Just download as zip or tar.gz, extract. Alternatively, you use git and clone the repo. The sources moved here, github gets too nosy and I won't use it any longer soon. https://gitea.artixlinux.org/artoo/freecol-mods
Reminds me, would you mind accepting the GH PR? Small change but big difference. I checked with and without mod, the train panel looks fine with default freecol rules. https://github.com/FreeCol/freecol/pull/131
Yes, something slight wrong, the generated custom hills tiles have rivers generated in the tile. If this is supposed to work like normal hills/mountains, no river should be generated on the "is-elevation" tiles? see here... a tropical highland tile with river is visible right above the cocoa tile info. https://sourceforge.net/p/freecol/discussion/141200/thread/db977f4a49/ecd7/372c/0a86/3288/attachment/th_tile.png/thumb https://sourceforge.net/p/freecol/discussion/141200/thread/db977f4a49/ecd7/37...
Yes, something slight wrong, the generated custom hills tiles have rivers generated in the tile. If this is supposed to work like normal hills/mountains, no river should be generated on the "is-elevation" tiles? see here... a tropical highland tile with river is visible right above the cocoa tile info. https://sourceforge.net/p/freecol/discussion/141200/thread/db977f4a49/ecd7/372c/0a86/3288/attachment/th_tile.png/thumb
I have added a tropical Highlands tile so the coffee won't freeze in cold hilly regions. :) Would be also eventual terrain for tea.
I have added a tropcal Highlands tile so the coffee won't freeze in cold hilly regions. :)
Nice, but one unintended side effect, generted tropicalHighland tiles have rivers, is-elevation is true.
That sounds nice to redo them. Yeah, I loved the pirates, but was hesitant to use them due to good no resize option. If you want to draw them anew, I think would be nice to probably outline what units are required, or goods? Meaning, were do we want to take this expansion? For example, I don't want to add more units or building, but I would be very open refining production chains. I think coal is missing to make iron from ore.
That sounds nice to redo them. Yeah, I loved the pirates, but was hesitant to use them due to good no resize option. If you want to draw them anew, I think would be nice to probably outline what units are required, or goods? Meaning, were do we want to take this expansion?
custom hill or mountain tiles
Do you still have the psd files so the units could be resized for high res? Would love to take some of them, but iirc for the pirates, they lack armed/unarmed state.
I think these were really the last units and buildings I add to the mod. However, adding the Ottoman Turks would make it an even nation count, and they would be the last power to add and give context on middle eastern maps?
coffee and cocoa is now added. Grows atm in savannah, swamp, tropical and rainforest. coffee berries -> roasted coffee beans cocoa + sugarcane -> chocolates Building and unit images are placeholders and don't really fit the production. :)
coffee and cocoa is now added. coffee berries -> roasted coffee beans cocoa + sugarcane -> chocolates Building and unit images are placeholders and don't really fit the production. :)
I forgot to mention, the basic building mod isn't compatible with the expansion. The issue is, if you use the basic Buildings mod, you get doubled costs set for the level 1 buildings, since the expansion sets these too. There is atm no way to have real mod depends or mod excludes to define with a mod. I should add this in the mod description for now. Good call. Regarding goods and resources, if you know the anno games, they had all pretty nicely done production chains, like coffee or cacao. My main...
I forgot to mention, the basic building mod isn't compatible with the expansion. The issue is, if you use the basic Buildings mod, you get doubled costs set for the level buildings, since the expansion sets these too. There is atm no way to have real mod depends or mod excludes to define with a mod. I should add this in the mod description for now. Good call. Regarding goods and resources, if you know the anno games, they had all pretty nicely done production chains, like coffee or cacao. My main...
Yeah, but I don't get any error logged in the log file, even with setting --log-level 3. @stiangre Worth reporting as bug, even with minimal info to provide? This started to occur with the introduction of AI changes recently.
a more generic unlocking of buildings
A little shameless promotion of the expansion mod, if you have a bit time to play test it, would be appreciated. I sadly lack time to actually play much, but modding is fun. I would be interested in feedback on resource spread on maps, production values etc leading to some balancing and fine tuning. One question to me, should all forests have meat production and expert hunters instead of grain and expert farmers? Just download as zip if you don't know git. ;) https://github.com/udeved/freecol-mo...
no hardcoded BonusLand/River
An idea related to naval combat, capturing etc <role id="model.role.crewedPrivateer" expert-unit="model.unit.privateer"> <required-ability id="model.ability.canBeEquipped" value="true"/> <required-ability id="model.ability.native" value="false"/> <required-ability id="model.ability.refUnit" value="false"/> <required-ability id="model.ability.piracy" value="true"/> <required-ability id="model.ability.navalUnit" value="true"/> <required-goods id="model.goods.muskets" value="100"/> <ability id="model.ability.armed"...
