View Full Version : [bts] overlord 2
keldath Aug 07, 2007, 05:13 AM overlord 2 modpack
*updated on - 25/09/08 *
newest version - version 1.8 + patch-1 for civ4 bts patch (vista comp!) 3.17 .
hi y'all,
welcome to overlord2 mod,
this mod contains almost every popular modpack and some new things ive made,
the main idea of this mod is : stable stable stable - all for the goal of being able to play
late stages of the game, with smooth gameplay without lagging.
ive worked months and tons of hours into the night on this mod, hope you make the most of it.
this mod contains the following:
version history - recommnded - its more detailed.
- 2 new nations -israel + autria .
- 2 uu for all nations
- 2 extra civics for each catagory + a new catagory
- over 100 techs
- a large variety of unit classes with a complex value settings for each class
- all the next war content
- many new buildings
- religius victory
- some units has ranged bombardment - with dale mod and vanilla bts range abilitiy
- new espionage screen - by almightix
-main screen mod by nevermind
- more random events - by solversevent mod
- tons of new promotions
- 2 more religions
----ADDED IN VERTION 1.2-----
- partisan mod by gir
- fexfx speed bts mod + maps - by fexfx
- dale ranged bombardment mod
- many new rescourses - from extra mod and visa expantion pack
-----ADDED IN VERSION 1.3 -------
- 4 new improvments for tundra and desert
- caravan units -from sevomod
- 7 specihpic uniqe units for corporations
- 9 spechiphic religius units for religions
- solver unofficial patch
- up to 40 civilizations in one map + additional colonies - thanks to lt. bob
- each religion have more uniqe values
- a patch for a 3 radius city - by kind kind kalimahus
-----ADDED IN VERSION 1.4 + patch a -------
- unit - bell helicopter
- tech for corprate units
- new great person - geologist - can build mines (city building) that suplly resources
- ethnic city styles
- 2 more civics catagories (from rise of mankind)
- tweaks: buildings, fixed varius reported\unreported bugs resize some units and more.
- special edition of fexfx speed mod custom made for overlord !
-----ADDED IN VERSION 1.5 a -------
- over 15 techs -mostly in 1960 era.
- 4 new unit classes
- 4 new combo units
-fixed icons for religions - thanks net
- 3rd uniqe unit for all nations
- countless balance issues by the detailed repots of net and arlborn pages 10-17
tweaks to the civics, units, buildings, resorces, new skins, tons of tons of changes to evry detail in the mod.
- a much better version - whole lot different gameplay and a very balanced one.
-----ADDED IN VERSION 1.6 -------
- uniqe mercenary system only in over lord - introduses above 20 merc units
in a leneat estra tech tree
- added a new corporation
- one more combo unit
- many fixes, tweakes and so on according to players reports
-----ADDED IN VERSION 1.0 - 3.13 -------
- comatibe with 3.13
-----ADDED IN VERSION 1.1 - 3.13 -------
-added dales scorched earth, civ custimisior, bombing missions.
- attitude icons
- fixed some units issues.
-----ADDED IN VERSION 1.2- 3.13 -------
-added druidism
-added great states man
-added 9th corporation
-added specialist stacker dispay
-added full dale combat mod 1.02
-many fixes and tweaks.
-event mod 1.03 by jk'
-----ADDED IN VERSION 1.3- 3.13 -------
- added influence driven war
-enhanced city size bt mylon
-added new vcitory condition - holy war
-added 10 new future techs
-added future units, wonders&buildings
-inquisitions with limited religions
-super spies 1.11
-updated lkps events 1.21
-many fixes, civic tweaks, speed tweaks and tech changes.
-added some culture levels
-added 3000 turn speed (rise of mankind)
-updated dale 1.03
-----ADDED IN VERSION 1.4- 3.13 -------
-many unit, promotions buildings tweakes
-much more balance
-added mylon 1.11
-removed super spies 1.22 due to a crash - will be fixed for ol 1.5
-added shkype mods - building city size req + route restricter mod
-removed corporation units
-----ADDED IN VERSION 1.4- 3.13 -------
- scrollble screen for civics, religions and corporations
-dale 1.5
-bug mod 2.22
-shqype vicinity mod
-----ADDED IN VERSION 1.5- 3.13 -------
-revolution inquisition mod
-changes speeds - now more time line accurate
-removed partisan mod for now
-changes limitations on unit to routes (fixed)
-added espionage to hammers
-fixed swiss merc
-cultural leveles tweaked - now delayed 3 radiues level by one more levevl (to avoid mega cities early ingame)
-fixed missing events
-fixed missing archology lines from next war
-----ADDED IN VERSION 1.6- 3.13 -------
-added sevo mastery victory
-added m.l.r.s unit
-updated bug 0.30
-added chopper power unit
-tweaked leader attitudes
-tweaked speeds
-tweaked civics
-tweaked all upkeep settings
-added my "crazy religion system"
-----ADDED IN VERSION 1.7- 3.17 -------
-updated to 3.17
-updated revolution 1.61
-added better ai
-added sovler unofficial patch 0.19
-took out scrollble civics - couldnt merge to 3/17
-----ADDED IN VERSION 1.8- 3.17 -------
-bug 3
-now the mod uses revdcm base - 0/951
-super spies (addon)
-jculturlecontrol
-tons of tons of gameplay issues
-better stability
-some new stuff, unit and buildings
-one more religion - hellenism
-changed set of resourves
-changed the 4 imperovment types
-removed sevo mastery - but will be added on next version
-removed ethnyc city styles
*nothing more *
******MANY TWEAKS IN EVRY VERSION CHANGE ALSO******
Or if you want to know the summry:
- 3uu to all nations
- over 30 new unit classes - in a mixed detailed combat values
- power combo units - limited powerfull units (kindalike a hero unit).
- over 150 techs with extended future era.
- 2 new nations (israel +austria)
- 2 new great people - geologist(can build stratigic resource suppliers) and great statesman
- uniqe religious units
- 34 civs in one map + more colonies
- more resources (15)
- 8 civic catagories with 7 civics each.
- 4 more religions
- religious victory (75%)
- holy war victory (55& land+55% religion).
- tons of promotions
- 4 new improvments
- 2 caravn units
- many speeds options - from 300 to 3000 turns
- mercenary mod/system uniqe to ovelord mod - made by fanatic demon
- 2 more corporations
- event mod 1.21 by jpk1187
- enhanced city size 1.12 by ,mylon
- next war mod (partially)
- shkype city size building preqeq
- scrolling screens for: religions and corporation -bu johny smith
- special uniqe civ religion system (see more info in readme file)
- jculturecontrol
revdcm 0.951 componants:
- dale combat mod 1.7
- betterai
- influence driven war
- revolution 1.63
- revolution inquisition - not sure it works
- super spies - as an addon
- aiautoplay
- Solver BTS patch plus variants
-the mod is built to be lite so youll have fun in later stages also :)
*more info inside the info file within the mod folder*
known issues and notes:
- some pedia and strategy test are missilng
- supports only english.
- all of the added buildings are using vanilla civ4 art - to reduce size and ease on the memory
- dont use any map scripts availbe
- some bonueses are not showing their true icon on city screen
- if you dont like having a city with 3 and for tiles you can change it in this file : CIV4CultureLevelInfo.xml
- if you have a bug - plz assign a savegame if its a critical one.
- i added the different documents of the mods inside - if you wanna know how each one works - you can read about it there.
- this mod is build to not be "heavy" on late stages turns, i duplicated many of the buttons in the game and did not add alot of civs,
thus making the game faster and upnder 60 mb zipped, cause the bigger the mod you play, the slower it gets and more crashes you get :)
thanks
to all unit makers, visa modpack , art makers, the great mod makers of this community, and everyone i took their stuff .
pilotis for all the great help
grave for tons of his work
ripple of civfusion
johny smith for brilliant codes
shqype for his 3 mini mods
thanks alot to Vanchelon
mylon
Civmansam
gir
fexfx
fanatic demon
arlborn
net55
marnz
jdog5000
the bug mod team, alerum
glider for the great revdcm mod.
thanks jeckel fot his great work and help
dale..... no word can describe...
and big thanks for many unit makers!
im deeply sorry if i forgt someone! pm and ill credit you!!!
[COLOR="Red"]download section:
the game is optimized with the componants to work flawlessly without a ctd
download v1.8 of 3.17:
http://rapidshare.com/files/144666989/overlord2-1.8.exe
also plz download patch-1:
http://rapidshare.com/files/148375742/overlord2-1.8-patch-1.exe
install notes:
extract under your civ4 folder\mods
and overwrite all files
if you cant open the exe file - use http://www.7-zip.org/ to extract manually, thanks zuul for the link.
Todo for version 1.9 :
-re-add sevo mastery victory
-must add new units!!!
-balance speed and costs
-fix some bonues icons
-add assimilation mod
-add more improvments
-add more power combo units with secret techs.
- i hope someone will help me with the fonts so i can add more religions and corporations
- unit statistics
old version links (order of releasing and patch installing) not sure why, but people still dl this:
version 1.7 : http://rapidshare.com/files/128864216/OverLord2-1.7.exe
sion 1.7 patch b - http://www.mediafire.com/?xakw3dnelgr - thanks zulu9812 !!!
mole 1/3 mod for 1.7 - http://rapidshare.com/files/134477374/MOLE_1.3_03rdAug08.7z +
patch a : http://www.mediafire.com/download.php?fzjrlwlhkmm
version 1.6 :http://rapidshare.com/files/117042017/OverLord2-1.6.exe
also must have patch - c ( thanks to pilotis):
http://rapidshare.com/files/122335238/patch-c.exe
version 1.5 - http://rapidshare.com/files/112045596/OverLord2-1.5.exe"]
version 1.4 final - http://rapidshare.com/files/105052405/OverLord-1.4.exe or http://files.filefront.com/OverLord+14exe/;9953538;/fileinfo.html
version 1.4.1 - http://rapidshare.com/files/110073792/overlord2-1.4.1.exe
version 1.3 3.13:http://rapidshare.com/files/105052405/OverLord-1.4.exe or http://files.filefront.com/OverLord+14exe/;9953538;/fileinfo.html
version 1.3 3.13: http://www.sendspace.com/file/djlo2j or http://files.filefront.com/OverLord2+13exe/;9776270;/fileinfo.html
version 1.2 3.13:http://www.sendspace.com/file/djlo2j
version 1.1 3.13 - http://rapidshare.com/files/81840874/overlord2-v1.1.exe
version 1 - 3.13 - http://rs152.rapidshare.com/files/79679608/overlord2-3.1.3-v1.exe +patch -http://rapidshare.com/files/79834386/patch-a.exe or http://www.sendspace.com/file/rppsrl
vertion 1/6 - http://rapidshare.com/files/60252930/overlord2-v1.6-ready.exe and patch c
http://www.sendspace.com/file/7o4yph
version 1.5 - http://rapidshare.com/files/55796740/overlord2-v1.5-ready.exe or http://www.sendspace.com/file/llsq7z
vertion 1.4 must have patch - http://rapidshare.com/files/53840140/patch-a-v-1.4.exe or http://www.sendspace.com/file/l3g3uj
vertion 1.4 - http://www.sendspace.com/file/69ub0h or http://rapidshare.com/files/53526286/overlord2-1.4-ready.exe
vesion 1.3 patch a - http://www.sendspace.com/file/i5gxys
version 1.3 - http://www.sendspace.com/file/dajre2 or http://rapidshare.com/files/51247212...-1.3-ready.exe
version 1.2 mini patch b (must have) - http://hosted.filefront.com/keldath2/
version 1.2 patch (must have) -http://www.sendspace.com/file/lkpsfw
version - 1.2 - http://hosted.filefront.com/keldath2/ or http://www.sendspace.com/file/ll413g
version - 1.1 - http://www.sendspace.com/file/5clecg
version - 1 - http://hosted.filefront.com/keldath2/ OR http://rapidshare.com/files/48774731/overlord2.exe- thanks rapiduser!
