Modified Scenarios Workshop

Hello @gapetit .

When you fixed the year number issue of Carolus Invictissimus, did you also edit the Events.txt file? Some events base on "turn=" seems don't work correctly now.

Like this event, I can't see it being triggered. This might be cause by the condition turn=16659, and now the game starts at turn 1 rather than turn 16000+:
Code:
@IF
TURN
turn=16659
@THEN
TEXT
Cortes has entered in Tenochtitlan and conquested the Aztec Empire. Tons of Gold came to
Spain!!!!!!!!!
ENDTEXT
CHANGEMONEY
receiver=Habsburgs
amount=20000
@ENDIF
 
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Hello @gapetit .

When you fixed the year number issue of Carolus Invictissimus, did you also edit the Events.txt file? Some events base on "turn=" seems don't work correctly now.

Like this event, I can't see it being triggered. This might be cause by the condition turn=16659, and now the game starts at turn 1 rather than turn 16000+:
Code:
@IF
TURN
turn=16659
@THEN
TEXT
Cortes has entered in Tenochtitlan and conquested the Aztec Empire. Tons of Gold came to
Spain!!!!!!!!!
ENDTEXT
CHANGEMONEY
receiver=Habsburgs
amount=20000
@ENDIF
😱Noooooo... I had not seen that he had such an exaggerated turn in Evens too, I don't know if that was because of how he had structured the beginning of the turns, but that must be modified from 0 now. The historial date must be autumn 1519. I think that that turn must be subtracted as @Thorvald of Lym did, and I don't know whether to also divide it by three or like I did by adding years with my fingers (and calculator) and checking that it is correct... All the best
 
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I had not seen that he had such an exaggerated turn, I don't know if that was because of how he had structured the beginning of the turns, but that must be modified from 0 now. I think that that turn must be subtracted as @Thorvald of Lym did, and I don't know whether to also divide it by three or like I did by adding years with my fingers and checking that it is correct... To check where the errors are in evens, include @debug in the row next to the beginning, because although the shift is wrong, it does not it generated an evens error, we just wouldn't see it, there has to be something else. At the moment I can't access Civ-2 because I'm not at home, but I hope to check it out as soon as I can. All the best

Thanks for your reply! Take your time.

You must remember that when you change a unit name in Rules you must check that the old name was not in Evens, since you must change it or the game will give an Evens error at the beginning because it does not locate the unit. For now that's what comes to mind. All the best

Yea, I already did that. Events involve unit names work fine now, the only events have problems are those involve “turn=“
 
Thanks for your reply! Take your time.



Yea, I already did that. Events involve unit names work fine now, the only events have problems are those involve “turn=“
I was already changing and deleting my answer because I had mistranslated your question... Your answer was faster...
 
Hello @gapetit .

When you fixed the year number issue of Carolus Invictissimus, did you also edit the Events.txt file? Some events base on "turn=" seems don't work correctly now.

Like this event, I can't see it being triggered. This might be cause by the condition turn=16659, and now the game starts at turn 1 rather than turn 16000+:
Code:
@IF
TURN
turn=16659
@THEN
TEXT
Cortes has entered in Tenochtitlan and conquested the Aztec Empire. Tons of Gold came to
Spain!!!!!!!!!
ENDTEXT
CHANGEMONEY
receiver=Habsburgs
amount=20000
@ENDIF
New changes in conversion 2.1:
I have modified the "Turn=" in Evens following the lessons of @Thorvald of Lym and the division by 3 to start at 16646 (0) deducting the turns 16659 which would be 4 and 16675 which would be the tenth turn. There were only these two dates. I also improved the Terrain1 graphics and also the Swedish flag in Cities. I also took the opportunity to include a link to your extension. All the best
 
I just updated "Carolus Invictissimus Extend" to v4.0, mainly about adapting Gapetit's latest event fixes. Again, it would not break your save game, but the event fixes will only work in a new game.

Changelog compare to v3.0:
Spoiler Changelog v.4 :

65. add unit Mounted Crossbowmen for Independent Nations

66. various graphic adjustments

67. Unit "Albanians" renamed to "Stratioti".

68. Adapt Gapetit's latest event fixes and terrain changes.


Unit preview of current version:
Spoiler Unit Preview v4.0 :

units-preview-png.679423

 
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Today I release "The Age of Philip II - The Time of Thunders Extend" for ToT

The Age of Philip II - The Time of Thunders Extend is a project is to extend the unit list, add new arts and make various improvements to Jesús Balsinde's classic scenario The Age of Philip II - The Time of Thunders.

The Time of Thunders is a scenario focus on the very end of 16th century, an era that very few scenario would explore. Luckily, Fairline make a lot of beautiful unit graphics of this era, and The Time of Thunders scenario gives me a good chance to make full use of them. Technology and unit advance are not important element in the original scenario, I decide to follow this design. So unlike in the Carolus Invictissimus Extend scenario, in this scenario I don't add any new advanced units, but add country variants of units.

