View Full Version : Pie's Ancient Europe


Pages : 1 2 3 [4] 5 6 7 8 9 10 11

pie_at
Jun 05, 2011, 12:41 PM
Yeah, soon....
I was ill last week and now I am very busy at work. but I can do some modding again and start to finish PAE IV.

HOLD ON! Don't give up waiting! Tell everybody! This time, I really promise you:

PAE IV will definitely be the most elaborate CIV game about the ancient!

pie_at
Jun 05, 2011, 02:20 PM
Very cool mod!!:goodjob:

Just download me but gave me a little problem ... to see if you can help me solve it:
First, I am very slow loading the mod, when I say it takes a lot I talking about 5 to 10 minutes.
That's normal??
And secondly and more importantly, once I loaded the letters aren't for any site, it shows only white space, I mean, I do not see it in single player, multiplayer and others; I only look the side arrows.
It may be some problem with the font? with the language?? (I have it in Spanish)

I've downloaded mods and have never had any problems so I have no idea that it may be because if I have the BTS version 3.19

If you could help me appreciate it, because it really looks great mod.

Thanks.

PS: sorry for my English!

I found it out. This will automatically be set in PAE IV now:

Go into PieAncientEuropeIII/Assets/XML/GlobalDefines.xml and set
MAX_NUM_LANGUAGES to 5 (instead of 4)

then you can choose and probably play spanish too!

wolfman1234
Jun 08, 2011, 05:29 AM
I have been playing a bit the 300BC scenario that comes with PAE IV beta. I must say its great, very good work to you all. Really enjoy the general units, and the change of the city when you conquer.

I have a crash in a roman game, around the turn 50, will post the save when i can, sorry.

Some things:

-Why to put two egiptian civs? I mean Cleopatra was a Ptolomeic queen, it doest fit to put Plolomeic egyptians and Cleopatra ones.
-Perhaps Massilia should be given to free greeks (greek colonies).
-The tracian civ is a bit ahistorical i think. You have pergamun in asia minor, but nothing to do with the northern part of the civ.
-Could not be better to put the real 300BC leaders instead of the most famous ones? That way someone could make a 2nd Punic war scenario, this one is more about the Diadochi wars.
-About the techs, all civs have some techs researchable in only 1 turn, mercenary ones and some others. The other techs are researchable in 100 turns or so, is that how was intended? I mean, is an scenario without research?

All in all, a great work guys.

DARCK-PHOENIX
Jun 08, 2011, 07:06 AM
pie when u will release version IV ?

pie_at
Jun 09, 2011, 02:11 AM
I have been playing a bit the 300BC scenario that comes with PAE IV beta. I must say its great, very good work to you all. Really enjoy the general units, and the change of the city when you conquer.

Thx, but this gets defused a little bit.

I have a crash in a roman game, around the turn 50, will post the save when i can, sorry.

Please don't, I have changed to many things in the meanwhile, so that won't work.

Some things:

-Why to put two egiptian civs? I mean Cleopatra was a Ptolomeic queen, it doest fit to put Plolomeic egyptians and Cleopatra ones.

Yes, but the Egyptians still have been Egyptians and no Ptolemeians or something like that after the Diadochian Wars. The name "Egypt" last for all time. AND: this is a great possiblity to start as a vassal! this I like most! here you've got the mission to revolt against your hegemon and get a free empire again... hm... I love it!

-Perhaps Massilia should be given to free greeks (greek colonies).

No, because Massilia had an important role in the Punic Wars. first he was vassal of Carthage and suddenly, after Carthage got weak, they switched to the vassal of Rome! And with the new vassal feature of PAE IV this is now possible and there's a big chance that this will happen!

-The tracian civ is a bit ahistorical i think. You have pergamun in asia minor, but nothing to do with the northern part of the civ.

don't know. We have to ask Thorgal!

-Could not be better to put the real 300BC leaders instead of the most famous ones? That way someone could make a 2nd Punic war scenario, this one is more about the Diadochi wars.

This is ok like it is for 300BC. An own Punic Scenario is at work!

-About the techs, all civs have some techs researchable in only 1 turn, mercenary ones and some others. The other techs are researchable in 100 turns or so, is that how was intended? I mean, is an scenario without research?

Thorgal knows and lots is intended, because you should choose if you want to research a mercenary tech, when you don't have the ressource. You'll see the gray button of the unit in the city list and I am the one, who only research the tech, when I get the ressource.

pie when u will release version IV ?

Soon. But first of all, all texts will have to be included (PAE Text Tool (http://www.voak.at/PAE/pae_pedias.php)).
If you got the passion to add some texts, it will accelerate the release!
About Quotes: If you know a very interesting quote, which has contentual sthg to do with the tech, then feel free to add some.

wolfman1234
Jun 09, 2011, 09:30 AM
Massilia is a barbarian city in the 300BC scenario, i said that about Free Greek cities becouse is where all historical mods puts the zone usually.

What you say about Egypt is true, but perhpas Meroe or some civ from High Nile could be a better name for that civ than Egypt.

About the leaders i mean its a bit ahistorical to put Caesar in 300BC, or Annibal.

Thorgal
Jun 09, 2011, 02:27 PM
Thanks wolfman, great to hear that you like the 300BC! :) But without Pie's great work it wouldn't be possible :goodjob:

About Egypt: There is only one reason, to leave Cleo in: Pie :D. As you heard, he is still enthusiastic about playing her as vassal of Ptolemy. By the way, this is one reason for the brilliant new vassal-feature. For the later Mesopotamic scenario there will be a Nubian civ, maybe I will implement it, when it’s released.

You’re right, that Massilia is a greek colony, but cause Pyhrros is the Leader of the Greek colonies, I thought, it would be better to make it a barbarian city with the Greek religion (I had it as a Greek city, but it didn’t make sense, it was to far away and now as barbaric city, maybe it’s possible for the Carthaginian KI to march through to Rome)

Thracian civ: Why ahistorical? The leader is Lysimachus, one of the Diadochi.... Maybe not the exact year, but if you look at this map (http://upload.wikimedia.org/wikipedia/commons/b/b0/Diadochen1.png), his empire in the North extended to the Danube.

Leaders: I’m happy with the different Diadochi. Everything else would be too much effort at the moment.

Techs: I change it, even though I don’t like it. I think, there is no reason to give Celts or Germanics tribes the Syrian mercenary tech, but in this case, it’s also better for the KI. But there is no way to give them currency ;)
Ah, the slow research rate is based on the marathon speed. With epic it was to fast, so this was the only way, to give something to research after 300 turns….

Yerand
Jun 10, 2011, 02:37 AM
Pie there is something bothering me. In the late game I always get a crash and only playing your mod. I think it is because I am playing it under wine but I wonder if a fix can be possible. I think it is event related and I can send saves. Of course I understand that my little bug isn't a high priority, "wine seriously ?", but since I can't finish any game and I love your mod so much, I'll be glad to crush my enemies till the end.

Playing PAE III in emperor difficulties, usually Caesar, Ramses or Pericles. Loving it.

Regards

pie_at
Jun 10, 2011, 03:44 AM
Massilia is a barbarian city in the 300BC scenario, i said that about Free Greek cities becouse is where all historical mods puts the zone usually.

What you say about Egypt is true, but perhpas Meroe or some civ from High Nile could be a better name for that civ than Egypt.

About the leaders i mean its a bit ahistorical to put Caesar in 300BC, or Annibal.

Sorry, I mixed Massilia up with Massinissa :D

Egypt and wrong Roman leader:
because this scenario just starts in 300 BC and doesn't end 100 turns later. I prefer to conquer the gauls with Caesar and to help Cleopatra to the Egyptian throne, as a Roman vassal of course ;)

@Yerand:
thx very much. yes, there is a file: http://www.voak.at/PAE/PAEIII_EventMan_GameUtils.rar
Unpack and replace the two files in PieA..III/Assets/Python/
Perhaps that works!
If not, then you'll have to play PAE IV, which will be released very soon. I think, with PAE IV you won't switch to PAE III anymore.

And drink a nice wine for me in Paris! I'll imaginary clink glasses with you with a vin blanc d'autriche :D

Yerand
Jun 10, 2011, 04:36 AM
If not, then you'll have to play PAE IV, which will be released very soon. I think, with PAE IV you won't switch to PAE III anymore.

And drink a nice wine for me in Paris! I'll imaginary clink glasses with you with a vin blanc d'autriche :D

Guess I have to play PAE IV, so sad :)
As for the wine I'll do that ! A nice glass of rosé to toast to the upcoming PAE IV.

wolfman1234
Jun 14, 2011, 08:18 AM
While you finish the mod, i will be drinking some red Rioja, then. :)

pie_at
Jun 14, 2011, 02:25 PM
hm... this sounds delicious!....

pie_at
Jun 16, 2011, 02:31 AM
It's almost done! I'll finish the quotes today and add some last python things for the slaves. Only the strategy texts are open. Help out translating and PAE IV could probably be released this weekend(!):
PAE Text Tool (http://www.voak.at/PAE/pae_pedias.php)

pie_at
Jun 18, 2011, 11:02 AM
PAE IV is released!

I'm loving it... :D

DARCK-PHOENIX
Jun 18, 2011, 11:20 AM
yupi ....the wait is ower at last ....pie u are the greatest

CoffeeShopFrank
Jun 18, 2011, 10:22 PM
This is the greatest ancient-era mod I have ever played. Great job! :goodjob:

Pie, do you take requests for mods? I would like to see more mods from you in the future, because this mod proved to be very fun.

Wodan
Jun 19, 2011, 10:44 AM
I've tried to install multiple versions of this mod (I try again when I see new versions releasd). Every time I get a ton of xml errors when the mod is loaded. Any ideas?

pie_at
Jun 19, 2011, 02:53 PM
@Coffee: Request? Pffff. I still have to watch that my wife doesn't kill me for almost 3 years PAE modding.... perhaps with a second or third great modder.... but not in the early future. I really want to play PAE IV first :D going through all CIVs and MAPS :D yeah! I'll need several month for that, I think ....

