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Legends of Ancient Arabia
For an overview of what this mod does, read my
complete review in my blog
I have some files that fix bugs in Legends of Ancient Arabia (LoAA), an
old Warlords mod for Civilization 4.
The file Ancient_Arabia_pl10.7z
(7-zip needed to open)
is a fully playable update to Legends of Ancient Arabia
(albeit without the Arabian music the original scenario has) which fixes
these issues:
- Random map players are fixed.
With the file, all nine tribes playable by the human are available in random maps, with the same tech tree that the scenario has.
- Workers can now build windmills
- Random map generators will now add LoAA-specific resources to maps
- Four random map generators, all PerfectWorld variants (SandBar, SandBarMoreIslands,
TotestraDry, and Totestra) added.
- New map for LoAA; game now has two scenarios.
- The “Arabian Merchant” unit is too powerful to be built an unlimited number
of times (it allows you to have a “great merchant” every two or three
turns). The unit can now only be built three times. Note: While
the player can request another Arabian Merchant to be built after the third
one, subsequent units are built then immediately removed from play, with
a log message given to the player. While this is a little clunky, it’s
done this way to minimize the performance hit. Oh, why didn’t Civ4 have
CyPlayer.getUnitClassCreatedCount()? This nerf can be disabled
by removing the Assets/Python/CvEventManager.py file before
applying the patch.
There is also a diff file for looking at
the changes this update makes (doesn’t include the map scripts).
People who wish to have the full Arabian experience may download
Gordon’s
original file and add the folder Assets/Sounds from that file to
the file here.
Note that, if a given random map has more than nine players, some tribes
will be played more than once; best to keep the number of players to
nine or less.
Files
It is possible to
browse the files in my LoAA patch.
Known issues
Even with this patch applied, Legends of Ancient Arabia still has some
issues, which I do not plan on addressing at this time:
- No thorough balancing of Caulixtla scenario map.
- “Custom Scenario” does not work with the “Ancient Arabia” map; the
workaround is to always “Play Scenario” to play this map. One can
play the “ArabianCaulixtla” map using “Custom Scenario”, or play
a random map (either with “Play now” or “Custom Game”).
- Leonard Nimoy’s voice says the wrong tech names in multiplayer games.
- Not all Civlopedia entries are finished.
- Diplomatic victory only possible with “Ancient Arabia” scenario map.
- Lack of a “Permanent Alliance” tech for the Arab tribes limits how
cooperative a multiplayer game can be.
- Endgame slowdown between turns. (I tried using SpeedMod and it doesn’t
work with LoAA.)
- The mod is for Warlords, not Beyond the Sword.
- A cultural victory, while possible, is too time-consuming to obtain to
be a practical victory condition. The only viable peaceful victory is
to build an “Arabian Merchant Empire”.
- The score visible in the endgame is too low; even a well-played game
ends with the user getting a low “Dan Quayle” score.