v 1.3 (beta) for 3.13 (personal backup)
http://files.filefront.com/OverLord2+13exe/;977627
enjoy,
keldath.
here are some photo's (chech out my cool combo units...!)
strategyonly Aug 07, 2007, 03:36 PM Looks good so far, this is what i am going to do with my MOD also, but PLS get rid of that "stupid" Blue flag for America, thx.
keldath Aug 07, 2007, 06:12 PM hey, thanks,
i know your busy strategyonly.....with your promissing projects..
yeah i know.....i forgot bout that one...if its any comfort - the israeli flag (im an israeli...) has opposite colurls,
besides,
most of bts new civs have really similar colurs, that confuses,
i intend to make a new set of distinct colurs for all nations.
but, first i wanna know my mod is playble to the end :)
wrchamp14 Aug 07, 2007, 09:37 PM great mod, i havent played it all the way through yet.
keldath Aug 07, 2007, 11:55 PM thanks :),
keep me posted when you finished
****edit****
damn, the marathon speed is badly done, all the build costs are really cheap.....
ill edit it more. :)
brun58 Aug 08, 2007, 07:19 PM I've downloaded your mod, and plan to play and give feedback, but it being the work week I really haven't had a chance yet, but I do like what you've done already, just glancing through. I do want to say thanks here for all the work you've already done for the community, I know you've helped lot's of people out and helped on other mods
darkedone02 Aug 08, 2007, 10:21 PM you have not added any music for Austria Diplomancy... I don't know about Isreal. Try to find a good song from Austria and add it to the game.
keldath Aug 08, 2007, 11:19 PM hi guys,
thanks for th feed,
i indeed got involved in several mods hehe...
and yeah, ill add an austria music to my todo list (i simley merged it from my old version for now.
and i sugest you play normal speeds and not marathon cause is kinda poorly done...you can buid anything in just few turns.....
Dancing Hoskuld Aug 09, 2007, 05:42 AM Hi, Coffee appears to not work, in the game I mean :). It does not need an improvement but does not give +1 :)
keldath Aug 09, 2007, 08:24 AM ok, good to know, d hoskuld,
ill set it right.
keep feed backing :)
GIR Aug 09, 2007, 09:42 AM Hello keldath,
How's it going?
here are the partisan files you asked for: (it's a rar, not a zip)
Impaler[WrG] Aug 09, 2007, 10:15 AM I've looked at the Civics effects and I must say their frankly a mess, way too many modifiers on many Civics. I think 3 modifiers should be the max for simplicity and clarity. Arbitrary Guys work in this area is a good example to follow for what I consider good design on Civics, their both original, simple and understandable.
keldath Aug 09, 2007, 01:16 PM hey impaler,
i agree bout the civics,
the added stuff ha too much attributes, i call this mod vertion a beta, cause, through people suggestions ill be able to know more what is a good balance for the mod, the civics is an very imp thing, i intend to indeed simply each civic i added as the vanilla civics.
and my goal is 8 catagories with 10 civic options.
this mod i invested all my effort on unit gamplay balance, as i said, much diversity in the units play :)
but yeah ill do much stuff for bnext version.
and my dear gir......
once again, thank you for you help, my game is incomplete without the partisan mod (wish i could have more of your uniqu promotions mod...(hint hint)
thanks
****mini patch released****
fixes speeds of the game for normal build of buildings, units and income rate. 5 versions to test
Leif Aug 10, 2007, 01:13 AM Can you post some screenshots?
ERLoft Aug 12, 2007, 01:46 PM Enjoying this thus far - granted, I'm on a larger than huge map, marathon speed, so things are moving sloooowly.
I guess I'll check when I get home from work, but does this have a .dll file for it? If not, I suppose I can use it with Solver's unofficial patch?
Oh yeah, any chance of getting Solver's patch merged with Dale's bombardment and getting that set up for this? I can do my own .xml and minor python fixes, but getting into doing the .dll files is a bit out of my experience.
PS - What about Great Generals from Barbarian Combat? :D
wrchamp14 Aug 12, 2007, 02:14 PM yeah i just played all the way through, there wasnt really any problems. great mod.
cha dawn Aug 12, 2007, 02:37 PM Keldath,
Do you plan the revolutions mod as an optional choice at the start of the game ?
The casium mod did it this way and i like the rev.mod and your mod.
keldath Aug 12, 2007, 02:53 PM hey guys,
im really glad you like my work :0 thanks for the feedback.
ERLoft,
you can play with the solver dll. no problem, you can add the files.
i have now a version thats includes dales r b.
and the partisan mod.
i havnt checked the solver fix, what is it? if its important, ill merge it if you think its a worthi one :)
i can do sdk merging and dll.
wrchamp14,
you just made one modder, a happy one.
cha dawn,
can you explain more the suggestion youve made?
im not really sure what is rev mod for start of a game.
be happy yo here bout this.
anyway,
id like sme more feedback on,
what speed is better for the game play?
i might integrate the new fexfx speed and map mod, might be the best thing to do.
also need more feed on civic balancing.
thanks in advance for all the people playing :)
Leif Aug 12, 2007, 03:28 PM A couple of questions
Why are Universal Suffrage and Federalism different Civics?
Same with Free Speech and Civil Rights,
............. Forced Labor and Slavery,
Why have emancipation as a civic if there are labor civics other than it?
Also, you're not exactly right to put Fascism as the required tech for Communism, for historically Socialism evolved for several hundred years before the Italian and German Fascist movements sprung up. Socialism is more the idea of building an equal society, so it's required techs would be more likely scientific method and Liberalism and maybe another production tech [maybe steel].
Fascism on the other hand evolved as the reaction to Socialism, the ruling and powerful classes in society afraid of the power being taken away from them. So it's a merger of corporate, state, and military power, so it's place right after assembly line would indeed make sense.
Gl and keep up the good work.
ERLoft Aug 12, 2007, 04:36 PM Here's a rundown on Solver's unofficial patch:
* Fixing a possible infinite loop problem with unit movement.
* AI now more likely to promote siege units with Accuracy to better handle the changes to bombardment in BtS
* AI understanding of what is an "early Wonder" now correct for non-Normal game speeds.
* AI civs that are close to reaching a Domination victory recognize that and are more likely to declare war, in particular with Aggressive AI.
* "Dead unitgroup walking" crash fix as per Dale
* No-conscript colony crash fix as per Gyathaar
* Another colony crash fix as per myself
* Fixed the bug allowing Forts in foreign territory, which would result in Forts overrunning useful rival improvements.
* AIs close to domination population will have a high priority for health buildings in cities that are unhealthy.
* AIs close to domination population will put a high priority on researching Genetics and will like other health techs better.
* The AI will be less reluctant to raze cities that have its state religion if it doesn't have the shrine for that religion.
* Corporation maintenance is now exempt from inflation, so the costs don't blow up so much.
* Added possible workaround for a crash bug.
* Fixed an infinite loop problem with city attackers (thanks Gyathaar)
* Blockade code rewritten so that blockading is now much faster, as per Gyathaar
* Fixed Quick-speed crash (whoops)
* Auto-explore change per Bhruic.
* Auto-explorers will heal when wounded.
* Advanced start population selling fixed per Gyathaar
* Fixed the AP-conversion hammer bug
* AI will use espionage to destroy non-resource terrain improvements - such as Towns.
* AI may destroy improvements through espionage just because it hates you, with no war plan
* Increased likelihood of the AI stealing techs - hopefully it will do so now
* Poison Water and Foment Unhappiness missions now have the same effect, duration and cost on all game speeds, to mirror the official patch.
* Fixed AI airstrike bug
* AI now only capitulates to the team which has done them a majority of the damage.
* On non-aggressive AI, the AI's are more aggressive early in the game.
* AI trains more units early in the game.
* AI SHOULD do a better job of bribing other AI's (this may or may not work)
* The cost to Bribe AI's into war now uses a new algorithm, it better reflects the impact of the bribe (ie a large AI charges a lot more to be ordered around). Generally bribing will be more expensive, especially cases where it used to be excessively cheap.
* AI's tell you to sod off if you try to bribe them onto a victim with an intact nuclear arsenal.
* AI brags about it's nukes more.
* Always Peace now suppresses AI militarism (with some barb awareness).
* AI spends less on Espionage.
* AI trains spies with lower priority.
* AI better aware of Free Market / Environmentalism corporation impact.
* Exploring units should now heal.
* Possibly fixed exploring "YoYo" issue.
* Fixed a puppet strings exploit related to naval invasions.
* Fixed some issues which hampered or stalled AI early game expansion.
* Tweaks to Governor, particularly "Emphasize Food"
* Fixed an undefended cities issues.
Link to the thread: http://forums.civfanatics.com/showthread.php?t=235067
keldath Aug 12, 2007, 05:38 PM leif hi,
hey i know the tech isnt that historical accurate,
thats why i wanna have feedbacks.
i shall re arrange stuff like you uggested,
id be even more gratfull, if yu can make a suggestion for the currect order of civics, and perhaps changesome like you said.
eroft.
thanks...now i have no choise but to merge it in :)
ERLoft Aug 12, 2007, 06:11 PM You're welcome :D
Any chance of the Great Generals from Barbarian Combat getting in too? I can't even find the damn ModComp to merge it myself...