An idea related to naval combat, capturing etc <role id="model.role.crewedPrivateer" expert-unit="model.unit.privateer"> <required-ability id="model.ability.canBeEquipped" value="true"/> <required-ability id="model.ability.native" value="false"/> <required-ability id="model.ability.refUnit" value="false"/> <required-ability id="model.ability.piracy" value="true"/> <required-ability id="model.ability.navalUnit" value="true"/> <required-goods id="model.goods.muskets" value="100"/> <ability id="model.ability.armed"...
An idea related to naval combat, capturing etc <role id="model.role.crewedPrivateer" expert-unit="model.unit.privateer"> <required-ability id="model.ability.canBeEquipped" value="true"/> <required-ability id="model.ability.native" value="false"/> <required-ability id="model.ability.refUnit" value="false"/> <required-ability id="model.ability.piracy" value="true"/> <required-ability id="model.ability.navalUnit" value="true"/> <required-goods id="model.goods.muskets" value="100"/> <ability id="model.ability.armed"...
An idea related to naval combat, capturing etc <role id="model.role.crewedPrivateer" expert-unit="model.unit.privateer"> <required-ability id="model.ability.canBeEquipped" value="true"/> <required-ability id="model.ability.native" value="false"/> <required-ability id="model.ability.refUnit" value="false"/> <required-ability id="model.ability.piracy" value="true"/> <required-ability id="model.ability.navalUnit" value="true"/> <required-goods id="model.goods.muskets" value="100"/> <ability id="model.ability.armed"...
An idea related to naval combat, capturing etc <role id="model.role.crewedPrivateer" expert-unit="model.unit.privateer"> <required-ability id="model.ability.canBeEquipped" value="true"/> <required-ability id="model.ability.native" value="false"/> <required-ability id="model.ability.refUnit" value="false"/> <required-ability id="model.ability.piracy" value="true"/> <required-ability id="model.ability.navalUnit" value="true"/> <required-goods id="model.goods.muskets" value="100"/> <ability id="model.ability.armed"...
Elements of the combat mods proposal are already in the expansionPack mod. Buildings, units, resources and goods are done, I don't plan to add any more stuff, but it should already give a a good experience especially with the seasons mod. My aim is, the mod could serve as a test bed for ideas for FC2 rules and game play. The only area I gonna spend a bit more time on is tweaking the present content, and eventually enhance the pirates further, ie some work on ships, eventually ship roles, and repairing...
I added this three days ago. You can try it out using the development build. Already did, one observation is, the ModMessages won't always get loaded, so the editor lacks some strings. But works fine so far to create a small test map for the mod. Regarding prices, I just noticed in one rare test game, that silvercoin fell to almost 1 ~1600. :( But its not a mod stopper in any way, just that coins become worthless, I should probably make paper money goods to reflect it :-D
I added this three days ago. You can try it out using the development build. Already did, one observation is, the ModMessages won't always get loaded, so the editor lacks some strings. But works fine so far to create a small test map for the mod. Regarding prices, I just noticed in one rare test game, that silvercoin fell to almost 1 ~1600. :( But its not a mod stopper in any way, just that coins become worthless, I should probably make paper money goods to reflect it :D
I added this three days ago. You can try it out using the development build. Already did, one observation is, the ModMessages won't always get loaded, so the editor lacks some strings. But works fine so far to create a small test map for the mod.
I was thinking about how to implement ship roles. An idea came up, what if there was a "naval cannons" and possibly "ship crew" goods to make it comply with role based equipment?
It seems so from the code. Please do test and tell me if it doesn't work :-) I can tell from playing around with limits and glancing at the code, it has limits., haha. Say I wanted to limit the new federal hall to 1, I can do that with a direct value, but making it an option, it lacks some custom support field in gameOptions.java. Would come in handy to user limit buccaneers and courtesans other than settlement like the wagon.
