Vaeringjar
Chieftain
- Joined
- Dec 19, 2020
- Messages
- 92
v1.0.0 for RaR-WtP 2.8.2.*
.zip and .7z are the same, just half the download size for 7z users
# V's SubMod:
Notes:
- The dynamic version of the DLL as provided by Nightingale is required and included.
- Vanilla files included, so you can easily revert to vanilla.
- This submod is not save-game compatible with vanilla.
>>*Overhauled naval promotions and added 2 new ones. There should be much less movement bonus and vision range spam. Max extra sight from promotions is +1. Intended to play with base sight increased (included).
Some promotions were made unique to military/merchant/pirate ship types.
See the attached image (but note that it's not 100% accurate).
# @ CIV4PromotionInfos.xml ; XML_AUTO_UTF8_PromotionInfo.xml
(images aren't usually of the final/current mod version)
>> Overhauled Ships.
# @ CIV4ArtDefines_Unit.xml ; CIV4UnitClassInfos.xml ; CIV4UnitInfos.xml ; XML_AUTO_UTF8_UnitInfo.xml ; XML_AUTO_UTF8_UnitClassInfo.xml ; CIV4UnitArtStyleTypeInfos.xml ; CIV4CivilizationInfos.xml
(images aren't usually of the final/current mod version)
- Ship sizes should be realistically plausible relative to each other. (no more Ship-of-the-Line sized caravels)
- Nations now start with both a caravel and a carrack, or a variation of these.
- Ship costs have been derived from the components and hammers required to make them, roughly assuming typical European market prices. Components required have been roughly derived from ship stats.
- Note: ships can be expensive, VERY expensive.
- Note: ships with multiple models are balanced to represent that many ships.
- Note: pirate ships are abstractions and don't represent one specific ship type.
List of ships:
- First Rate Ship of the Line -# 220 Str, 3 Moves, 3 Cargo
- Second Rate Ship of the Line # 180 Str, 3 Moves, 3 Cargo
- Third Rate Ship of the Line -# 140 Str, 4 Moves, 2 Cargo
- Fourth Rate Ship of the Line # 80 Str, 5 Moves, 1 Cargo
- Fifth Rate Great Frigate # 60 Str, 6 Moves, Can escape # Unique unit to English and French Colonies
- Fifth Rate Heavy Frigate # 50 Str, 6 Moves, Can escape
- Fifth Rate Light Frigate # 37 Str, 7 Moves, Can escape
- Sixth Rate Corvette -----# 26 Str, 8 Moves, Can escape
- Brigantine # 21 Str, 10 Moves, 2 Cargo, Can escape
- Sloop -----# 15 Str, 9 Moves, 1 Cargo, Can escape
- Row-Galley # 12 Str, 3 Moves, 1 Cargo, Can escape, Can be transported, Coastal ship
- Gundallow -# 9 Str, 2 Moves, Can escape, Can be transported, Coastal ship
- Privateer -----# 36 Str, 5 Moves, 2 Cargo, Can escape
- Pirate Frigate # 44 Str, 7 Moves, 1 Cargo, Can escape
- Smuggling Ship # 8/16 Str, 7 Moves, 3/6 Cargo, Can escape
- War Galleon --# 60 Str, 4 Moves, 2 Cargo
- West Indiaman # 50 Str, 4 Moves, 6 Cargo
- Merchantman --# 25 Str, 5 Moves, 5 Cargo
- Fluyt --------# 15 Str, 7 Moves, 5 Cargo, Can escape, Can only Defend
- Galleon ------# 30 Str, 5 Moves, 4 Cargo
- Nau ----------# 30 Str, 4 Moves, 4 Cargo # Unique unit for Portugal, replaces Carrack
- Carrack ------# 20 Str, 4 Moves, 3 Cargo
- Fleet Caravel # 16 Str, 7 Moves, 2 Cargo, Can escape # Unique unit for Portugal and Spain
- Caravel ------# 6 Str, 6 Moves, 1 Cargo, Can escape, Can only Defend, Can be transported
- New ship model credits:
https://forums.civfanatics.com/resources/eu-iv-european-sails.26568/
https://forums.civfanatics.com/resources/gunboat.28150/
& https://forums.civfanatics.com/threads/mighty-ships-et-al.655821/page-17#post-15996273
https://forums.civfanatics.com/resources/new-ship-model-seventy-four-ship-of-the-line.23095/
https://forums.civfanatics.com/resources/new-ship-model-ship-of-the-line.23065/
>> Doubled the number of unique historical pirate-ship captain names, swapped some (privateer<->p.frigate), and corrected a few with typos.
