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Mod - Pirate Islands

Discussion in 'Civ4 - Modpacks' started by mihaemon, Jul 26, 2006.

  1. mihaemon

    mihaemon Chieftain

    Joined:
    Jun 19, 2006
    Messages:
    12
    This mod includes the following (in a nutshell):

    - A Pirate Empire Civilization
    - Three Pirate Leaders with custom AI
    - A Pirate Leader Trait with custom scripted behavior
    - Three new Naval Promotions with custom scripted behavior (Salvage I, II, III)
    - Two unique units: Pirate Ship (with randomly generated names) and Pirate Raider
    - A short-cut key to transform the map into a tropical jungle paradise on the first turn of the game.

    It is intended to be played with a small-ish ocean heavy map with a number of other civs, to create the feel of colonies in tropical islands.

    Here is the text of the README...
    (I would write something new, but its 5 in the morning! Post any questions, comments, reports, etc. in this thread. Thank you, and enjoy! -- Michael)

    README
    -----------------------------------------------------------------

    The Pirate Islands Mod should be playable with any map and play style, however, it was designed with a certain style of game in mind. Hence, for the most pirate-like gaming experience, its important to set up the game using certain guidelines. Here is an overview:

    1. SELECT A CUSTOM GAME
    2. PLAY AS A PIRATE!
    3. USE THE APCHIPELAGO MAP (any of the three sub-types work well)
    4. PLAY A SMALLER MAP AND CRAM IT WITH A LOT OF CIVILIZATIONS:
    TINY: 4-6 civs
    SMALL: 5-10 civs
    REGULAR: 9-12 civs
    LARGE: 12+ civs
    4: USE SETTING APPROPRIATE LEADERS. RECOMMENDATIONS:
    Pirates: One or Both other Pirates Leaders
    European: Elizabeth, Frederick, Isabella, Louis XIV, Napolean
    Island Natives: Huayan Capan, Mansa Munsa, Montezuma
    New World: Washington
    5. START IN THE ANCIENT ERA (resist the urge to skip ahead)
    6. DISABLE DIPLOMATIC AND SPACE RACE VICTORIES

    ************************************************************************
    7. IMPORTANT! PIRATE YOUR MAP! (SHIFT-P)
    When the game starts and you have found a suitably generated
    map/starting position, be sure to press SHIFT-P. This will
    "pirate" your map, making it a tropical island paradise. This
    action is only available on your starting turn, and has varying
    effects depending on your map's climate:

    TROPICAL: Mostly grasslands and jungles, with a little desert.
    TEMPERATE: More desert, but still rich and green.
    ARID: Mostly desert, with some jungle and grass. (Limited Food!)
    ROCKY: Like temperate but a bit more hilly (+Production, -Food)
    COLD: Snowy jungle islands... Sure, why not?

    Please note that this takes time. The game will appear to freeze.
    Don't touch anything. Just be patient. (Larger maps can take a full
    minute or longer. Huge maps... well... grab a soda).

    To keep the islands nice and green, jungles are no longer chopped
    down when improvements are built. Instead they are build on top
    (or inside) the existing jungle. The exception to this rule
    is the farm, which clear-cuts normally. In addition, since there
    are no forests, lumber mills can be built in jungles instead.

    *************************************************************************

    FINAL NOTES:
    The Pirate Leader Trait and the added Naval Unit Promotions have special
    effects that are not listed in their pop-up help text. To read more about
    these, as well as the unique units, rules, and the Pirate Islands in
    general, be sure to check out the Civpeida on the Pirate Leaders
    or Pirate Empire.

    OTHER THINGS TO TRY:
    I didn't test gameplay under these conditions, but they're bound to be fun
    to try out. Some ideas for experiements:

    - One-City Challange (Lets face it, your a pirate, not a ruler. Hold onto
    your pirate port and burn and pillage the rest of the land!)

    - Later Starting Era - Classical, Medieval, or even Renaissance (This will
    probably help out the AI as much as anything, since they have trouble
    prioritizing units and techs for ocean maps).

    - Try Epic speeds. Esp. with later starting area, such as Medieval.

    - Always War! (You're a pirate. People don't like you. Live with it!)

    - Play a Pirate in a normal Civ style game, without the jungle map and
    with regular map sizes and civilization numbers.