It seems so from the code. Please do test and tell me if it doesn't work :-) I can tell from playing around with limits and glancing at the code, it has limits., haha. Say I wanted to limit the new federal hall to 1, I can do that with a direct value, but making it an option, it lacks some custom support field in limits.java. Would come in handy to user limit buccaneers and courtesans other than settlement like the wagon.
Thanks for clarification. So this is a purely "cosmetic" display issue only, but functional. I was already wondering, because tiles can have m:n, ie the colony has 3 goods produced unattended. My current setup is ... <building-type id="model.building.jewelerShop" extends="model.building.jewelerHouse" upgrades-from="model.building.jewelerHouse" competence-factor="2" upkeep="15"> <production> <input goods-type="model.goods.gems" value="3"/> <input goods-type="model.goods.pearls" value="3"/> <input...
Thanks for clarification. So this is a purely "cosmetic" display issue only, but functional. I was already wondering, because tiles can have m:n, ie the colony has 3 goods produced unattended. My current setup is ... <building-type id="model.building.jewelerShop" extends="model.building.jewelerHouse" upgrades-from="model.building.jewelerHouse" competence-factor="2" upkeep="15"> <production> <input goods-type="model.goods.gems" value="3"/> <input goods-type="model.goods.pearls" value="3"/> <input...
Thanks for clarification. So this is a purely "cosmetic" display issue only, but functional. I was already wondering, because tiles can have m:n, ie the colony has 3 goods produced unattended. My current setup is ... <building-type id="model.building.jewelerShop" extends="model.building.jewelerHouse" upgrades-from="model.building.jewelerHouse" competence-factor="2" upkeep="15"> <production> <input goods-type="model.goods.gems" value="3"/> <input goods-type="model.goods.pearls" value="3"/> <input...
Thanks for clarification. So this is a purely "cosmetic" display issue only, but functional. I was already wondering, because tiles can have m:n, ie the colony has 3 goods produced unattended. My current setup is ... <building-type id="model.building.jewelerShop" extends="model.building.jewelerHouse" upgrades-from="model.building.jewelerHouse" competence-factor="2" upkeep="15"> <production> <input goods-type="model.goods.gems" value="3"/> <input goods-type="model.goods.pearls" value="3"/> <input...
Thanks for clarification. So this is a purely "cosmetic" display issue only, but functional. I was already wondering, because tiles can have m:n, ie the colony has 3 goods produced unattended. My current setup is ... <building-type id="model.building.jewelerShop" extends="model.building.jewelerHouse" upgrades-from="model.building.jewelerHouse" competence-factor="2" upkeep="15"> <production> <input goods-type="model.goods.gems" value="3"/> <input goods-type="model.goods.pearls" value="3"/> <input...
Thanks for clarification. So this is a purely "cosmetic" display issue only, but functional. I was already wondering, because tiles can have m:n, ie the colony has 3 goods produced unattended. My current setup is ... <building-type id="model.building.jewelerShop" extends="model.building.jewelerHouse" upgrades-from="model.building.jewelerHouse" competence-factor="2" upkeep="15"> <production> <input goods-type="model.goods.gems" value="3"/> <input goods-type="model.goods.pearls" value="3"/> <input...
Thanks for clarification. So this is a purely "cosmetic" display issue only, but functional. I was already wondering, because tiles can have m:n, ie the colony has 3 goods produced unattended. My current setup is ... <building-type id="model.building.jewelerShop" extends="model.building.jewelerHouse" upgrades-from="model.building.jewelerHouse" competence-factor="2" upkeep="15"> <production> <input goods-type="model.goods.gems" value="3"/> <input goods-type="model.goods.pearls" value="3"/> <input...
I have come across one limitation. Since you mentioned a WWII mod, could production for buildings have a m:n relationship for input and output? Atm, it is pretty much fixed to 1:1. This way, more complex production chains could be done, eg jewelry, using gold, gems, pearls for input. I guess it would also go along with the goods "made-from" attribute being specified multiple times if required. Having a strict 1:1 relationship for input/output can grow a production chain considerably and probably...
I have come across one limitation. Since you mentioned a WWII mod, could production for buildings have a m:n relationship for input and output? Atm, it is pretty much fixed to 1:1. This way, more complex production chains could be done, eg jewelry, using gold, gems, pearls for input. I guess it would also go along with the goods "made-from" attribute beings specified multiple times if required. Having a strict 1:1 relationship for input/output can grow a production chain considerably and probably...
