Danization (Danish MOD)

Looks to be a really cool mod; I can't wait until its finished!
 
Originally posted by POLM

But lets keep this conversation about the mod and not about langueses ;)

more then ten post where in a different language, I wasn't the first one to mention language, and I did say great mod. which it is, I will look forward to updates to it.
 
Hi Juul,

I'm getting this error when I'm trying to load the game

"Missing entry in "text\pedialcons.txt": ICON_BLDG_Borsen"

I have extracted the files in the scenarios folder in PTW.

It looks like a fun mod, and I'm looking forward to play as Bornholm!!
 
... that's strange... I checked the game before uploading it and I have been working with it a lot the last few days and I have never had that problem. I'd better check if a can find the problem, anyway.
Does anybody else have the same problem?
Maybe you will have to take care of the problem yourself, Latch...

About Bornholm, I have a few ideas for changes:
1: Bornholm should be industrious-religious instead of industrious-commercial (becaus of the Round Churches).
2: Bornholm will get a special tech, which will allow them to build Round Churches (as the only one of the 10 tribes).
 
Hva så der?
En mod om danmark? Det ser jo interresant ud! Skal fluks prøve og komme med nogle kommentarer :D
 
Hey Juul you shoud'nt have Ragnars leaderhead to all tribes...
If you choose 31 civs, then take a danish map, and coler the areas that that civs covers today, and then use it as a leaderhead...
 
It's a great idea but there are two problems:
1: I don't know how to make the big leaderheads that are used on the diplomacy screen. It is some kind of special *.flc file or something like that...
2: I have not yet decided how many (and which) civs should be in the final version - and I don't want to make new leaderheads now if I have to change them again soon... and if I make civs like Læsø or Anholt they will have much worse chances than the others - but if I don't the two islands might never be colonized... maybe I should just make them as some non-playable minor civs...
 
I have been thinking about adding new civs... here is a map of what I think would be good. Any comments before I actually change the mod?
(And sorry, POLM, you're right... Roskilde and København are not too close)
And just a few important notes:
1: The capital of Vestkysten is of course Esbjerg and not Jelling.
2: Some of the names of the countries are a little strange... I will have to think of something better.
Dannewmap.pcx
 
Well, that look much better, even though I think you should maybe delete Mors and make another civ in mith Zealand...
 
I think I will keep Mors in version 0.7. I can always delete it in 0.8, if I find out that there are too many civs in Northern Jylland.

By the way, does anybody know how to remove the Aerial View from my mod? (much easier than actually making it look good).

To Latch: I now know what your problem is. You haven't organized my files in the right way. When the game can't find ICON_BLDG_Borsen it is not because this link isn't in the pediaicons.txt-file, it is simply bacause the file isn't where it is supposed to be (The game looks for the link for Børsen first and doesn't see that the whole file is missing). Anyway, here is a picture that shows how the files should be organized:
(Install guide for version 0.6)
Dan_install.pcx
 
New version uploaded!

Changes in DANIZATION by JuuL
Version 0.6 --> Version 0.7


RULES:
- Number of civs changed from 10 to 31.
- Space Race Victory changed to Welfare State Race Victory.
---Great Wonder: Giningagap Project --> Welfare Reform
---Tech for GW: Space Flight --> Economic Boom
---Government for GW: [none] --> Constitutional Monarchy
---All the Space Ship Parts have been changed, too.
- Diplomatic Victory changed:
---Great Wonder: EuroStateParliament --> Christiansborg
---Tech for GW: Europublic --> Parlamentarism
---Government for GW: Europublic --> Constitutional Monarchy
- Women's Suffrage now requieres Parlamentarism instead of Constitutional Monarchy. You must now be a Constitutional
Monarchy to build the Women's Suffrage.
- New Great Wonders: Amalienborg, Christiansborg, Welfare Reform, Østerlars Rundkirke.
- New Small Wonder: High Court.
- New techs: Economic Boom, Parlamentarism, Renaissance Fleet.
- New Unit: Ruling Lady (female King unit). Male King unit is now weaker.
- Supermarket now requieres Economic Boom and gives a +50% tax output bonus.
- EEC Membership + EU Membership (Small Wonders) are now Great Wonders.
- Rosenborg (SW) is now a Great Wonder.
- Mass Transit (SW) is now a Great Wonder and requieres Robotics instead of Computers.
- Genetics tech + GMO (GW) removed.
- Space Flight tech removed.
- Missile Shield (GW) removed.
- Cannon Towers (BLDG) removed.
- MAERSK now requires Steel instead of Combustion.
- Dannevirke is now not rendered obsolete untill Conscription.
- Pathfinders' movement rate is now 3 instead of 2.
- Building Roads do now not nequire Flint Working.
- Lots of Barbarians added to Sweden and Germany.
- Various corrections made on the map.