@Wodan: perhaps an uncomplete download? the PAE mod has to be in the mods folder of the original installed files, not into My Games/..!

Legba
Jun 19, 2011, 08:00 PM
Hey PIE!! Just downloaded IV, haven't played through a game yet but it looks stupendous! Only issues I've run into is that my resolution (1024x768) causes some problems with the UI. Both the civic screen is too big as well as the new Great General XP counter overlaps the tech meter at the top of the UI. (see attachments)

naturalmwa
Jun 19, 2011, 08:41 PM
Thank you Sir! I'm enjoying finding the new elements in 4, but is there a change log you could point me to? I managed to get the matriarch cult and have the unit to expand it, but I don't see the button to actually expand the cult to the new city when I move the unit there. Is there a new game mechanic involved in expanding the cults?

pie_at
Jun 20, 2011, 03:01 AM
@Legba: thx.
civic screen: if I would know, how to set all columns into a scrolling bar, I could do, but I can't. Perhaps I got some help with that from a real python programmer.
general bar: oh, yes, this is sthg I can change! thx.

@naturalmwa: yes, I will translate all changes from the german forum and post it here, soon.
cult: it is like a BTS corporation, if you don't have at least one required bonus resource for that cult and 50 gold, you can't expand it into a new city.

Thorgal
Jun 20, 2011, 04:01 AM
I managed to get the matriarch cult and have the unit to expand it, but I don't see the button to actually expand the cult to the new city when I move the unit there.Maybe you have to drop the civic Animism and adopt Funerary cult to get the cult working. ;)

keldath
Jun 20, 2011, 05:39 AM
hello pie_at,

great mod you got here,

i wanna ask, is PAE IV is released! really multiplayer compatible?


***
edit: this is truly a beautiful mod pie_at, its really built nicely, clean the carefully chosen art,
looks amazing, really.
one small thing i noticed - i play on windowed mode, and the civic screen wont show all the civics,
i recommend you down load the scroll civic screen, its just one py file that you need to replace, http://forums.civfanatics.com/downloads.php?do=file&id=13457

Also,
have you ever considered using bbai?

naturalmwa
Jun 20, 2011, 10:51 AM
Thank you, changing the civic solved the issue with the cults.

pie_at
Jun 20, 2011, 12:59 PM
i wanna ask, is PAE IV is released! really multiplayer compatible?
there appeared one problem, I will have to check it out next time!

bbai? if it's a dll I can't because of the MAC compatibility.

civic screen: I'd prefer only horizontal scrolling, but this is a good alternative. thanks!

Thank you, changing the civic solved the issue with the cults.
Great.

Alexej
Jun 20, 2011, 01:34 PM
How to unlock religion techs? they are red to me when AI`s are catching theirs :(

keldath
Jun 20, 2011, 02:00 PM
pie_at,
hi,
humm.. bummer, i hope you can fix this soon, thanks.

ok, i can provide you with an older version i have - it allows 8 civics on the regular screen, im sure youll like it,
ill provide later on.

mac comp ability? changed dll wont work on mac?

kel.

Thorgal
Jun 20, 2011, 03:52 PM
Hi keldath, maybe you could help also by something else. There is a strange bug, that sometimes the AI is building workboats in an infinite loop. (when the workboat is completed, the next turn the AI disbands it and builds a new)
We have reduced the maximum number to 2 and did some XML-Changes for the workboat to increase the value for the AI, but there is only small success…

So, maybe the solution could be to bar the AI from disbanding the workboat. Do you know a way to do this, or anything else that could help? (Without changes in the dll, cause, like Pie said, this gets in the way with Mac compatibly).

@alexej: You can only research the religion, which is the historical correct religion for your civ (e.g. the Greek Gods with the Greeks, the Egyptians Gods with the Egyptians…)

pie_at
Jun 20, 2011, 04:17 PM
Kel, I hope too!!
and yes, this would be great (only horizontal scrolling) !!!!

Yes, mac dlls work only if they are compiled on a mac, I think. and I have win only.

keldath
Jun 20, 2011, 04:32 PM
hey guys,

the work boat sounds like a very weird problem,
since this loop wont happen in un modded civ, we can assume that something in the mod causes the ai to do this.
i will take a look - maybe we can bypass this somehow, ill be happy to help.
maybe if you can even upload here a save game so i can can see the problem.

civic screen - it doesn't even need horizontal scroll - it feats all 8 civics in one screen - and its very nice, you'll see.

im going to sleep now, tomorrow i promise ill upload and take a look at the work boat.

Alexej
Jun 20, 2011, 11:58 PM
@alexej: You can only research the religion, which is the historical correct religion for your civ (e.g. the Greek Gods with the Greeks, the Egyptians Gods with the Egyptians…)
Thx for your answer :) thats why all early was locked for me. As Persian/Xerxes i need to go for Zoroastranism maybe which is later i believe...

pie_at
Jun 21, 2011, 02:56 AM
@Kel: this I call good news! :D thx!

@Alexej: yes! Dualism, about 1800 BC. In this version (IV), everybody gets a religion in time. don't worry ;) I even offer a free missionary unit of this religion, for those CIVs which can found one certain religion. This is also for random map reason, where all the Greek CIVs (Athen, Thebes, Sparta,..) or Sumerian CIVs (Sumer, Babylon) or Phoenician CIVs (Phoenicia, Cartaghe) or Celtic CIVs and so on... can get their special religion, no matter if they research it first.

keldath
Jun 21, 2011, 04:26 AM
hey,

ok so heres the civics screen - this is how it looks:
http://forums.civfanatics.com/attachment.php?attachmentid=293304&d=1308651980

i hope you like it, the size can be adjusted - buttons, texts, spaces, just tell me if you wanna change something.

enjoy,
kel.

pie_at
Jun 21, 2011, 05:21 AM
oh. this is not the way I intended. you just set the columns smaller. I know this is no problem, I just edited the whole thing because I want that every text is sourrounded by the blue background, look at yours: economy and welfare is too short, and for military the column is too small sized.

For optical reasons I want all texts in the columns. the next problem is, when you set the columns too small: you can't read the advantages of the civic until you can select them (you have to research them first to select continuously). And I got lots of advantages, so that I am sure, you'll only read half of it...

but as long as I don't get the possiblity of an horizontal scroll, I will set the columns smaller for 1072 users only. that's the best alternative! I must say, I wouldn't have thought that there are still users, who play on such a low resolution. :D

keldath
Jun 21, 2011, 05:29 AM
hehe, yeah, for some reason i find it more fun to play on windowed mode,

and yeah i have a low power cpu and i play on low res, most of the civ4 players are old fanatics that keep on playing civ4 on their ancient cpu's i think huh? :)
just a thought.

well, i never saw someone made horizontal bar for the civics screen, and believe an old lurker like me, ive seen every thing available here...:)
although theres horizontal for religions and corporations, wonder why it wasnt done for civics.

well you can adjust the sizes as you please, its very simple to design the civic screen stuff to your preferences.
i think for now - you can offer both this and the regular scroll bar for players to choose if they play on low res.

kel.

Thorgal
Jun 21, 2011, 07:27 AM
Hi Keldath,
First of all, thanks for offering help. Maybe you find a way :)

I have two files for you:
First one is a WB-Save. With activated cheat and revealed map you can watch Hannibal and Alexander building and deleting workboats all the time. (Pericles had the same problem, but saving the game as scenario, helped him to change production to the palace).

After that I made some XML-changes, which finally helped (bRivalTerritory, bNoRevealMap, iXPValueAttack /defense). I also tried many other things: Freepromotions, no NoUnitAIs, changed the cost for fisher boats to 0 and even the original BtS-XML, but nothing worked. I included the UnitInfo in the file, so you can have a look to the changes.

Second one is a normal save of the game with the XML-changes, but the problem occurred again. Here Peri is in the loop, he also doesn’t modernize the open resources….

And here you can see the overwhelming statistic of the Greek AI in the second Game. 2oo rounds and only workboats :(

Alexej
Jun 22, 2011, 11:13 AM
i wasnt able to research greek gods while playing Alexander/Macedonia :O it was red
edit : same with Illyria, though Greece, Sparta works fine

Lord Drake
Jun 22, 2011, 12:00 PM
i wasnt able to research greek gods while playing Alexander/Macedonia :O it was red

The Macedonian's technically aren't Greeks. Or at least the rest of the Greek peoples for the most part didn't consider them Greek, in part because of their preference to fight rather then sit down drink wine and talk. Which is ironic since it's that preference that kept the Greeks safe from the Thracian's, Dacians(spelling?) etc.

Their deity structure as far as I know was taken from the Greeks though.

Magus Zarkara
Jun 22, 2011, 10:29 PM
Hello there!

I never played any mods but I got tired of playing the original game, I can play up to immortal. I wanted to play a game that focuses more on the inicial ages, that's when I found this mod! I started playing a couple of games with the version III, once on noble and then on monarch (epic speed). I really enjoy this mod and want to thank you for having the trouble to translate it to english! So in this post I have some notes about things I think could improve and some questions. This is going to be really long post, but that's to show how much I enjoy this mod!

When I played it I thought it was really easy, with the merchants and later the merchant boat I didn't have to worry that much about gold, plus as in any civ game the AI is really stupid so you can take that to your advantage. About the AI, since I had a large tech lead, my espionage rate was big enough so I could see what any city was building. I have no idea if the AI was changed from III to IV, this was in III: The AI for some reason likes to build research when it thinks there's nothing to do, the only time it's a good idea do build research is on the beginning and if there's nothing better to build. It's a lot better to build merchants and I think they don't build it that much. What is worse is that they were building research or even some random stuff even while they were getting owned by my troops, they really should be building units. They also almost never build walls in those games, in my current game on emperor they do build it so I don't know if it was the difficult change or the AI changed.