I have come across one limitation. Since you mentioned a WWII mod, could production for buildings have a m:n relationship for input and output? Atm, it is pretty much fixed to 1:1. This way, more complex production chains could be done, eg jewelry, using gold, gems, pearls for input. I guess it would also go along with the goods "made-from" attribute beings specified multiple times if required. Having a strict 1:1 relationship for input/output can grow a production chain considerably and probably...
I have come across one limitation. Since you mentioned a WWII mod, could production for buildings have a m:n relationship for input and output? Atm, it is pretty much fixed to 1:1. This way, more complex production chains could be done, eg jewelry, using gold, gems, pearls for input. I guess it would also go along with the goods "made-from" attribute beings specified multiple times if required. Having a strict 1:1 relationship for input/output can grow a production chain considerably and probably...
I have come across one limitation. Since you mentioned a WWII mod, could production for buildings have a m:n relationship for input and output? Atm, it is pretty much fixed to 1:1. This way, more complex production chains could be done, eg jewelry, using gold, gems, pearls for input. I guess it would also go along with the goods "made-from" attribute beings specified multiple times if required. Having a strict 1:1 relationship for input/output can grow a production chain considerably and probably...
I have come across one limitation. Since you mentioned a WWII mod, could production for buildings have a m:n relationship for input and output? Atm, it is pretty much fixed to 1:1. This way, more complex production chains could be done, eg jewelry, using gold, gems, pearly for input. I guess it would also go along with the goods "made-from" attribute beings specified multiple times if required. Having a strict 1:1 relationship for input/output can griw a production chain considerably and probably...
I have come across one limitation. Since you mentioned a WWII mod, could production for buildings have a m:n relationship for input and output? Atm, it is pretty much fixed to 1:1. This way, more complex production chains could be done, eg jewelry, using gold, gems, pearly for input. I guess it would also go along with the goods "made-from" attribute beings specified multiple times if required. Having a strict 1:1 relationship for input/output can griw a production chain considerably and probably...
Alright, I'll make PRs on GH when ready. Among them will be a simple color change for Inca and Russians, white proves to be bad if the settlement status turns white on a white BG. Question, is the "parent" attribute in mod.xml used for mod depends? I gathered if specified, it loads the parent tc? Yup, a way to more easily get the mods into the mapeditor would be nice. With increasing complexity, its a bit tedious to merge the mods in the main data to have them in mapeditor. I found a little downside...
On my TODO list there's an item for making "connected" a property on a tile improvement -- so that it would be possible to provide variations of image files for the allowed combinations of connected roads/railroads. Would come in handy if one wanted to make artificial channel tile improvement as well? Could colonies be merged that way into one? Some screenshots of more resources...
On my TODO list there's an item for making "connected" a property on a tile improvement -- so that it would be possible to provide variations of image files for the allowed combinations of connected roads/railroads. Would come in handy if one wanted to make artificial channel tile improvement as well? Could colonies be merged that way into one? Some screenshots of more resources...
On my TODO list there's an item for making "connected" a property on a tile improvement -- so that it would be possible to provide variations of image files for the allowed combinations of connected roads/railroads. Would come in handy if one wanted to make artificial channel tile improvement as well? Could colonies be merged that way into one? Some screenshots of more resources...
We could add "boarding" as an ability ... so that a unit carried by a ship can attack another adjacent ship. Perhaps also a separate "defendWhenBoarded" ability? Sounds good, my idea would be in naval combat, first check if crew or guns are carried, ie if ship has a role? The role would be rather unit focused, "hasCrew" and/or "hasGuns" ability? If so, then do the normal calc, if win, offer either boarding/capturing/plundering or sinking. I had a situation, where the REF had all ships sunk but one,...
We could add "boarding" as an ability ... so that a unit carried by a ship can attack another adjacent ship. Perhaps also a separate "defendWhenBoarded" ability? Sounds good, my idea would be in naval combat, first check if crew or guns are carried, ie if ship has a role? The role would be rather unit focused, "hasCrew" and/or "hasGuns" ability? If so, then do the normal calc, if win, offer either boarding/capturing/plundering or sinking. I had a situation, where the REF had all ships sunk but one,...