# @ CIV4UnitInfos.xml
>> Treasure can be carried by any ship with 4 slots (instead of requiring 6).
# @ CIV4UnitInfos.xml
>> Colonials now start with a combo of caravels and a carrack
# @ CIV4CivilizationInfos.xml
>>*Delayed pirate spawn (pirates have become more impactful as a secondary effect)
# @ GlobalDefinesAlt.xml # MIN_ROUND_PIRATES BASE_CHANCE_PIRATES TIMER_PIRATES
>>*Ships now have base vision range of 2 instead of 1 # https://forums.civfanatics.com/threads/increasing-range-of-vision-on-ocean.664715/
# @ CIV4TerrainInfos.xml (TERRAIN_OCEAN)
* You can safely revert these to vanilla at any point. Find the mentioned files in the included backup folder.
>> Land tweaks:
- Mortar: Enabled defensive bonus (mortars can fire from behind cover) # @ CIV4UnitInfos.xml
- Seasoned scout: free "Explorer I" and "Explorer II" promotions # UNIT_SCOUT @ CIV4UnitInfos.xml
- Converted Native: Can enter peak # @ CIV4UnitInfos.xml
- Scout & Pioneer profession no longer allows moving into peak # @ CIV4ProfessionInfos.xml
# Note that "seasoned scout", "hardy pioneer", and "converted native" can do so regardless of profession.
- Dragoon:
# as mobile infantry and light cavalry as per pre-18th century uses (18th century would be pretty much what the cavalry unit already is)
-- enable defensive bonus to dragoon, str -1, moves +1 # @ CIV4ProfessionInfos.xml
-- removed hills combat maulus, increased withdrawal bonus, and increased attack vs artillery bonus # @ CIV4PromotionInfos.xml
- Misc:
-- Disabled land hunter promotion. Standard promotions are a much better long-term option, and the AI wasted their military units' promotions on it. # @ CIV4PromotionInfos.xml
>> Known issues:
- First Rate ship is currently disabled (still in world builder) as it crashes on move. The problem is in the .nif, which I don't know how to solve myself.
- Some of the new ship models lack animations. I don't know how to make these, though some can be ported from other mods/submods ("#todo").
- Some founding fathers need to be updated.
.zip and .7z are the same, just half the download size for 7z users
# V's SubMod:
Notes:
- The dynamic version of the DLL as provided by Nightingale is required and included.
- Vanilla files included, so you can easily revert to vanilla.
- This submod is not save-game compatible with vanilla.
>>*Overhauled naval promotions and added 2 new ones. There should be much less movement bonus and vision range spam. Max extra sight from promotions is +1. Intended to play with base sight increased (included).
Some promotions were made unique to military/merchant/pirate ship types.
See the attached image (but note that it's not 100% accurate).
# @ CIV4PromotionInfos.xml ; XML_AUTO_UTF8_PromotionInfo.xml
(images aren't usually of the final/current mod version)
>> Overhauled Ships.
# @ CIV4ArtDefines_Unit.xml ; CIV4UnitClassInfos.xml ; CIV4UnitInfos.xml ; XML_AUTO_UTF8_UnitInfo.xml ; XML_AUTO_UTF8_UnitClassInfo.xml ; CIV4UnitArtStyleTypeInfos.xml ; CIV4CivilizationInfos.xml
(images aren't usually of the final/current mod version)
- Ship sizes should be realistically plausible relative to each other. (no more Ship-of-the-Line sized caravels)
- Nations now start with both a caravel and a carrack, or a variation of these.
- Ship costs have been derived from the components and hammers required to make them, roughly assuming typical European market prices. Components required have been roughly derived from ship stats.
- Note: ships can be expensive, VERY expensive.
- Note: ships with multiple models are balanced to represent that many ships.
- Note: pirate ships are abstractions and don't represent one specific ship type.
