Deus Vult, Crusader Mod Thread (no 56k)

Viscos

Chieftain
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Sep 14, 2009
Messages
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Hello, My name is Tommy (Viscos) and im a game modder sience a fjew years back (normaly shootemup games tho). I Love the Colonization game of Civ 4 (well civ 4 to tho) and i got an idea to make a Holy war mod, were you as a christain army is to capture the holylands from the evil infidels.

Note: Infidels is just a word to give effect and to reflect the thoughts of this era.

Here is the set!

In the year 1095 Pope Urban II called upon all christain soldiers to join a war on the turks whit the promise that all earlyer sins would be forgotten by god.

This is were you come in.

You start whit a fleet of crusaders outside of the coast of outremer, you land and start advancing on a town of your choise, once captured you will be granted indipendence from your king and you will form the Kingdom of Jerusalem, The target in this scenario will be to capture and kill off all enemys, (who will be ALOT stronger then you from the start, but whit a passive mode) Once you have a town or two you will need to start collecting stuff to sell to your former homeland (thus giving you the chance of building up a stronger army) you will also be able to create your own items all togheter however you will still need to recruit men from you home to join the crusade.

Time Era: 1095 to 1291

Things to be done:
Units:
Templar Knights: Done
Hospitaller Knights: Done
Jerusalem Knights: Done

Crusader Longbows: Done
Crusader Spearmen: Done
Jerusalem Spearmen: Done
Jerusalem Longbows: Done

Muslim Knights (Mamuluks): TBA
Muslim Archers: TBA
Muslim Spearmen: TBA

Maybee:
Beduine Riders (like pirates/Rebels): TBA

Buildings:
Muskets - Remove (replace)
Bowmaker - Add (Wood + Iron) [Produces Bows]
Swordsmith - Add (Iron + Coal) [Produces Swords]
Armormaker - Add (Iron + Wood + Coal) [Produces both Sheilds and Armors]
Stone mine - Add (Tools) [Produces Stone]
Stone Fort - Add (Tools + Stone + Wood) [Enables Knights]

Diffrent Yields that ive planned to use in my mod (when i find a good tutorial)
Swords
Spears
Bows
Armor
Stone

Yields that i would remove or change
Muskets - Remove
Cannons - Remove (or change to catapults)
Rum - Change (whines or beer)
Suger - Remove
Tobacco - Remove
Coats - Remove or change to Armor
Cigars - Remove
Trade goods - Remove?

Costs that i would add for the diffrent recruitments
[1 unit does not repricent 1 man, but an army therefor the prices]
1 knight = 1 Nobleman + 100 Armors + 100 Horses + 100 swords + 100 sheilds
1 Templar Knight = 1 Priest (Or munk) + 100 Armors + 100 Horses + 100 swords + 100 sheilds
1 Archer = 1 Townsman (any townsman) + 100 Bows
1 Spearman = 1 Townsman (any townsman) + 100 Spears

Pictures:
Jersualem Knights:
Noble_Knights.JPG

Hospitaller Knights:
Ingame_H_Knight.jpg

Templar Knights:
T_Knight_ingame.jpg

Crusader Archer:
Crus_Longbow_Ingame.jpg
 
Ok so ive done the first crusaders, think im gonna skip the Crusader spearman becouse it will be to much hazzle to put him in and its not worth it (crusaders and jerusalem units have basicly the same stats anyway)

Crusaders_on_the_march.jpg


Fixed all the sheild problems and so i now have the units in game and they are fearsome ;). The indians have already tasted the bitter taste of a sword to the head :P.

Now im gonna look in to changing the wooden walls to stonewalls (was fasion back in the days) then im pulling out the catapult to become wall braker :P and then the muslims i suppose.

Anyone have a trick on how to add new civs to the game? (Adding a Crusader and a Muslim Civ and removing the others)
 
Anyone have a trick on how to add new civs to the game? (Adding a Crusader and a Muslim Civ and removing the others)

CIV4CivilizationInfos.xml contains all the information on all civilizations, including artstyles, unit artstyles, civilization colors, unique units, unique buildings, starting units, starting buildings (in each city), leaders, civilization traits, etc. If you want to add/replace a Europe civilization, you could overwrite CIVILIZATION_ENGLAND with CIVILIZATION_CRUSADERS. However, you would also have to overwrite CIVILIZATION_ENGLAND_EUROPE with CIVILIATION_CRUSADERS_EUROPE (or whatever you want their Europe civ to be) and change a line that defines their "daughter" civilization to be CIVILIZATION_CRUSADERS.