We could add "boarding" as an ability ... so that a unit carried by a ship can attack another adjacent ship. Perhaps also a separate "defendWhenBoarded" ability? Sounds good, my idea would be in naval combat, first check if crew or guns are carried, ie if ship has a role? The role would be rather unit focused, "hasCrew" and/or "hasGuns" ability? If so, then do the normal calc, if win, offer either boarding/capturing/plundering or sinking. I had a situation, where the REF had all ships sunk but one,...
We could add "boarding" as an ability ... so that a unit carried by a ship can attack another adjacent ship. Perhaps also a separate "defendWhenBoarded" ability? Sounds good, my idea would be in naval combat, first check if crew or guns are carried, ie if ship has a role? The role would be rather unit focused, "hasCrew" and/or "hasGuns" ability? If so, then do the normal calc, if win, offer either boarding/capturing/plundering or sinking. I had a situation, where the REF had all ships sunk but one,...
What are the general plans for v1.0+ in terms of features? What comes to mind is expanding production chains, hemp/rope, stone, gold/jewelry, and making eg ship costs reflect that, ie ship costs hammers, tools, rope, cloth. Another thing is, can ships assume roles to eventually have additional guns or crew boosting offense? Would love to see pirates officially added in some form, and a way to enter enemy ships to capture them or alternatively sink it, and a way to sell ships. Upgradable roads to...
@stiangre What would be the procedure for a PR once the mod is balanced? github? In my view, probably best would be a rule and tc with resources? Btw, my thought would be to name the tc xml anything other that mod.xml, its kind of confusing. Any plans to add gold as minable raw material for like jewelry and introducing stone, rope for construction? Generally expand production chains? ie make the produced goods used for eg ships? hammers, rope, tools, cloth for sail?
@stiangre What would be the procedure for a PR once the mod is balanced? github? In my view, probably best would be a rule and tc with resources? Any plans to add gold as minable raw material for like jewelry and introducing stone, rope for construction? Generally expand production chains? ie make the produced goods used for eg ships? hammers, rope, tools, cloth for sail?
This problem affecting (at least) colopedia also occurs with the basicColony mod. If enabled,, for example the blacksmith has twice production shown, happens for all buildings in the mod spec. Something isn't right with how mods are merged, looks like its done twice?
I think this is reproducible by loading a save game with the mods. Start game, colopedia shows all properly. Save, reload, mod added buildings and units have strangely multiple entries for eg required-goods or production . would explain the build screen. It seems to grow worse per saved game and its loading, ie the save game itself has multiple entires
Little update, I introduced a second good type, discrete services. It is intel stored as silvercoin and produced by the tavern and the courtesan. Atm testing if courtesan and buccaneer are correctly born in a colony/hired for silvercoin or intel.
Little update, I introduced a second good type, discrete services. It is intel stored as silvercoin and produced by the tavern and the courtesan. Atm testing if courtesan and buccaneer are correctly born in a colony/hired for silvercoin or intel.
Little update, I introduced a second good type, discrete services. It is intel stored as silvercoin and produced by the tavern and the courtesan. Atm testing if courtesan and buccaneer are correctly born in a colony/hired for silvercoin or intel.
Little update, I introduced a second good type, discrete services. It is intel stored as silvercoin and produced by the tavern and the courtesan. Atm testing if courtesan and buccaneer are correctly born in a colony/hired for silvercoin or intel.
The display problem seems to grow worse/stack with each new mint building in a colony.
Weird colony build screen with mod added new buildings
A nice feature would be to be able to configure eg the default unit natives build. Looking a bit at the code, its pretty hardcoded to braves. A mod could for example enable natives to have ships(or any other custom unit), as in the case with my pirate mod. I guess it would go along with enhancing the AI missions further. A goal of the pirate mod would be to have the "native" pirates to build(or buy) privateer ships for silvercoin. My idea is more like a NPC kind of natives, that can be hired for...
Another little mod I made for fun, another approach to using indian converts. Solution, equip them as scouts, they are expert scouts and trackers and know the landscape and its secrets very well.. https://github.com/udeved/freecol-mods/tree/master/convertScout Enjoy
For curiosity reasons, I had open fds logged. Main freecol starts out with 46 open fd. FreeColDataFile stops logging at net.sf.freecol.common.io.FreeColDataFile findVariationsWithAlternateSizes INFO: Number of open fd: 4084 Sun Dec 18 17:16:07 CET 2022 and later throws errors of too many open files. Somewhere is the code, there seem to be leaky open FDs that are not closed. The crash of the mapgen occurs when reading thumbnails, if mods are enabled. Crashing save game loading seems also related to...