Now to make things easy I'm going to tell my notes based on what happened on my current game. The settings are: Julius Caesar, Emperor difficulty, Large Europe Scenario, Epic Speed.

First I have to say, the new hunter unit is great. He's not overpowered but is a lot better then warriors so I can explore a little bit and get some huts, but I still can't go too far. About the animals, they take damage from marsh and that make killing them a lot easier, it would be nice if they were immune to this kind of damage or maybe if they avoided entering on marsh tiles.

My first problem was that on emperor I couldn't keep my research at 100% at the start of the game, this slowed down the tech rate by a lot. Anyway, moving forward, I started building cities and I found it eventually became hard to keep the research rate at the what I call the minimum acceptable (50%). I could build the silk road so that helped me out A LOT, I always am the one to build it so I think the AI doen'st focuses on it (thank god!). I always had to keep a close eye on the cities to make sure they are working on the right tile and to build up some cottages. The lack of luxury resources at rome starting place also made things a lot harder, but I could trade the horses for some needed resources. It took some time for someone to spread a religion to my land so that made things harder specially because of the culture. Anyway, both boudica and brennus declared on me, this brings me to another problem of the AI, they don't care about being over the river and on the marsh, he just stayed there bombarding with archers and when their hp dropped I simply killed them.

Screenshot:
http://img824.imageshack.us/img824/1497/civ4screenshot0010m.jpg

When I got merchants things got a little better, I started growing my cities beyond pop 4 (since colonies get less maintenance, i didn't let them grow earlier) and I could keep my research rate at 60% for most of the time, even getting negative money for it). Even with a lot of problems to manage my empire I could keep up with the AI on tech by trading, altough they are always ahead, but not by far. The problem of depending too much on merchants to be competitive is that if something happens that you can't use your merchant on anyone, you are literally screwed. Maybe making you being able to build wealth when you research merchants could be better. Since Building wealth only converts 25% of production to gold it's not a problem (merchants give more gold per hammer, but you have the risk of losing them).

I got really mad at something, the red text up there and rome on the following screenshot explains it:
http://img194.imageshack.us/img194/8575/civ4screenshot0013t.jpg
First I got surprised when I saw that making a unit could chop a forest, then on this turn that much happened, even another civ chopped one of my forests! (how did it even happened??) This is really, really bad, the main source of health at the begginning of the game is from forests and you can randomly loose it. >< I really disliked this feature.

Sometimes a event in original civ style shows up, I got a quest that said that if I build 15 swordsman I would get a reward, with hereditary rule I would get a bonus. First, there's no swordsman, it's shortswordsman, and obviously theres no herediraty rule! xD A similar event showed up about war chariots but I don't remember the details.

While I was able to deal with it, I have to comment on the economy aspect of the game. First, have a look at those 2 pictures:
http://img855.imageshack.us/img855/4348/civ4screenshot0016.jpg
http://img20.imageshack.us/img20/3430/civ4screenshot0017f.jpg
On the first picture you can see the merchant spam so that I can keep my economy from crashing. Now that they are limited to 3 and are more expensive and give less gold things are harder, but I admit the nerf was needed, I could spam them and never worry about gold problems again. But this means they are still highly needed. I also found out how lucrative wars are, the gold from capturing cities + treasures are amazing, I also got a proposal of around 600 gold so that he would become my vassal. I also finnaly finished building the Mint Press so things became a lot better. I'm still building merchants and merchantman after researshing for it and have a large amount of gold due to wars so things are looking great now.

As you can see on the pictures, most of the gold is spent on civics and soldiers. This causes an issue, I feel that because of that I am stuck on civics that give free units, since units are expensive. I'm currently using 3 civics that give free units and by saving and loading I found out that changing to any other is a huge loss to the empire (considering I still don't have access to all of them). I'm later going to find out it's worth changing royalty to oligarchy so I will make a post about in the future.

One of the ways that you could keep up with the AI on higher difficulties on the original civ is by getting great people early and using them to research techs. This can't be done on PAE because when you can finally start making them they don't give enough research to be useful to using them this way instead of spending them on golden ages (or maybe on cults).

When you are on anarchy due to changing civics or religions, there's a chance that when it's over your's cities will revolt because of that. This makes changing civics really really painful and even sometimes not worth it. This is bad because there are a lot of civics now. So what I'm doing is saving up great people so that I can use them to make a golden age and change civics on that time. The problem is on the beggining there's no way I can do this. I also don't understand why this kind of revolt should even happen. You are already penalized when changing civics by not being able to do anything for a couple of turns, then you have a risk of losing a lot of money because of posterior revolts.

The syncretism civic says that your empire gets a no state religion, kind like the free religion from the original game. But this doesn't happen, I still have a state religion and get the 1 unhappiness from another civic (at least it's 1 less then it gave before). If this is how it's supposed to work then the civic description is wrong.

There's a text that says something like this: The governor of the province of Bribacte requires 31 gold gold to properly rebuild his on his command burnt down city! How you'd like to meet his wishes?
This made absolutely no sense! xD

I got the following event on a city that had no slaves at all:
http://img221.imageshack.us/img221/3382/civ4screenshot0025x.jpg

I stole a tech that I couldn't research, Glass Art. Not that it matters since it's useless anyway. xD

One of my cities got hit by a spy that poisoned the water, it got a -7 to health from it. That's too much for a mod that has so many problems from having too much bad health. I countered it by triggering a golden age, changing a civic so that I could sacrifice pop and then I build a leper colony by sacrificing. I was still with low health so I send some slaves to hush a part of the aqueduct and then I sacrificed pop again to build it. So much work just to avoid a epidemy! ><

Maybe it's my crappy computer, but when a general dies the screen freezes and a long time later it goes back and then shows all the cities that revolted. It's probably because of my computer but it's worth checking out.

About units:

Warrior with 200% city defense is nice, he takes a long time to become worthless and is a cheap way to defend you cities if you get declared early.

Shortbowman lost their bonus to city defense, just wanted to know if this is really intented and why.

Axeman is too powerful. In PAE IV he has 6 strength and 50% bonus vs melee. He's so powerful I didn't build even 1 shortswordman, ever. This means that an Axeman has 9 str against another melee unit, and since the best units to defend a city are melee... A 5 str axeman makes more sense, he won't get too strong from his vs melee bonus and still is good to counter melee, also wound't make shortswordsman useless. The swordsman should be the one with 6 str.

Also, the special unit Vulture (that replaces axeman) is exactly the same as the currently Axeman, but costs more hammer.

Checking the techs ahead I found out that the Equites is exacly the same as the currently War Horse, but has a +2 commerce cost instead of 1.

Principes and Hastati skins look the same except for the color. This isn't really a big deal but I once put the wrong promotion on a Velites because I tought it was a Prinpices.

About mounted units in general, I belive they are all incredible weak. They have to many negative % to their str. They are useless on forests (most of the map is covered on it) and most important, they are useless on cities. I honestly don't see a single use to them, I even trated all of my horse resources so that I could get luxuries. The problem is, at least for me, a unit that is weak against a city is useless, simply because all of the important fights happens on cities. Plus since they don't receive defensive bonus, they are even more weak then a melee unit with the formation promotion on a forest. To give an example, the strongest horse on the game has 9 (the camel has 10 but has only 1 movement point, which makes him even more useless), so I send this horse (that according to the description should be really powerful) and send him to attack a city. He has -50% city str. So this means that using one the strongest units of the game except that now he only has 4.5 str, a well promoted warrior could even defeat it not even considering fortify and other bonuses. On another, I think 9 str is really low for this unit, a Longswordman has 10 and bonus vs city.

Also, altough I love the Teutons units and haven't tested then on PAE IV. I do belive that 14 str turns them into gods. I can only imagine what a teuton general could do...

I have a question about the civics that increase the maintenance of cults, but you only spend gold on cults to spread it, unless there are cults that have maintenance? How does it work exactly?

The PAE part of the civilopedia is outdated now. I only found out how to "build" a slave market when I saw the unhapiness face on the city I settled a slave in! The Slave Market part of the civilopedia also doesn't say it.

To end this post, here's a funny screenshot of the barbarians getting a golden age! xD
http://img838.imageshack.us/img838/6600/civ4screenshot0012n.jpg

PS: I shouldn't have started a game on a large map, each turn takes ages to start and I don't want to start over because I'm enjoying this. :( I need a better computer!

Edit: Almost forgot, why does the greek and roman temples reduces the birth rate? It should increase it since, unless I'm mistaken, they were important philosophers. Great people is the way civ4 has to represent philosophy. I don't like building these temples unless I need to, I love the celtic and nordic ones. There was a game that after a while I started building both temples on the cities so I could get 2 extra exp!

Also, when I got the roman religion a window popped up asking if I wanted to spend 100 gold to make a great prophet, I said yes but no great prophet showed up. I saved before to test something out and then didn't really research it yet (the unhappiness wouldn't make it worthy to research it yet). Then when I really researched it no option showed up, I don't know if this happened because I changed to the syncretism civic or something.

keldath
Jun 23, 2011, 12:15 AM
Thorgal,

hey,
didnt had time just yet - had to do some my mod stuff, ill take a look in a day or two.

Keinpferd
Jun 23, 2011, 03:45 AM
The lack of luxury resources at rome starting place also made things a lot harder, but I could trade the horses for some needed resources. It took some time for someone to spread a religion to my land so that made things harder specially because of the culture.

Rome's starting position is next to swamp tiles, unhealthy like hell. Just as the real city of Rome is located in a "crappy starting position" in Civ terms. Wait until you've built sewers (or drainage or what it's called in English:confused:), I mean the city improvement that removes the swamp from the neighbor tile. During this phase of the game, the Romans will be getting aqueducts and baths (which "less civilized" Civs won't), both raising the city's health considerably. Meanwhile, advanced medical Techs become available. When you reach the classical age, Rome can grow really big.

