Precolombian Update Parts 4 and 5.
I was planning for these to be separate updates, but I ended up implementing both of their languages as a single joint language so that the Mississippians don't have a bunch of cities that their UHV requires that their language doesn't have a name for.
New Civ: Mississippi
Leader: Red Horn
Birth: 100 BC at Erie - 1N of Washington.
UP: The Power of Mshi-Ziibi - Extra Commerce along Rivers
UU: Falcon Dancer - Replaces Militia. 3 Strength. +50% Plains Strength.
UB: Effigy Mound - Replaces Park. Available at Leverage. Halved Cost. No Max Latitude.
UHV1: Hopewell Exchange - Control all tiles along the Mississippi River, Ohio River, and Great Lakes by 500 AD
UHV2: Fort Ancient Culture - Build the Serpent Mound and 7 Effigy Mounds by 1070 AD
UHV3: Northern Metropolis - Build a palace and settle 2 great merchants in Cahokia by 1400 AD
Pagan Religion: Midewiwin
Temple: Midewigaan
UPV: Acquire 4 Corn Resources and construct 20 Farms
New Civ: Inuit
Leader: Aua
Birth: 200 BC at Naparyaarmiut (Western Alaska) and Olyk (Eastern Siberia)
UP: The Power of Inuksuk - Trade routes do not require roads. Extra Commerce on coastal city tiles.
UU : Dog Sled - Replaces Settler. Cannot enter Grassland, Plains, Desert, Marsh. Can settle on Ice along coast. Ignores terrain penalties.
UB: Igloo - Replaces Granary. +1 Food, Production on Ice, Tundra.
UHV1: The Dorset - Settle Kivalliq, Kalaallit Nunaat, Qikiqtaaluk, and Nunavik by 900 AD
UHV2: Bounty of the North - Acquire 25 Resources
UHV3: Bladder Festival - Control and work more Ocean, Coast, and Lake tiles than any other civilization
Pagan Religion: Angakkuq
Temple: Qargi
UPV: Acquire and work 3 Crab, Whale, and Fish Resources
Added Native North American Unit and City Artstyle types
New Wonder: Serpent Mound - +1 Merchant Slot from Parks.
New Celtic UP: Additional Culture in new cities. +1 Food on Forests with Chiefdom.
European pigs don't appear until after the scripted Roman v Celtia conquerors event or the collapse/conquest/vassalization of Celtia, whichever comes first
Fixed Mongol conquerors events not occuring. Including the Mughals and Arabia, which are implemented but broken in DoC.
Reimplemented the Wari UP. It's now faster and does not desync.
Fixed various Python Errors.
Disabled Carthaginian respawn as Tunisia until I better understand the respawn mechanics.
It's finally possible for the Scandinavians to control Greenland! Albeit it requires them to conquer it from the Inuit, but they can now control their full extent!
Tweaked the Canadian city control UHV to count Vassals as well.
Fixed misaligned Modifiers (hopefully?)
Added missing UHV Area Names