For curiosity reasons, I had open fds logged. Main freecol starts out with 46 open fd. FreeColDataFile stops logging at net.sf.freecol.common.io.FreeColDataFile findVariationsWithAlternateSizes INFO: Number of open fd: 4084 Sun Dec 18 17:16:07 CET 2022 and later throws errors of too many open files. Somewhere is the code, there seem to be leaky open FDs that are not closed. The crash of the mapgen occurs when reading thumbnails, if mods are enabled. Crashing save game loading seems also related to...
For curiosity reasons, I had open fds logged. Main freecol starts out with 46 open fd. FreeColDataFile stops logging at net.sf.freecol.common.io.FreeColDataFile findVariationsWithAlternateSizes INFO: Number of open fd: 4084 Sun Dec 18 17:16:07 CET 2022 and later throws errors of too many open files. Somewhere is the code, there seem to be leaky open FDs that are not closed. The crash of the mapgen occurs when reading thumbnails, if mods are enabled. Crashing save game loading seems also related to...
For curiosity reasons, I had open fds logged. Main freecol starts out with 46 open fd. FreeColDataFile stops logging at net.sf.freecol.common.io.FreeColDataFile findVariationsWithAlternateSizes INFO: Number of open fd: 4084 Sun Dec 18 17:16:07 CET 2022 and later throws errors of too many open files. Somewhere is the code, there seem to be leaky open FDs that are not closed. The crash of the mapgen occurs when reading thumbnails, if mods are enabled. Crashing save game loading seems also related to...
Wasn't my intention, but I think I tracked down the issue. leaky FDs seem to be still a problem with java, ie too many open files, file descriptors not closed.. I think I hit the ulimit threshold with images in the mods. https://www.baeldung.com/java-too-many-open-files https://stackoverflow.com/questions/4289447/java-ioexception-too-many-open-files I think the inputstream in readResourcesProperties of FreeColDataFile class has to be closed, probably something like this? } finally { if(is!=null)...
Wasn't my intention, but I think I tracked down the issue. leaky FDs seem to be still a problem with java, ie too many open files, file descriptors not closed.. I think I hit the ulimit threshold with images in the mods. https://www.baeldung.com/java-too-many-open-files https://stackoverflow.com/questions/4289447/java-ioexception-too-many-open-files
Crash log for the mapgen options. Can't post more attachments?
Crash log for the mapgen options. Can't post more attachments?
Crash log for the mapgen options.
Crash log for the mapgen options.
Crash log for the mapgen options.
mapgen crashes with mods
Short description of the pirates. They are pirate skinned natives, but they exclusively provide two units, the pirate and the courtesan, both work and teach at the new tavern that can be built. Pirates are weak offensive units, but they do have the piracy ability like the privateer ship. Both units use silvercoin for payment, produced from silver in the mint house.
Short description of the pirates. They are pirate skinned natives, but they exclusively provide two units, the pirate and the courtesan, both work and teach at the new tavern that can be built. Pirates are weak offensive units, but they do have the piracy ability like the privateer ship. Both units use silvercoin for payment, produced from silver in the mint house.
@misiulo Do you happen to still have the psd files for colonists & buildings you made? I could use high res pirates, armed, unarmed, mounted and dragoon. See here, the pirates mod uses lots of (new) images. Btw, its a little pita to use mods with images, leading to constant exceptions of too many open files, also crashes the map gen settings, refusing to save. Also, can't load save games if settlement images are enabled in the mod.
@misiulo Do you happen to still have the psd files for colonists & buildings you made? I could use high res pirates, armed, unarmed, mounted and dragoon. See here, the pirates mod uses lots of (new) images. Btw, its a little pita to use mods with images, leading to constant exceptions of too many open files, also crashes the map gen settings, refusing to save.
@misiulo Do you happen to still have the psd files for colonists & buildings you made? I could use high res pirates, armed, unarmed, mounted and dragoon. See here, the pirates mod uses lots of (new) images.
