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Comment History
RaisiZigzag
RaisiZigzag - - 26 comments @ Islas Canarias / Canary Islands (Custom scenario)

This is only the first step in the development of the campaign of The Pirate Republic, but I will not make you wait ;) you can find the map in the addons section, you can play it in vanilla, from 2 to 4 players (not AI).

Good karma+2 votes
RaisiZigzag
RaisiZigzag - - 26 comments @ La República Pirata Mod

I hope to be working in campaign mode soon. Thanks Individ.Game, Your comments are manna from heaven.

Good karma+2 votes
RaisiZigzag
RaisiZigzag - - 26 comments @ La República Pirata Mod

Yes that's a bit sad, but in a way you're right, as it's highly likely that if he had released his mod, I would have simply downloaded it instead of doing this job, so The Pirate Republic would never have existed. However, this mod exists and anyone can download it and enjoy my pirate knowledge.

Good karma+2 votes
RaisiZigzag
RaisiZigzag - - 26 comments @ La República Pirata Mod

I am aware of that project you mentioned to me. It showed some good texture work, unfortunately never got to publish the mod and the only files published are portraits of politicians and some in-game photos, also the latest news published here says that development was stopped indefinitely on that mod due to a glitch on the HDD. And that would resume when and if he could restore the hard drive, but this was written a year ago so I think that mod will never materialize. Honestly, that inspired me to release new versions of my mod every few days, still with incomplete features, so that in case my hard drive crashed, the work wouldn't be wasted. Also for that reason I've ended up with 3 pirate civilizations instead of one, to offer a more complete pirate mod, but I really didn't find anything to extrapolate other than that.

Good karma+2 votes
RaisiZigzag
RaisiZigzag - - 26 comments @ La República Pirata Mod

Too bad you don't have time now, even so there is still work ahead, once the mod is finished it will stay here for everyone for as long as Moddb wants it, so you will have time. Believe me, I spend the whole day modifying the game, it would be incredible to me if I don't advance at this rate. Thanks for the positive point. Personally, it was a lot of fun recreating the Berber pirates and I loved the result. I also considered the Indian buildings, but they really have a Mediterranean culture, although I would like to modify the design of the fort for something more sandy. Regarding Caribbean houses, I also hope to change the design in the future for a more Caribbean texture, my intention would be to recreate Nassau, but I am not very familiar with textures and granny models yet.

Good karma+1 vote
RaisiZigzag
RaisiZigzag - - 26 comments @ La República Pirata Mod

I'm very happy to read that, it means I'm on the right track, I guess everything I heard, read and played about pirates has served a purpose. I'm sure I could make a giant squid attack you as a guardian and be called Kraken, but I think it would not look as spectacular as we imagined, it would be a matter of testing. I was struck by the first, what is the port of fallen ships and tortuga? Someone else suggested something similar to me, but I did not understand exactly what it is about. And the second, what exactly would a contrabandist's hideouts be? and why do you think that fits in the mod? Any addition must have a justification for me, so I would like to know more about that.

Good karma+1 vote
RaisiZigzag
RaisiZigzag - - 26 comments @ La República Pirata Mod

Thanks phutt, I'm glad you see it that way, pirates now have excellent gold panning skills and Chinese fireships aren't much cheaper. Personally I was very happy to add this change, because vanilla civilizations also benefit from this system, so the pirate experience will be present whatever civilization you play and the corsair ships have a more relevant role. Believe me, I will not stop in the development of the mod until it is impossible for me to add anything else, throughout the day I will release a new version that although it is not as novel as the previous one, it will greatly improve the new civilization, ARRRRRR!

Good karma+1 vote
RaisiZigzag
RaisiZigzag - - 26 comments @ La República Pirata Mod

Good thing, it is always better to do something together than to do it one individual. I'll see what the mod is about, it's great that people continue to play and mod this game even with the DE. When I published the mod I thought that nobody would play it haha and I find that this game is still active and incredible mods continue to develop, it is very good.

Good karma+1 vote
RaisiZigzag
RaisiZigzag - - 26 comments @ La República Pirata Mod

You do not have to thank me, it is the least I can do for the people who share this hobby with me and take the trouble to elaborate any kind of message that may be useful for the mod, so in any case, thank you for your Positive comments.

What I feared, the barbary unit is really very powerful for what it is worth, since it conserved the statistics of its mercenary cousin, however in the next version it will be comparable to a halberdier, this should greatly balance this civilization.

Regarding the fire ship, it is true that it is quite expensive for a ship that is going to be destroyed when it attacks, although it must be taken into account that this utility increases when you are outnumbered in naval power, I could prove that it can become really useful for help you eliminate frigates and monitors, due to the great damage it causes, but what it cost me to reduce its price is really because the Chinese fire ship costs 150 wood and 150 coins and pirates unlike the Chinese have additional ways to obtain Gold and the rest of their ships cost meat instead of gold, not to mention the new mechanic that I am going to include in the next version that I am sure will make the naval battles less expensive and more decisive and rewarding, so I would not rush in reducing its cost, although it could be necessary, in any case it is something that I will take into account.