Here is a changlog of what has been change compare to gapetit's version released at Oct 14. 2023:
Spoiler Changelog v.1 :

1. Rename units with exact same name to distinguish different units.

2. Add proper unit names in @UNITS_ADVANCED section of Rules.txt (no in game effect, but more convenient for modding)

3. Make all units appear in Civilopedia

4. New graphic for Condottiere

5*. New graphic for Crossbowman

6. New graphic for Armoured Knight

7. Add a English variant of cuirassier, and generic cuirassier isn't available for England now.

8. Add unbuildable unit Yeoman of the Guard for England

9. Add unbuildable unit Garde Francais for France

10. Add unbuildable unit Guardia Real for Spain

11. Add swordsmen type unit for Spain, France and Austria, which replace crossbowmen for these countries

12. New terrain and people arts

13. Turkish can't build Dragoon and Cavalry now

14. Add unbuildable unit Imperial Trabant for Austria

15. Fix knight slot issue by adding a copy of E. Demi-lancer

16. Add variant of Petronel and Dragoon for every major european countries.

17. Reduce roads and irrigation in Austria/Germany/Bohemia region of the map.

18. Various unit stat adjustments


And here is a preview of all unit arts in the scenario:

Spoiler Unit Preview :

thunder-units-preview-png.679792



Credits:
- Original Author: Jesús Balsinde
- ToT Converter: gapetit
- Arts: Fairline, Tanelorn, gapetit, Zwei833
 
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Today I release "The Age of Philip II - The Time of Thunders Extend" for ToT

The Age of Philip II - The Time of Thunders Extend is a project is to extend the unit list, add new arts and make various improvements to Jesús Balsinde's classic scenario The Age of Philip II - The Time of Thunders.

The Time of Thunders is a scenario focus on the very end of 16th century, an era that very few scenario would explore. Luckily, Fairline make a lot of beautiful unit graphics of this era, and The Time of Thunders scenario gives me a good chance to make full use of them. Technology and unit advance are not important element in the original scenario, I decide to follow this design. So unlike in the Carolus Invictissimus Extend scenario, in this scenario I don't add any new advanced units, but add country variants of units.

Here is a changlog of what has been change compare to gapetit's version released at Oct 14. 2023:
Spoiler Changelog v.1 :

1. Rename units with exact same name to distinguish different units.

2. Add proper unit names in @UNITS_ADVANCED section of Rules.txt (no in game effect, but more convenient for modding)

3. Make all units appear in Civilopedia

4. New graphic for Condottiere

5*. New graphic for Crossbowman

6. New graphic for Armoured Knight

7. Add a English variant of cuirassier, and generic cuirassier isn't available for England now.

8. Add unbuildable unit Yeoman of the Guard for England

9. Add unbuildable unit Garde Francais for France

10. Add unbuildable unit Guardia Real for Spain

11. Add swordsmen type unit for Spain, France and Austria, which replace crossbowmen for these countries

12. New terrain and people arts

13. Turkish can't build Dragoon and Cavalry now

14. Add unbuildable unit Imperial Trabant for Austria

15. Fix knight slot issue by adding a copy of E. Demi-lancer

16. Add variant of Petronel and Dragoon for every major european countries.

17. Reduce roads and irrigation in Austria/Germany/Bohemia region of the map.

18. Various unit stat adjustments


And here is a preview of all unit arts in the scenario:

Spoiler Unit Preview :

thunder-units-preview-png.679600



Credits:
- Original Author: Jesús Balsinde
- ToT Converter: gapetit
- Arts: Fairline, Tanelorn, gapetit, Zwei833
:goodjob::clap::clap::clap:
 
Credit where credit is due, I am pretty sure I didn't contribute much, if at all...

The flags of various italian city states (Venice, Parma, etc.) are from one of your unit graphic sheet.
 
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Excellent. "Time of Thunder" was my favorite Jesus Balsinde scenario.
I believe that Of Celts and Iberians is the most complex and finished setting of Jesús Balsinde, but this one always seemed to me to have many possibilities and could historically continue the Carolus of Jesús Fernández. I think that if you enjoyed it years ago with Zwei's new contribution you will love it...
 
I believe that Of Celts and Iberians is the most complex and finished setting of Jesús Balsinde, but this one always seemed to me to have many possibilities and could historically continue the Carolus of Jesús Fernández. I think that if you enjoyed it years ago with Zwei's new contribution you will love it...
Thank you and @zwei833 . You did great with this conversion.

I'm only bothered with its naval side.
English galley ? Spannish restricted galleon ? Only caravels for others ?
 
Thank you and @zwei833 . You did great with this conversion.

I'm only bothered with its naval side.
English galley ? Spannish restricted galleon ? Only caravels for others ?

I didn’t do anything on naval side except rename two units with exact same name. I will take a look on it in next version.

Unfortunately, I don’t have much knowledge on naval warfare. Could you give me some suggestions on how should I modify the naval units of this scenario?
 
Unfortunately, I don’t have much knowledge on naval warfare. Could you give me some suggestions on how should I modify the naval units of this scenario?
Well.

Amha, at the beginning of this scenario, the distinctive ships shall be the galeass for spain and ... nothing for england.

England could begin with carracks, yet said ship should be buildable by all.

One could imagine as spacial unit the venitian galley in addition to the ottoman galley.