As you know, Rome stayed small for a long time in history. In 400 BC, it was still a small village not even in control of the neighboring city Veii, which is, I believe, today within Rome's city boarders!

Don't you agree, it helps balancing the game, if the Romans start with some severe handicaps, if you look at the plenty of research and cultural buildings, that they can later build, but "barbarian" Civs have no access to? Not to speak of their superior military… I mean, you don't want to just march into Gaul without a fight;).

Velites and Principes: Are you sure about that, I think the Velites are wearing this animal (wolf?) turban, while Principes are the ones in your forest screenshot.

Your feedback would sound completely different, if you'd picked a Civ surrounded by woods (=lots of health) and able to found a religion (=happy temples).

Thorgal
Jun 23, 2011, 09:18 AM
hey,
didnt had time just yet - had to do some my mod stuff, ill take a look in a day or two.No problem. At last there is a brand new updated mod called Dawn Of the overords ;)

Also, when I got the roman religion a window popped up asking if I wanted to spend 100 gold to make a great prophet, I said yes but no great prophet showed up. I saved before to test something out and then didn't really research it yet (the unhappiness wouldn't make it worthy to research it yet). Then when I really researched it no option showed up, I don't know if this happened because I changed to the syncretism civic or something.Hm, the prophet isn't for free use. He is settled in the holy city of the Roman Gods, isn’t he?

The event should help the new religion, cause the real advantage is, that the Roman Gods spreads in some of your cities. And consider the new wonder temple of Mars.

Like Keinpferd I think the Romans are really difficult to play. For the start Greeks, Egyptians and Persians are the best...

Magus Zarkara
Jun 23, 2011, 12:02 PM
Rome's starting position is next to swamp tiles, unhealthy like hell. Just as the real city of Rome is located in a "crappy starting position" in Civ terms. Wait until you've built sewers (or drainage or what it's called in English:confused:), I mean the city improvement that removes the swamp from the neighbor tile. During this phase of the game, the Romans will be getting aqueducts and baths (which "less civilized" Civs won't), both raising the city's health considerably. Meanwhile, advanced medical Techs become available. When you reach the classical age, Rome can grow really big.

As you know, Rome stayed small for a long time in history. In 400 BC, it was still a small village not even in control of the neighboring city Veii, which is, I believe, today within Rome's city boarders!

Don't you agree, it helps balancing the game, if the Romans start with some severe handicaps, if you look at the plenty of research and cultural buildings, that they can later build, but "barbarian" Civs have no access to? Not to speak of their superior military… I mean, you don't want to just march into Gaul without a fight;).

That is true, it's just that on civ games the start is usually really important.

In my game I just valassalized Brennus and Indibil. I could change a civic that gave free units for one that didn't (dinasty for aristocracy) but couldn't do the same to Royalt to another.

Currently Rome is at pop 15. Just finished building sewer in a lot of cities so that helped a lot.

I'm second on rank now but Hattusili is really dominating, he has 5 vassals and is close to another one. I think I will focus on techs that will improve my cities and wait until a lot later to engage on a huge war against him and his vassals.

Velites and Principes: Are you sure about that, I think the Velites are wearing this animal (wolf?) turban, while Principes are the ones in your forest screenshot.

Sorry, it's actually Principes and Hastati!

Your feedback would sound completely different, if you'd picked a Civ surrounded by woods (=lots of health) and able to found a religion (=happy temples).

A start I really liked was when I played with Boudica, her capital starts close to a lot of salt and that means a lot of early of commerce, and on the capital which is even better. I couldn't found the religion in this game but they send a emissary fast so it wasn't really a problem (later I also got a event that gave me a free celtic missionary).

Hm, the prophet isn't for free use. He is settled in the holy city of the Roman Gods, isn’t he?

The event should help the new religion, cause the real advantage is, that the Roman Gods spreads in some of your cities. And consider the new wonder temple of Mars.

Like Keinpferd I think the Romans are really difficult to play. For the start Greeks, Egyptians and Persians are the best...

Oh, didn't check to see the prophet settled inside the city, I tought one would appear so I could use anywhere! The biggest problem with spreading it is those unhappines faces. Since syncretism doesn't make you have a no state religion and I can't change to diarchy because of the huge commerce loss. Even with the unhapinness I might consider spreading it but the temples give -10% to birth rate. But I guess I'm going to have to that anyway since I just checked the Forum Romanum out and it seems it requires the roman religion to be present to be build.


I have a question about archers bombardment, the damage it deals is a fixed value or does it increases with things like combat promotion too?

Red Boxer
Jun 23, 2011, 04:40 PM
I have a 300 BC game that is giving me a crash (when I discover Mosaic, perhaps?)

I tried restarting a number of turns earlier but the result was the same.

Also, PIE ... this is a great update. Well done and Kudos!

Keinpferd
Jun 23, 2011, 10:03 PM
A start I really liked was when I played with Boudica, her capital starts close to a lot of salt and that means a lot of early of commerce, and on the capital which is even better. I couldn't found the religion in this game but they send a emissary fast so it wasn't really a problem (later I also got a event that gave me a free celtic missionary).

I have a question about archers bombardment, the damage it deals is a fixed value or does it increases with things like combat promotion too?

Let me add to the starting position topic, that Pie last night pointed out on the German forum, PAE can be played on random maps just as well as any other "big" mod. I know, he invested a lot of time to make sure, PAE remains a game just as much as an immersive historical simulation. I think he's a bit afraid, just because it's historically themed, people might mistake it for a walk through a historical theme park like RFC, for example (interesting walk, though;)). Random maps are fully supported. And I'd rather not like to see the Romans on one right in my neighborhood with a really nice starting location;).

Ranged archers: I don't really know, but going by feeling, archers with barrage promotion not only do more damage to more units in the enemy stack but also on a single unit standing on the next tile.

New players: Archers are cheap and make your life easier because of their ranged ability. If you think, it's hard to take cities defended just by bloody warriors, who get 200% city defense in PAE, bring a bunch of archers to reduce their strenght. Tip!

pie_at
Jun 24, 2011, 02:55 AM
Hey Magus,

I'm glad you like this mod and let's see what I can answer you:
it would be nice if they were immune to this kind of damage or maybe if they avoided entering on marsh tiles.

this isn't selectable in the XML files, sorry. I would have done like this.

My first problem was that on emperor I couldn't keep my research at 100% at the start of the game,
Intended, so that you have to research at 50% from the beginning. This is more difficult.

I could build the silk road so that helped me out A LOT, I always am the one to build it so I think the AI doen'st focuses on it (thank god!).
oh yes. if they got silk they build it. if you wait, the Persians (in the scenarios) will do.

AI, they don't care about being over the river and on the marsh, he just stayed there bombarding with archers and when their hp dropped I simply killed them.

the AI is silly. sure. but you have a good city location and that's it. you could have found your city on worse defending sites too. it's a fact that you should think of the location to found a city. on passages you could build a fortress too. even better, if a river is next to it.

First I got surprised when I saw that making a unit could chop a forest, then on this turn that much happened, even another civ chopped one of my forests! (how did it even happened??) This is really, really bad, the main source of health at the begginning of the game is from forests and you can randomly loose it. >< I really disliked this feature.

This feature is an important fact of history. The chance is about 10% (normal forests) and 20% (savanna) to chop forest when you create a unit from the Bronze Age on. 2 plots round the city that builds it, even if an enemy city is around. improve your forest/savanna with a lumber camp, the chance get reduced by 5% and enemy chopping 0%. there will be a concept text in the next upload version, which explains this feature.
Eg. Sumerians, Assyrians had a great expantion time in Bronze Age, but they didn't look at their forests. suddenly their might dissappeared. another example is Spain: a squirrel could jump from tree to tree from North to South of Spain. That's a fact. This mod shows up the desertification, even though there are certainly some more climatic reasons, but in this game, this is a good way like it is, I think.

I got a quest that said that if I build 15 swordsman I would get a reward, with hereditary rule I would get a bonus. First, there's no swordsman, it's shortswordsman, and obviously theres no herediraty rule
Hereditary rule is bad. thx, I have to look for the original BTS text tags. but swordsmen is ok, because there aren't only shortswordsmen, there are scimitarmen too. both are swordsmen and necessary for this quest.

I also don't understand why this kind of revolt should even happen. You are already penalized when changing civics by not being able to do anything for a couple of turns, then you have a risk of losing a lot of money because of posterior revolts.

This is intended. I don't want sby to change civics like pants. this is very annoying to citizens and it should be well planned. the normal anarchy effect in BTS is only a calm silence in the realm. this is completely unrealistic. here you can feel a real anarchy what anarchy can cause to your country! and be cautious and just change civics step by step, so that you do not have lots of anarchy turns! in real it was/is impossible to change 5 or 6 completely different systems without consequences! Even today we have discussions in Austria to go back to our old currency, away from the Euro! this is unbelievable.... in anarchy two different opinions can split the country!

I got the following event on a city that had no slaves at all:
this is a standard BTS event, which occurs because of former civics (Martial law and the civics before, I think)

I stole a tech that I couldn't research, Glass Art. Not that it matters since it's useless anyway.
I think you need it for mosaics.

One of my cities got hit by a spy that poisoned the water, it got a -7 to health from it. That's too much for a mod that has so many problems from having too much bad health. I countered it by triggering a golden age, changing a civic so that I could sacrifice pop and then I build a leper colony by sacrificing. I was still with low health so I send some slaves to hush a part of the aqueduct and then I sacrificed pop again to build it. So much work just to avoid a epidemy!
This is true and intended. Keep your health. In former days almost every illnes was dangerous and plagues were rushing through the country without merci. Lepra colonies may help and smaller cities. your cities are about 9 pop. that's a lot (for ancient times). Plague starts at pop 8 or 9. So, you can have mega cities with pop 15, producing army and wealth like factories, all this positive effects have to be protected from external events (spies, disasters, anarchy).

