European Middle Ages Mod Resurrection

What are you using to view them? I have DDS Converter 2, but whenever I click on one of the flags, it automatically closes the program.

Go to http://www.irfanview.com/ and download Irfanview 3.99. It's free.

Also grab the plugins zip file. The link for the executable version doesn't work.

After you install the program, dump the contents of the zip file into the Plugins folder of the app.

Should work fine.
 
@Craig, Thank you for bringing the 0 Christian Relics to my attention - I fixed my XML error. :blush: If anyone play-testing at home would like to fix their file, here is the correction:

Spoiler :

CIV4BuildingInfos.xml
line 5024 - integer value should be 1 instead of 0

Code:
<BuildingInfo>
	<BuildingClass>BUILDINGCLASS_THREE_KINGS</BuildingClass>
	<Type>BUILDING_THREE_KINGS</Type>
        ...
	<ProductionTraits/>
	<PowerBonus>NONE</PowerBonus>
	<FreeBonus>BONUS_RELIC</FreeBonus>
	[B]<iNumFreeBonuses>1</iNumFreeBonuses>[/B]
	<FreeBuilding>NONE</FreeBuilding>
        ...

-Laina
 
Re: Diplomacy Music:

Great, I'm looking forward to working on this. I will call for suggestions when I'm ready to start.

I agree with Drtad that it would be nice to package the diplomacy music with the mod, however, I think Head Serf makes a valid point regarding download size. Now that my parents are on DSL, I tend to forget that dial-up still exists, :)

Once the files are created, perhaps we can choose to package some sounds/music with the basic mod if they do not add to many bytes to the download. For instance, I think any new religious themes (event sounds, rather than soundtrack) should be packaged with the basic mod.

Oh, I have an idea! We can set up two Audio defines - one that comes with the basic mod, and uses basic existing vanilla music for diplomacy, (wardrums, etc.) and another that is downloaded with the soundtrack, (which replaces the basic mod audio defines), and refers to the tracks available with the download! This way we'd accomplish both goals at once - diplomacy music instead of dead silence, but no new download bytes. Eh?

-Laina
 
@Broken Hawk, re: Eragon:

As an avid bookworm, I have to say that the writing is not that great. However, if you can sort of back up from the writing and just appreciate the spirit of the storyline, I think you will find it an enjoyable read. I found the second book (Eldest) an improvement over the first book, (Eragon) and would recommend you read them both before forming your opinion, :)

-L
 
Head Serf...

I'd mentioned before about the Cog graphic. I'm not certain whether it's my set up or if something is wrong with the implementation of the unit. Here are some screenies of a Cog and Caravel and a Galleass and Galleon. As I'd thought that you had gathered new animations for these units, I suspected something has gone wrong putting them in. Let me know if it's just me, or is there a bug.
 

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  • Ship Screenie.jpg
    Ship Screenie.jpg
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I've thought up another idea that may be of benefit to scenario makers... its implementation require no additional graphics, just adding to the unit and building XML files, as far as I know...

As a scenario maker, I often wish I could get the barbarians to produce some of the nifty units that are associated with the many Civs included in the mod. For instance, if I have Barbarians in the land now known as Scotland, I wish they'd produce highlanders. In the same scenario, however, I want my Barbarian cities in Saxony to produce Fyrdman units.

I've though of how this might be done without using up a Civ slot (of the 19 possible) for individual barbarian civilizations.

Here is how it could be done...

First, a building must be created for each potential barbarian civilization... call it a Cultural Centre. So there would be a Scottish Cultural Centre, a Saxon Cultural Centre, and so forth. This building would be unbuildable, even by barbarians (I'm certain there are ways to do this). It would only be placed by scenario makers in cities that would have that culture. So Inverness, for instance, would have a Scottish Cultural Centre placed in it by a scenario maker, while Bremen might have a Saxon Cultural Centre. No graphic would be necessary.

Next, an alternate unit would have to be created for each UU (excepting ships as I don't believe they are produced in cities). For instance, a Barbarian Highlander would be created, and a Barbarian Fyrdman would be created. They would use the same graphics as the usual UUs. I'd remove resource requirements, though. And possibily even tech requirements. These would be Barbarian UU's replacing the normal units.

Finally, I would make each Barbarian UU require the proper Cultural Centre in a city to be built. For instance, the Barbarian Highlander would require a Scottish Cultural Centre, while the Barbarian Fyrdman would need the Saxon Cultural Centre.

What ought to happen then, is that when a Barbarian city is set to produce a swordsman, if there were no Cultural Centre, it would go ahead and produce one, however, if there were a Cultural Centre, and the Barbarian UU for that Cultural Centre were a swordsman type, then that UU rather than the swordsman, would be produced.

And that is how my Barbarians would produce Highlanders in Scotland.

Some thoughts...

-Civs with just ship UUs would not need this to be done.
-Cultural Centres could be made capturable, in which case, the units may be producable by the capturing Civ. I don't like this idea, but it is doable, I believe. Generally, I think that Cultural Centres should be destroyed on capture of the city.

So, any thoughts? Worthwhile to do, or just window-dressing?
 
I don't know how much programming would be involved but such a concept would add to the authenticity of the MOD. It would also be great if barb cities would spawn in their geographically correct location.
 
Not too much programming, I think, but a lot of copying and pasting in XML. I'd test it out on one Barb Civ, for example the Scots, and see if a Scot city would spawn Highlanders as opposed to a generic Barb city spawning Swordsman.

To do that, one building, Scottish Cultural Centre, would need to be created in XML for buildings. One unit, Barbarian Highlander, would have to be created in XML for units. Graphics for the unit are already from the Scottish UU Highlander.

This idea does not work with spawned cities... only those placed by scenario builders.

Cities spawning in designated areas is very map dependant. I'm not certain if it can be made flexible enough to adjust to every map... and I'm certain it would take some Python, and maybe SDK programming. A lot of work for something that is very dependant on the map...
 
Re: Barbarian Cultural Centers:

I like when the Barbarians have a lot of space to themselves and start acting like a minor civ. I once had a game where Barbs were had a whole continent to themselves, and they were building wonders and everything! By time Astronomy allowed the other civs to get to Barb Island, nobody could defeat them - there were too many of them. Each civ kept trying to settle a new city, but it would get overrun in about 5 turns. It was great, ruins everywhere! :) I think giving the barbs access to their neighbor's UUs helps level the playing field, considering Barbs can't trade or ally.

There actually is a lot of coding when you think about adding barb UUs and unique buildings (UB) for almost every civ. However, it's all easy coding:

UnitInfos for the Barb versions of the UUs
BuildingInfos for the Cultural Centers
CivilizationInfos to add the Barb UUs and the UBs
and of course related art defines, text, strategy and pedia entries.

As the Cultural Center will only be available for scenarios, maybe we can come up with another way to give the barbs some advantages in our mod? For instance, we could create a "Barbarian" a leader trait, and then give it some double speed bonuses? (More simply, perhaps we could give the Barb leader the "aggressive" trait?) And, I think a Barb UB would be a good idea - maybe it can be a combination of barracks and armoury? (Accelerated military production and free XP). Finally, I think a Barb UU or two are also in order.

-L
 
You can give a civ an unbuildable, unique tech either in the civ4civilizationinfos.xml file or in the WBS file, then have that tech as a prerequisite for a slew of buildings that give bonuses.
 
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