henryMCVII
Warlord
- Joined
- Apr 29, 2008
- Messages
- 237
I was seraching CFC for some pure medieval BtS Mods, but I did not find something. What I found is for Warlords or even Vanilla, but BtS Mods are missing. So I decided to play around with BtS Charlemagne Mod a bit. I did it just for my own pleasure, but now its getting bigger and bigger. Well, not really big, but harder to handle, since im pretty new in modding so even small changes are still a hard job to me.
Does it make sense to load it up here and work in a team to ... improve it a bit? I love some things in FFH (but its much to complicated for me). So i hope noone will complain about im using some stuff out of it. Maybe one day this mod will be a strongly reduced medival version of FFH... hwo knows? Since there are no medieval mods, I am afraid most Civ4 BtS players are not interested in such just ... pimped medieval Mod. Anyway, here is my basic plan:
And here is, what i did so far:
What did I do?
##########
I started with changing some naval things, becouse I did find some very nice looking units here on CFC and I was courious, how they will look in Civ. That was the start. But not only navy things, I allready touched some land related things as well. Some ideas and Artwork are stolen from FFH2, hope no one will hate me for this
Changings
#########
- become HRE will no longer finish the game, it is just a flavourish feature now (good? bad?)
- Papal Pikemen has reduced strengt. its 6 now (was 8 before).
- changed some units names and/or animations (just flavour)
- galley renamed to Longboat
- new unit animation for unit Caravel
- new model for palace
- changed tech prequ. for Caravel (is Astronomy now)
- changed terrain movement cost of Coast to 2
- changed movement of Galley (now Longboat) to 4 -> leads to 2 movement on coast
- changed Trireme to ignore terrain movement cost
- changed terrain stats of Snow to -50% defense, no city founding on snow
- changed terrain stats of Desert to -25% defense, founding Cities in desert need fresh water
- changed improvement Fort, renamed to Outpost, reduced stats, but outpost can grow to (new improvement) fort
New Stuff
########
# filled the long gap between Sailing and Astronomy with some new ship units i fell in love with here on CFC:
- added unit War Galley
- added unit early Transport
- added unit Cog (christian players only)
- added unit Dhau (islam players only)
- added unit Holk (christian players only)
- added unit Great Dhau (islam players only)
- added unit Carrack
- added new Unit Templar Knights
- added new Tech Navigation
- added new Improvement Fort
- added new Improvement Citadell
- added new Improvement Ancient Tower
- added new Ressource Beer
- added new Ressource Textiles
- added new Ressource Leather Ware
- added new Nat. Wonder Brewers Guild
- added new Nat. Wonder Saddlers Guild
- added new Nat. Wonder Tailors Guild
- added new Wonder Merchants Guild
- added new Wonder Order of Kinghts
Some new Terrains added, but dont work for now.
Version 0.01 aviable for Download, but - its not working, its just becouse I need some help. Got CTD becouse of .... Pagan buildings I guess. Anyway I couldnt find my mistake.
Changings
#########
- become HRE will again finish the game, but its much harder to reach (good? bad?)
- changed some more names and/or animations (just flavour)
New Stuff
########
- adding new animations for existing units (Swordsmen, Bowmen ...) - failed + removed
- added new unit Pagan Missinary *failed*
please help - check DL-File
- added new Ressource Parchament
- added new Building Tavern
- added new Building Herbalist
- added new Building Parchament Maker
- added new Building Pagan Temple *failed*
please help - check DL-File
- added new Building Pagan Catherdrale *failed*
please help - check DL-File
- added new Building Pagan Monastery*failed*
please help - check DL-File
- added new Building Pagan Shrine *failed*
please help - check DL-File
- added new Religion "Paganism" *failed*
please help - check DL-File
- added new Terrain Marsh (just for premade maps)
- added new Terrian Large River (just for premade maps)
Here is the File (4,5 MB) ==>> http://forums.civfanatics.com/downloads.php?do=file&id=13696
Any help or even comment still would be welcome.
Does it make sense to load it up here and work in a team to ... improve it a bit? I love some things in FFH (but its much to complicated for me). So i hope noone will complain about im using some stuff out of it. Maybe one day this mod will be a strongly reduced medival version of FFH... hwo knows? Since there are no medieval mods, I am afraid most Civ4 BtS players are not interested in such just ... pimped medieval Mod. Anyway, here is my basic plan:
Spoiler :
Pimped Charlemagne
The Plan
######
My Goal is... hmm... more flavorish medieval and longer lasting gameplay.
# I would be glad, if there would be a third religion - Paganism/Nature Cult or how ever it should be named. This is, what the non christian Civs should start with, so spreading the Christian Religion will be much harder I hope. I know this planed Religion is not touched in python scenario events, and I don't know how to add this there/if it is necessary. Maybe its working without beeing in event, meaning in Player thems then something like ... Beeing Paganic is evil, but not THAT evil then beeing Islamic is to the Pope.
#Not sure as well about having more playable Civs. Making Arabs, Byzantine and these non christian Civs playable is not that hard, balance them will be much harder I think. Maybe adding some more later one, but for the first step we could go with that.
Thats all so far, and new Buildings (Techs) and Stuff of cource for longer lasting game play. Any other ideas?
The Plan
######
My Goal is... hmm... more flavorish medieval and longer lasting gameplay.
# I would be glad, if there would be a third religion - Paganism/Nature Cult or how ever it should be named. This is, what the non christian Civs should start with, so spreading the Christian Religion will be much harder I hope. I know this planed Religion is not touched in python scenario events, and I don't know how to add this there/if it is necessary. Maybe its working without beeing in event, meaning in Player thems then something like ... Beeing Paganic is evil, but not THAT evil then beeing Islamic is to the Pope.
#Not sure as well about having more playable Civs. Making Arabs, Byzantine and these non christian Civs playable is not that hard, balance them will be much harder I think. Maybe adding some more later one, but for the first step we could go with that.
Thats all so far, and new Buildings (Techs) and Stuff of cource for longer lasting game play. Any other ideas?
And here is, what i did so far:
Spoiler :
What did I do?
##########
I started with changing some naval things, becouse I did find some very nice looking units here on CFC and I was courious, how they will look in Civ. That was the start. But not only navy things, I allready touched some land related things as well. Some ideas and Artwork are stolen from FFH2, hope no one will hate me for this