    - MULTIPLAYER: At your own risk! This is untested and I have no idea if
    it will work. The PIRATE-YOUR-MAP feature doesn't use any randomness so it
    should behave the same on all machines, but all players would probably have
    to do it to keep in sync. Other than that, the only thing I can think of
    that might cause problems is the random name generation for pirate ships.
    Each player will probably generate their own name for any ship that they
    or another civ builds. Depending on whether or not names are global or local,
    the last one to kick in will stick, or all the names will be different for
    each player. Either way, I would hope the game would remain playable.

    ****************************************************************************



    DISCLAIMER
    ----------
    This is released free and AS-IS, without any warranty what-so-ever (implied
    or otherwise). I, nor anyone else, other than yourself!, is responsible
    for anything that might happen as a result of installing (or even
    downloading) this software. You may distribute this freely, use parts
    of it in your own mods, alter it, whatever. Go wild. The only requirement
    to do so is to credit me and any other contributers to your work.


    CREDITS
    -------

    Thanks to Sid Meier and the Civilization 4 team for making the game, and
    giving us the XML and Python bindings.

    Thanks to CivFanatics.com staff, members, and community for the great forums
    and modding resources.

    Also thanks to Stephen over at www.seventhsanctum.com for the random pirate
    ship name generator. It added a very fun feature to the game!

    Have fun!

    -- Michael
     

    Attached Files:

  2. Duke van Frost

    Duke van Frost Lunatic Killer Robot

    Joined:
    Jan 24, 2006
    Messages:
    770
    Location:
    Darmstadt, Germany
    Haarrrr!

    This sounds like a real good fun-thing to play. I´ll definitely give it a try :goodjob:
     
  3. woodelf

    woodelf Bard

    Joined:
    Jun 12, 2003
    Messages:
    15,036
    Location:
    Gallery
    Interesting. Very nice potential.
     
  4. TheLopez

    TheLopez Chieftain

    Joined:
    Jan 16, 2006
    Messages:
    2,525
    Location:
    Oregon
    Can we get some screenshots?

    :goodjob:
     
  5. Hadrean

    Hadrean Hi, how are you?

    Joined:
    May 29, 2006
    Messages:
    948
    Location:
    San Diego, CA
    I need some or I'm not going to download it.
     
  6. darkedone02

    darkedone02 The Suggestor

    Joined:
    Mar 9, 2006
    Messages:
    1,728
    Location:
    Louisville, Kentucky
    hey, phony! where is the pirate civilization, i don't see it in the selection box! how come you did not make a pirate map in the first place? I don't see anything unique about this game at all. I upload it, and what do i see? normal civilization 4 game, i don't see a pirates civilization, nor it's not in the civilopedia.

    I got to tell you this, this so called "mod" need some serious amount of work, and i suggest that this sould be beta cause you did not put almost anything in this mod but traits and infomation. I suggest that you work this mod, place in a pirate civilization with unique features and such, add some unique things that other people did not make.

    in other words, add this:
    -A Pirate Civilization
    -Sanario map of the nations and pirates and so forth.
    -Custom Tech tree
    -Pirate Music to listen to around the ages
    -Unique Units for each civilization
    -put that pirate name generation in the game instead of us putting it in

    If you add these stuff in, then this is a cool mod then a regular copy of civilization 4!

    Moderator Action: Flaming - warned.
    Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
     
  7. Sisonpyh

    Sisonpyh Chieftain

    Joined:
    Nov 18, 2005
    Messages:
    435
    Maybe you should do this:

    - Stop being a jerk
    Moderator Action: Flaming - warned
    Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
    - Learn how to extract a mod to the right folder

    To the OP:

    This has tons of potential. I would love to see the 'Ransom a City' feature from the Vikings Warlords scenrio added in the future. Seems that would quite fitting.
     
  8. surferjmb7

    surferjmb7 Chieftain

    Joined:
    Nov 27, 2005
    Messages:
    29
    i extracted the mod and checked . it is in mods folder. when it loads it sayes (on top) pirate island mod BUUTT- there aint no pirates 1. SELECT A CUSTOM GAME ya ok did it 2. PLAY AS A PIRATE! cant find none!! played anyway. :crazyeye: seems the game plays like a fast mod and all i get from shiftP is a map ping:eek:sounds like a great mod . dont know whats wrong
     
  9. darkedone02

    darkedone02 The Suggestor

    Joined:
    Mar 9, 2006
    Messages:
    1,728
    Location:
    Louisville, Kentucky
    exactly, that what i am saying, plus me adding suggestions. oh, and i'm not trying to be a jerk, and i did place it on the right place, like i always do on every mod that i installed in.
     