Francky42 Aug 13, 2007, 09:57 AM Hi all
some little icones ressources don't appear on the game ( in Town screen and on the map for the description)
What do you think about it. (I try to update game font *;tga and game font .tga files by add icones missing but the problem is always here)
(Sorry I'm french and I dont speak english wery well. I hope that you understand the problem)
keldath Aug 13, 2007, 12:19 PM Francky42 hi!!!
you are absoulotly right about the missing icons!!!
i dont know how to edit the tga files and merge them! so i didnt mere it!!!
i would really appriciate if you can do this work for me !!!!
:)
i also wanna add more religions, but again, i dunno how to use the tga fonts!
thanks!
great generals? perhaps erloft, i will consider this.
thanks.
rapiduser Aug 13, 2007, 01:47 PM Hi the download is too slow.
I need over 1 hour to download so I uploaded it to Rapidshare.
http://rapidshare.com/files/48774731/overlord2.exe
Francky42 Aug 14, 2007, 03:00 PM change the tga file it' more difficult than I think at first. I make a test but the game cratch with the modify files. (its because the alpha channel of the file is hard to manage)
I try again and if I get a succes I send you the file, don't worry ;-)
keldath Aug 14, 2007, 03:44 PM thanks francky :)
i also added shinto religion - and it also has an icon needs to be added...:)
ERLoft Aug 15, 2007, 01:30 PM Keldath - Seems that coffee has no tile improvement associated with it. Got it in my current game, and I have coffee at one of my second cities, but can't build a plantation there and there's no happiness benefit...
Ok, seem to have found it. CIV4ImprovementInfos.xml has two listings for Cotton under the Plantation improvement. I changed it in my version and will test to see if I can get coffee now!
UGH. Don't make changes to the .xml files on games with locked assets. Crashes the game when you try to load it. Guess I'll test it on a new game...
keldath Aug 15, 2007, 04:29 PM hey erlotf,
yeah i chaned added the coffee to my new version, thanks.
yeah...you shoulndt change game fies with locked assets, it wont be save compatibble :)
keep me posted,
so far for next version i have dale r b,
new reigion,
partisan mod.
have any ideas what should i add next ?
T_F Aug 15, 2007, 06:18 PM Looks good. I can help you with spelling if you need (no offense).
Francky42 Aug 15, 2007, 07:09 PM So i realised modifications on the .tga files with new icons for ressources, but i have still problems with them. Few icones don't appear correctly with ressources. Cotton salt thea olives appear correctly but for example sulfur appears with horse icon !!!. Though I respect the order like in xml files.
Something is strange but I don't know what and why ! And in addition some parts of text appear bigger. Is incredible ...
Somebody know how modifie correctly these recalcitrant files !!!!
keldath Aug 15, 2007, 11:20 PM Francky42,
hey your right - in the bonus art info ( i think - theres a tag with a nuber - that directs to the right part of the res,
i just borrowed the current numbers from existing resources, so the new rescourses show as the vanilla , like indeed sulpher will apear as a horse..
so that needs to be altered.
t.f
id appriciate any help. :)
non taken. :)
Francky42 Aug 16, 2007, 03:57 AM Hi Keldath
Whoua i think it's too complex for me. It is necessary to update bonus art info file so ? How i can help you ?
keldath Aug 16, 2007, 07:25 AM dont worrry bout the xml,
i wouldnt want you to work so much for,
you cn do the res files with the needed icons, and ill ill take careof the xml :)
thanks alot for you willing to help :)
Francky42 Aug 16, 2007, 09:31 AM OK
so you can get the file from this adress http://www.sendspace.com/file/ggbnsh (font.zip)
Good luck and god save the CIV
keldath Aug 16, 2007, 01:06 PM thanks alot francky :)
i have yet another job,
heres another one to merge to the fonts:
the shinto religion icons.
:)
your my man !
**edit**
hey francky,
some of the icons wont work - the happines and some other ones....
**new version added**
1.2
Civmansam Aug 17, 2007, 09:09 AM How's this Keldath?
keldath Aug 17, 2007, 11:04 AM wowow!!!!!!!!
looks great!!!!!!!!!
how can i insert it into the mod??
thanks alot!
Imperator666 Aug 17, 2007, 11:08 AM hm strange i have bts latest patch installed and your mod and after about 100 turns the game crashes, even if i reload it, it crashes at exactly the same point.
in another game the same thing happened...
edit: other than that your mod rocks :)
keldath Aug 17, 2007, 11:27 AM if you have the latest patch you cant play -my mod is for patch 3.02,
not 3.03.
anyway,
id like for you to tell me which version have you tried and a save game.
but, the patch is probably the cause.
Imperator666 Aug 17, 2007, 12:01 PM i have bts 3.0.2.94 and overlord 1.2 installed, which makes me wonder ... anyway i can attach my savegame that crashes a few rounds in the game, if it doesnt crash after a few rounds there must be something wrong with my installation :)
edit: it crashes exactly after one round, when the austrians adopt warrior cast, but that is probably not the cause of the crash because other civs also have warrior cast and it didnt crash...
keldath Aug 17, 2007, 12:58 PM well austria is bugged....
i forgot to the audio for them, so it causes a ctd,
just play without austria untill i fix.
keldath Aug 17, 2007, 01:12 PM imperator,
are you playing with locked assests???
ok - the crash is being created because of the shamanism tech.....
so ill post a fix for that.
Imperator666 Aug 17, 2007, 01:35 PM not that id know of ...
keldath Aug 17, 2007, 01:52 PM ok, i found the problem. i missed somthing with the shinto religion,
i posted a new fix on the dront page.
imperator - the patch is compatible with your savegame - you can continiue,
thanks alot for you help!!!
Imperator666 Aug 17, 2007, 02:30 PM wow really nice of you - thanks :)
keldath Aug 17, 2007, 02:38 PM your welcome,
just let me know how your game flows :)
ERLoft Aug 17, 2007, 10:12 PM One slightly annoying thing I've noticed - it seems that the AI really loves the attack promotions. They'll pick it almost exclusively over any other promo. Question is, is this smarts or stupidity on the AI's part?
keldath Aug 18, 2007, 02:11 AM yeah erloft.....
the ai stupiditi......
i think iread that theres some fixes to the ai - read a few posts bac about solvers unofficial patch,
i might merge it in for next version.
Francky42 Aug 18, 2007, 02:52 AM thanks alot francky :)
i have yet another job,
heres another one to merge to the fonts:
the shinto religion icons.
:)
your my man !
**edit**
hey francky,
some of the icons wont work - the happines and some other ones....
**new version added**
1.2
I see that as son as possible
ERLoft Aug 18, 2007, 12:34 PM Hey Keldath -
This may already be included, but are we able to run more than 18 civs with your mod? If no - would you be able to add it in on the next update of the .dll file?
Thanks!
keldath Aug 18, 2007, 01:00 PM ok erloft,
will be done for next version :)
ERLoft Aug 18, 2007, 01:48 PM Cool beans!
Imperator666 Aug 18, 2007, 03:01 PM the issue with the attack promotion has been there since the promotions pack has been introduced, i always remember the ai picking attack promotions for attack units and city defense for defense units.
as for my game, i have played it for a while until i found out that the only way to build gunpowder units is to have sulfur and the only sulfur source on earth was on the other continent in the mighty russians territory, well for fun reasons i cheated every civ a sulfur source and continued playing. other than typos and in my opinion somewhat imbalanced wonders (one even with +20 great people) its fun to play, after a while my economy has become so powerful that i can crank out a powerful unit in alomst every city per turn, dunno if that is the same in the original game, maybe the modern unit costs should be increased or some buildings nerfed down ... (several of my cities have 200+ hammers per turn, the capital +800 money per turn).
keldath Aug 18, 2007, 03:38 PM imperator,
that is the exact feedback i needed acctually,
i didnt know how the fexfx speed will affect the gameprogress,
now i know.
ill post for you and others another minipatch with my edited speed (which i did some tests on for costs, inflations and more)
but...as i said....i should have tested the affects of speed mod on the game flow,
ill add the patch in a day or too.
i appriciate the help you give,
i kenw the mod will be unbalanced thats why i need help, i dont have the time to play,and besides,
almost every mod thats come out gets tons of patches to find the proper balance :)
keldath Aug 19, 2007, 04:11 AM new mini patch released,
now much more balaned game play - info on the front page.
Imperator666 Aug 19, 2007, 11:28 AM another thing that interests me is if you have incorporated the possibility for units to have traits such as berserk, stalwart or heroes, it adds much flavor to the game by having special units to especially take care of. another question would be if you could incorporate modcomponents such as the unit statistics or the one where you get your unitstacks neatly displayed in columns?
anyways, thanks again for the patch, will play anoter game now :)
keldath Aug 19, 2007, 02:36 PM hey imperator,
well, in the promotions i added the heroes promotions - 1-5,
and stalwart,
but you can get them in an oreder - to have this you need this and so on.
gir,
made one of the best mods i ever played - he made the promotions to work in a very awesome system, i wish he would have done it for my mod,
its rally awesome.
well,
my goalwith this mod - not to over add modcomp, i want only those which affect gamely ad add stuff not too complicted,
for two reasons:
1. i dont know how to edit python nor sdk - only merge sdks.
2. i dot want the mod to include many mods - cause the more mods i have - the slower th game will run on late stages, more memory use, and unbarrable gameplay (hapened in warlords).
units stack sound not the problematic though.
anyway, for now,
i want first to blnce the mod s much as i can ,
before advancin on with more stuff.
after i get the speeds right - i wanna balace the civics more :)
thank you for playing :)
Kalimakhus Aug 20, 2007, 07:25 AM @Keldath
First of all thanks for such a wonderful mod.
I started a marathon game Yesterday. I felt that construction, training, improvement, etc. times are a little too much, even when my cities became mature enough.
I looked into the Civ4GameSpeedInfo.xml and I realized that the figures assigned are more than what is required by number of turns ratio.
I know from previous posts that you have made adjustments to these figures. What was your rational for these adjustments?
keldath Aug 20, 2007, 08:44 AM hey kalimakhus,
i thank you for the reply,
on th lst config', i did it to fast, so i ajusted the speeds so it wont be fast bulid.
im still tryng to get the right forula for the proper speed,
if you know your way on the speed xml,
i would love you to change what is needed to make it a better ratio.
im no expert on the speeds, so im doing trail and error on the file.
so, if you have any suggestions on which numbers should be -by al means tell me :)
Kalimakhus Aug 20, 2007, 09:04 AM I can't say I am an expert myself. However I think FexFx has a long explanation of his choices for speed balances and his mod is already included. What I think is advisable is to have a starting point that depends on previous work. So we either use the linear formulas of the vanilla BTS, or we start with the adjustments FexFx has made and try tweaking from there.