@misiulo Do you happen to still have the psd files for colonists & buildings you made? I could use high res pirates, armed, unarmed, mounted and dragoon.
@misiulo Do you happen to still have the psd files for colonists & buildings you made? I could use high res pirates, armed, unarmed, mounter and dragoon.
The pirates take shape, and my job for a beloved child is done. :) If someone want to make high res cool images for the 3 little mods, feel free to provide them. All images currently are placeholders. The Pirates abducted the courtesan to their stronghold. She can be hired for silvercoin. A pirate militry unit will show up in the stronghold and offer his services for silvercoin soon. Ideally, a privateer ship could be hired, but so far, this failed.
The pirates take shape, and my job for a beloved child is done. :) If someone want to make high res cool images for the 3 little mods, feel free to provide them. All images currently are placeholders. The Pirates abducted the courtesan to their stronghold. She can be hired for silvercoin. A pirate militry unit will show up in the stronghold and offer his services for silvercoin soon. Ideally, a privateer ship could be hired, but so far, this failed.
The pirates take shape, and my job for a beloved child is done. :) If someone want to make high res cool images for the 3 little mods, feel free to provide them. All images currently are placeholders. The Pirates abducted the courtesan to their stronghold. She can be hired for silvercoin. A pirate militry unit will show up in the stronghold and offer his services for silvercoin soon. Ideally, a privateer ship could be hired, but so far, this failed.
The pirates take shape, and my job for a beloved child is done. :) If someone want to make high res cool images for the 3 little mods, feel free to provide them. All images currently are placeholders. The Pirates abducted the courtesan to their stronghold. She can be hired for silvercoin. A pirate militry unit will show up in the stronghold and offer his services for silvercoin soon. Ideally, a privateer ship could be hired, but so far, this failed.
The pirates take shape, and my job for a beloved child is done. :) If someone want to make high res cool images for the 3 little mods, feel free to provide them. All images currently are placeholders. The Pirates abducted the courtesan to their stronghold. She can be hired for silvercoin. A pirate militry unit will show up in the stronghold and offer his services for silvercoin soon. Ideally, a privateer ship could be hired, but so far, this failed.
The pirates take shape, and my job for a beloved child is done. :) If someone want to make high res cool images for the 3 little mods, feel free to provide them. All images currently are placeholders. The Pirates abducted the courtesan to their stronghold. She can be hired for silvercoin. A pirate militry unit will show up in the stronghold and offer his services for silvercoin soon. Ideally, a privateer ship could be hired, but so far, this failed.
The pirates take shape, and my job for a beloved child is done. :) If someone want to make high res cool images for the 3 little mods, feel free to provide them. All images currently are placeholders. The Pirates abducted the courtesan to their stronghold. She can be hired for silvercoin. A pirate militry unit will show up in the stronghold and offer his services for silvercoin soon. Ideally, a privateer ship could be hired, but so far, this failed.
The pirates take shape, and my job for a beloved child is done. :) If someone want to make high res cool images for the 3 little mods, feel free to provide them. All images currently are placeholders. The Pirates abducted the courtesan to their stronghold. She can be hired for silvercoin. A pirate militry unit will show up in the stronghold and offer his services for silvercoin soon. Ideally, a privateer ship could be hired, but so far, this failed.
The pirates take shape, and my job for a beloved child is done. :) If someone want to make high res cool images for the 3 little mods, feel free to provide them. All images currently are placeholders. The Pirates abducted the courtesan to their stronghold. She can be hired for silvercoin. A pirate militry unit will show up in the stronghold and offer his services for silvercoin soon. Ideally, a privateer ship could be hired, but so far, this failed.
Nephew asked to add pirates ... :D Ok, but not sure I can give them actually ships I said. And yep, natives don't like units assigned?
Nephew asked to add pirates ... :D Ok, but not sure I can give them actually ships I said. And yep, natives don't like units assigned?
Nephew asked to add pirates ... :D Ok, but not sure I can give them actually ships I said. And yep, natives don't like units assigned?
The silver coins were added also upon complaint that silver isn't a resource material. My idea was more to make it Hanseatic League based, and have a free dock(Kontor) as advantage, but I am just the executing one. :)
The silver coins were added also upon complaint that silver isn't a resource material. My idea was more to make it Hanseatic League based, and have a free dock(Kontor) as advantage, but I am just the executing one. :)