Regarding the revolutions, I have decided to suppress them at least for now, since that is better than a totally mismatch, although they could return in future versions, I really found your ideas and those of Individ very interesting. Game about pirate revolution. Although I have dilemmas regarding the historical character, since at least the pirates of the Caribbean, once they reached their golden age, were pacified with pardons and it is what I would like to transmit, a civilization that becomes stronger and stronger until the age of fortresses and then declines with the arrival of pardons. However I have some more ideas about new pirate civilizations with different mechanics, so I'm sure I will find a place for your contributions, they sound great.

I tried looking for the mod you told me about, but I couldn't find it, is it available or not yet? If you post something let me know, it would be nice to see what it is about, the title sounds interesting. Honestly, I do not consider myself a modder, I know some things about modding, but I would like to know much more about aspects of which I have not yet found information, especially in terms of hardcode and 3d modeling, even so here I tell you, if you are starting and have any doubt about modding and I can give you an answer, here I am.

Good karma+1 vote
RaisiZigzag
RaisiZigzag - - 26 comments @ La República Pirata Mod

Greetings Phutt, I am very happy that you have tried the mod, it is true that it is currently in development, but any bug report is always appreciated, since surely I am not aware of everything.

Let me talk to you a bit about the points you make.

Regarding the consulates, in version 2.1 that I will release soon all the improvements will be available to pirates, but as for the units, at the moment I did not find another way to make them work with gold, so while you can recruit individual units , I really wanted them to be batch but I think it is hardcode, I will have to check it out.

By warrior pirates, do you mean the barbary pirates civilization? Do you think that a specific unit of this faction is unbalanced or do you mean all of them? I think the "barbary" melee unit could have a lot more health than expected, you mean? Maybe I've overdid it, I'll work on that.

On the other hand, this civilization is really fresh, so you will notice that it lacks content, also the letters of the metropolis barbary pirates have not been developed, they are a copy of the pirates of the Caribbean at the moment, so some letters will not work or they do things that this civilization should not be able to do, in future versions they will be implemented and substituted cards until the desired result is reached. For example, guilds are a unique feature of pirates of the Caribbean, so it should work fine for them these days, but not for barbary pirates. So I guess you found these mistakes all in the new barbary pirate civilization, right?

There is no Asian pirate civilization in this mod, only Europeans and Africans, but I think I understand what you are saying. Finally, the pirates will not have a revolution, because they are a revolution in themselves, so you will no longer have to see the suffering of the president of the United States wondering what is happening around him.

Fire ships seem expensive to you? What value would you give them?

Regarding pirate names let me tell you that currently you might be lucky enough to have your hero named Jack Sparrow or Blackbeard (Edward Teach), even others like Jack Rakham, Charles Vane, Stede Bonnet, even Long Jhon Silver, There is a long list if play with pirates of the Caribbean, since the names of the explorers and captains of this civilization are randomly formed between names and surnames of famous captains of the Caribbean (historical and mythological) that I carefully selected, of course Charles Sparrow or Benjamin Teach can also appear , which is not that interesting. I also tell you that in the next version I included a letter that will allow you to have some of the known female pirates (and probably shes fictitious close relatives) in your ranks. The same will happen in the future with the explorers and captains of barbary pirates, where the famous barbarossa, among other pirates of those waters, may appear. However I did not think of the flying Dutchman, maybe I should do something with that, I write it down.

Believe me I have a special interest in that everything is balanced and historically correct, so I will take into account the comments of the people who play the mod. However my idea is to equate the mod civilizations to the others, without modifying the vanilla civilizations at all.

Good karma+1 vote
RaisiZigzag
RaisiZigzag - - 26 comments @ La República Pirata Mod

ARR, sailor! Regarding the improvement of the cavalry do not worry, it is not there by mistake, it can still be useful when you can rely on some natives and the concept of the card is interesting, because of its name and its drawing, that's why it is still there, although perhaps be something else in the future.

What worries me is the error it found in the plantations, they should continue to produce maroons in the same way in all versions. Do you have an original copy of the game? Perhaps you should note the following, and that is that to install a new version of the mod it is highly recommended to start from a clean installation of the game, installing a new version of the game mod could cause conflicts, especially when wanting to play with another person. However, let me know something. Did it happen to you in the colonial age or in all ages? This can be key to identifying the problem.

Finally, I recommend you try the version 1.9 that I just released, but remember to install it from a clean installation of Age of Empires. Currently the production of maroons is working for me and it should be the same for you, although it could be that they do not appear if the creation time is completed even in the colonial age, it is just a guess, I will verify it.