To try helping I will go through the analysis FexFx offered and compare his figures with the ones in the mod for I am convinced that his effort shouldn't be wasted. And I guess he would welcome any successful tweaks of his results.
keldath Aug 20, 2007, 12:07 PM thank you kali,
i hope you can help me,
the original fexfx to my mod wasnt good - everything was an easy fast build inmarathon sped,
so i increased the build vlues.
say, how was your money rate? did you get insanley rich or was it moderate?
Kalimakhus Aug 20, 2007, 01:00 PM I started a game substituting the speed info file from FexFx. I am still early in the game and didn't notice it to be too fast or too slow. Theoretically the ratio figures used by FexFx are adequate. In fact they make build times slower than the rates used for vanilla BTS. Civ4 uses a flat ratio i.e. num turns speed X / num turns normal speed. In our case this ratio will be 1200/500 = 2.4 this is 240%. In FexFx implementation he adds 20% for research, construction, training, and build times.
Anyway, I will go through this game and report back my findings.
For the time being, I noticed that the Dawn of Man screen has the text of the Next War mod that says that space ship and cultural victories are disabled. I think this is not the case with Overlord2.
keldath Aug 20, 2007, 02:12 PM ok great, i await your reports :)
someone told me that he played fexfx with mine - but i think he said it was too fast build.
so if you can try to take alook at the new civcs balance,
but, now the most important - is the speeds.
and yeah....now i understand why does the weird next war test apears...ill remove it next version thanks :)
***ok i think i got some really good speed setting,
i added mine as a fifth speed and fexfx original marathon speed with few more turns for a proper time line.
moving on to some new improvments for tundra ice and desert.
:)
***work has began on version 1.3 - list the things you want inside - more of what??
Kalimakhus Aug 20, 2007, 05:44 PM @keldath
After playing with FexFx settings up to the Renaissance, I am confident that builds are quite reasonable. Now as I understand from your post you made your settings work with a new speed (with longer number of turns?). This is quite a good idea your settings can fit something like 2000 turns in fact.
If you added turns to account for the extended modern era in the mod then applied same formulas as FexFx you will get a perfect speed settings. (I think this is what you did already). Good job!
Kalimakhus Aug 20, 2007, 06:01 PM About version 1.3
I think as you are using speeds that are all longer than the normal speed in vanilla the game can actually use more of everything. With longer games one can research more techs and build more buildings and unit types. So rather than researching some tech for 40 turns there can be two techs 20 turns each.
Now it is always the buildings and bonuses effects that need balancing as when you have a lot of them you might end-up with too much health and happiness that unbalances the game. One way to tweak bonuses is to adjust their random occurrence modifier so if you have one extra health bonus you balance it against another so it is not likely that a player will have them both. Buildings that give extra health of happiness through bonuses can get these bonuses divided among them, also if you add some more specialized building you can move the effect to it and remove if from another building. For example if you add a Jewelery building it can add extra happiness with gold, silver, and gems. There is no need that the market or the forge add happiness for the same resources.
Anyway, I might be telling you things you already know and thought of before. I just like long games rich with more of everything and I hope to find that in Overlord. Good luck.
Kalimakhus Aug 20, 2007, 06:26 PM Sorry for forgetting to mention this:
- The AI never research Shinto or Zoroastrianism!! It seems a tech that founds a religion needs to have some more benefits so the AI will research it.
- Are there shrines for the two religions. I got Shinto quite early and spread it everywhere then when I got a GP I wasn't able to build a shrine to cash in!
Mrhoochi Aug 21, 2007, 03:16 AM Hallo,
sulfur and rubber never reveal on the map when I have the Tech.
The Unit Cortez Followers(Spain) can not Attack or Defend:confused: or sentry in a City.
The rest of this mod is realy cool!:goodjob:
keldath Aug 21, 2007, 08:43 AM hey guys,
indeed th resources needs more blancing, im working on it now,
thanks - ill fix th cortez unit.
and kali, i thik i got the speed very well - i added some turns to fexfx so it goes to around 2015 in future times,
and as i said i set my own speed with reasnoble costs.
as for the ai religion, i have no idea why wont he learn those,
ill try to see why.
feed me with more stuff! thanks guys.
keldath Aug 21, 2007, 01:08 PM OK,
I NEED SOME SUGGESTIONS:
gimmie some ideas for religion uu's and corporations uu's,
from all eras.
names types and more.
kali, id love to hear moe about your suggestions about the health balnace, and happyness.
strategyonly Aug 21, 2007, 01:20 PM OK,
I NEED SOME SUGGESTIONS:
gimmie some ideas for religion uu's and corporations uu's,
from all eras.
names types and more.
kali, id love to hear moe about your suggestions about the health balnace, and happyness.
How about the Egyptian Ra or Amon-Ra Beginning with the Middle Kingdom (2134-1668 BC), Ra worship acquired the status of a state religion, and the god was gradually fused with Amon during the Theban dynasties, becoming the supreme god Amon-Ra.
Or Native American: "Master Spirit"
neither really had a religion of sort just a main GOD!!
Kalimakhus Aug 21, 2007, 03:11 PM @Keldath
First I might be mistaken about Shinto and Zoroastrianism never researched by the AI. In a game I started today, Shinto was founded by some AI. I still think the AI is not very keen on researching them but anyway it is part of AI's personalities so it depends on what leaders I had in the game. So for now it would be better to watch the AI behavior toward them in more games before you try doing something about it. What is really important is that they get shrines (and icons).
I am so glad that you are interested in our suggestions. It makes people feel more involved and thus more interested in the Mod.
In general it seems that most civ4 players love to have more and more of everything. The problem is that once you give them what they asked for they will come back and complain rightfully of their games being unbalanced.
The Vanilla game in many aspects is reasonably balanced so one way to keep mods balanced as well is to try sticking to the overall balance in the vanilla game. This can be achieved by simple math. i.e. if you add +1 happiness through a resource or a building just balance it with a -1 happiness through a building or a civic.
You can add several production boosting buildings that add unhealthiness, and balance them with more health resources and buildings. Now if more productive cities seem unbalancing the game, then a little increase of build costs can balance it again. (By the way the extra productiveness will actually be consumed by the extra buildings so most of the time you won't need to balance it by making build costs higher).
The levee building in BTS is a good example of a production boosting building that is specialized for cities on rivers. What is good about it is that it gives the boost where it is needed for cities on rivers are low production ones by default. The maoi statues (sp?) is also a good example though I hate that it is a national wonder, you may think of a similar building that may boost production in coastal cities. It will be so nice in Archipelago maps. And it will help building larger navies.
One way of having more and more resources while keeping things balanced is chaining them. This means Resource1 1 doesn't give happiness or healthiness on its own, you need a building that requires resource 1 and produces resource 2 that actually give healthiness, or happiness. The building can also give commerce, hammers, or whatever.
One last thing I always wondered about the lumber mill coming only so late in the game though it is not by any means a technology intensive improvement. Also it gets the railroads boost quite fast. You might think of moving it to some earlier tech, this will make players think a lot before chopping. Also I am sick of that too many resources require the Calender because it allows the plantation improvements. I wish some resources can use other improvements. Also historically many of the resources that require the plantation in the game where actually available early.
Well, this is all I can think of for the moment. Hopefully it can be of use. Good luck with the coming release, can't wait to try it soon.
keldath Aug 21, 2007, 03:29 PM hey kali',
wow thats extenssive...
well, good to know that the ai does like the shiot and zor', :)
i totally agree with you about the health , and happyness, its an interesting idea you now dare me to do.....mmmmm.....
perhaps, i can work with the buildings, and play with the values, just like i did with the unit values, very interesting, maybe doing this building needed to that rescourse, that give a little minus and so on, its a daring thing...! ! !
yeah you right.....every time a modder gets a version out, theres complaints, but - this improves the mod. besides, i work for the people..hehe aint im rightus hehehe.
i also agree bout the same improvment for tons of resources,
what im tring to achive - is alot odf resources, but less of everykind (not including the important ones), so that every nation or more have a uniqe resourse thats not placed on another part of the map, thus creating a more varied trading resourses.
anyway,
i wanna add solver unofficial patch, 40 civs and more colonies,
i already erged the file - but for some reason - the compiling dll wont work for me as it did on warlords, im trying a different approach now,
but if that wont work, ill have to fine someone to compile me the dll.....
also i added more sulpher and rubber - so theres more then enough of both on the map - did several tests.
added 4 more improvments - 2 for desert and 2 for tundra - availble on late stages of the game.
and every religion now have its own uniqe values - so it will encourge chossing your prefered values.
then ill start doing 10 uus for each religion - basicley i wanted 2 for each but ill wait with this.
:)
Kalimakhus Aug 21, 2007, 03:53 PM @Keldath
How exactly didn't compiling the DLL work for you, I mean was there compiler or linker errors or the built DLL didn't work with the game.
Anyway, I may be able to help you with this.
keldath Aug 21, 2007, 04:35 PM ok kali - heres the source coode (only the altered fies)
i couldnt get over it - with vC++ and with code bocks im afraid.
help.....
http://www.sendspace.com/file/5pf2k9
Kalimakhus Aug 21, 2007, 07:05 PM Compiled- Linked without problems. I also started a game with it. Didn't continue for many turns but it seems to work fine for me.
Here is the file:
http://forums.civfanatics.com/uploads/115758/CvGameCoreDLL.rar
Test it and tell me how it is going.
By the way you didn't tell me what is the problem you have exactly. If I guess right it might be just a very simple one.
Arlborn Aug 22, 2007, 02:12 AM Hey Kel, how are you?
Remember me? hehe. BTS made me come back to play! :D
I am a bit involved in other projects and still trying a lot of the stuff in BTS, but in some days I shalll try your mod, specially when it is well-balanced :)
Anyway, I thought you worked with VISA-mod?
keldath Aug 22, 2007, 02:29 AM hey kali!
that was fast! thanks!!!
now, i would rally ike you to try and help me fnd the probem why i couldnt compie,
i tryd at first with codebocks - and i did itjust like the kael old guide - but it gave me n error wit the fie cvgamecoredll.rc,
so i tryed with c++ guide (under tutorial thread) dl th makefile.vs8,
put it under the cvcoregamedll folder,
followed ht instructions,
and then when starting to compile - gor and error that final_release cant be found....
if you ave the time nd willing to help,
maybe you cn aid and guide me step by step.
if you use t - this is my msn - lordkeldath2@hotmail.com
arlborn......
how can i forget my old friend...:)
you axil and rocingroger where my most loyle players :)
im fine...rl too busy i guess.
so you got tired of warords huh?
bts indeed worth the comeback.
otherproject? you mean your modding?
i did wrked with visa,
but now the team grownto be a very large one - and they all woring on an inspiring interesting, project - th word of civilization, its a ery uniqe system -tht wil allow to choosewhat ever mod parts youwich to engage in you game,
combined mods , and you can oick you own componants.
check out the site - look for firehawk ink under vis forum.
i dont have the time to obligate for such large projexct,
have this summer to work on civ a little untl school comes,
so i decided to make my own mod for now :)
opeyou indeed ply t sometimes.
good to hear from ya,
keep in touch.