Changings
#########
- become HRE will no longer finish the game, it is just a flavourish feature now (good? bad?)
- Papal Pikemen has reduced strengt. its 6 now (was 8 before).
- changed some units names and/or animations (just flavour)
- galley renamed to Longboat
- new unit animation for unit Caravel
- new model for palace
- changed tech prequ. for Caravel (is Astronomy now)
- changed terrain movement cost of Coast to 2
- changed movement of Galley (now Longboat) to 4 -> leads to 2 movement on coast
- changed Trireme to ignore terrain movement cost
- changed terrain stats of Snow to -50% defense, no city founding on snow
- changed terrain stats of Desert to -25% defense, founding Cities in desert need fresh water
- changed improvement Fort, renamed to Outpost, reduced stats, but outpost can grow to (new improvement) fort
New Stuff
########
# filled the long gap between Sailing and Astronomy with some new ship units i fell in love with here on CFC:
- added unit War Galley
- added unit early Transport
- added unit Cog (christian players only)
- added unit Dhau (islam players only)
- added unit Holk (christian players only)
- added unit Great Dhau (islam players only)
- added unit Carrack
- added new Unit Templar Knights
- added new Tech Navigation
- added new Improvement Fort
- added new Improvement Citadell
- added new Improvement Ancient Tower
- added new Ressource Beer

- added new Ressource Textiles
- added new Ressource Leather Ware
- added new Nat. Wonder Brewers Guild
- added new Nat. Wonder Saddlers Guild
- added new Nat. Wonder Tailors Guild
- added new Wonder Merchants Guild
- added new Wonder Order of Kinghts
Some new Terrains added, but dont work for now.
Version 0.01 aviable for Download, but - its not working, its just becouse I need some help. Got CTD becouse of .... Pagan buildings I guess. Anyway I couldnt find my mistake.
Spoiler :
Changings
#########
- become HRE will again finish the game, but its much harder to reach (good? bad?)
- changed some more names and/or animations (just flavour)
New Stuff
########
- adding new animations for existing units (Swordsmen, Bowmen ...) - failed + removed
- added new unit Pagan Missinary *failed*

- added new Ressource Parchament
- added new Building Tavern
- added new Building Herbalist
- added new Building Parchament Maker
- added new Building Pagan Temple *failed*

- added new Building Pagan Catherdrale *failed*

- added new Building Pagan Monastery*failed*

- added new Building Pagan Shrine *failed*

- added new Religion "Paganism" *failed*

- added new Terrain Marsh (just for premade maps)
- added new Terrian Large River (just for premade maps)
Here is the File (4,5 MB) ==>> http://forums.civfanatics.com/downloads.php?do=file&id=13696
Any help or even comment still would be welcome.