Shortbowman lost their bonus to city defense, just wanted to know if this is really intented and why.
It was a test. I can add again.

Axeman is too powerful. In PAE IV he has 6 strength and 50% bonus vs melee. He's so powerful I didn't build even 1 shortswordman, ever. This means that an Axeman has 9 str against another melee unit, and since the best units to defend a city are melee... A 5 str axeman makes more sense, he won't get too strong from his vs melee bonus and still is good to counter melee, also wound't make shortswordsman useless. The swordsman should be the one with 6 str.
That's true. I'll think of it.

Also, the special unit Vulture (that replaces axeman) is exactly the same as the currently Axeman, but costs more hammer.

Checking the techs ahead I found out that the Equites is exacly the same as the currently War Horse, but has a +2 commerce cost instead of 1.

Principes and Hastati skins look the same except for the color. This isn't really a big deal but I once put the wrong promotion on a Velites because I tought it was a Prinpices.

thx

About mounted units in general, I belive they are all incredible weak.
You may not underestimate their strength in withdrawing and their strength in open terrain. Use mounted units to weaken the enemy (mostly with a big chance or extra promotions of withdrawal) and your infantries have an easy job afterwards. Horses are used for flanking but early horses against food soldiers had no chance. there was a Roman battle where the mounted warriors settled down to fight, because of that they won the battle.

Also, altough I love the Teutons units and haven't tested then on PAE IV. I do belive that 14 str turns them into gods. I can only imagine what a teuton general could do...
hm, I'll think of it.

The PAE part of the civilopedia is outdated now. I only found out how to "build" a slave market when I saw the unhapiness face on the city I settled a slave in! The Slave Market part of the civilopedia also doesn't say it.

ok.

Almost forgot, why does the greek and roman temples reduces the birth rate?
Because lots of people had to live in celibate as a temple staff, after they did sthg wrong, or even as protection against other rival families etc. Besides of that there was a tradition that the first born has to become a temple servant or sthg like this. This tradition lasts into the Christianity where it was a tradition to become a pastor.

Sorry, it's actually Principes and Hastati!
there is only one difference between them: hastati are experienced principes. the button should be different. (a litte bit)

Since syncretism doesn't make you have a no state religion and I can't change to diarchy because of the huge commerce loss.
Important: the civics are not intended to be like those in BTS, where every next civic is better than the one before! Here it depends on your playing style and military or economic situation!
An upper civic doesn't mean it is better. Perhaps you have to wait till you research more techs to update your economy so that some civics can become more effective.

@Red: I will have a look.

pie_at
Jun 24, 2011, 01:40 PM
Red, I found another bug (an old civic in the event trigger python) but this one was not the reason for the CtD. I didn't found out yet...

Red Boxer
Jun 25, 2011, 12:07 AM
I can only build 2 Spartans, the pedia says I should be able to build three, though the mouseover in game says two.

Rimland_Thesis
Jun 26, 2011, 01:26 AM
this is the WORST. . MOD. EVER !

how the do i turn of the constant city revolts??

not having population over 2 with 2 units in the city.

i want to turn off the random revolts because of my "high taxes"

keldath
Jun 26, 2011, 01:56 AM
Rimland_Thesis....

PLZ be more kind, this modder put a lot of hours of work for free,
if you dont like something, just write a feed back with stuff to change, improve,

dont start with a frontal attack, it wont urge pie_at to help you like this.

p.s, its a great mod :)

Rimland_Thesis
Jun 26, 2011, 02:02 AM
keldath

yeah, you're right.

this is a fantastic MOD.

but no civ MOD has ever infuriated me like this one.

everything is great, extremely enjoyable... until the revolts over my "high taxes" start... and from there on in, the game goes to $h!t...

keldath
Jun 26, 2011, 03:53 AM
well if you get annoyed and post - it means you care :)

cheers :)

Wodan
Jun 26, 2011, 05:05 AM
@Wodan: perhaps an uncomplete download? the PAE mod has to be in the mods folder of the original installed files, not into My Games/..!

An incomplete download wouldn't have been able to be extracted from the archive. And yes I know to put them in the right place. ;) So it's something else.

Red Boxer
Jun 26, 2011, 08:38 AM
So I'm playing this game as the Greeks ...

The celts have been my long-term adversary, having invaded me and attacked Corinth back in early history; after I took Pella (because the Macedonians weren't doing anything worthwhile) they invaded again and I fought them off at Pella; and a third time after they had conquered a chunk of land stretching from the Rhine to the Black Sea. The third war resulted in their shattering. I took a line of cities and then destroyed another line of cities, including their capital, to create a cultural fire break. From their capital I got 7 great generals, a great prophet and two great engineers. In the spoils I also acquired Ravenna, which I promptly gave to the rather sad Romans.

Something I noticed that might be worth looking into is that you have wonders which are named by the city they were historically built in, such as the Royal Library of Nineveh (which I built in Byzantion). It looks a little odd having the Royal Library of Nineveh of Byzantion, or the Walls of Babylon of Pella.

Magus Zarkara
Jun 26, 2011, 12:03 PM
keldath

yeah, you're right.

this is a fantastic MOD.

but no civ MOD has ever infuriated me like this one.

everything is great, extremely enjoyable... until the revolts over my "high taxes" start... and from there on in, the game goes to $h!t...

You have to keep the research rate at least at 50%, if you can't do that, change your strategy. I'm playing as the romans, I'm at something like turn 600 and the unit I've build the most are merchants.

You may not underestimate their strength in withdrawing and their strength in open terrain. Use mounted units to weaken the enemy (mostly with a big chance or extra promotions of withdrawal) and your infantries have an easy job afterwards. Horses are used for flanking but early horses against food soldiers had no chance. there was a Roman battle where the mounted warriors settled down to fight, because of that they won the battle.


Unlike in monarch and below, in my current game I don't have a bigger army then the AI, so it turns out there's more fights in the open, and since it's so late in the game, there's not that many forests last so horses are only really bad on cities now. I've being using the horses that defected to my side and it's true that they have their uses.

It's just that (unless of course, it was the case and they really were weak in those situations, I don't really know that much about ancient wars) I belive that a 50% reduction is too much, on forest is ok since it makes sense, but were they really that bad on city fights? From the techs we get it seems that they get better on horses with time so maybe a 25% reduction would be better? For example, a 12 str sassanid cataphract would have 9 str on cities, it's not too high but it's not too low like it is (6 str).

The AI seems to love using mounted units to attack, sometimes that's all they send, so they are only become a threat because of the cheer amount of units. But all you have to do is have enough units to counter that. In the beggining of my wars with the hittits (they are my strongest rivals) I've being only defending myself for most of the time because of the amount of units. The funny thing is since they can defect and I lost almost no units, even without building many during the war (units are expensive so altough I do have a huge army currently I try to not keep making them all the time) my number kept growing while their numbers were diminishing. By the end of this war we had the same amount of units because of this! That made me curious, why did this people defect like that on those times?

When I make the Numeri it will be game over for the AI, 7 str and 100% vs mounted units. They won't even stand a chance.

Btw, I talked about the Equites being the same as normal war horses but with a higher cost before but the Eques is also the same as the heavy cavalry (including the cost). Don't know if it is intended so that roman simply have a different mount but just thought I should mention.

The only thing keeping me from having more fun is that the game got to a point that it's using around 1.4gb of memory so I can only play it somethings when I can use my father's computer (I really have to upgrade mine!). There's too many units and cities on the map.

One thing that used to make a little mad was some things the AI do that is kind weird. Like I've seen they army revolting like 3 or 4 times on the same game because they keep moving a huge amount of units together on the same tile, I even stole a great general from one of those rebellion. They also have a lot of slave revolts going on. But when I started thinking about it since the goal of this mod is to try to simulate those ancient events then it's ok to have the ai do those "stupid" things in terms of gameplay because if they played perfectly those problems would seem like they don't even exist.

About the new vassalizing system, I do love it since I can "steal" my enemy vassals for myself instead of having to kill everyone. But it makes can create a really funny bouncing game of one stealing the others vassal back and forth, in my game I just stole boudica from the hittits but they stole pericles and alexander from me. They had random cities far away from me so the hittits captured them and I couldn't do anything to help. The ones close to me were protected by my soldiers and the enemies forces couldnt do much to take them.

I've build the roman forum and the mausolleum so I got 2 golden ages with double the time, it was great. Too bad that to make another golden age I need a great spy and it will be nearly impossible to get one since I didn't got first on the tech that gives it and from what I recall you can't put many spys on your cities to try to get one.

I can only build 2 Spartans, the pedia says I should be able to build three, though the mouseover in game says two.

The roman's Imperial Guard is like this too. I turned them into generals btw. They have city garrison at maximum and a lot of drill. This means that the city I put them on will be impossible to be taken. xD I have some cities with lot's of gladiators, the gladiators building and several buildings that increase the exp. My numbers and military techs are a little smaller then the AI but most of my units are really experienced and I have a great amount of generals so altough half of the map is at war against me, I'm the one with the upper hand.

pie_at
Jun 26, 2011, 12:06 PM
this is the WORST. . MOD. EVER !

how the do i turn of the constant city revolts??

not having population over 2 with 2 units in the city.

i want to turn off the random revolts because of my "high taxes"
:D strange, but I am not sad about your post. it shows me sthg, that works well and is intended!
In BTS unhealthy or unhappy cities are ...... unhealthy and unhappy. nothing else.
hm. what's the reality? an unhealty city in ancient times: do you know how many plagues killed people? do you know, what happens, when most of the citizens of a (big and important) city gets unhappy.... in reality?
Taxes: this is a way to demonstrate the consequences of high taxes. we just have 19%, 20%, 33% of taxes today, now imagine if we have more than 50%? we would strike, stop working, got extemely corrupt, start civic wars and there it goes: anarchy....