Arlborn Aug 22, 2007, 03:08 AM arlborn......
how can i forget my old friend...:)
you axil and rocingroger where my most loyle players :)
im fine...rl too busy i guess.
so you got tired of warords huh?
bts indeed worth the comeback.
otherproject? you mean your modding?
i did wrked with visa,
but now the team grownto be a very large one - and they all woring on an inspiring interesting, project - th word of civilization, its a ery uniqe system -tht wil allow to choosewhat ever mod parts youwich to engage in you game,
combined mods , and you can oick you own componants.
check out the site - look for firehawk ink under vis forum.
i dont have the time to obligate for such large projexct,
have this summer to work on civ a little untl school comes,
so i decided to make my own mod for now :)
opeyou indeed ply t sometimes.
good to hear from ya,
keep in touch.
I meant RL life projects! Hehe, my life is too much of a mess to start modding >.< It takes too long :)
Well, I hope you can have enough time to finish balancing and etcv before school comes in and mess up everything!
Probably sometime next week I will be playing your mod :)
And yes, I know about their new mod :)
Good to see you around hehe. I was not bored exactly from Warlords. It is just that I had other things to do(baby+school+ Elder's Scroll *cough*). But I still played CIV from time to time :)
keldath Aug 22, 2007, 03:45 AM elder schrolls...??
i prefer neverwinter nights or bg2
ifes projects...i see....
great then ill be more the hppy to hear what you think of the mod, tell me when you wanna play, ill make sure youll get my up to date version.
if i wont be posting it yet.
that goes for you too kali.
keldath Aug 22, 2007, 03:59 AM hey kali,
well i trye dll -plus i managed to compile bymyself....(i skipped somthingover and over)
but - i couldnt play with over 18 civs - did you succeed?
**oh damn......
i uploaded the files only including solver patch...without the 40 civs...
oops
Kalimakhus Aug 22, 2007, 07:31 AM @Keldath
I've just tried to find you on msn but you are off-line. Anyway as I thought your compilation problem was a simple one and it is already mentioned on the forums.
Now BTS adds an RC file (a windows resources code file). This file needs to be compiled with a special compiler (rc.exe) to produce a (RES) file (Windows resources compiled file). Finally the RES file will be linked along with all the OBJ files into the DLL. The solution with codeblocks is to simply remove the rc file (CvGameCoreDLL.rc), so codeblocks won't keep trying to compile it.
You shouldn't have the same problem with VS as it depends on the makefile and will only build things mentioned in this makefile. So your problem with VS was that you followed the instructions in the post but inserted a different makefile with different targets. (I guess you figured out this problem yourself and this is how you managed to compile the DLL).
I didn't try to have more than 18 player. I only wanted to make sure the DLL loads without a crash. My time was limited and I needed to go to sleep right after that. This is why I only answered your posts now.
Anyway, I am glad you are moving on now. I will also be glad to help with any SDK related stuff. This is what I do best.
kumajuan Aug 22, 2007, 02:38 PM Hi i have problem with all the mods i want to use !
there is not text that appear when i launch the mod !
the same when beginning a game when lauchin g the mod !
can you help me please !
thanks
juan
keldath Aug 22, 2007, 02:45 PM hey kali,
so, i was manage to compile atlast...i have to cpus, and one had the microsoft sdk and one didnt....so.....i forgot to instal it....
anyway from al of my trials i got confused and acctually what youve compiled is just the solver patch+ dale r b....
without the 40 civs...
so by tommorow ill get it right (i hope).
kumajuan hi,
well no text usually means that you tr to load mod in another languge then engligh,
most of the mods only support english,
try that and tell me if theres any change.
Kalimakhus Aug 22, 2007, 02:48 PM @kumajuan
It appears that you use a localized version of civ4. Try switching the language to English. Most mods only support English language. Hope this helps.
kumajuan Aug 22, 2007, 03:45 PM Hi !
How are you ?
Well i'm going to try what you said me !
thanks for your rapid answer !
sorry for my english
thanks
juan
keldath Aug 22, 2007, 03:52 PM your welcome,
let me know :)
HEY GUYS -
UPDATED THE LOG FOR VERSION 1.3
ERLoft Aug 22, 2007, 04:34 PM Hmm, v 1.3 eh. I guess I'll see how that one goes.
In my current 1.2 game, I'm getting a crash to desktop when anyone founds Shintoism...
kumajuan Aug 22, 2007, 04:43 PM Hi !
I change the lenguage to english and it funccions now !
thanks for your help
i'm going to enjoy with your mod ! it seems very good and with a lot of wonders !!
A bientot !
Juan
Kalimakhus Aug 22, 2007, 04:52 PM ERLoft
Has this happened several times? I founded Shinto once and it was founded by some AI in another game and I got no CTD.
keldath Aug 22, 2007, 05:46 PM ERLoft.....
offcourse youll get a crash on shinto.....
for that i wrote -"a must have patch"
the patch fixes the crach., install and youll see there will be no crash.
glad to help juan.
kali...
well - i folow the rate of downloads, and
not everyne install the patch ive made.......so...no wonder theres a crash....
78 people downloaded 1.2
but only 38 downloaded the patch...?!?
over 30 cant play the mod cause the dont have the patch.
i dont get it.....
peolpe sould read instructions....
Kalimakhus Aug 22, 2007, 07:25 PM @Keldath
How do you think of adding the 3 Tiles City Radius modcomp? It is something I always liked about Visa.
There is a bts version out there. I also applied the changes and compiled them in a DLL for my personal use.
It would be nice if players would have the option to enable large cities or disable them as it is the case with Visa.
keldath Aug 23, 2007, 03:09 AM i thought about this one also,
ok,
ill give you the source code, and you can compile it with the 3 radiues,
and ill make an addon patch for those who want it :)
ill ipload th source later this day
Kalimakhus Aug 23, 2007, 06:37 AM Very well!
You can upload the 40 civs code only for I have the rest.
By the way, When do you plan to upload 1.3?
keldath Aug 23, 2007, 12:40 PM all tight, ill upload it later.
mmm 1.3, few days a presume,
i have 15 more units to add,
9 for religion and 6 for corporations.
looking for interesting models.
***edit***
ok, finished religius units, - most in medevil ages,
and 1 corporation unit,
6 to go.
i think by tommorow version 1.3 will be ready.
Imperator666 Aug 24, 2007, 04:24 AM yey thats good news - played a game until industrial age, no crashes yet, unit production has been slowed, so that i cant field a unit per turn and town, which is good imho. sulfur and rubber need to be changed in a way that either they are important only for a short period of time (early gunpowder units for example) or that they occur more often in a game, both resources have an appearance rate of one or two per map, which gives the civs controlling sulfur from rifleman onwards an imbalancing advantage until tanks and mech infantry can be fielded. in my game for example you can distinguish between civs controlling sulfur and those who dont in that way that sulfur civs can conquer cities and others cant if attacking sulfur-owning civs (i added 2 more sulfur to the one existing at beginning of game).
some spelling errors such as "trafe unions" still there but that can be changed quickly i guess, if you explain to me how this is done i could spellcheck the techs and so on for you ;)
keldath Aug 24, 2007, 05:45 AM HEY IMPERATOR,
thanks for the post,
indeed i already changed the apearnce of rubber and sulher - that is fixed already for v 1.3 - plenty of both resources.
glad to here the speed is ok.
you can fix the spelling errors - under the xml files of the relevant error -
mostly its under the tag - description, and if the descriptions says : text_key_bla bla bla, - you need to go to the text folder - and locate that refferance, very easy job acctually.
an update on v 1.3
im near complition of the work,
i added each religion a uu + each corporation a uu.
im now working on unit balance and then add some buttons to the new units and ill release it - later this day.
keldath Aug 24, 2007, 09:51 AM updated version 1.3!!!
Kalimakhus Aug 24, 2007, 11:46 AM Good Job man!
Downloading and I will give it a trial after dinner.
By the way you don't need to say it is not for 3.03. AFAIK it should work with 3.03. There is nothing breaking MODs compatibility and Solver's patch is reported to work fine with both 3.02 and 3.03.
keldath Aug 24, 2007, 01:08 PM alright kali,
ill ytake the warning out :)
cant wait for your feed,
also i couldnt find proper names for the corporation uus....so.....
**edit***
uploaded patch a -
for somereason -whenever i start a game, i get one of the corporation unit i created,
the system works differentley from uniqe religius units,
so for now, i found a temporary solution that doesnt affect gameplay at all and allow crop unis to be built on a late game stage,
i already thougt of a better solution, but it will have to wait for v 1.4.
Kalimakhus Aug 24, 2007, 02:22 PM In my first game with 1.3 I received a Corp6 Agent instead of a warrior! 25 str and 3 movement (not bad). A few tiles away I encountered another agent that was barbarian. How this happened I can't be sure but the corp agents don't require techs. I just made them all require Corporation as a temporal fix so in the next game I didn't receive the free agent at the start.
I can't judge the speed fairly but I needed 66 turns to get my first warrior. I still think it is a little too much for building costs. I will continue with the game however and report my findings.
Now some minor things.
- The dawn of man screen still needs fixing.
- You better keep using one name for the mod's folder. Each release so far had a different name.
keldath Aug 24, 2007, 02:56 PM yeah,
i know that corp thingy - see main page for patch a.......
mmmm did you try to play fexfx? or keldath speed?
and yeah i totally forgot the dawn of man.....too much work made me forget.......
yeah the folder wasnt intended to be changed - it due to fixing i did.
darkedone02 Aug 24, 2007, 03:35 PM Did you ever attempted to try to add some custom music into your mod? I recommend so because I want to have a better feel into the game besides the basic original music.
I also want to request that IF you have not got a unique screen for your mod (main menu screen), please make one so that your mod be unique.
Kalimakhus Aug 24, 2007, 03:57 PM @Keldath
I applied the patch, it is good you released it promptly.
I tried keldath speed. Still I will start a new game and see how things will go later in the game.
darkedone02 Aug 24, 2007, 04:46 PM Nevermind about the unique main screen, I just forgot to turn my opening to beyond the sword.