List of ships:
- First Rate Ship of the Line -# 220 Str, 3 Moves, 3 Cargo
- Second Rate Ship of the Line # 180 Str, 3 Moves, 3 Cargo
- Third Rate Ship of the Line -# 140 Str, 4 Moves, 2 Cargo
- Fourth Rate Ship of the Line # 80 Str, 5 Moves, 1 Cargo
- Fifth Rate Great Frigate # 60 Str, 6 Moves, Can escape # Unique unit to English and French Colonies
- Fifth Rate Heavy Frigate # 50 Str, 6 Moves, Can escape
- Fifth Rate Light Frigate # 37 Str, 7 Moves, Can escape
- Sixth Rate Corvette -----# 26 Str, 8 Moves, Can escape
- Brigantine # 21 Str, 10 Moves, 2 Cargo, Can escape
- Sloop -----# 15 Str, 9 Moves, 1 Cargo, Can escape
- Row-Galley # 12 Str, 3 Moves, 1 Cargo, Can escape, Can be transported, Coastal ship
- Gundallow -# 9 Str, 2 Moves, Can escape, Can be transported, Coastal ship
- Privateer -----# 36 Str, 5 Moves, 2 Cargo, Can escape
- Pirate Frigate # 44 Str, 7 Moves, 1 Cargo, Can escape
- Smuggling Ship # 8/16 Str, 7 Moves, 3/6 Cargo, Can escape
- War Galleon --# 60 Str, 4 Moves, 2 Cargo
- West Indiaman # 50 Str, 4 Moves, 6 Cargo
- Merchantman --# 25 Str, 5 Moves, 5 Cargo
- Fluyt --------# 15 Str, 7 Moves, 5 Cargo, Can escape, Can only Defend
- Galleon ------# 30 Str, 5 Moves, 4 Cargo
- Nau ----------# 30 Str, 4 Moves, 4 Cargo # Unique unit for Portugal, replaces Carrack
- Carrack ------# 20 Str, 4 Moves, 3 Cargo
- Fleet Caravel # 16 Str, 7 Moves, 2 Cargo, Can escape # Unique unit for Portugal and Spain
- Caravel ------# 6 Str, 6 Moves, 1 Cargo, Can escape, Can only Defend, Can be transported
- New ship model credits:
https://forums.civfanatics.com/resources/eu-iv-european-sails.26568/
https://forums.civfanatics.com/resources/gunboat.28150/
& https://forums.civfanatics.com/threads/mighty-ships-et-al.655821/page-17#post-15996273
https://forums.civfanatics.com/resources/new-ship-model-seventy-four-ship-of-the-line.23095/
https://forums.civfanatics.com/resources/new-ship-model-ship-of-the-line.23065/
>> Doubled the number of unique historical pirate-ship captain names, swapped some (privateer<->p.frigate), and corrected a few with typos.
# @ CIV4UnitInfos.xml
>> Treasure can be carried by any ship with 4 slots (instead of requiring 6).
# @ CIV4UnitInfos.xml
>> Colonials now start with a combo of caravels and a carrack
# @ CIV4CivilizationInfos.xml
>>*Delayed pirate spawn (pirates have become more impactful as a secondary effect)
# @ GlobalDefinesAlt.xml # MIN_ROUND_PIRATES BASE_CHANCE_PIRATES TIMER_PIRATES
>>*Ships now have base vision range of 2 instead of 1 # https://forums.civfanatics.com/threads/increasing-range-of-vision-on-ocean.664715/
# @ CIV4TerrainInfos.xml (TERRAIN_OCEAN)
* You can safely revert these to vanilla at any point. Find the mentioned files in the included backup folder.
>> Land tweaks:
- Mortar: Enabled defensive bonus (mortars can fire from behind cover) # @ CIV4UnitInfos.xml
- Seasoned scout: free "Explorer I" and "Explorer II" promotions # UNIT_SCOUT @ CIV4UnitInfos.xml
- Converted Native: Can enter peak # @ CIV4UnitInfos.xml
- Scout & Pioneer profession no longer allows moving into peak # @ CIV4ProfessionInfos.xml
# Note that "seasoned scout", "hardy pioneer", and "converted native" can do so regardless of profession.
- Dragoon:
# as mobile infantry and light cavalry as per pre-18th century uses (18th century would be pretty much what the cavalry unit already is)
-- enable defensive bonus to dragoon, str -1, moves +1 # @ CIV4ProfessionInfos.xml
-- removed hills combat maulus, increased withdrawal bonus, and increased attack vs artillery bonus # @ CIV4PromotionInfos.xml
- Misc:
-- Disabled land hunter promotion. Standard promotions are a much better long-term option, and the AI wasted their military units' promotions on it. # @ CIV4PromotionInfos.xml
>> Known issues:
- First Rate ship is currently disabled (still in world builder) as it crashes on move. The problem is in the .nif, which I don't know how to solve myself.
- Some of the new ship models lack animations. I don't know how to make these, though some can be ported from other mods/submods ("#todo").
- Some founding fathers need to be updated.