Ancient times are hard. So keep in mind to protect your cities against unhealthiness and unhappiness! just stop growth when necessary and continue when you got certain techs, buildings, civics and so on. In Neolithikum, Bronze Age or Iron Age were no cities with millions of inhabitans. Think of this when playing, get an element of this time and grow with it ;)

@Wodan: And did you try the rar file too?

Something I noticed that might be worth looking into is that you have wonders which are named by the city they were historically built in, such as the Royal Library of Nineveh (which I built in Byzantion). It looks a little odd having the Royal Library of Nineveh of Byzantion, or the Walls of Babylon of Pella.
Yes, I was thinking of it, but I just take this name because, for Babylon: if I call it The Great Walls... hm... or The Royal Library. What's with The Great Library? Royal libraries are no wonders. I could call it The Great Royal Library. No... like the Great Dam of Marib. Great Dam only? There are a lot of "great" dams in the world nowadays....

pie_at
Jun 26, 2011, 12:28 PM
It's just that (unless of course, it was the case and they really were weak in those situations, I don't really know that much about ancient wars) I belive that a 50% reduction is too much, on forest is ok since it makes sense, but were they really that bad on city fights? From the techs we get it seems that they get better on horses with time so maybe a 25% reduction would be better? For example, a 12 str sassanid cataphract would have 9 str on cities, it's not too high but it's not too low like it is (6 str).
Yes, but think of the spearman who has 6 + 100%: 12 ST. and this spearman gets attacked by ranged attack -> 6 ST. So there is a horse with ST 12 and maybe melee promotions it would run over. yes. horses are bad city raiders because of its big target. they can't stay in phalanx formation and horses are easy to hurt. An injured horse is a handicap.

When I make the Numeri it will be game over for the AI, 7 str and 100% vs mounted units. They won't even stand a chance.

Yes that's true and this is intended. Think of ranged attack! Only huns and parther used mounted units only, but they had lots of mounted archers! if you don't have ranged units, you won't win a fight with horses only! (except armored ones, but they came late and then they also had no change against trained anti-mounted-units (e.g. pikemen later on).
numeri are strong, yes, but only against horsemen.... you won't win a fight, if you use them all alone.

to have the ai do those "stupid" things in terms of gameplay because if they played perfectly those problems would seem like they don't even exist.

Yes, also the AI has a chance that this happens. It's a small chance, but this is in.

About the new vassalizing system, I do love it since I can "steal" my enemy vassals for myself instead of having to kill everyone. But it makes can create a really funny bouncing game of one stealing the others vassal back and forth, in my game I just stole boudica from the hittits but they stole pericles and alexander from me. They had random cities far away from me so the hittits captured them and I couldn't do anything to help. The ones close to me were protected by my soldiers and the enemies forces couldnt do much to take them.
hm... that's a good idea. I can compare the hegemon units in the homecountry of a vassal to prevent this....

I can only build 2 Spartans, the pedia says I should be able to build three, though the mouseover in game says two.
I looked for it yesterday, but I couldn't find a problem. I have to test it and play with the Greeks.... but there are so many other things to do....

Red Boxer
Jun 26, 2011, 01:12 PM
I can steal vassals?! How's that work? How did I miss that?

pie_at
Jun 26, 2011, 01:55 PM
I can steal vassals?! How's that work? How did I miss that?
:D capture a vassal's city. if your power and the power of the vassal is higher than the power of its hegemon, the vassal will ask you.

Edit: I'll put this into PAE concepts....

Red Boxer
Jun 26, 2011, 02:31 PM
Hmmm... well maybe I'll start up another war just to get the Romans on my side.

Magus Zarkara
Jun 26, 2011, 10:21 PM
I need your help!

I started a new game as Alexander and when I try to capture a Hittit city the game crashes. I even tried on another computer. Can you try to find out what is happening? Just select the stack near the hittit city and attack until you capture it.

pie_at
Jun 27, 2011, 05:49 AM
Thx, this was a strange bug about renegading rams and cities!
Please replace this file in PAEIV/Assets/Python/ !

Keinpferd
Jun 27, 2011, 11:49 AM
Btw, I talked about the Equites being the same as normal war horses but with a higher cost before but the Eques is also the same as the heavy cavalry (including the cost). Don't know if it is intended so that roman simply have a different mount but just thought I should mention.
[…]
…and it will be nearly impossible to get one [spy] since I didn't got first on the tech that gives it and from what I recall you can't put many spys on your cities to try to get one.

You're right about that they're having the same values. They could be pure "spice" units in the "UnitArtStyleTypeInfos." What meaningful difference would justify a Roman special heavy mounted unit, since it weren't the mounted units that the Romans were most famous for?

Spies: If you couple certain buildings and wonders that shift the GP production toward spy emergence, there's a chance that you can breed a great spy, when you need one.

Magus Zarkara
Jun 27, 2011, 06:35 PM
Thx, this was a strange bug about renegading rams and cities!
Please replace this file in PAEIV/Assets/Python/ !

Thanks for the quick fix! :D The only strange thing after that is that an enemy ram was still inside the city even when it became mine.

You're right about that they're having the same values. They could be pure "spice" units in the "UnitArtStyleTypeInfos." What meaningful difference would justify a Roman special heavy mounted unit, since it weren't the mounted units that the Romans were most famous for?

Yeah, just making sure it wasn't a mistake like the other horse looks like!

pie_at
Jun 27, 2011, 11:58 PM
Yes and that's the thing, what causes a CtD. Captureable Units don't get captured, as long the unit doest move on its plot. And because there are other units in the city, which renegade then, the attacker keeps on his plot. the enemy ram doesn't get captured, and so I can't put the renegading units on this same plot without CtD. I have to put them on the plot of the attacker, if the defending unit is a capturable one..... :crazyeye:

Magus Zarkara
Jun 28, 2011, 10:21 AM
Another problem with making some unique units. I can only make 2 Royal guards but the civilopedia says I can make 3. I can also only make 1 Battle companion and it says I should be able to make 8.

pie_at
Jun 29, 2011, 12:54 PM
OK, I'll have a look.

jtb1127
Jun 29, 2011, 04:59 PM
I think this is a bug. I am playing the hellenic scenario as Athens and I am unhealthy and will not gain any health. I have a granary and lots of of resources and farms but I only have one health. The other Greeks all have five+ population and no sickness.

ObsidianWolf
Jun 29, 2011, 09:41 PM
Hey, love your previous installments of the Ancient Europe mod! But I have a small problem. I recently upgraded my computer to Win7, and lost the original folder I had of Ancient Europe. I downloaded and installed version IV, but whenever I try to play a scenario or a random game, I: 1. Do not have a HUD 2. Cannot see the tech tree or any of my other advisors' pages - it just shows a blank, gold-leaf-like page 3. Cannot see any troops...

I don't know if this has already been discussed or addressed (don't have the time to go through 11 pages of posts), but if I could get some help, that'd be great.

pie_at
Jun 30, 2011, 07:32 AM
I think this is a bug. I am playing the hellenic scenario as Athens and I am unhealthy and will not gain any health. I have a granary and lots of of resources and farms but I only have one health. The other Greeks all have five+ population and no sickness.

River? Trees? Forges? Curing hut? Trade routes on rivers? Connection to the bonus resources? Blockade?

Hey, love your previous installments of the Ancient Europe mod! But I have a small problem. I recently upgraded my computer to Win7, and lost the original folder I had of Ancient Europe. I downloaded and installed version IV, but whenever I try to play a scenario or a random game, I: 1. Do not have a HUD 2. Cannot see the tech tree or any of my other advisors' pages - it just shows a blank, gold-leaf-like page 3. Cannot see any troops...

I don't know if this has already been discussed or addressed (don't have the time to go through 11 pages of posts), but if I could get some help, that'd be great.

Did you install/copy it into the Original BTS Mods folder? (Afterworld, Charlemagne,...)

jtb1127
Jun 30, 2011, 02:14 PM
I have no polluting buildings or anything and I have forests and all those goods. I started a new file as Macedon and I am not having the problem though. So maybe its a one-time glitch.

ObsidianWolf
Jun 30, 2011, 08:40 PM
Did you install/copy it into the Original BTS Mods folder? (Afterworld, Charlemagne,...)
Yeah; I downloaded the .zip, extracted the files, and moved the folder to C:/Program Files/Firaxis Games/Civilization 4/Beyond the Sword/Mods

Magus Zarkara
Jun 30, 2011, 11:05 PM
Pie, I just noticed something because of the civics that give free military units. I'm playing as Cleopatra and when I changed to Citizen Army from Tribal warriors I tought it was strange that my money rate actually decreased. So I looked at the Financial Advisor to check out the unit costs and it seems that no unit is really considered as military, every unit is simply a unit so those civics don't actually give any free units. :( (<- My face when I found it out)

Edit: To be honest I'm not really sure how military unit costs works. From what I remember from the original civ, the military cost was only used when you had the civic Pacifism that increased military cost by +1. But I never really payed too much attention to it to be sure if it's really only used on this case.

Hey, love your previous installments of the Ancient Europe mod! But I have a small problem. I recently upgraded my computer to Win7, and lost the original folder I had of Ancient Europe. I downloaded and installed version IV, but whenever I try to play a scenario or a random game, I: 1. Do not have a HUD 2. Cannot see the tech tree or any of my other advisors' pages - it just shows a blank, gold-leaf-like page 3. Cannot see any troops...

I don't know if this has already been discussed or addressed (don't have the time to go through 11 pages of posts), but if I could get some help, that'd be great.

Make sure your BTS is updated to version 3.19. If it is try to download the mod again and see if it works.