GRAPHICS:
- Pediagraphics changed for:
Buildings: Civil Airport, Dannevirke, EEC Membership, EU Membership, Fishing Harbour, the Gold Cost, Mass Transit, MAERSK,
Navy Harbour, Palisades, Saxo's Danmark Chronicle, School Law, Supermarket, Theatre, Trading Harbour, Trankebar,
the Westindian Islands.
Techs: Agriculture, As Believe, EEC, EU.
Resources: Amber, Barley, Pigs, Seal.
Units: Longship.
- Wonder Splash changed for: EEC Membership, EU Membership.
- Graphics changed for techboxes.
- Graphcis changed for luxurires and resources icons in the diplomacy menu.
- Tech Tree Arrows improved.
- A few wonder splashes changed to CivIII standard (in lack of anything better).
- Unnecessary Tech Chooser/Pedia Icons removed to speed up downloading.

TEXT:
- Pediatext added for: PET, Women's Suffrage.
- Pediatext changed for:
Buildings: Brahe's Observatory, Dannevirke, Guldhornene, H. C. Ørsted's Lab, Holberg's Comedies, the Niels Bohr Institute,
the Reformation, Tivoli.
Techs: Coin Making.
- Governments' individual ruler titles changed.
- Minor corrections to various pediatexts.
 
If anybody has any comments, I would like to hear them.

And ideas would be appreciated, too. I will start on the C3C version soon, so I'll need some good suggestions. And I'll be posting some ideas myself (this will give you the chance to stop any bad ideas before it's too late :) )

And could somebody think of a better name for the C3C version? Danization actually sounds a little strange...
I have been thinking about calling it "Gesta Danorum" (Achievements of the Danes), which was the title of Saxo's Chronicle of Danish History (which is a GW in the game). But that sounds quite strange, too...
 
I've DL it the other day, and played a few turns wen i gave up because it took almost a minut (or as long as Test of Time) on my pc...
I will DL it when I get to my other computer (there's much faster:D) in the end of the week, and then I'll make more comments...

BTW it would be cool of you could upload the files in 4 seperate folders called Danization, so that you would'nt have to figure out where to place the files yourself...

Just my 2cents
 
I'll start posting some ideas for the C3C version now:

Idea #1: Colonies: Wonders or Islands?
In the PtW version, Danish colonies (Gold Cost, Greenland etc.) were represented by GWs, which gave a bonus to commerce and ship movement. In the C3C version, this could be changed to actually placing these areas as islands on the edge of the map. These islands could hold special resources, which allowed special buildings – I could make something like the Trapper Camps and Sugar Plantations of the Age of Discovery conquest, which give “Treasure” units that can be brought back to your capital and be transformed into a lot of gold. This will also make Privateer units useful (they just need better ADM stats than the standard Privateers have).
Problem #1: Avoid early settling on colonies. It would look strange if the Vikings settled the West Indian Islands (Virgin Islands).
Solution #1: The colonies will be parted into two categories: Viking and Renaissance colonies. The Viking colonies (Coast of England, Southern Norway, Greenland, Faroe Islands, Eastern German Coast (land of the Wends), Estonia) will be placed on the others side of some Sea, which will not be safe to pass until the discovery of Longfare. The Renaissance colonies (Gold Cost, West Indian Islands) will be placed on the other side of some Ocean, which will not be safe to pass until the discovery of Renaissance Fleet.
Is this a good idea or would it make the game unbalanced or simply bad?
 
Fun idea... but instead of making the ocean unsafe to pass you should make it impassable for early naval units...
 
Idea #2:
There are almost no mines in Danmark. So to make the mod look better, I will change the Mine graphics into a farm-like graphic with a few dark-brownish fields, some trees, a few animals and perhaps even a little barn. And if I a make the standard farms a little greener, it should be easy to see which is which.
The new names will be something like:
Irrigation --> Fields
Mine --> Farm
 
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