  10. Storander

    Storander Chieftain

    Joined:
    Jul 18, 2006
    Messages:
    6
    Great mod mihaemon!:goodjob:
    I had no problems playing as a pirate civilization... Are you sure you have "Pirate Islands" folder extracted into your "Mods" folder? Make sure the folder under the mod's is assets. The first time I extracted it I accidentally extracted the folder "Civ4Mod_Pirate Islands" and not "Pirate Islands" and my game was just vanilla. A simple mistake and simple to fix.:)
     
  11. darkedone02

    darkedone02 The Suggestor

    Joined:
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    Messages:
    1,728
    Location:
    Louisville, Kentucky
    ah... i do hate it when that happens, you someone puts in a rar file that contains the mod, and when you play it it won't show anything, then i found out that the main mod itself is in the mod folder.... bah...
     
  12. surferjmb7

    surferjmb7 Chieftain

    Joined:
    Nov 27, 2005
    Messages:
    29
    :crazyeye: got it in now thanks:goodjob: gonna play:eek:
     
  13. mihaemon

    mihaemon Chieftain

    Joined:
    Jun 19, 2006
    Messages:
    12
    surferjmb7:
    glad the folder issue got straightened out. I hope its working for you now.

    Storander:
    thanks for helping with that

    darkedone02:
    next time, please give due diligence before blasting me and my mod. if you load up a mod and nothing shows, chances are it isn't loading right, and that the author didn't waste your time by uploading an empty file. please show some respect for the hours I put into building something fun for you to play with.

    Sisonpyh:
    thanks!

    TheLopez, Hadrean:
    yeah, I can throw up some screen shots. I didn't techinically add anything graphical to the game, but the maps still carry a lot of the pirate vibe when they are all island-y and jungle-ised, and full of black bannered ships. So, I'll see what I can do.
     
  14. ruffriders23

    ruffriders23 Chieftain

    Joined:
    Jun 6, 2006
    Messages:
    399
    I downloaded and tried the mod out. It has some potential. I like the gameplay, maybe just some tweaks here and there to add some depth to the civs.
     
  15. surferjmb7

    surferjmb7 Chieftain

    Joined:
    Nov 27, 2005
    Messages:
    29
    :goodjob: hey this is neat .KILL EM ALL!! THANKS
     
  16. Duke van Frost

    Duke van Frost Lunatic Killer Robot

    Joined:
    Jan 24, 2006
    Messages:
    770
    Location:
    Darmstadt, Germany
    I got an idea that would really add to this mod, but don´t know if you´re able to do it (should certainly be possible via python or sdk stuff).

    How about something like extra goody-huts that are treasures? These could be only visable for certain units (scouts, explorers and a new unit: the treasure-hunters). Only the treasure-hunter units should be able to "pop" them and they are supposed to give a huge amount of gold.

    I think such a thing would surely add something to the pirate-flavour.

    If you´re interested in this stuff, I could easily make a "treasure" for you (the gfx, that is).
     
  17. Aeon221

    Aeon221 Lord of the Cheese Helmet

    Joined:
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    Messages:
    1,900
    Location:
    Hiding from the Afro-Eurasians
    Very professional readme. Does this mod require Warlords?
     
  18. mihaemon

    mihaemon Chieftain

    Joined:
    Jun 19, 2006
    Messages:
    12
    Duke van Frost:
    thats a cool idea and should be doable.
    I will add it to my list of features to incorporate into the next version.

    Aeon221:
    thanks. and no, it does not require warlords. In fact, I'm not sure if it will work with warlords (probably not, or at least new civs/features will disappear) since the XML is based of the original game. Timing of release was kind of poor for this considering warlords just came out.
     
  19. panomar

    panomar Chieftain

    Joined:
    Jun 17, 2006
    Messages:
    3
    i may be the biggest idiot in the world but i have tried everything but can't seem to play as a pirate...obviously i am doing something wrong but i just don't know what...someone please help.
     
  20. panomar

    panomar Chieftain

    Joined:
    Jun 17, 2006
    Messages:
    3
    figured it out finally..thanks.
     

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