Giving england a special late-game unit like "man o war" or "line ship" could be nice.

So, to change

english galley => carrack
gallion => galeass

To abandon

English galley

To add or keep

Caravel -weak fast- for all
Galley -medium medium- (trirem key) for all
Hanse Cog -medium slow- for neutrals
Carrack -medium slow- for all
Venetian galley -medium+ medium- (trirem key) for italian states
Turc galley -medium+ medium- (trirem key) for ottoman
Galeass -strong medium- (trirem key) for spannish
Galion -strong medium- for all with tech
English lineship -strong+ medium- for english with tech

Well... just an opinion :) , the idea beeing reflecting fights between the 3 naval powers in the Mediteranee on one side, and the 2 others in northern sea on the other side, england beggining to shine as a superpower only by the end of this scenario
 
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Well.

Amha, at the beginning of this scenario, the distinctive ships shall be the galeass for spain and ... nothing for england.

England could begin with carracks, yet said ship should be buildable by all.

One could imagine as spacial unit the venitian galley in addition to the ottoman galley.

Giving england a special late-game unit like "man o war" or "line ship" could be nice.

So, to change

english galley => carrack
gallion => galeass

To abandon

English galley

To add or keep

Caravel -weak fast- for all
Galley -medium medium- (trirem key) for all
Hanse Cog -medium slow- for neutrals
Carrack -medium slow- for all
Venetian galley -medium+ medium- (trirem key) for italian states
Turc galley -medium+ medium- (trirem key) for ottoman
Galeass -strong medium- (trirem key) for spannish
Galion -strong medium- for all with tech
English lineship -strong+ medium- for english with tech

Well... just an opinion :) , the idea beeing reflecting fights between the 3 naval powers in the Mediteranee on one side, and the 2 others in northern sea on the other side, england beggining to shine as a superpower only by the end of this scenario

Thanks for your reply.

english galley => carrack; Carrack -medium slow- for all
I believe you mean "War Galley" in game. War Galley is actually not only for England but for England and Dutch in this scenario. I can change the name and graphic of War Galley to Carrack. But I'm not sure that: (1) should I change its stat? (2) should I also give this unit to France, Italian States, Austria and Spain?

Galley -medium medium- (trirem key) for all
Not 100% sure but I might add that

Hanse Cog -medium slow- for neutrals
I will not add this, because Neutral States in this scenario is designed to only have defensive infantry units and won't do any other things. I'm not going to break this design.

Venetian galley -medium+ medium- (trirem key) for italian states
I will add this. Do you think it is ok that it has same stat of Ottoman Galley?

Galeass -strong medium- (trirem key) for spannish
I can rename current Galleon to Galleass. Do you think stat of current Galleon suitable for Galleass? And could you provide some images of Spanish Galleass in this era? When I search on google it returns me a lot image of italian Galleass of earlier era, so I'm not very sure how does Spanish Galleass in this era look like.

Galion -strong medium- for all with tech
I think you mean Galleon? I'm not sure if I should make it a unit unlocked with tech, since from what I have read, Galleon was used since 1550s.

English lineship -strong+ medium- for english with tech
I will add this.
 
Do you think it is ok that it has same stat of Ottoman Galley?
Of course.
I'll leave the reste to your taste ;). My point was the two seas differences (mediterrannean and northern ones) in ship mostly used designs and the lack on avaibility of ships for some factions (eg french with only the ability to have caravels?)

About graphic resources, Fairline I guess is still the reference :
fairline sailing ships ahoy me hearties.png
 
I just updated "The Age of Philip II - The Time of Thunders Extend" to 2.0

Changelog compare to v1.0:
Spoiler Changelog v.2 :


19. Spanish infantry units now use burgundy cross with yellow ground on their graphics.

20. Rename and adjust graphic of a couple of French units. Referance: Costumes militaires français published in 1857.

21. New graphics for Italian units

22. Add tier I. Italian Pikemen

23. Unit crossbowmen is now removed, and replaced by Italian Swordsmen

24. Generic Lancer and Cuirassier are now exclusive for Italian States, with named and graphic change.

25. Add units Highlander, Polish Pikemen and Streltsy Pikemen for Neutral States.

26. Generic unit Halberdier is now removed, and replaced by Pontifical Guard.

27. Edit graphics of various units, to made them look more like late 16th century units rather than 17th century ones.

28. Dragoon units now unlock in Tactic rather than Firearm Design.

29. Rename War Galley to Carrack and change its graphic accordingly, this unit is now also available for France

30. Reduce defense stat of Carrack (originally "War Galley") by one

31. Add Ita. War Galley for Italian States and Austria

32. Add Man-O-War for England, requires tech Theory of Gravity

33. Change graphic of Galleon.


Unit preview of current version:
Spoiler Unit Preview v2.0 :

thunder-units-preview-png.679792



There are two major focus on this update:
First, italian units rework.
Second, navy rework with suggestions from @Dadais . I only implement limited navy rework in this version as you can see in the changelog. This is mainly because of lack of proper Galleass graphic and I'm afraid of breaking the balance of the original scenario too much. Feedback on the navy rework are welcome.
 
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