Regarding the sloop, I agree with you regarding the model, however it seemed to me the most similar option to a sloop, although a new model of a small boat with cannons would be interesting, even new models for other buildings and I hope to make it possible in the future, but for now I will have to focus on other aspects of the mod, although I am looking forward to working on that as well.

As for the politicians, they are so far the most difficult part that I have faced, because for some reason the AI ​​does not recognize the politicians that I have created, so if I wanted to play against the pirates they would not advance in age, That is why the politicians that you can see in the latest versions are politicians from the original game and thus pirates advance in age if you play against them, so at the moment it was about the pirate AI being able to advance in age and villagers could not be sent of other civilizations, for that reason the Indian ended up there surely. I could find better original politicians, but I really want to add my own politicians, although it will take longer than I thought.

With the buccaneers I asked myself the same question and my answer was that when I wanted to use the buccaneers as a combat unit, I would not be able to know that villagers are not working. So the buccaneers ended up in the same way as the caravel, although it can farm, it does not appear in the button at the top, because it really is a mixed unit that is more combat oriented.

I'm glad you like how the development of the mod is progressing, I'm already trying to give it the last brushstrokes and trying to make sure everything is balanced, although it won't end here. The next step would be to create the campaign and learn more about 3d models to add unique elements to the mod.

P.S. I have problems with the translator to translate something ... How do you say in English the permission that governments gave pirates to attack ships from other countries? patent of marque? patent of Corsair? patent of privateering? In Spanish it is patente de corso, but I don't know which term will be the most appropriate in English..

Good karma+1 vote
RaisiZigzag
RaisiZigzag - - 26 comments @ La República Pirata Mod

¡Ahoy sailor! I understand that, when I translate things in the translator, sometimes the translation does not make as much sense as the original message, I even have to replace text sometimes with another that I know is more appropriate. Plus the translator gets artistic with synonyms. For example a syndicate, a union and a guild are not the same really, but the translator can translate any of these three words by any of the other two and completely ruin what you wanted to say, love and hate for the translator. But going back to the theme of the campaign, yes, my idea is to make a new campaign that will mix history with fiction, in which we are going to travel to the golden age of piracy and live adventures with renowned captains, both from the pirate faction, as well as the great powers of the new world. So we will have to say bye bye to the Asian campaign.

P.S. I am very happy that you like the mod, it is always nice to share the hobby with someone.

Good karma+2 votes
RaisiZigzag
RaisiZigzag - - 26 comments @ La República Pirata Mod

Regarding the question, I did not understand why you said the same campaign, my approach is to make a new campaign based on the golden age of piracy, for this I will have to replace it with one of the 3 available and I asked in one of the notes of the patch which would be the most expendable of the three, do you mean that?

Good karma+2 votes
RaisiZigzag
RaisiZigzag - - 26 comments @ La República Pirata Mod

Soon I will release version 1.7, where the issue of the villagers and pilgrims is already solved, also the time of the chest will increase and the collection rate of the wrecked treasure ship will decrease a lot, I do not know if you have opted to build treasure ships but they are Really broken in the latest version, you can literally build the economy by farming ships and using the market, it's insane. In short, you can expect a few bug fixes and balance adjustments in the next version, plus I'll take your advice to decrease the detachment building time a bit. As for your ideas, very good ideas really, for example the rum thing sounds great, where do I have to go for my jug? hahaha, although it doesn't quite fit me that it is an improvement of the church, maybe I need some context, but I'm sure I will make some room for the rum barrels, very good. Regarding the issue of the revolution, I have been deciding for a long time between eliminating it or developing it, since the pirate republic is a revolution in itself and there really is a part of me that tells me that they do not need a revolution, but I do not want to rule it out yet, it could be interesting somehow. Regarding the matter of the factory, I have good or bad news and it is that in the next version the pirates will not be able to send factories, this is because I thought that the factory is a building that is out of place in the pirates theme, so What I did was create the Brotherhood's Headquarters, which in appearance is a bank and fulfills a similar function to the factory, only that it does not produce artillery and will have other types of improvements, it may even be that in the future it will have some unique ability, such as producing free brigs. So the factories are left out in 1.7 and Brotherhood's Headquarters enters in a different context, the rum thing could work there, I'm sure.

Good karma+2 votes
RaisiZigzag
RaisiZigzag - - 26 comments @ La República Pirata Mod

ARRR! sailor. Your comment is greatly appreciated. Any idea or bug report is always well received by me as I am trying to faithfully recreate a pirate civilization based on a lot of historical information and making the most of what the game and my modding knowledge allow me.

I think I know what you mean with the villagers, it is true that there is an error currently in the maps in which the colony is started together with a group of pilgrims, it is these pilgrims who are building things that the villagers should not in the pirate civilization like bank, walls, detachments, etc ... you say that right? I will try to fix it soon.

