Warrior's Way

FiSkirata

Chieftain
Joined
Oct 31, 2012
Messages
52
Warrior's Way 1.2

Download link: Strategy Informer

In a world torn by conflict and filled with magic, seven kingdoms rise up against the wilderness, barbarians and each other to carve out their own territories. Fight as the seafaring Nardarians known to plunder everything in their path or the nature loving Elves who will do anything to protect their way of life. The self- centered but highly culture Adaurithians with their ornate structures or those small but ingenious Gnomes, who are known for making complex contraptions. No matter who you decide to lead as, with the vicious skeletal barbarians, hostile environments and treacherous leaders, the path to total domination will require bloodshed, the Warrior’s Way…
Screenshots:

Spoiler :

Civ4ScreenShot05_zps02906b70.jpg

Alchemist_zps201eecc2.jpg

Civ4ScreenShot0000_zps7ed45463.jpg

Civ4ScreenShot0001_zps9f540b61.jpg

Civ4ScreenShot0000_zpsa70c5716.jpg

Terrain_zps45e5b9e6.png

Nardarians_zps683ceebf.jpg
Yeona_zps6fa102c7.jpg

Jaref_zps683311c6.jpg

Civ4ScreenShot0004_zps79d224a2.jpg



This mod features a complete overhaul, with new techs, civics, wonders, corporations, buildings, units and civilizations to give it that medieval-fantasy world feel. A few of those changes are:
* 140 techs (compared to BTS's 92), comprised of both scientific and magical advancements, both of which are required for total domination.

* Seven new kingdoms/races: Elves, Dwarves, Goblins, Adaurithians (European-like Humans), Nardarians (Norse-like Humans), Gnomes and Drangites (winged Humanoids).

* Magic based versions of everything, from promotions to buildings.

* A rich choice of civics including magical versions of each type of civic and a new line of military civics.

Credits:
Spoiler :

Rabbit, White; Buttons for most techs, mainly the magic ones. Also for two wizard units, the Daraguar model and the Stable with horses.
http://forums.civfanatics.com/downloads.php?do=file&id=1821
http://forums.civfanatics.com/downloads.php?do=file&id=1882

Saibotlieh; Elemental mages and Skeleton Swordsman.
http://forums.civfanatics.com/downloads.php?do=file&id=17585

C.Roland; Mages used for corporate units. Ghost unit.
http://forums.civfanatics.com/downloads.php?do=file&id=2661
http://forums.civfanatics.com/downloads.php?do=file&id=3531

Walter Hawkwood; Several fantasy buildings, mainly from the landmarks pack.
http://forums.civfanatics.com/downloads.php?do=file&id=11947
http://forums.civfanatics.com/downloads.php?do=file&id=12120

Esvath; Warrior Mage.
http://forums.civfanatics.com/downloads.php?do=file&id=14054

WarKirby; Griffin.
http://forums.civfanatics.com/downloads.php?do=file&id=12326

SeZereth; Most Skeleton units.
http://forums.civfanatics.com/downloads.php?do=file&id=239

JustATourist & Refar; Several religious buildings, missionaries and symbols.
http://forums.civfanatics.com/downloads.php?do=file&id=10354

Triver; Bela IV leaderhead.
http://forums.civfanatics.com/downloads.php?do=file&id=19823

Woodelf; Archery Range.
http://forums.civfanatics.com/downloads.php?do=file&id=7440

Mechaerik; Medival Militia and Axeman models.
http://forums.civfanatics.com/showthread.php?t=320023&highlight=warrior

Deon; Pillar of Chains and Subcaelism buildings.
http://forums.civfanatics.com/downloads.php?do=file&id=12191

Embryodead; Long Swordman and Heavy Swordsman models.
http://forums.civfanatics.com/showthread.php?t=362640&highlight=heavy+swordsman

Hangman; Scrub feature

Fallen from Heaven team; Volcano

Valkrion and Stolenrays; Camel resource

Dacubz145; Apple resource

Archid; Slavery mod

OrionVeteran; Strategic Grain Reserve, Immigration mod

Platyping; Advanced Tech Tree mod comp, National College and Happy Golden Age

Hrochland; Mortgarde Terrace model

The Rise of Mankind team, whose Tech Tree served as the main baseline for my own.
 
Warrior's Way 1.0:
Spoiler :

Resources:
Changed Dark Mana, Light Mana and Black Mana to be on the map rather than given by buildings.
Updated Civilopedia buttons and added GameFont symbols.
Added Camels
Added Apples
Added Potatoes
Added Lemons
Added Barley

Glitches:
Fixed issue with Barbarians not spawning the undead versions of figures.
Fixed the issue with the Engineering promotion and the progression of the Guerilla and the woodsman promotions.