I also discovered a small bug, both Hinduism symbol in the cities is a Buddhism symbol, and the Buddhism symbol is the Hinduism symbol, fix that please. I also seen that the symbols for the new religion also need to be changed instead of the stupid cooperation symbol.
ERLoft Aug 24, 2007, 05:45 PM Keldath -
Haven't tried 1.3 yet - will when I get home from work.
But...
On 1.4, do you think you can merge the Civ Customizer mod?
http://forums.civfanatics.com/showthread.php?t=237182
keldath Aug 24, 2007, 08:13 PM hello all,
darkedone02 ,
as you saw, i got a uniqe screen,
lso yourright about the sybols, i tryed to fix/add missing ones,
butfor now i dont really know how - for v 1.4 i will focus on fixing this bug, and do basicley lot of tweaks according to your suggestions.
also - i totally agree with the sound track - i kinda hate the firaxis oe, its a boring theme - especially the ancient era, ill try to get a more vibrent theme and a live one cause music affect the gameplay! it makes you feel cool when you are in the middle of a war and theres batte music in the backround :)
kali,
yeah i coudnt let people lay wih those stupid corp units, it sucks, i had to act fast,
it seems that every time i get a new version - i forget to do somthing in the last moment prior to release..silly me.
well i suggest you play with fexfx speed,
also i spoke with him - and he is willing to ajust the speed to my md !!!!
but that will require me to do a complete list of tech cost, unit cost and building cost.....ill see what i cant come up with....
offcourse any info you can tell about te speed gameply is relevent.
erloft,
waiting for you feedback,
civcustimizer.....
well....if you want it...ill add it.....(though ill create a seperate file - for those who want it - i like to keep it optional for everyone)
oh and kali,
as you saw i added the source code,
cn you merge it with city radius 3 for me? so i cn make a patch of it for peope?
thanks evryone, keep playing,
im looking forward to here what you think of my religius units,
and these corp agents 1-9,
i have a better plan for this units, i dont like the current setting of them,
i thought the corporation system is like th religion -but its not -so its more difficult to make corporation spaecial units.
also i added riot police as a unit that requires police station - i just happen to like that model alot.
as i wrote - version 1.4 will be more on balancing the game.
goodnight players
Kalimakhus Aug 24, 2007, 09:56 PM I will work on this first thing tomorrow.
About corporation units you still can have the. Corporations can have in shadow people to do their dirty work against rivals. These units can remove rival corporations from cities or steal industrial secrets that can add some bonus to their corporation and do some harm to the rival one. You may give some thought for it can be a really good feature if implemented well.
I find your new speed playable. It may not be my preferred pace for the game but I am sure others would like it.
Kalimakhus Aug 25, 2007, 07:16 AM @Keldath
Here is the patch for 3 Tiles Radius Cities.
Besides the DLL there is only one XML file modified (GlobalDefines.xml).
2 Values are modified in this file:
- MIN_CITY_RANGE = 3 to prevent AI from building cities too close.
- CAMERA_CITY_ZOOM_IN_DISTANCE = 4250 so all workable tiles are visible in City Screen.
(Note: for some resolutions on wide screens a little part of the upper row of tiles may still be hidden - To solve this the value can be set to 4500 or higher)
The rar file should be decompressed inside the mod folder i.e. ../Beyond The Sword/Mods/overlord.
A backup folder is packed in. It includes the original files so in case someone wanted to revert to the regular city size he/she needs only move the contents of this folder to the mod's folder and allow files to be overwritten.
http://forums.civfanatics.com/uploads/115758/3TRC_Patch.rar
Thanks Keldath for allowing this to be included as an option in your mod.
keldath Aug 25, 2007, 07:37 AM hey kali,
thanks alot for this,
ill post it on the main page as An additional patch.
your welcome kali, my pleasure . the work of this mod is mainley for people...i havnt played civ in a long time myself....
**for v 1.4***
as a suggestion made here,
im gonna change the sound track for the varius era's,
im gonna use movie sound tracks, like brave heart, gladiator, and more - they hold suitible tracks for civ, and much cooler then the origina by firaxis.
gonna be fun.
Kalimakhus Aug 25, 2007, 08:38 AM @Keldath
Please remember to put on your to do list for 1.4 adding shrines for Shinto and Zoroastrianism. It is frustrating to found a religion and spread it then you can't maximize your benefits out of it. I know it might be a little tricky to add these shrines as they would require additional missions for the Great Prophet, but frankly a religion without a shrine might not be worth founding.
Nevertheless, the mod is quite enjoyable. I can see a lot of potentially good features evolving and I wish you good luck in carrying on with your ideas.
FexFX Aug 25, 2007, 09:49 AM Hi All!
So a couple pages back I see you were working to integrate my formulas into this mod...Well, why didnt someone try to contact me for some help?!
Hehehe... :lol:
I havent tried the mod yet, but I'm seeing a fair ammount of concern over the balance of building and training times.
Well...
I've offered to assist Keldath in my own MODs thread, and I believe I can solve all of these problems once he gets me the data set I need. :)
Some comments based on what I've seen in the forum sofar:
1) localization...this should NEVER be a problem, and is only tedious to fix, not difficult. In your Text .xml files just make sure you always mirror your descriptions into the other languages like thus:
<English>Blah</English>
<French>Blah</French>
<German>Blah</German>
<Italian>Blah</Italian>
<Spanish>Blah</Spanish>
Dont worry about actually doing the translation, since although it would be VERY nice to have the other languages all be accurate, unless you know someone absolutely fluent in all fo the languages involved, a quick poll taken in the forums a couple of years back reveals that people prefer reading english(even as a second language) to the sort of hacked-up mess you get from the online translation programs.
Doing the above is simple but tedious, and avoids the complaint of having to change your language setting to get it to work on localized versions.
2) City Radius 3 - I dont think you should waffle on this as a "patch". Include it or dont! Make a firm decision on the flavor of your mod, and stick to it! If it has 3 city radius, then it has 3 city radius! If not, then not! Unless you can figure out a way to make it a selection under Custom, you should have it either in or out!
3) Did you ever fix the TGA fonts issues you were having? I couldn't tell for sure based on the talk in the forum...But I think I figured that out once a while back, I could look at it again if you still need help with that. :)
4) You said you added more turns to make the game end in 2015? Doesn't it normally end in 2050? Perhaps it is a typo and you meant 2150?
5) And I need more than just Costs in that list, I need effects as well...and not for ALL the stuff in the game, just for anything you added or changed! The list can be quick and dirty without the names of things like this:
CULTURE:
Wonders - +8 +4 +5 +25% +6 +8 +100%
Natnl Wonders - +5 +6 +50% +7 +8
Buildings - +3 +4 +6 +9 +25%
Resources - +2 +1
Hammers:
Wonders - +25% +50% +2
Natnl Wonders - +25% +25%
Buildings - +2 +1 +4 +25%
Resources - +2 -1 +1
And I need this for the following: Culture, Hammers, Gold, Science
Each + (or -) represents one thing you have added and it's effect on that category.
What I will then do is figure out, using the original contents of the game as a running total, a ratio of how much you have changed the balance...and then from there modify all of the formulas that affect speed to accomodate these changes. I will then retrofit these numbers to fit all of the speeds you are currently using (by turn numbers and nothing else) comparing to the base used in Vanilla Civ for Normal speed (the speed formulas used by firaxis in BTS are seriuosly skewed, it's like they made all these changes and then just threw big round numbers at them to try and accomodate them!) at 460 turns.
Kalimakhus Aug 25, 2007, 10:22 AM @FexFx
I like your approach for balancing game speeds. I almost trust math in anything I can use it for. One of the things I like about overlord is that Keldath is working to keep it solid and balanced as far as it is possible. So I am glad you will help with balancing speeds.
About 3 Tiles Radius for Cities. I suggested it for fun. I mean it unbalances the game by default. So it is a matter of choice for a player to have fun building mega cities while knowing that the game is somewhat unbalanced. There is already a work in progress on the modcomp thread to make a BTS version with on/off switch in the custom game screen. I don't know if it is finished yet but when it is, it would be nice if Keldath includes it so that there will be no need for a separate patch. For the time being I don't think he or anyone else should duplicate a work already being done by others.
About icons I think the problem still persists. It will be so nice if you can help with it as well. (BTW another good mod "Rise of Mankind" also has a problem with game fonts you might also like to look into it if you have the time). Game fonts files are pain in the ... I worked with them before and was successful however sometimes I fail to solve a problem without any clear cause.
FexFX Aug 25, 2007, 10:46 AM @FexFx
I like your approach for balancing game speeds. I almost trust math in anything I can use it for. One of the things I like about overlord is that Keldath is working to keep it solid and balanced as far as it is possible. So I am glad you will help with balancing speeds.
About 3 Tiles Radius for Cities. I suggested it for fun. I mean it unbalances the game by default. So it is a matter of choice for a player to have fun building mega cities while knowing that the game is somewhat unbalanced. There is already a work in progress on the modcomp thread to make a BTS version with on/off switch in the custom game screen. I don't know if it is finished yet but when it is, it would be nice if Keldath includes it so that there will be no need for a separate patch. For the time being I don't think he or anyone else should duplicate a work already being done by others.
About icons I think the problem still persists. It will be so nice if you can help with it as well. (BTW another good mod "Rise of Mankind" also has a problem with game fonts you might also like to look into it if you have the time). Game fonts files are pain in the ... I worked with them before and was successful however sometimes I fail to solve a problem without any clear cause.
Well an on off switch would be very nice indeed, however would it not be better if even that were taken into account and balanced properly?
:)
I believe it can be done, it should all be a matter of estimates and ratios...
the mean avg for city production can be determined very roughly by factoring the number of tiles by an estimated prodcution for those tiles. In general I think that 2 food 1.5 hammers 1.5 gold per tile should provide you with a decent base assumption to work from (perhaps replacing those 1.5s with 2.0s if you feel the balance is off a bit) and then take the number of tiles in a normal maximum city radius and comparing that to a 3rad number of tiles. Next you should figure the collective impact on production that this will have, and adjust for it. Further, it should be noted that an adjustment to the ancient era rates will need to be made in an attempt to accomodate these changes since the larger city radii will need to be compensated by longer buil times, the result will be that starter cities and less than full size cities will build much slower. Becasue of this the ancient era and maybe the classical era should have some adjustment made to account for the smaller average city sizes in earlier eras. This will be a bit tricky to balance, but if you institue the city radii increase you should accomodate them in the balance and not just ignore them. Ignoring them makes it a frivolous change. Accomodating them makes it a revolutionary change...