Salahedin
Jul 01, 2011, 06:59 AM
Hi Pie! thanks for the new version.
I'm having the same issue here :
Hey, love your previous installments of the Ancient Europe mod! But I have a small problem. I recently upgraded my computer to Win7, and lost the original folder I had of Ancient Europe. I downloaded and installed version IV, but whenever I try to play a scenario or a random game, I: 1. Do not have a HUD 2. Cannot see the tech tree or any of my other advisors' pages - it just shows a blank, gold-leaf-like page 3. Cannot see any troops...

I don't know if this has already been discussed or addressed (don't have the time to go through 11 pages of posts), but if I could get some help, that'd be great.

When I changed the screen resolution settings (opening graphics options on 1st turn) to any other one (1280x800 or any other one) and then back to my laptop's config screen rez the HuD appeared and it became playable. Can't see the tech tree though. There must be something messing with the screen resolutions.

Try that Obsidianwolf, hope it might help.

I'll go further testing.

Magus Zarkara
Jul 01, 2011, 01:20 PM
There seems to be a bug with the new vassal system. I lost my vassal to Massinissa and I entered in war with everyone he was at war before. I think that the vassal doesn't completely ceases to be my vassal before becoming someones else, so I end up having to declare war on everyone he is at war because of his master, or something like that.

Edit 1: Here's the save file in case it's useful, just skip a turn.

Edit 2: Once I captured a Massinissa city, his vassal offered to support my war against him if I gave him money. First problem was that it's was written like this: "Carthage, vassal of %s2, offers...". The other problem was that I accepected the offer but nothing really happened, I didn't lose any money and he didn't join me.

ObsidianWolf
Jul 01, 2011, 02:55 PM
Thanks to Pie, Magus Zarkara, and Salahdein for assistance. I have been able to fix it so that I get the HUD and the troop graphics, but I still can't see my advisor's screens, nor do I have any city screen. My Civ is updated with the 3.19 patch, and I have changed the resolution.

pie_at
Jul 02, 2011, 12:18 PM
A new download version is available. I've got the suspicion that perhaps the files (rar or exe-package) were corrupt. Please delete PAE IV and download again.

Salahedin
Jul 03, 2011, 06:20 PM
thanks for the new download Pie.
but still I can't see the HuD until I change the screen resolution (each time I launch or load a game) and no tech screen yet. Still playable and enjoyable though. Strange issue there.

jomaforum
Jul 04, 2011, 12:19 AM
Hello. Thank you for this great mod.

Juste a bit problem : i got some CTDs. I must often reopen the game. And i got freeze at turn 370 in one of the scenario in Europe map. I don't know what i can do. Change my RAM ?

pie_at
Jul 04, 2011, 02:51 AM
@Magus: no :D I think, this is a complex chain reaction. The point, where Massinissa gets vassal of your opponent, is my work. The declaration of war of those others is automatically (by BTS). Why it is happening like this, we have to proof all relationsships and powers of all CIVs....

@Sala: Did you ever had BUG installed? If so, it won't work. You'll have to reinstall CIV+BTS+3.19 again because BUG overwrites some original files. Sry!

@joma: please post a save file where it happens next. I'll have a look. do you have an idea why it could happen?

@all:

While playing, do not change to your desktop. I got also crashes because I had changed to desktop (skype, browser). once I change, I know there is a CtD the next turns. If I do not change, I can play as long as I want.... strange!

cardtrick
Jul 04, 2011, 09:03 AM
hey - first of all, awesome mod. great fun to play. never get bored of it.

i just ran into an issue. after ending the turn on the save below, game freezes. the assyrians move (attacking hattusas), and then the freeze happens, and i have to ctrl+alt+del to exit the game. tried making peace with the assyrians, but same problem. however, i then tried to make peace with the hittites. as soon as i click to accept a ceasefire, the game just exits itself on its own...

294611

thanks for the help, and also for the amazing mod.

jomaforum
Jul 04, 2011, 10:12 AM
@Magus: no :D I think, this is a complex chain reaction.
@joma: please post a save file where it happens next. I'll have a look. do you have an idea why it could happen?

No mister because i got CTDs on all maps, all scenarios, and all times.

I suppose i got a RAM problem, perhaps a dead memory. I don't know, but the problem only occurs with this mod. In the others mods, i only have difficultyes to load big sav (CTD nearly all the time with very big save game).

@all:

While playing, do not change to your desktop. I got also crashes because I had changed to desktop (skype, browser). once I change, I know there is a CtD the next turns. If I do not change, I can play as long as I want.... strange!

Thank you, it does not solve my problem, but thank you too.

pie_at
Jul 04, 2011, 02:24 PM
About the CtDs: I am busy to check this out. I WANT to find the reason.
@card: welcome to this forum! thx for your compliments! I've tried the save, same result.

Tschuggi
Jul 05, 2011, 02:36 AM
Hi Pie,

does anyone here suffer from my pink-placeholder-prob? Pink square for Ziggurat, Spy, all pop-up-events? If I click on them icons, I always get a direct CTD.

To the general occurying CTDs: for me it helps when I disable under options "espionage", "events" and sth else that I forgot now, sry.

In lategame MAFs will most likely occur, IMO because of massive AI troop movement. Hello SODs.

And: I love this mod. It is so great and really challenging. Got great plague twice in a row while being attack from multiple enemies and had then a slave riot with about 30 attacking rebel-bastards. Awesome!!! :goodjob::goodjob::goodjob:

And the AI knows how to do naval warfare, sea blockade and direct city attacks from sea (not only troops unloading) included!!! I love it.

Greez,

Tschuggi

lymond
Jul 05, 2011, 08:17 AM
Hey Pie - I haven't played this mod in over a year as I've been focused on improving my vanilla BTS game. However, I'm going to get back into it. I did enjoy the experience way back when. Anyway, just to make sure I get the best experience from the mod, please let me know what are the best settings to use for the best balance, i.e., speed, map, sizes, options. Also, what difficulty is best for an IMM+ player. thanks

pie_at
Jul 05, 2011, 08:38 AM
First of all: get PAE IV and don't play a previous version :)
An immortal+ player? pffft, I really don't know because I am just a middle exp. player. Perhaps Keinpferd knows.

normal and epic is similar, marathon is higher unit and research cost (150%).
for best performance take the standard maps. If you prefer england take s17 map, if you want middle east civs take s18 alternative. all with barbs ... of course! ;)

but for a challenge: try the 300 BC scen with immortal. eg as Seleucus ^^

lymond
Jul 05, 2011, 08:58 AM
Thanks for the quick response, Pie... Yep! I just downloaded the new version.

I'm looking more for the "experience" at this point with the mod as opposed to challenge, but mentioned my difficulty level on vanilla as I don't want the game to be too easy. I recall a lot of new features from the mod so I'm sure it will take me some getting used to regardless of what level I play.

The 300BC scenario looks cool....i like scenarios with mods.

Still unsure on speed, but probably not marathon.

Magus Zarkara
Jul 05, 2011, 10:59 AM
Hey lymond, since the game provides a lot of new things you will probably have fun on your first game at any difficult. I'm also a immortal player on vanilla civ, so here's a suggestion. My current game I'm playing on immortal on the s18 map with barb cities on epic speed (I used to play only on normal speed on vanilla, for some reason I like to play on epic here) and it's pretty much won at this point. Since you aren't used to the tech tree I think that emperor is a good start, but definitely no difficult lower then monarch. Since you have knowledge on how civ works lower difficults will be really easy.

Hey Pie, not sure if it's intentended or not but on the s18 map there's no teutons. Since I like them and they are the only resource mercenary not on the map I decided to add them the closest to where they are in relation to the large map as possible (altough I still don't have the tech to use him).

I have some question about how the plague spreads. I got the plague 3 times on this match that came from other civs. Could deal with them but the second and third ones felt weird. They got the plague from a city that was inland on north africa and my cities were on the northwest of the black sea. It felt weird because I got the plague from an incredible far away city that isn't even coastal while nearier cities were ok. So how does plague spreading works? Is it simply a chance that any of your cities will get the plague from another civ? When my city is plagued it seems that it only spreads to the nearby cities instead of one far away.

Also how does a terrain plagued because of combat? Is it a chance that every combat has or maybe when there's a larger number of units on a spot it increases the change?

Keinpferd
Jul 05, 2011, 01:24 PM
@lymond: Not sure about random maps, but if you're playing one of the historical scenarios, difficulty is much depending on what Civ you pick and which leader. By rule of thumb, I'd say, historical PAE-scenarios are one or two levels easier compared to standard BTS, for one thing because the AI doesn't get the huge starting advantages, and secondly, because you know as a human player very well, what kind of troops Alexander will be bringing, that amber is located near the Baltic Sea, that the Po lowlands are very fertile, that opposite the Gaul shores there's one bigger and one smaller island…

If you like suspense and want the instant full immersion in the PAE IV world, try Thorgal's 300 BC scenario. It's the opposite of a snug historical theme park walk, where your armies are already embarked in galleys that you are supposed to move in the only reasonable direction, that the scenario designer had in mind.

pie_at
Jul 05, 2011, 01:54 PM
Hey Pie, not sure if it's intentended or not but on the s18 map there's no teutons. Since I like them and they are the only resource mercenary not on the map I decided to add them the closest to where they are in relation to the large map as possible (altough I still don't have the tech to use him).

I have some question about how the plague spreads. I got the plague 3 times on this match that came from other civs. Could deal with them but the second and third ones felt weird. They got the plague from a city that was inland on north africa and my cities were on the northwest of the black sea. It felt weird because I got the plague from an incredible far away city that isn't even coastal while nearier cities were ok. So how does plague spreading works? Is it simply a chance that any of your cities will get the plague from another civ? When my city is plagued it seems that it only spreads to the nearby cities instead of one far away.

Also how does a terrain plagued because of combat? Is it a chance that every combat has or maybe when there's a larger number of units on a spot it increases the change?

Teutons: oh. ok. thats the alternative maps, I think. just cut away.

