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Jamie's Rome 1.3/2.1

Discussion in 'Civ4 - Modpacks' started by j_mie6, Mar 4, 2011.

  1. j_mie6

    j_mie6 Deity

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    Jamie's Rome Mod!
    Jamie's Rome Mod is my own mod which surprise surprise: is about Ancient Rome!

    DOWNLOAD 1.3.2
    DOWNLOAD 2.1(coming eventually!)
    thread for Jamie'sRomeMod (original thread)

    What on earth is Version 1 and 2 all about?!
    Well basically they are both the same and don't be under any illusions that 2 is more recent than 1, it's not. The ONLY different between the 2 is that version 1 (latest version 1.3!) has the picts as the 8th civ where as version 2 (latest version 2.0!) doesn't have the picts and instead has Parthia and the Selucid Empire. So it's up to you whether you choose a more packed east or more packed west!

    Version 2.1 will not be out for a while!


    Whats in it?

    Civilizations
    There are 8 different civilizations in the game which are as follows:
    Rome - Roman Empire - Praetorian (Swordsman)
    Greece - Greek Empire - Phalanx (Spearman)
    Egypt - Egyptian Empire - Egyptian War Chariot (Chariot)
    Carthage - Cathaginian Empire - Punic War Elephant (War Elephant)
    Gaul - Gallic Empire - Woad Warrior (Swordsman)
    Brittania - Brython Empire - Celtic Swordsman (Swordsman)
    Germania - Germanic Empire - Beserker (Axeman)
    The Picts - Pictish Empire - Druid (Axeman) (1.3 only)
    Selucia - Selucid Empire - Phalanx (Spearman) (2.1 only)
    Parthia - Parthian Empire - Catapract (Cavalry) (2.1 only)
    Dacia - Dacian Empire - ? (?) (possible 2.1)

    (the text colour represents their game colour)
    Units
    There are 24 Units in the game and 8 Unique Units (mentioned above):

    Warrior
    Spearman
    Archer
    Swordsman
    Cavalry (Horse Archer)
    Axeman
    Elephant
    Chariot
    Catapult
    Scout
    Explorer
    Galley
    Tririme
    Quintririme
    Settler
    Worker
    Spy
    Workboat
    Advanced Swordsman
    Advanced Spearman
    Advanced Cavalry
    Advanced Archer
    Advanced War Elephant
    Dromo


    Buildings
    There are two added buildings to this mod:

    Shrine - Every civ has a Unique one of these (shown later) they will provide different benfits

    Shipbuilder - An early version of the Drydock provides exp to ships and decreases naval building time

    The great wall has been renamed to Hadrian's Wall

    Traits
    There are 8 new traits, Civ specific, they provide a free promotion for thier civ's units ie: the trait Roman provides all Roman units with the Morale promotion (extra movement)

    Roman - Gives Morale
    Greek - Gives Commando
    Egyptian - Gives City Garrison 1
    Carthaginian - Gives Amphibious
    Gallic - Gives Combat 1
    Celtic - Gives Drill 1
    Germanic - Gives City Raider 1
    Pictish - Gives Formation

    Powers (1.3, 2.1)
    There are powers in this mod which run along side the traits and shrines here they are!

    Roman - -10% maintenance costs
    Greek - Democracy civic available at start
    Egyptian - plains tiles +1 food
    Carthaginian - sea units +1
    Gallic - Cities built on hills receive +10% defence
    Celtic - extra unhappiness for conquorers
    Germanic - -10% war wariness
    Pictish - +1 food from hills in britain


    Religion
    There are 5 religions ingame: Cristianity, Celtic Polytheism, Roman Polytheism, Greek Polytheism and Judaism. cristianity is only able to spread by missionaries when theology is researched! (1.3, 2.1)

    Civics
    Some Civics have been renamed and some have been disabled (authough using wonders the missing Civics from Government and Religion can be obtained! The list of available ones are:

    Despotism
    Monarchy
    Republic (Representation)
    Dictatorship (Police State)
    Democracy (Universal Sufferage)


    Barbarianism
    Beurocracy
    Imperial Service (Nationalism)


    Tribalism
    Slavery
    Caste System


    Decentralization
    Mercantilism
    Free Market
    Independant States (State Property)


    Paganism
    Organized Religion
    Theology
    Pacifism


    Shrines
    The Shrine benifits are out of:
    Happiness
    Health
    Production %age boost
    Experience
    Research boost
    Commerce boost

    Feautures (1.3, 2.1)
    there are 2 new feautres (aside from rebellion, senate(coming soon) and events) these are: Catapult contruction and commandeering
    Catapult contruction is where a swordsman or an advanced swordsman can sit in a forest and build a catapult for some money and the removal of the forest! only in allied territory (forgot whether neutral)
    Comandeering is where a Quintrireme has a chance to take an enemy ship apon victory! Barbarians cannot do this!