Just adding an on off switch indicates that no balancing would be done because I am not even sure if balancing can be done on speeds and then changed with a switch so that all of the balancing is changed to another balance...Maybe but I dont know.
Has anyone asked for help from the MODers that have mastered this problem? I know that there are several mods that use changed and extended religions and have appropriately changed their TGA files...I am sure I can diddle with it until I figure it out, but I am sure there is someone out there who has the answer handy since this has been done before.
Kalimakhus Aug 25, 2007, 11:10 AM I agree it would be better to have a mod that stick to mega cities and keep the game balanced in the same time. However even though your assumptions would seem quite complicated to some. I think in fact the calculations needed might be more complicated than that. It is not only a matter of production. First of all cities are not guaranteed to work all the tiles in their hypothetical radius for many reasons. Overlapping, having unworkable tile (desert, tundra), or lacking the needed population or the supporting food resources. On the other hand there is a great possibility that cities may grow exceptionally in size if three or four food resources are available in their workable area. Happiness, and healthiness bonuses (from resources or buildings) should scale to support such large cities.
One other problem would be how well the AI can handle large cities. I know it would work all available tiles. But I have always noticed that it still keeps cities close. The human player will have the advantage of claiming larger areas and exploiting them very well. Though if health, and happiness resources were balanced for the large cities the AI will indirectly have the advantage of extra happiness and health so it might run a specialist economy without even knowing it.
Anyway, it still can be worked out starting with a simple formula and then tweaking through trials. However unless Keldath likes the idea so much that he would adopt it for his mod, it might be something to do in another mod. (BTW I agree it would be revolutionary if successful).
FexFX Aug 25, 2007, 11:52 AM I agree it would be better to have a mod that stick to mega cities and keep the game balanced in the same time. However even though your assumptions would seem quite complicated to some. I think in fact the calculations needed might be more complicated than that. It is not only a matter of production. First of all cities are not guaranteed to work all the tiles in their hypothetical radius for many reasons. Overlapping, having unworkable tile (desert, tundra), or lacking the needed population or the supporting food resources. On the other hand there is a great possibility that cities may grow exceptionally in size if three or four food resources are available in their workable area. Happiness, and healthiness bonuses (from resources or buildings) should scale to support such large cities.
One other problem would be how well the AI can handle large cities. I know it would work all available tiles. But I have always noticed that it still keeps cities close. The human player will have the advantage of claiming larger areas and exploiting them very well. Though if health, and happiness resources were balanced for the large cities the AI will indirectly have the advantage of extra happiness and health so it might run a specialist economy without even knowing it.
Anyway, it still can be worked out starting with a simple formula and then tweaking through trials. However unless Keldath likes the idea so much that he would adopt it for his mod, it might be something to do in another mod. (BTW I agree it would be revolutionary if successful).
Agreed there is more than just productivity to consider. But all in all everything is relative in this respect...It just means more formulas are affected. As to the AI building wisely...it rarely does that now, but I recall seeing a line of XML somewhere that instructs the AI on how far apart to build cities as an optimal distance...I am sure if we can locate that number it can be changed easily. Also the mapscripts would by necessity have to be changed to alter the target number of cities for the map sizes...this is the formula used to determine starting positions based on the number of cities a civ should logically strive for on a map size.
keldath Aug 25, 2007, 12:09 PM hey guys,
well it took me ten minutes to read everything hehe....
ok, so fexfx,
as for the data you need, i understandm ill make a list of the added stuff,
and ill make a table of them,
do you need it to be like this:
buildings culture hammers effects so on
blah 1 2 10% to blah
?
it will take me some time to compile this kind of list.
as for the fonts, well it rather complicated for me - i managed to merge the missing icons, but once tested - it created a mess - corporation i used religiun symbols, religions showed as other religions and more,
and all i did was to add shinto symbols at the end of the corporations symbols, i dont understand the math of it....
about the translation, well indeed most mods are english, as for now - i have missing english tags also.....due to lack of time for working of them....
the 3 city....
well - my old team mates, where able to make almost everything as an on n off option,
its not easy to find anyone whos willing to put some work on my mod,
i rather prefer having the mod with a 2 radiues - and im sure there are more like me, so as for now - i like to approach everyone so i added a patch ,
indeed i also agree that i should stick to 1 version - but as i said, i want people find what they like in they mod without the options of things like 3 radius closed.
as for shrines.......
at first i didnt know what you ment by your requast, i forgot that shrines are built by gp, its now a problem to add a mission for a great person ( i think...) just some additions to the xml.
so ill make it for v 1.4.
also, i dont belive in mega mods,
i dont think civ4 is build for mega super sized mods, even in bts, i think many people will find it difficult to play huge mods on their machine, so i try to get to a point where i wont be that interested in adding large stuff to it,
well...if theres a modcomp which really affects....i wont be able to resist on adding it...
but for v.1.4 - i want less added stuff - more balance -
form expirience in visa - we kept adding stuff more and more -
and then balance became a little crazy - and reqiure a lt of hours on balancing it - so i think v 1.4 will be a good turning point for doing some good balancing, so ill come up with the list for fexfx.
another thing that im longing to add for v 1.4 since overlord 1,
is additional civics - to be more precise, 8 catagories 10 option each -
i have the entire thing ready - but tottaly messy for balance.....
so i think ill work on this one too.
also ill try to develop the corporation units
***oh and fexfx***
as for the turn length,
with your vanilla speed settings, - if you start a agme with my mod on future era, the year is aroung 1800....
so i just added some turns to get in to 2015
thank you all
Kalimakhus Aug 25, 2007, 12:45 PM @Keldath
One thing I like about mods is that they give you a chance to enjoy the game in many different ways. Now, this can be lost if every mod strove to do the same thing. One can notice that many mods there are trying to do the same thing, namely adding more and more stuff. I don't object. I actually like this kind of mods. It is fun to have so many techs, buildings, units, etc. Still, one or two mods are enough to satisfy my apatite for this kind. I would like to have something different something that concentrate on a balanced game where the challenge is maximized and developing a strategy to win needs more effort. I think overlord has the potentiality to be such a mod. So I agree totally on your plan for turning your attention to balancing the game.
@FexFX
If you are really interested in balancing a mega cities mod. I will be glad to help on this. We can start from scratch or select a mod to start with. This can be yet another type of mods. It doesn't have to be about more of everything as long as it have more fun.
rapiduser Aug 25, 2007, 01:29 PM no free slots on sendspace...
so here the Rapidshare Link
http://rapidshare.com/files/51247212/overlord2-1.3-ready.exe
FexFX Aug 25, 2007, 01:34 PM ***oh and fexfx***
as for the turn length,
with your vanilla speed settings, - if you start a agme with my mod on future era, the year is aroung 1800....
so i just added some turns to get in to 2015
Really!?
Okay I never even tested that!
I never use advanced start myself, preferring to start from the beginning...
I'll have to check that out and see why that might be...I have my suspicions.
FexFX Aug 25, 2007, 01:36 PM @FexFX
If you are really interested in balancing a mega cities mod. I will be glad to help on this. We can start from scratch or select a mod to start with. This can be yet another type of mods. It doesn't have to be about more of everything as long as it have more fun.
Not a bad idea...
A mod that does NOTHINg but go for a 3 radius with balance...
Very interesting idea.
I'll have to ponder it.
:)
Imperator666 Aug 26, 2007, 06:16 AM dunno if it worked in the pm, so here it is again: ok i saw that it doesnt like RAR files so there it is in ZIP ;)
Hodi Aug 26, 2007, 12:07 PM I realize in huge maps why the three square radius would be beneficial. But how difficult would it be to make it a one square radius for cities on a standard size (slightly adjusted) world map?
keldath Aug 26, 2007, 02:24 PM thanks imperator!
1 city radius....never thought of this - acctually - your idea holds somthingin it....
wouldnt it be nice if someone make a code that goes like this:
in early era - the city size is 1,
in later stage 2,
and in modern - 3?
interesting...
CivFanCCS Aug 26, 2007, 02:53 PM Nice mod,
Played a large map, 14 civs, snaky continents, your custom game speed. I played noble. The AI is just so bad when it comes to research if tech trading is off. Some AI Civs are still researching alphabet when i am completing railroads. Can u implement a tech diffusion component? Help the AI with research when tech trading is disabled.
As for your custom game speed, it seems good. Needs a little tweaking. Lower the time it takes for buildings by about 25 - 35%. It seems that some buildings take more time to build than it did to research the tech needed to build them. (Granary comes to mind). Unit production should also be lowered by about 20 - 30%. I would leave the tech rate where it is. I checked the xml to see if i could tweak it a little, and do some playtesting but I cant find the entries for your custom speed. What file is it in? Or is it under a diff. name? I noticed to marathons in 1 xml is it one of those.
I played version 1.2 as Stalin and some unique units didn't work properly. I think it was SU-85 tank, and 1 other. You can't attack with them. Also a weird bug with fighters. For some reason i could only attack with 1 or 2 in a stack of 5 - 6. The outline of where they could attack didn't show for these. Don't know if they could intercept.. no ai had fighters at the time.
You prob. didn't implement this yet, but if not some wonder movies don't show. Could use an interface button that magically makes a hot chick appear.
Other than that it is a good mod.
keldath Aug 26, 2007, 03:58 PM hey civfan,
thanks alot forth report,
i will take a ook at the units, perhaps i missed somthing during my convertion to bts (was very difficult -my details).
bout the speed, fexfx is going to ajust the speeds direclty to my mod,
so this will be awesome.
not sure bout the stacked fighters,
id love to have a savegame, but never the less ill take a ook at it.
hot . .. .. .. .. . apear....i like the way you think :)
thanks again :)
danbeherenow Aug 26, 2007, 07:41 PM maybe you could mix your mod in with fexfx's? dont know if this is possible as im a total n00b at modding. I like your ideas and extra units etc, i'll download this once its completed though :).
Dan
Kalimakhus Aug 26, 2007, 08:00 PM @danbeherenow
FexFx mod is already merged into overlord.
No mod is ever (complete). They keep evolving all the time as long as they are maintained and popular enough. This mod is quite enjoyable and is getting better everyday. I suggest that you download it and give it a trial and help improve it by providing feedback.
keldath Aug 27, 2007, 08:34 AM in about 2-3 weels ill have version 1.4 out,
an i hope it will include alot of fixed things, pus some additions,
but ,ostly balance,
and an fexfx speed ajusted to overlord mod.
:)
Kalimakhus Aug 29, 2007, 02:58 AM I am not sure if anyone has actually tried the 3 Tiles City Radius patch. Anyway as the old link is no longer working I uploaded the file to the DB
http://forums.civfanatics.com/downloads.php?do=file&id=6906
Keldath.. would you please update the link in the first post. Thanks a lot and sorry for the inconvenience.
keldath Aug 29, 2007, 03:44 AM sure thing kali.
thanks.
