Decolonization civ pack

Novicenoble

Prince
Joined
Jun 16, 2013
Messages
556
Location
East Asia
Came from previous threads:
http://forums.civfanatics.com/showthread.php?t=532354
http://forums.civfanatics.com/showthread.php?t=529389

This thread is made for the modmodmod that now not a single civ add mod. I already used two threads to discuss about mods, but I am writing one more for unified one. I worry that it might seems like spamming, so I hope, this will not bother you.

This modmodmod adds Australian and Boer civs. Compatible with RFCD v1.12 (SVN 787).

The most recently released version: v1.12.04 (06 Jan 2015)
Download v1.12 (SVN 787) compatible version
Download modified cpp files - for the people who wants to modify the modmodmod further.


Australia:
Spoiler :

Civ4_Screen_Shot1236.jpg

Civ4_Screen_Shot1258.jpg

Civ4_Screen_Shot1240.jpg

Civ4_Screen_Shot1238.jpg



Boer:
Spoiler :
Civ4_Screen_Shot1256.jpg

Civ4_Screen_Shot1183.jpg

Civ4_Screen_Shot1257.jpg

Civ4_Screen_Shot1185.jpg

Civ4_Screen_Shot1186.jpg




Update log:
Spoiler :

- 0.01v (27 Jul 2014)
First workable version uploaded!

- 0.02v (8 Aug 2014)
UU, UB and embassy graphic changes.
Fixed some text errors.

- 0.03v (16 Aug 2014)
Now Australia born in 1788 AD
AI Australia born only if colonizing civilizations' stability is below -10
UHV date limit changed.
New barbarian unit - Rabbit (S1 M2, defense only, cannot capture cities)

- 0.04v (21 Aug 2014)
Now England and Netherlands AI will not settle on the Australia, when Australian Civ is alive.
3rd UHV changed. (Control 25 Forest Preserves by 1980AD -> Be the first to discover Medicine and Refrigeration)
UB changed (Pagan Temple +1:food: per Desert hill tile in city radius -> Custom House. +1:food: per Desert hill tile in city radius, Stores 20% of additional :food: after city growth)
Now Civpedia and info screen shows UB's ability properly.
UP changed (Can build Forest Preserve on Plain Desert -> Mines on the mining resources provide doubled production and commerce increment)
Added Australian Great People's names.

- 0.05v
RFCD 1.12v compatibility test purpose version. Failed.

- 0.06v (10 Oct 2014)
Now compatible with RFCD 1.12v or SVN 787.
Starting tech changed. (Removed physics, added steampower and democracy)
If congress decides to found colony in Australia when the Australian civ is alive, then Australian civ will get that colonization units.
New artwork for Digger unit button art.
New 3D modelling for immigration office building.

--- Australia mod above ---

- 1.12.01v (11 Nov 2014)
New Civ: Boer
Fixed text errors in Australian dynamic civ names.

- 1.12.02v (24 Nov 2014)
Added Papua New Guinea into Australian historical area.
Changed Boer's 2nd UHV to requires 5 gems.
Fixed Australian and Boer embassy text error.
Fixed Boer embassy graphic error.
Changed some texts related with Boer civ.

- 1.12.03v (06 Jan 2015)
Changed some dynamic name texts and conditions.
Added Boer UB graphics.
Changed Australia UU graphics.
Added Boer Great People unique names.

- 1.12.04v (11 Jun 2015)
Quick Fix on 600 AD Scenario AP problem


Art Credits:
Spoiler :



To do list:
Spoiler :

Make Australian UP and UHV
Text Works
Debugging
Unique artwork for Australian UB and UU (If possible with my ability...)
Make/Change into 1788Australia mod.
New UB, UP, UHV.
Adding Great People name.
Convert all works compatible with 1.12
Balancing Boer UHVs.
Looking for Boer UB graphics.
New Australian UU graphics, may be. Link: http://forums.civfanatics.com/downloads.php?do=file&id=15065
Fixing 600AD AP problem.

Keep it compatible with newest RFCD version :)


Looking for new possible civilization. Strong Candidate: Omani empire



Please leave any idea you have that you think it might (or surely ;)) improve this mod. Also please let me know when you have any errors while you playing this mod.


The most recent change: 11 Jun 2015
 
Maybe adding it to the original mod? Australia and south Africa can appear only if there are slots vailable.
 
Sorry but I didn't get what exactly your point is...

If I understood correctly, is the suggestion should go to Leoreth?
 
I still don't understand the spawn date of Australia but it's your mod.

Basically AI Australian civ spawns only when England is very unstable, that means it will often not spawn in 1788 AD unless you play it directly. I have two points about the spawn date.

1. Settlement and pioneering of Australia provided better playing experiments than 1900 AD independence for human players.
2. When human don't play Australian civ, I wanted to give AI (or even human player) early option of granting independence of Australian colonies. So I chose historical date of first English Australia landing.
 
Maybe adding it to the original mod? Australia and south Africa can appear only if there are slots vailable.
Sorry but I didn't get what exactly your point is...

If I understood correctly, is the suggestion should go to Leoreth?
Honestly I'm not sure what this means. I already said that I don't think there are any more slots for new civs available.
 
The Australian timeframe is short, but I prefer it. The only short game is Babylon, having a second one is ok. Alternatively, you can add some turns in 1900-2000 AD, (I think you can add 20 turns between 1900-1940) or even extend the final date to 2050.
 
All in all 48.
 
There isn't any hard limit (although I've heard the engine gets unstable somewhere past 100). It's more about performance considerations.
 
Two questions.
1. Is SVN 787 revision just the basic download for 1.12? I tried it using the basic 1.12 and it would crash while loading the mod.
2. Is it compatible with basic 1.12 savegames?
 
1. Yes. It worked well on my computer.
2. No. It will crash.

I also experienced some crash on this mod, but I experienced similar cases in basic 1.12 and recent SVN games so I cannot sure where the problem is.
 
You probably inherited some of the crashes from the SVN version you started out from.
 
I wonder whether you check the US game save file that I uploaded in bug thread recently. It was not a crash, but game stuck there.

Still, game crash occurs rarely so I am not concerned about it.
 
I did, unfortunately that is a bug I'm unable to fix at the moment :(
 
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