Civ 4 Pirates Mod
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corsair91
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Posted: Tue Dec 27, 2022 3:15 pm Post subject: Civ 4 Pirates Mod |
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Civ 4 Pirates Mod
Release Thread
thecowwarrior's Pirates Mod 2016-10-05
https://forums.civfanatics.com/resources/thecowwarriors-pirates-mod.17607/
thecowwarrior's Pirates Mod v1.01
adds a pirate themed civilization called the Pyrate Brotherhood
see above link for full details
thecowwarrior's Pirates Mod development Thread
https://forums.civfanatics.com/threads/thecowwarriors-pirates-mod.439523/
Download
Civilization IV: Beyond the Sword
thecowwarrior's Pirates Mod
https://www.moddb.com/games/civilization-iv/downloads/thecowwarriors-pirates-mod
-----------------------
another thecowwarrior mod
thecowwarrior's Variety Mod
https://www.moddb.com/games/civilization-iv/downloads/thecowwarriors-variety-mod
Size 1006.78mb (1,055,686,068 bytes)
Description
thecowwarrior's Variety Mod v1.99 Your custom games feeling a little bland? Give this Mod a try and spice up your game! It includes 33 new civilizations, 127 new leaderheads, 14 new wonders, 6 new resources, 1 new technology, 1 new world project, 4 new traits, and gives every civilization flavor units and great people (around 2000 total!) and buildings. It also contains a slightly reworked naval and air unit system, BBAI for smarter AI play, plenty of new music and a couple new victory videos! Don't let the large file size scare you, there simply is just that much new content to enjoy!
Last edited by corsair91 on Tue Dec 27, 2022 4:52 pm; edited 2 times in total |
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corsair91
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Posted: Tue Dec 27, 2022 3:47 pm Post subject: |
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Civilization IV: Warlords
Pirates! Mod Scenario
https://www.gamefront.com/games/civilization-iv-warlords/file/pirates-mod-scenario
FILE DESCRIPTION
Avast, ye landlubber! Take the helm as the English, French, Dutch, Spanish or even the dreaded Pirates and conquer the Caribbean. Inspired by Sid Meier's Pirates!, this mod challenges you to dominate the high seas and pillage the wealth of your rivals.
* Play as Henry Morgan, Charles II of England, Louis XIV of France, Johan de Witt of the United Netherlands or Philip IV of Spain
* Command ships from the Pirates! game, loot Spanish Treasure Galleons and capture enemy warships
* Research new techs such as Letters of Marque and Rum
* Acquire new promotions such as Carpenter and Chain Shot
* Build new structures, such as the Tavern or the Pirates' Black Market
* Discover buried treasure
Can you best your rivals and amass a fortune, or will you end up at the bottom of Davy Jones' Locker?
Download 'pirates.zip' (7.44MB)
https://www.gamefront.com/files/pirates-mod-scenario/download
Uploaded 15 years ago
README
Pirates! Mod by Gregory Koteles
for Sid Meier's Civilization IV
Thank you for downloading the Pirates! Mod for Sid Meier’s Civilization IV. If you enjoyed S Me Pirates! and Civ IV, this mod is for you, matey!
This single-player scenario allows you to take the role of the English, the French, the Dutch, the Spanish or the Brethren of the Coast (the Pirates) in the Caribbean during the Golden Age of Piracy (c. 1660 to 1720), when notorious buccaneers such as Henry Morgan, Bartholomew Roberts and Edward “Blackbeard†Teach were the terror of the high seas.
The Pirates! Mod requires the Warlords Expansion for Civilization IV to run properly.
***How to Install the Scenario***
To install this mod, simply unzip the Pirates! folder into the Mods folder of your CivilizationIV:Warlords directory (default: C:/Program Files/Firaxis Games/Sid Meier’s Civilization 4/Warlords/Mods/).
***IMPORTANT WARNING***
Do NOT unzip the contents of the Pirates! folder into other folders of the Civilization directory or you may inadvertantly overwrite files necessary for Civilization IV to run properly.
***How to Launch the Scenario***
To play the Pirates! Mod, run the Warlords Expansion. On the main menu, select “Advancedâ€, click on “Load A Mod†and choose “Pirates!†from the selections available. When the Pirates! Mod has loaded, select “Single Player†and then choose “Play A Scenario†to access the Pirates! scenario.
For complete documentation, see the accompanying Captains_Log.pdf (you will need Adobe Acrobat or Acrobat Reader to view it; a free Acrobat Reader can be downloaded from Adobe at www.adobe.com).