If you're adding a native civ, you can replace, say, CIVILIZATION_AZTEC or another native civilization.

Here is a tutorial on how to add a civilization to vanilla Civilization IV. It's out of date (it doesn't cover Beyond the Sword) and isn't made for Colonization, but it should help you get started.
 
Stole the stone wall from the plantation economy, hope thats all right.

Here is the first ingame shot of a Crusader Longbowman guarding a crusader town.

crusaderville.jpg
 
Manage to create a Civ called "Kingdom of Jerusalem" there "Europe" is called "Papal States" however im thinking of just nameing them "Europe"

Looks stupid when you get the msg "Religious unrest in papal state, blalbabla is avalable at the docks"

Gonna change that to "More people have joined the crusade! #### is avalible at the docks"

Got some issues whit professions which you guys can readabout in an seperate thread (as it will be something more then me are intrested in)

Ive been looking in to the "modular" way of modding, i think it would be easyer but right now i doubt i will go that way.

Planning to start the creation of a new artstyle which will be called "desert" instead of "Europe" or "native" Any help in this would make me happy ;)
 
Manage to create a Civ called "Kingdom of Jerusalem" there "Europe" is called "Papal States" however im thinking of just nameing them "Europe"

Looks stupid when you get the msg "Religious unrest in papal state, blalbabla is avalable at the docks"

Gonna change that to "More people have joined the crusade! #### is avalible at the docks"
Search a phrase "Religious unrest ..." or "... at the docks" in Notepad++.

First one is in CIV4GameText_Colonization.xml:
"Religious unrest in %s1_europe has caused increased emigration. A %s2 is waiting in Europe."

Exchange on your phrase and you will have message you'd like to read.

Second pharse is in CIV4GameText_Colonization_Events.xml:
"A new colonist is waiting at the docks of your motherland looking for religious freedom and passage to the New World. To pick him up, move your ship to the colored area near the edge of the map and click the "Sail to Europe" button."

I guess you know what to do....
 
yeah i am ;).

im looking for my bud to help me create more correct models (losely based on the models ive got now)

Its realy great to play around whit the templars and so on, ive also got all professions to work as they should, now all ive got to do is to limit the professions to sertain trades

Preacher -> H-knight, T-knight and Crus Longbow
Cristian missionary -> same

Statesman (noble) -> Knight and Pikeman, Longbow
All others -> Longbow and Pikeman

When this is done i will start building the muslims, got the basic ideas down for them... they will start just like a native nation (will not have a _europe) they will start whit 10000 bonus points and "borders" turned on so that they will not be able to "push" out of the map. You will always start at the ocean on the left side of the map, the rest of the map will be autogenerated and the muslims will start on the land side, there towns will be called "jerusalem" etc so you will not be able to build those towns yourself, the crusaders will have names like "Crusader fortress" and so on, all Crusader towns will start with a stonewall and basic buildings.

Key elements to win will be.
Stone, Iron, Wood.
Stone and wood to build your towns
Iron to forge in to Armor and weapons (possibly coal will be included 2)
Horses will need to be imported i think?...

well thats were im at now.

// Viscos
 
yeah i am ;).

im looking for my bud to help me create more correct models (losely based on the models ive got now)

Its realy great to play around whit the templars and so on, ive also got all professions to work as they should, now all ive got to do is to limit the professions to sertain trades

Preacher -> H-knight, T-knight and Crus Longbow
Cristian missionary -> same

Statesman (noble) -> Knight and Pikeman, Longbow
All others -> Longbow and Pikeman

When this is done i will start building the muslims, got the basic ideas down for them... they will start just like a native nation (will not have a _europe) they will start whit 10000 bonus points and "borders" turned on so that they will not be able to "push" out of the map. You will always start at the ocean on the left side of the map, the rest of the map will be autogenerated and the muslims will start on the land side, there towns will be called "jerusalem" etc so you will not be able to build those towns yourself, the crusaders will have names like "Crusader fortress" and so on, all Crusader towns will start with a stonewall and basic buildings.

Key elements to win will be.
Stone, Iron, Wood.
Stone and wood to build your towns
Iron to forge in to Armor and weapons (possibly coal will be included 2)
Horses will need to be imported i think?...

well thats were im at now.

// Viscos

K, great. I haven't had a lot of time for coding but I will take a day this week and do that and some of the other things I been putting off and also get some of the things you requested done. K, can't wait to see this mod working!
 
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