    Events/Rebellions(1.3, 2.1)
    There are a few events built into the game such as the macedonian rebellion which are just there for fun really! One of the biggest feautres in the mod is Rebellions where more info can be found within the civlopedias mod concepts page!

    The Map
    The map is set in:
    Spoiler :

    The sea in the top Right is there because if it was land domination becomes almost impossible!

    Languages
    Currently I am only going to make it in English, French and German but I will be working on adding Italian and Spanish. There may be some mistakes in all languages exept English.

    Misc
    The mod has a Classical Cap on it but has the following medieval techs:- Civil Service, Theology and Philosophy. Due to this there is no map trading, which could be considered a good point as it requires more self-exploration!

    The Nile has extra food and commerce around it!

    Construction now gives a movement bonus to roads

    Special Thanks to...
    Pie at (creator of Pie's Ancient Europe) for his help with the artwork and The J (moderator) for telling me how to post this! Also to google for it's language tools :). Asaf and Baldyr have been amazing and have together worked on many of the features present in the mod! Also to Jeff Van Dyck for letting me use his music in the mod! My friend Rob for helping me with translations, Bakuel for his amzing unit work, same for all other unit makers used in this mod. Saibotlieh for helping me to make the great generals and TopSecret for keeping me with an incentive to release this on time!
    More Screenshots on the next post!

    Spoiler :



    Rebellions can happen at any time:



     

    Attached Files:

  2. j_mie6

    j_mie6 Deity

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    More screen shots!

    Roman Units
    Spoiler :

    Greek Units
    Spoiler :

    Brython Units
    Spoiler :

    Egyptian Units
    Spoiler :

    Carthaginian Units
    Spoiler :

    Gallic Units
    Spoiler :

    Iberian Units
    Spoiler :

    Pictish Units
    Spoiler :

    Germanic Units
    Spoiler :


    Iberia doesn't have a settler because they can't build them!

    The units in their respective positions
    WE - SE - WO - SC - EX - JM
    AWE - CRM - RM - GM - CEM - WA
    CA - AX - SP - ASP - SW - ASW
    G - AR - AAR - CHA - CAV - ACAV
    TRI - QUIN - DRO - WAR

    WE = War Elephant
    SE = Settler
    WO = Worker
    SC = Scout
    EX = Explorer
    JM = Jewish Missionary
    AWE = Advanced War Elephant
    CRM = Cristian Missionary
    RM = Roman Missionary
    GM = Greek Missionary
    CEM = Celtic Missionary
    WA = Warrior
    CA = Catapult
    AX = Axeman
    SP= Spearman
    ASP = Advanced Spearman
    SW = Swordsman
    ASW = Advanced Swordsman
    G = Galley
    AR = Archer
    AAR = Advanced Archer
    CHA = Chariot
    CAV = Cavalry
    ACAV = Advanced Cavalry
    TRI = Trireme
    QUIN = Quintrireme
    DRO = Dromo
    WAR = Great General
     

    Attached Files:

  3. j_mie6

    j_mie6 Deity

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    1.3 has been released!!! Be ready for the 1.3.1 patch which will include any fixes needed and a new feature (hopefully)

    Current Problems/Known Problems:
    Germania has no access to iron (good luck clovis :p)
    Catapult Construction

    patch 1.3.1 to include:
    new unit art
    map fix
    egypt unit fix!
     
  4. Dumanios

    Dumanios MLG

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    Some suggestions.

    For Greece and Rome, the Punic Elephant Graphics can be replaced by the Greco-Roman War Elephant, which is essentially the Punic Elephant, but with a Rider that looks Greco-Roman and not Numidian.

    As for the Brythonic, Pict, Gallic and Germanian Prodomois... perhaps you could replace them with the European Horse Archer, or even the default one.

    The Greeks can have the Prodomoi instead of the Roman Horse Archer, the Companian Cavalry instead of the Mounted Spearman guy and the Hypapist instead of the Spearman with Sword early on.
     
  5. j_mie6

    j_mie6 Deity

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    can I have a link to the greco-roman elephant please?

    The use of the prodomoi I agree is odd, if I can find a good early light cavalry then I will replace it. Whould that be the hypast from alexander?

    I will have a look at the companion cav later!

    thanks for the positive feedback!

    EDIT: due to your comments I will be adding several new units skins into the patchs including a new advanced spearman for greece, roman cavalry, and others

    (I am even thinking of adding a skirmisher!)

    Spoiler :
     
  6. Dumanios

    Dumanios MLG

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    The Greco-Roman WE is by default in BTS.

    XML is in spoiler.