EDIT: Captains_Log.pdf missing from pirates.zip download
Last edited by corsair91 on Tue Dec 27, 2022 6:36 pm; edited 1 time in total |
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corsair91
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Posted: Tue Dec 27, 2022 4:06 pm Post subject: |
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Civilization IV: Beyond the Sword
Pirated Mod 0.3
https://www.moddb.com/games/civilization-iv/downloads/pirated-mod-0-3
Added Sep 4th, 2006
Description
This is Pirated Mod 0.3 done by TheLopez.
Pirates Mod v0.3
By: TheLopez
Patch Compatibility: v1.61
MP Compatible: ?
Description:
This mod basically enables barbarian unis to be spawned in oceans more
realisticly. When examining the SDK code it turns out that the feature way
already available but was not taken advantage of since pirates were able to
build seafaring units but very, very slowly. Also if the mod is configured to,
some of the pirate ships will carry crews.
Installation Instructions:
1) Unzip this into the "civ4_install_folderMods" folder.
2) Open the CivilizationIV.ini configuration file
3) Change the Mod line to read: Mod = ModsPirates Mod
4) Load the game.
5) Then play as normal.
-----Game Play-----
- Makes the spawing of barbarian units in oceans more realistic.
- There is a chance that barbarian ships will carry a crew.
-----Notes to Modmakers-----
If you want to use the Pirates Mod in your mod I have tried to make
things as easy as possible for you. In the XML files modified sections are
enclosed by:
and
-----Version Information-----
-----v0.3------
- Updated the code for adding crews to barbarian ships since the way it was
done originally does not work. Basically ships will just leave their crew
in the water if they are not explicitly loaded into the ship. Using the
COMMAND_LOAD doesn't work since canLoadUnit always returns false for
barbarian units.
-----v0.2------
- Added the code that will add crews to barbarian ships.
- Added the configurable option allowing players to specify if spawned pirate
ships should carry units.
- Added the configurable option allowing players to specify the chance that a
spawned pirate ship will carry a crew.
-----v0.1------
- Setup Pirates Mod infrastructure
-----===Credits & Thanks===-----
- Exavier
Composite Mod - readme.txt format |
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corsair91
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Posted: Tue Dec 27, 2022 4:16 pm Post subject: |
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Civilization IV: Beyond the Sword
Pirate Island
https://www.moddb.com/games/civilization-iv/downloads/pirate-island
Added Aug 28th, 2006
Description
Pirate Island.
CIVILIZATION 4 MOD: PIRATE ISLANDS!
by Michael Hamilton (mihaemon@gmail.com)
INSTALLATION
------------
Copy the packaged "Pirate Islands" into your Civlization 4 MODS directory.
Yep. It's that easy.
IMPORTANT NOTE! (Please Read. You've been warned.)
---------------
The Pirate Islands Mod should be playable with any map and play style, however,
it was designed with a certain style of game in mind. Hence, for the most
pirate-like gaming experience, its important to set up the game using
certain guidelines. Here is an overview:
1. SELECT A CUSTOM GAME
2. PLAY AS A PIRATE!
3. USE THE APCHIPELAGO MAP (any of the three sub-types work well)
4. PLAY A SMALLER MAP AND CRAM IT WITH A LOT OF CIVILIZATIONS:
TINY: 4-6 civs
SMALL: 5-10 civs
REGULAR: 9-12 civs
LARGE: 12+ civs
4: USE SETTING APPROPRIATE LEADERS. RECOMMENDATIONS:
Pirates: One or Both other Pirates Leaders
European: Elizabeth, Frederick, Isabella, Louis XIV, Napolean
Island Natives: Huayan Capan, Mansa Munsa, Montezuma
New World: Washington
5. START IN THE ANCIENT ERA (resist the urge to skip ahead)
6. DISABLE DIPLOMATIC AND SPACE RACE VICTORIES
************************************************
7. IMPORTANT! PIRATE YOUR MAP! (SHIFT-P)
When the game starts and you have found a suitably generated
map/starting position, be sure to press SHIFT-P. This will
"pirate" your map, making it a tropical island paradise. This
action is only available on your starting turn, and has varying
effects depending on your map's climate:
TROPICAL: Mostly grasslands and jungles, with a little desert.
TEMPERATE: More desert, but still rich and green.
ARID: Mostly desert, with some jungle and grass. (Limited Food!)
ROCKY: Like temperate but a bit more hilly (+Production, -Food)
COLD: Snowy jungle islands... Sure, why not?
Please note that this takes time. The game will appear to freeze.
Don't touch anything. Just be patient. (Larger maps can take a full
minute or longer. Huge maps... well... grab a soda).
To keep the islands nice and green, jungles are no longer chopped
down when improvements are built. Instead they are build on top
(or inside) the existing jungle. The exception to this rule
is the farm, which clear-cuts normally. In addition, since there
are no forests, lumber mills can be built in jungles instead.