Technologies:
Replaced Dualism with Nordradism
Added Druidism
Added Monotheism
Removed Sanitation
Re-added Dualism
Added Avecaelism
Added Solism
Added Possesion
Added Subcaelism
Added Battle Magic Mastery
Added Mercantilism
Added Metallurgy
Added Matchlock
Changed Advanced Nautical Warfare to Naval Cannon

Religions:
Added Nordradism
Added Avecaelism
Added Deusism
Added Solism
Added Subcaelism

Corporations:
Updated Civilopedia buttons and added GameFont symbols.

Units:
Updated the Civilopedia and strategy text
Updated the buttons
Added Frigate
Added Privateer
Added Possessed Warrior
Added Camel Archer
Added Camel Rider

Civics:
Added Mercantilism
Added Guilds
Fixed Animism button

Projects:
Added Battle Magic University

Buildings:
Added Bazaar
Added Ritualistic Circle
Added Archery Range
Replaced Stadium with Pristav

Wonders:
Jaref’s Philosophical Academy

Unitcombat:
Removed Spy group and gave button to the Magic group.

Terrain:
Added Marshes

Features:
Added Scrub
Added Volcano
Added Rock Arch

Promotions:
Added Commando
Added Medic 3
Added Defensive
Added Desert Combat 1
Added Desert Combat 2
Added Discount
Added Fanatic
Added Offensive
Added Special


Warrior's Way 1.1:
Spoiler :

Interface changes:
Main menu art changed
Main menu song changed
Added the Advanced Tech Tree mod comp
Added Age of Good Fortune and Golden Age bars

Glitches fixed:
Python glitch with ERA_INDUSTRIAL tag
Sound glitch, causing there to be no sound.
Vaalan button glitch
Fixed Battle Magic glitch.

Sounds:
Added unique religion sounds

Units:
Slaver
Slave Catcher
Slave
Immigrant

Buildings:
Slave Market
Fixed the buttons
Added pedia and strategy text

Wonders:
National Slave Auction
Strategic Grain Reserve
National College

Technologies:
Moved writing to the Ancient Era
Moved light magic to the Magic Era
Added Pedia, Strategy and Quote text to first two tech rows.
Tweaked the tech research length for Magic Era and Renaissance Era techs.

Promotions:
Moved Medic 1 to Medicinal Magic
Moved Medic 3 to Anatomy

Leaders:
Changed Sprong leaderhead.

Civilizations:
Swapped Gnome and Dwarf colors.
Renamed some Goblin cities.

Resources:
Added Cashews


Warrior's Way 1.2:
Spoiler :

Tech changes:
Added Assassination tech
Added Mounted Gunner
Added Physics
Added Naval Tactics
Added Grand War
Moved Economics to Renaissance Era
Added civilopedia text to the third and fourth tech rows
Tweaked the tech length some more, now takes longer to research every tech.
Unit Changes:
Added Assassin unit
Added Ship-of-the-Line
Added Cuirassier
Building changes:
Added Customs House
Civic changes:
Added Militia
Added Mercenaries
Added Religious Doctrine
Added Professional Army
Added Magicislegem
Added Free Market
Added Justoimperium
Added Magicismilitiae
Added Manorialism
Added Hired Labor
Wonders:
Added Detherio Council
Added Trelduvian Terrace
Added Heroic Altar
Added Drunadun Castle
Added Heroes’ Square
Added Cianae
Added King’s Saga
Added Fibbenkery Palace
Changed Forbidden Palace graphics and name
Changed Stonehenge graphics and name
Updated Wonder texts
Bonuses:
Removed Camels
Civilizations:
Fixed Dwarven starting techs
Glitches:
Fixed the sound glitch on the slave unit.
Fixed the glitch with the Smithy building.


Warrior's Way 1.3:
Civilizations:
Updated flags and buttons for all civilizations
Buildings
Changed Metalworks building art
Added Thieves Guild
Interface changes:
Added Pesky Barbs mod
Added Faith mod
Added Inquisition mod
Victories:
Added Faith victory
Units:
Added Inquisitor
Added Great Wizard
Specialists:
Added Great Wizard
Added Wizard
Added Enslaved Wizard
Wonders:
Added Caeligraphicen
Added Zunolifca
Added Mortgarde Keep
Added Qeruil
Civilopedia Changes:
Added pedia text for the leaders
Added pedia and quotes to two more text columns
Updated several Wonder, Building and Unit pedias
Added dates to several pedia entries, creating a more fluid timeline.
 
downloaded and trying.
Seems interesting

more description would be nice.

I wonder what the new victory condition means
 
Ok

I played one game (small map), and I won.