    Spoiler :
    <UnitArtInfo>
    <Type>ART_DEF_UNIT_WAR_ELEPHANT_GRECO_ROMAN</Type>
    <Button>,Art/Interface/Buttons/Units/WarElephant.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,7,2</Button>
    <fScale>0.32</fScale>
    <fInterfaceScale>0.6</fInterfaceScale>
    <bActAsLand>0</bActAsLand>
    <bActAsAir>0</bActAsAir>
    <NIF>Art/Units/WarElephant_Greco_Roman/WarElephant_Greco_Roman.nif</NIF>
    <KFM>Art/Units/WarElephant_Greco_Roman/WarElephant_Carthage.kfm</KFM>
    <SHADERNIF>Art/Units/WarElephant_Greco_Roman/WarElephant_Greco_Roman_FX.nif</SHADERNIF>
    <ShadowDef>
    <ShadowNIF>Art/Units/01_UnitShadows/WarElephantShadow.nif</ShadowNIF>
    <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
    <fShadowScale>1.0</fShadowScale>
    </ShadowDef>
    <fBattleDistance>0.45</fBattleDistance>
    <fRangedDeathTime>0.31</fRangedDeathTime>
    <bActAsRanged>0</bActAsRanged>
    <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
    <AudioRunSounds>
    <AudioRunTypeLoop/>
    <AudioRunTypeEnd/>
    </AudioRunSounds>
    </UnitArtInfo>


    And yeah, I'm talkin' about the Hypapist from Alexander.

    As for the units suggestions, I'd go with the idea of the Roman Elephant replacing the Numidian one, and if we're using the Camelphract, perhaps we could add in Parthia.
     
  7. j_mie6

    j_mie6 Deity

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    Thats for the art for parthia's UU (parthia replaces the picts in version 2.1 which is the reason for 2 versions!)

    anyway right now I am about to get to work on updating the art files and fixing the map error!
     
  8. MarkNL

    MarkNL Chieftain

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    Nice, I like Roman mods. I'd like to check this, but it didn't play. After choosing civ, loading it says "you have been defeated" at once. I think I installed the mod files wrong, sice it says to install extract files and place in the Program Files BTS mods folder.
    I can only select the mod folder of documents/my games/etc.
    For some reason I don't have the folders in my Program Files folder, no civ folder at all.
     
  9. j_mie6

    j_mie6 Deity

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    not :my computer/progfiles/2kgames/civ4/civ4/beyond the sword/mods?

    for example mine is:

    C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods
     
  10. j_mie6

    j_mie6 Deity

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    did that work?
     
  11. j_mie6

    j_mie6 Deity

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    patch 1.3.1 is being worked on however when ever we think we have fixed something something new comes up... in the meantime how does everybody feel about a thrid new civ being added to 2.1: Dacia so that in 2.1 there is these factions:
    rome, greece, eygpt, carthage, selucids, parthia, gaul, britain, germania, dacia, iberia (m), greek colonies (m)
     
  12. j_mie6

    j_mie6 Deity

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    finished a new map, including better landscaping and a link on the black sea, I am working on this still and I think we have fixed the bug, just a little more testing to go, then I will work on the map pack for 1.3 (the new map) then work on 2.1 (which will have the new map as default!) the new map will make a dacian civ much more plausable so maybe :p
     
  13. topsecret

    topsecret Believer

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    I can't wait for 2.1 to come out! :D
     
  14. j_mie6

    j_mie6 Deity

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    well first I have to finish the 1.3.1 patch, got new art hopefully, new title art, shortcut button art, a new map has been made but I need to fix it up, and to go with this historical city name locations are being found (like rfc) a few things other than that as touch up and also we have finally fixed catapult contruction!!! So, after that it should be easy for 2.1, thinking of putting in the dacians aswell... sorry it has taken so long!
     
  15. j_mie6

    j_mie6 Deity

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    I am so close now, I have got to fix one python bug with an event and find some more historical names. then a few little touch ups (like stopping snowy forests growing in the south and fixing slave rebellions not at war with anybody) and then I can release!
     
  16. Dumanios

    Dumanios MLG

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    I noticed that you were adding the Seleucids, and they shared a UU with Greece. I've made a Seleucid Empire with a UU, UB, and a bunch of style units.
     
  17. j_mie6

    j_mie6 Deity

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    Thanks I will have a look!
     
  18. j_mie6

    j_mie6 Deity

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    Ok finaly I am uploading 1.3.1!!!!

    I will rename the link at the top of the page to 1.3.1 whe nit is finished....

    Fixes
    Fixed some minor errors
    Slaves rebellions now work properly

    Tweaks
    changed a lot of art (new screenshots will follow)
    Changed the map (pretty much new)
    Changed Augustus Caesars personality (Feedback Required!!!)

    New additions
    Added historical names (more names will be added in next patch)
    a few new events
    New date system
     
  19. j_mie6

    j_mie6 Deity

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    do people think that the map should have ocean in the med/black sea/northsea?
     
  20. topsecret

    topsecret Believer

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    Some.
     

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