Imperator666 Aug 29, 2007, 09:00 AM i have tried the 3 tile radius patch in my last game and it works fine, the cities get vast - though, especially funny was my captial with 15 or so wood preserves and national park :D, in the game i was on the losing side until gunpowder and the discovery of the only sulfur source on the continent on the far end the continent. in a daring assault i invaded the byzantines with longbows and knights to grab that sulfur, now i was the only civ with gunpowder on my continent. the incans were rushing tech and were 5 or 6 techs ahead and rising (on the other continent). grabbed their sulfur by sea invasion with 8 riflemen and then slowly bled them to death. without sulfur they were doomed and because they didnt bother to research railroad during the war (machine guns) i was winning against the tech and production leader of the game. i didnt finish the game because my domination was obvious, had 2 powerful vassals and was tech leader by far. all in all another joyous game with this mod, but some things were flawed:
- the icons for hunduism and buddhism seem swapped
- luxury resources themselves give no happines bonus, unless you build a building live theatre that uses dye to give a health bonus - intended?
- i hooked up ivory but still couldnt build war elephants
- the hero promotions and trait promotions dont seem to be included in the code (i looked through it) - intended?
- the fex game speed seems odd (settler takes 70 turns to produce, thats hell of a long time)
keldath Aug 29, 2007, 02:35 PM hey impeator,
thanks for the nice description :)
so,
the icons are indeed mixed up - i hope i ca find someone to help me fix this.
some of the resources, i took the hppyness factor until its being built on,
kalimahus suggested it, you think i should rechange it?
weird, i will check this ivory - elephant bug - i really like elephants!
the here prom should be apear after hero 1 , ill look into lso just incase.
fexfx is working on a speed built for my mod - i gave him a summery of my added stuff = and he will create an appropriate speed :)
with all this reports im getting - i hope v.1.4 wil be much better built as for balance.
everything you report is important to me. :)
ERLoft Aug 29, 2007, 03:00 PM Just an FYI - I have no issues with ivory and war elephants. Several of them have been deployed in current game.
Kalimakhus Aug 29, 2007, 04:11 PM @Imperator
The idea that some resources will give happiness or health only if some building is there, is meant to keep the game balanced while having many new resources. With the number of resources in the mod you shouldn't have a problem with happiness or health, but if any of your cities got so big then you can build some building that provides you with the needed happiness or health. In fact I was going to suggest making some military buildings cost money so that one can't get filthy rich (another balance issue that was mentioned before).
keldath Aug 29, 2007, 04:48 PM kalimahus, hey
i need you to explain me more what do you need me to do with the shrines for zoras and shinto,
thanks
(buidings cost monny...mmm..very good idea, though not sure i can implement in the xml)
FexFX Aug 29, 2007, 07:07 PM kalimahus, hey
i need you to explain me more what do you need me to do with the shrines for zoras and shinto,
thanks
(buidings cost monny...mmm..very good idea, though not sure i can implement in the xml)
Keldath, I think he's just talking about Upkeep cost...Or...Does he mean that you have to pay $XXX at creation?!
keldath Aug 30, 2007, 03:29 AM yeah wont it be nice to have some speciel buildings that cost some xxx$ for creation?
Kalimakhus Aug 30, 2007, 08:26 AM @Keldath
For the shrines I only want the Great Prophet to be able to build them in the holy city as it is the case for other religions. The buildings are already defined in Civ4BuildingInfos.xml you might only need to add them to the Prophet section in Civ4UnitInfos.xml under Buildings.
What I meant by buildings costing money is that some military buildings can (subtract) commerce from the city each turn. I am almost sure it can be done in XML. But you might need to do this only if it is evident that it is needed to prevent players from getting too rich thus unbalancing the game.
To make buildings or units cost money on creation you can just implement it in Python in CvEventManager.py (ex: in onBuildingBuilt).
Kalimakhus Aug 30, 2007, 09:10 AM I tried adding the Shinto and Zoras shrines to the Prophet but they give xml errors in start!! I don't have any idea why this happens. However I am no an expert.
keldath Aug 30, 2007, 12:37 PM ok kali,
ill implement it for next version,
as for now - im waitig for the speeds by fexfx.
Imperator666 Aug 30, 2007, 05:13 PM concerning the ivory issue i have made a screenshot now of the strange situation: http://img402.imageshack.us/img402/1432/civ4screenshot0001vj0.th.jpg (http://img402.imageshack.us/my.php?image=civ4screenshot0001vj0.jpg)
i have ivory hooked up and dont trade it away! but i dont get the ivory bonus ...
also note the 10 civs on duel map :D :D :D
edit: very odd thiings happening: after researching some more techs i have access to ivory - maybe it was horseback riding or something else ...
keldath Aug 30, 2007, 06:04 PM oh.....
now i think i know why this things is happning - getting after a few techs....
ill fix this :)
keldath Aug 31, 2007, 08:20 AM hey all,
im starting to work on version 1.4,
and love to hear ideas, balance and more to implement,
also im not so sure ill keep the corporations units, telll me what you think.
also, id love to get from one of you guys a savegame from latestages - maybe ill get some balance ideas from it.
thanks
Kalimakhus Aug 31, 2007, 12:48 PM Hey Keldath..
I merged Solver's latest version (August 29) into the normal overlord DLL (i.e. without 3TilesCitiesRadius). If you haven't done so already then the following file can be useful. I included the source code.
http://forums.civfanatics.com/uploads/115758/Overlord_DLL_Patch.rar
To apply this just extract it into .../Beyond the Sword/mods/overlord and allow it to overwrite the existing files.
keldath Aug 31, 2007, 01:10 PM thanks alot for this :)
mmm..the last solver had some sdk"s into it??
keldath Sep 01, 2007, 10:39 AM progress for v 1.4 so far:
added soundtracks of my own
added a tech for the corporations uu, also new system for the way they work.
fixed reported bugs/changes - like shito shrine, some not wrking units,
much speed balance
added a unit class.
i need more ideas and reports....im kinda stuck on what to work on next,
i thought of making a factory for the key resorces in lateand middle stages of the game, as a very uniqe not easy to build building, that can provide a speciphic resource - example:
a building that named - a sulpher mine - provides sulpher to the city.
like this a civ that gets stuck with no resources can get it eventualy,
making it a national wonder - ony buidble after an "x" reqiurment was achived.
what do you people thing of this idea?
and does anyone has ideas for some uniqe special bility units?
Kaenash Sep 01, 2007, 10:47 AM Keldath,
I love your mod ideas. This sounds like the ideal mod for me, except for one thing. I hate to sound like a grammar nazi or spelling freak. Here and there it is not a big deal. However, all your official stuff about this mod is rife with spelling mistakes.
I wonder then how much of the mod components are rife with the mistakes and shortcuts of d00dspeek? investing hours into a mod design is much appreciated, but speaking honestly; unless I saw some how that you took the time to have a clear first post with no spelling mistakes, I'd think the same of your modifications.
I picture the "Jesus Mod";
Diplomacy might work like this:
"Jesus wants to parley, lol?"
"Will see your head on a polez, lol"
"Welcome Jesus, I am macgyver, rofl."
keldath Sep 01, 2007, 11:01 AM Kaenash
hi,
well i understand and welcome your critisizm,
but, what can i say? engligh is not my mother language, and u get some spelling errors, mostley in my posts.
though, most of my mod consits out of other mods,
there arnt that many errors in this mod, maybe in 1-2 techs i made by my self and some unit i added, thats all.
but, still , if you prefer not to play this mod only because of some spelling errors....well.........your lose entirley.
i work on the mod by myself only (i get a little help here and there from the guys here) so i cant do everything with the time i have,
i put my concentration on the important stuff - the actuall gamrplay.
if i see an error i fix it,
anyway, hope you try my mod ,
if not, no hard feelings :)
but if people wont comment those errors, i wont see it......
Kalimakhus Sep 01, 2007, 11:07 AM Hey Keldath
I like the idea of having a building that can allow access to some rare resource like Sulpher. You may make it buildable only by a great scientist. Another approach is to make a corporation provide the resource so one needs to establish the corporation and spread it to cities where he would like to use the resource in. This way limits access to the resource to only some cities.
keldath Sep 01, 2007, 11:31 AM interesting,
perhaps i can add a great person:
archiologist - and he can found severa; resource mine.....
every great person that exits - has a picure in the city screen +-
,
i dont know how to add one to this....
but, i might overcome this problem.
good idea kali.
i need more ideas to do anyway.
brun58 Sep 01, 2007, 03:42 PM Keldath, having a great time with your mod, very good work. This is just a personal preference thing, but I was wondering if you might consider adding GeoModder's Ethnic Artstyles component to your mod. It's your mod and it's cool if it's not something you'd like in there, but I've got used to it in some other mods, and it adds a nice visual flair to a mod. Thanks for your time. :D
keldath Sep 01, 2007, 04:02 PM brun 58,
first, thanks for playing :)
second,
do you mean the mod that adds city styles?
i would be happy to add , if you can supply me with a link for the mod ill get on it.
a;so brun, id like you to tell me,
in your game - how rich are you? i mean is your cash level is high?
and your happyness and health levels? how are they?
if you can answer me how the levels are in late stages of the game id really appriciate it - cause i need to balance more.
thanks.
**updtae**
ive taken kalimakhus advice,
and i added a great person - geologist,
he can build mines: a building that provides key resource incase you cant achive it on the land.
this ment to prevent a situation that you dont have a very important resource that you need -like sulphur...
for now only 10 world mines can be built of each resource type, and 1 per civilization, so its not that easy to get.
also, i made the special uus of corporation units to be much more valuble and not eay to build.
:)
im looking for more cool ideas , anyone ?....
brun58 Sep 01, 2007, 04:05 PM Yea, the city styles one, I believe the right link is http://forums.civfanatics.com/showthread.php?t=234268.....thanks man
brun58 Sep 01, 2007, 04:06 PM http://forums.civfanatics.com/showthread.php?t=234268
keldath Sep 02, 2007, 04:04 AM thanks brun ill add it,
looks cool.
brun58 Sep 02, 2007, 04:08 AM Thanks, appreciate it :D
Imperator666 Sep 02, 2007, 01:28 PM was finishing the game i started days ago ( the one with the ivory screenshot), and i have to say that after achieving space victory, i think that the modern / post-modern time is way too complicated (tons of units, obscure company units, imbalanced improvements?) needs a whole lot of tweaking, maybe more harsh requirements for some units or buildings, or get rid of units that do f |