It is nice mod, but it has a feel of just beginning of work. There is too few of everything: technologies, units, buildings, wonders. Especially civics.
Also, there is a lot of left-overs from vanilla civ (Christianity?). If that would be changed to new religions, new civics, and so on, this can be a great mod.
It surely has a lot of potential.

As for ideas, I do not like some. For me, some abilities given by techs are too powerful. For example, quite early in the game, all your land units can move faster by 2 tiles per turn. Also, it is very easy to keep your cities health and happy. I would prefer this to be a bit harder - for me, hard development is part of the fun.
 
Ok

I played one game (small map), and I won.

It is nice mod, but it has a feel of just beginning of work. There is too few of everything: technologies, units, buildings, wonders. Especially civics.
Also, there is a lot of left-overs from vanilla civ (Christianity?). If that would be changed to new religions, new civics, and so on, this can be a great mod.
It surely has a lot of potential.

As for ideas, I do not like some. For me, some abilities given by techs are too powerful. For example, quite early in the game, all your land units can move faster by 2 tiles per turn. Also, it is very easy to keep your cities health andd happy. I would prefer this to be a bit harder - for me, hard development is part of the fun.
Thanks for the helpful insight! :-)

With the units/techs/buildings, I would like to expand upon it more but I don't have much experience with model making. However, I hope to especially expand upon the magic spectrum to.

As for the religions, that is actually something I am working on for my next update (which should hopefully be done by February).
 
I will be posting the first update for this mod sometime tomorrow! You can expect to see more of everything, as well as finished looking buttons and completed pedia entries.

Here is a sneak peak at one of the things being added:
Spoiler :

Civ4ScreenShot0000_zpsa70c5716.jpg

 
The update is finally up! sorry for the delay, but I had forgotten that StrategyInformer required the downloads to be authorized before making them available to the public. Therefore, while I am still waiting for it to approve I have uploaded the file on Google Docs.
 
I have absolutely no sound except for in wonder movies, I did not realise how much I needed the worker sounds before.

Two problems - I got the error message in pic 1 and I got the spice event before I know what spices are (pic 2).
 

Attachments

  • error.jpg
    error.jpg
    230.1 KB · Views: 91
  • spice.jpg
    spice.jpg
    340.9 KB · Views: 120
I have absolutely no sound except for in wonder movies, I did not realise how much I needed the worker sounds before.

Two problems - I got the error message in pic 1 and I got the spice event before I know what spices are (pic 2).

The sounds are actually what I am working on for this next version. It seems that when I was trying to add the Druid sounds I messed something up and so it wouldn't read any sounds. Just delete the Audio file in the XML and it should fix the problem for you :).

As for the error message, I have never had that pop-up before. Does that happen every time you start a new map or just the once?
 
Updated to 1.1! Mostly aesthetic changes such as finished pedia entries and such, but it also contains a few nice new features:

* Archid's Slave mod
* OrionVeteran's Immigration mod
* Playtping's Advanced Tech Tree mod comp
* Platyping's Happy Golden Age mod
* Cashews!
 
New update is finally out! It has been ready for a couple of weeks, but Strategy Informer has not approved it yet, so I put it up on Google Docs for now.

While the last one was more focused on aesthetics and interface changes, this one focuses on giving you a lot more playable content, such as:

* 10 new civics, filling out the civics chart.
* 8 new world wonders
* 5 new techs
* 3 new units
* 1 new building
and more...
 
Finally, a mod that pays attention to the Civilopedia! All the DESC_WHATEVER_2_HERE stuff drives me mad in mods, thank you for filling out at least most of the entries.
 
I have not abandoned this project, but the next release has taken a little longer than I thought. I should have it up by the end of the week though, and hopefully it will have been worth the wait for you guys. :)
 
I'll have to take a look at this at some point.
 
Update 1.3 is up! This mod adds a bunch more interface mods and provides a consecutive timeline.

* Added the Thieves Guild, which takes the place of Scotland Yard
* PeskyBarbs mod means more barbarians to spice up your game
* Faith mod provides more bonuses from religious buildings and Shrines
* Faith victory gives you a reason to spread your religion across the world
* Inquisition mod allows you to get rid of a foreign religion to prevent an enemies Faith victory
* Great Wizards, which allow you to create corporations and can join cities as wizards
* Four new wonders
and more....
 
Downloading right away! Sounds very interesting
EDIT: First leader in the scenario is named JNinja and has chieftain difficulty... I assume this is not intentional?
Fixed it in this save... BUT getting "You have been defeated!" on the first turn!
EDIT AGAIN: Played a normal game and won a conquest victory turn 113?! (marathon speed). It seems EVERY civ but me was annihilated by barbs... :o
 

Attachments

Back
Top Bottom