*************************************************
FINAL NOTES:
The Pirate Leader Trait and the added Naval Unit Promotions have special
effects that are not listed in their pop-up help text. To read more about
these, as well as the unique units, rules, and the Pirate Islands in
general, be sure to check out the Civpeida on the Pirate Leaders
or Pirate Empire.
OTHER THINGS TO TRY:
I didn't test gameplay under these conditions, but they're bound to be fun
to try out. Some ideas for experiements:
- One-City Challange (Lets face it, your a pirate, not a ruler. Hold onto
your pirate port and burn and pillage the rest of the land!)
- Later Starting Era - Classical, Medieval, or even Renaissance (This will
probably help out the AI as much as anything, since they have trouble
prioritizing units and techs for ocean maps).
- Try Epic speeds. Esp. with later starting area, such as Medieval.
- Always War! (You're a pirate. People don't like you. Live with it!)
- Play a Pirate in a normal Civ style game, without the jungle map and
with regular map sizes and civilization numbers.
- MULTIPLAYER: At your own risk! This is untested and I have no idea if
it will work. The PIRATE-YOUR-MAP feature doesn't use any randomness so it
should behave the same on all machines, but all players would probably have
to do it to keep in sync. Other than that, the only thing I can think of
that might cause problems is the random name generation for pirate ships.
Each player will probably generate their own name for any ship that they
or another civ builds. Depending on whether or not names are global or local,
the last one to kick in will stick, or all the names will be different for
each player. Either way, I would hope the game would remain playable.
****************************************************
DISCLAIMER
----------
This is released free and AS-IS, without any warranty what-so-ever (implied
or otherwise). I, nor anyone else, other than yourself!, is responsible
for anything that might happen as a result of installing (or even
downloading) this software. You may distribute this freely, use parts
of it in your own mods, alter it, whatever. Go wild. The only requirement
to do so is to credit me and any other contributers to your work.
CREDITS
-------
Thanks to Sid Meier and the Civilization 4 team for making the game, and
giving us the XML and Python bindings.
Thanks to CivFanatics.com staff, members, and community for the great forums
and modding resources.
Also thanks to Stephen over at www.seventhsanctum.com for the random pirate
ship name generator. It added a very fun feature to the game!
Have fun!
------------------
https://www.fantasynamegenerators.com/pirate-crew-names.php
https://www.fantasynamegenerators.com/pirate-ship-names.php
https://www.fantasynamegenerators.com/pirate-names.php
https://www.fantasynamegenerators.com/shipwreck-descriptions.php
https://www.fantasynamegenerators.com/plague-names.php
https://www.fantasynamegenerators.com/yacht-names.php
Last edited by corsair91 on Tue Dec 27, 2022 6:48 pm; edited 6 times in total |
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corsair91
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Posted: Tue Dec 27, 2022 4:30 pm Post subject: |
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corsair91
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Posted: Tue Dec 27, 2022 6:00 pm Post subject: |
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Civ 4 Importing from Pirates! possible?
https://forums.civfanatics.com/threads/importing-from-pirates-posssible.271063/
Quote:
Refar
Apr 11, 2008
I tried it a while ago.
You can import Pirates nifs with the Nif-Tools importer. If you want to use them for spare parts (like a hat or something) it does work just fine.
To use a complete character from pirates as a leaderhad you will need to rig it from scratch, as the skeleton structure is quite different. Also Pirates characters are somewhat less detailed than Civ4 LH's.
Edgecrusher
Apr 11, 2008
If I remember correctly, the ships, buildings and other smaller objects from Pirates!, seemed to transfur over fairly nicely.
As Refar mentioned though, I didn't have any success with the Leaderhead type files.
Wolfshanze
Apr 11, 2008
Danrell did a Galleon pack which included Spanish, English and French galleons from Pirates that work with Civ4 (I have all three in my Wolfshanze mod).
[BtS MOD] Wolfshanze 1850-1920 Enhancement Mod v2.0
https://forums.civfanatics.com/threads/bts-mod-wolfshanze-1850-1920-enhancement-mod-v2-0.249129/
seZereth
Apr 11, 2008
a lot of pirate units (not LHs) are ready to use in the
Fall from Heaven II (FfH) II mod.
just unpak the art and take the units from there.
hope that helps, even if it is just to show that it is possibly
[MOD] Fall from Heaven II
https://forums.civfanatics.com/threads/mod-fall-from-heaven-ii.171398/
Civ4 - Fall from Heaven II main Thread
https://forums.civfanatics.com/forums/civ4-fall-from-heaven.190/ |
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corsair91
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