Native America Mod

There's only 3 words that can describe this game:

Messy,unorganized, and sloppy

I don't even think that Mobilize tested his own mod. The game has a lot of flaws that need to be solved. A couple of units need their INI file name changed and some units needed to be typed into the Pediaicons. I fixed the mistakes my self but,my game kept crashing on me.The mod if you ask me looks great and awesome,now if only Mobilize can organize and playtest it.
 
Admittedly this mod still needs a lot of work, but the patch did take care of a number of those problems. My main issue is that the game is balanced in heavy favor of a few civs with greater numbers of UUs and that the Aztec gunner is strangely weak (personal pet peeve). As for the pediaicons issue, I thought that the patch took care of that (I also think SOG mentioned how to fix things at various points in the thread; should all probably be posted at the beginning or in a new patch). Waiting for the patch, I want to play this lovely mod roar!
 
Originally posted by frekk
If you ever get a chance to read Bernal Diaz' The Discovery and Conquest of Mexico, sailing vessels of some kind are reported in their early contacts with the Maya ... in the first encounter of Cortes' expedition, soon after reaching the coast, Bernal reports:

"On the morning of the 4th of March, we saw ten large canoes, called piraguas, full of Indians from the town, approaching us with oars and sails. The canoes were large ones, made like hollow troughs cleverly cut from single huge logs, and many of them would hold 40 Indians."

(my emphasis)


Also by the late 1700s Haida were making vessels remarkably similar to early Meditteranean galleys, after having observed some European ships in their waters. Here's a model of one:



wad04_1b.gif

So the Haida had entered the Bronze age eh? Interesting. Someone has to make this unit!!!

I'll tell you what guys. After Im done working on Far Horizons, I'll work on a new version of this mod, that will hopefully fix everything. If anyone would like to help in this endeivor, please do so..
 
I'd love to help, but I'm going to be going out of the country for a while. I may have internet access there but then again...anyway, I think I'm going to be going the way of Unexisted for a while, although I'm still around this weekend if you need help with unit names/descriptions and such (not much of a programmer, I'm afraid). :)
 
how come the game crashes when I build a settler when using cherokee but not haida ? tried 2 different games as cherokee with the same eery exit.
 
I can't understand that mourndraken, you'd think that if it crashed on one civ, it would crash on them all.

I've just tried playing as the Cherokee and could build settlers without crashing; I don't know how to answer your query. I'm surprised that no-one else has mentioned this before. Can anyone else help?
 
thanks for the look.beut mod btw
 
went and tried a new cherokee game. when Tahlequah the capital is built, it doesn't prompt about what should be produced during that first initial zoom of the city . the production box is empty. If produce nothing during that initial turn, the game follows normally the next turn. I just loose one turn of production in the city, if on the turn of the build I manually select something like a tribesman to be first, the game crashes when I build a settler. After Tahlequah is built, there is an empty production box. I've attached a screenshot of the initial zoom of Tahlequah. go figure.
 
I haven't downloaded the patches after I uploaded the large file. So there may have been a change I don't know about.

This problem was there when the mod had been passed to me. The tribesman was valued at "0" defence, therefore, the city did not want to build anything - it did not have the ability to build wealth, and it did not know of any units or buildings worth defaulting to. So the build queue was empty. I fixed it by making the tribesman have an defence value of 1. Perhaps the Cherokee have had a unit put in, in one of the patches, that has a defense value of 0, change it to 1. This should fix the build queue issue.
 
Yup, this is a bug in Conquests. There must always be a unit with at least 1 defense available or the game will crash at the point where it tries to prompt the player for what should be built next. I've reported this as a Conquests bug but it seems it hasn't been fixed yet.
 
chief say
in the beginning we produce food for the spirits so that they leave us alone
 
Ok people...here is the deal....I want everyone to list all bugs they have encountered with the LATEST version of the mod, and how you fixed them(if so). I'm going to create the next patch for this mod, which will totally eliminate hopefully 99% of all in game crashes(the other one perchent is human or computer error).

Among other things, the patch will add new units(Such as the Grizzly Warrior) and new UU's for civs that had none or one lackluster one(such as the Dog Sled for the Inuit in addition to their Kyak).

Hopefully I can squeze few new leaderheads out of R8XFT.
 
please change Haida leaderhead. Haida men are BIG people. Haida Gwaii is not a tropical place and there are no palm trees there. Try Cedar or Spruce. The Haida Canoe journeyed far and wide. As raiders Haida were as successful as Vikings. Surrounding nations could only hope to defend themselves since Haida Gwaii stood across the Hecate Straight and was completely unknown.
 
Thats the idea Mourndraken! I'm trying to get R8XFT to make a new Haida leaderhead(With the proper clothing, background, and of coarse, the Haida's trademark hat!), as well as the Haida "Galley"(Check out the main Creation and Customization Forum and add your support)
 
consider cedar to be a resource. found in temperate rainforests and marsh areas. nurtured by by a unique and coincidental microsite, a young sapling grows in the shade of other more dominant species. young samplings dry in direct light. eventually the shallow roots of the cedar, which consumes surface water, and the poison in the wood, causes cedar to dominate the microsite. the value of cedar is imense . resistant to decay, it contains natural kreasode (keasote?). the same black substance you use to treat the burried ends of fence posts. it is a soft wood, somewhat flexable, lightweight, and easy to ignite (because of the kreasote) Uses were for homaking, waterproofing, shipbuilding, totem raising, art crafting, clothing, basket making. it has a very musky but pleasing smell. it is so rare today that it is a ghost tree in all forestry plots and valued above all other species.

consider another. that some structures will decay . totems for instance must be raised again and again. cedar or non cedar totems would have different lifespans. would a nation without forests even raise totems ?

still another. glider unit. there are mesoamerica sites that must be launch pads for something. there are trajectory lines in the desert. art visible only from the sky... Cortez saw Aztec banners crafted from feather. so light they flutter as if blown by wind although there was none. its possible that flight existed in the americas. make the glider an air recon unit . might need a tech and resource ..
 
Sword_Of_Geddon said:
Thats the idea Mourndraken! I'm trying to get R8XFT to make a new Haida leaderhead(With the proper clothing, background, and of coarse, the Haida's trademark hat!), as well as the Haida "Galley"(Check out the main Creation and Customization Forum and add your support)

I doubt whether I'll be doing a Haida leaderhead in the near future. Sorry, but I'm too busy with my other project and work at the moment.
 
I downloaded the Mod yesterday(so I've got the latest version), but couldn't try it out until today. Looks great but here are a few of the issues I've come across so far:

1.)The Lookout Point Great Wonder costs zero shields to build and generates zero cultural. Was this intentional?

2.)The tribesman unit has only one MP, but in the Civilopedia it mentions it should have two.

3.)According to the Civilopedia, writing allows the building of embassies but in my game that wasn't the case. I still haven't been able to build embassies...

4.)The civilopedia entry for the Silent Hunter unit still shows the description of the Zulu Impi. Also, the upgrade to that unit (sorry - I can't remember its name at the moment) shows the description of the Persian Immortal.

5.)My game just crashed. I was playing as the Navajo and it was somtime around 500AD. I wasn't building any Native Archer units, but I assume a neighbor was, because it was a INI file for a Native Archer that the game couldn't find.

Please understand, I'm not complaining - Great job, guys! -these issues are all easily fixed (except maybe the INI thing) and I'll probably fix them on my machine tomorrow. I just thought you'd like to know.

Again, great job! :goodjob:
 
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