However let me tell you some secrets about the villagers. In the recent version 1.6 the explorer can create buccaneers from the first age, so he enhances this mechanic even more. The buccaneer is a type of villager / guerrilla actually, as he collects animal meat and berries and builds trading posts, but also defends himself. This is so for several reasons, one of them is that the buccaneers were perhaps the first type of pirates to set foot in the Caribbean with the first corsair captains, they were also great hunters and smoked meat, which they would later sell. On the other hand we have the villagers who are created for free in the urban center slowly, they build and collect, but they do not build defenses. This is to convey that it is a colony that has been occupied by pirates, so that, let's say that these villagers simply want to survive on an island abandoned by their government that has later been occupied by pirates. Finally we have the maroons, fugitive slaves who join the pirates, they complete the functions of villagers allowing them to build defenses. In addition, with the card of the metropolis: Pirate resistance, all pirates build defenses, but walls and detachments especially slow, I decided this, since pirates were not great builders and I wanted to convey that they would have real problems organizing a large defense scale Did you find it excessive? However, the weapons depots are well built because they are simpler constructions, also the pirates have bonuses from the explorer and the captains. If you are still not convinced by everything, let me know.

On the other hand, the treasure chest posed some problems for me in the implementation and frankly, perhaps due to not having more experience in modding I found myself in three options, the first was that the captain could create it as an active ability, but without any placement restrictions, You would simply create it anywhere on the map you wanted, another was similar, except that you would have to choose any friendly unit next to which the treasure would appear, lastly I decided that it would appear passively from time to time next to the explorer. Maybe in the future it will become an active skill if I figure out how to make the captain and the treasure chest somehow be in the same place when. Even so, if any of the other options seemed better, tell me your impressions.

Let me know what you think about it after reading my conclusions, aside from the above, I found some of your proposals very interesting, perhaps I can develop some.

Edit: Okay, on the matter of the villagers that you commented, it has nothing to do with the pilgrims as I thought, although that is also pending, those settlers that you take out that are the same but build other things is due to the politicians who give settlers, already that for some reason the AI did not detect my politicians and I was not advancing in age I had to temporarily use English politicians. I'm dealing with that to bring back the pirate politicians and it will be fixed.

Good karma+2 votes
RaisiZigzag
RaisiZigzag - - 26 comments @ La República Pirata Mod

It isn't, although it could be if the WOL guys want to, as it would need some of their files.

Good karma+1 vote
RaisiZigzag
RaisiZigzag - - 26 comments @ La República Pirata Mod

Thank you :D

Good karma+1 vote
RaisiZigzag
RaisiZigzag - - 26 comments @ La República Pirata Mod 1.5

Hi thunder200151, you need to put the stringtabley.xml and the randomnamesy.xml inside C:\Program Files (x86)\Microsoft Games\Age of Empires III\data

Good karma+1 vote
RaisiZigzag
RaisiZigzag - - 26 comments @ La República Pirata Mod 1.0

Wow, what a shame, do you have age of empires iii and its two expansions (warchiefs & asian dynasties) in the latest version? If so, it may be that it coincided with a faulty upload in version 1.3 of the mod, if you downloaded it just when I uploaded it. It should work, I've been playing with a friend, try downloading the new version 1.5 which also includes an English translation. If you still can't play let me know more details.

Good karma+1 vote
RaisiZigzag
RaisiZigzag - - 26 comments @ La República Pirata Mod

Thanks, although we now have the stringtabley.xml that was shared with me by Individ.Game, I will work on it to see how it works, but if there are any errors I will take your advice into account.

Good karma+2 votes
RaisiZigzag
RaisiZigzag - - 26 comments @ La República Pirata Mod

A great contribution, you are a phenomenon, this afternoon you can enjoy the mod in english.

Good karma+2 votes
RaisiZigzag
RaisiZigzag - - 26 comments @ La República Pirata Mod

Muchas gracias por tu comentario nymeriakhl, se agradece enormemente y me alegro de que te haya gustado. Si que sigo con el desarrollo, precisamente hoy voy a liberar la versión 1.4. :P

Good karma+1 vote
RaisiZigzag
RaisiZigzag - - 26 comments @ La República Pirata Mod

This interest is appreciated, I need to find the stringtabley.xml in English, at the moment without success. If someone could share it, I could include it in the next version.

Good karma+2 votes
RaisiZigzag
RaisiZigzag - - 26 comments @ La República Pirata Mod

The name of the explorers and captains is randomly formed from the names and surnames of historical and mythological pirate captains, hopefully Jack Sparrow could appear. :P

Good karma+1 vote
RaisiZigzag
RaisiZigzag - - 26 comments @ La República Pirata Mod

In the near future it will also be available in English :)

Good karma+2 votes