Plague: Nearby cities AND cities in your trade routes! both some % of chance

Plagued terrain: Yes there is a certain small chance per fight. it has nothing to do with the amount of units.

lymond
Jul 05, 2011, 04:02 PM
@Magus and Kein - Thanks for the advice...much appreciated....I will try those ideas out....today :)

barcafana
Jul 07, 2011, 03:20 PM
I thought that this was the best mod ever until i entered the endless loop of high taxes revolt. There is no way to exit it because the cities just keep revolting and because of that i have no money to increase the science research and thus lover the taxes....:rolleyes:
Maybe you thought this was a good idea but it wasn't. I was the number one and most advanced player. No reason at all for this to happen. This taxes things ruined this mod for many i believe :sad:
Also religions don't spread by them selves at all. My state religion is judaism and i have no chances to build misionaries until philosophy??
This mod could be great without these mistakes :king:

pie_at
Jul 07, 2011, 04:21 PM
Thx! But no, this is all intended! Don't go under 50% science! If you do so, then you have a chance of revolt (pick a city, one of the bars on the left) in each city. That's because, noone will keep a large country until he has a strong economy! Do you know, what happened with large empires? Every great CIV that tried to maintain a large empire broke.... Yes, that's realism! The later in the tech screen (age) the bigger you can get, because you got new civics, buildings, trade routes.. etc.
Think of the Sumerians, Assyrians, Babylonians, Hittites, Alex the Great and even the Roman empire split! Yes, please keep in mind, that taxes are a limiter for early giant empires! If you try not to expand quick and wait for better economic possibilities to expire, than you got it.

Religion and missionaries are different in this mod. For those religions that hardly spread in history, you can only build one missionary. For Judaism two and for Christianity unlimited. It's true, that Judaism stayed in middle east countries compared with Christianity which spread all over Europe.... even while the Romans spread their religion mix. :D

I hope you understand and give it a second chance. Really, try to handle your taxes and stay over 50%. Then nothing will happen because of taxes! I don't know how to mirror the fact, that quick expanding and conquering (which of course needs maintainance) is very dangerous for a government! Every time! Even today!

Magus Zarkara
Jul 07, 2011, 06:53 PM
Hey barcafana! It may be hard to keep the tech rate at 50% after you starting growing too big but it's possible to do it. If you know beforehand that this problem will happen (it always do unless you don't want to capture your enemies cities), you can prepare for it. What I do to keep my money up after I start conquering some cities is:


Merchant spam, if you have camel make both. Send them to the nearest city, you don't even have to have open borders.

Sell slaves in a city with slave market, I just conquered a city with pop 14 and sold all the slaves, I went from something like 600 gold to 900, yes that was a lot of slaves. This is actually very important and I couldn't keep my gold up with merchant alone.

Sell crappy units on the mercenary post. By crappy I mean outdated units that you have and won't upgrade because it isn't worth it. I love to sell disc chariots that I get from defected enemies, but there are many units you can do this.

Watch the number of units you have, in my current game I have so many units that some cities are building research because there's nothing else to make and I don't want to increase my unit expenses.

Don't build roads in places you don't need to, it saves a lot of gold.


I've being with -50~100 gold each turn for a long time now and never had to go below 50% research.

Eventually, after you research all the nice economy techs your huge empire will generate so much money it is insane. Every game after this happens I become first at everything on demographics. While I can research everything at 5~10 turns the AI takes 15-20+. Just saying that the money problem really goes always, you just have to do your best to get there. Don't give up this mod before trying this, it works and I do this every game! :goodjob:


Pie, something weird happened when I tried to make someone my vassal. Hammurabi and I were at war with Hiram and Hammurabi offered to become my vassal. I said yes and there was a "declare war" sound and after that the game crashes. Since I was already at war with him it's strange that there was any sound. I tried entering the world builder to see if he was at war with someone I haven't met to see if it was causing the crash but it crashes when I try to enter it. :(

I've attached the save file to this post, if you check it out just try to make Hammurabi your vassal. I continued the game without making him my vassal because of this but this made me lose a good chance to have a vassal. :(

Edit: Hmm... Every time I reveal the fog of war to the right of the city Akkad (Hammurabi) the game crashes. Probably these crashs are related.

Edit2: That's probably the problem, tried again later on the game to make him my vassal and the game crashes, I won't be able to properly continue if this keeps happening so I'm going to wait for some help! Tried on another computer and the same thing happens. I also attached the latest save file.

Keinpferd
Jul 07, 2011, 11:37 PM
Hey barcafana! It may be hard to keep the tech rate at 50% after you starting growing too big but it's possible to do it. If you know beforehand[…]
:D If you know beforehand, right… When I was a "casual player", I wasn't aware for a looong time, that there's an avoid-growth-button in the city screen. Important button in PAE! Cities growing unhappy or unhealthy will cause much more trouble than in standard BTS. How is a casual player supposed to know that? Only a few people read the full mod description online, before they give a new mod a try – or even bother going through the "mod concept's" pages within the game. I didn't. When I started to play PAE, I remember my first posting was asking Pie, why I couldn't build any improvements. – Because they cost money.

I would be upset, too, if I was new to PAE and unaware, the tax rate (=science slider) should never drop below 40%, once a city has grown bigger than pop 4, and then had no way to get out of the vicious circle, as barcafana is describing.

Maybe it would be good to introduce a couple of ingame popups, which give hints and warnings to new players regarding the most common pitfalls:


early exploration almost impossible because of beasts
improvements cost money
science silder and tax revolts
health cap and disease danger

Magus Zarkara
Jul 08, 2011, 09:34 AM
I didn't have these problems because I like to read about all the stuff I can before starting to play a game that is new to me, but I know that most people don't or simply don't have the time to do that and prefer to go straight to the game. I belive that the popup idea would be great, since the mod adds so many different things to the game. Maybe even a popup with all the mod highlights and suggesting to check the civilopedia for more details.

Not that I didn't have any trouble! My first PAE IV game was with Julius Caesar and I had a lot of trouble especially since I didn't know that forests could be randomly chopped for weapons production. I admit I got pretty mad once I found out! :crazyeye: Pie didn't translate the changes to PAE IV so I had to find things out by myself. :lol:

But since I love strategy and all this stuff I like to create strategies to overcome those problems. So when I find a problem, after getting mad over it :lol: I think what I did wrong and what I can do to overcome this problem on my next game.

For example, now I check the city screen to see how many health bonus I'm getting from forests/savanna and I ignore them so that I never have health problem because a forest was chopped. I also never depend on another trade to get health or luxury resources to grow my cities because if they lose it for any reason I get screwed. So now I only trade on emergences, like unhapiness because of war or a sandstorm comes in lowering the health of the city. The only exception for this way of growing is that regardless of that I grow 3 cities to 5 as soon as possible so that I can make a Ancient Observatory.

I wish there were more strategy discussion about this mod, I love discussing strategy so I can improve my game or even help someone with what I know.

pie_at
Jul 08, 2011, 02:25 PM
I am very sorry, Magus. Yes, it is the plot right to Akkad. I deleted the EventManager to load the original BTS one, but with the same result. On this plot there is a simple desert with flood plains. A new scenario works. I think, this plot was crashed from CIV itself. I could image, that a previous or this save got corrupt by saving! Sorry, I can't repair. :°(

Magus Zarkara
Jul 09, 2011, 09:16 AM
Thanks for trying! Since there was nothing that could be done and I fell in love with Immortals I decided to keep going and avoid that plot. But several turns later I decided to check it out again and it didn't crash! I think that Hammurabi's workers changed whatever was on that plot and it fixed it.

I made a super medic Immortal and every general near him gets healed to full, or really close, at the end of the turns, it's awesome, I deleted my supply wagons after making them since Immortals make them useless, and they are quite expensive. :lol:

Btw, I gave a persian worker to my vassals so that they can make royal roads and make my travel easier, just wanted to ask if you don't really see this as a problem?

Thinking about it I could gift special unique units like Teutons or Spartans that are very strong and make some more for myself (well, in the teutons case I could just make 4 and trade him so someone else could make more). I don't see this as a real problem for playing against the AI but in multiplayer could feel kinda weird. Not sure if you think of this as a problem but thought I should mention it.

pie_at
Jul 09, 2011, 12:49 PM
I am glad, Magus!

That's true! This is a very good idea to trade your worker!
And that's a good fact about the terrain elite units. I will change them to global unique ones! Thanks!

Magus Zarkara
Jul 09, 2011, 06:19 PM
I know nothing about civ modding so I have a question. Is it possible to make a promotion that makes you not being able to gift a unit? The reason I ask this is because some civilizations have more then one leader so if both are on the same map the first to get the tech would make those units and the other would be screwed!

jimmygeo
Jul 12, 2011, 07:48 PM
Wow! I just began playing this mod today and I'm already hooked! I'm a retired professor of ancient history and classical archaeology so I can appreciate the work and study that went into this mod. I've played others dealing with this area of history (obviously), but find PAE the most accurate and well-balanced of the lot (at least so far). I started a game as Carthage and have played 280 turns at noble level so far. Thx ever so much.

yogiebere
Jul 12, 2011, 08:36 PM
Alright I played this and loved it on my desktop. But now I want to play it on my new laptop so I installed civ4 complete (I'm thinking part of the issue) and got the mod, copied it from another file like I'm supposed to but then it has an error. The Technology screen comes up as I load a map and then the map loads without any interface or hover overs.

Any suggestions?

Magus Zarkara
Jul 14, 2011, 11:19 AM
I'm having a weird problem, hopefully someone knows a solution to it. It seems that in my game after some point I can't load my saved game anymore. Something similar happened before when I was playing on the large map so I just thought it was because of the map size and gave up. I've played several games on standard sized maps after that and it worked fine, until now. The only difference from this one to the others I've played is that this one is on Deity, the AI makes a lot more units now so I don't know if this has anything to do with the problem.

I attached the last working save file to this post, after this one I try to save but if I load it crashes the game.

Alright I played this and loved it on my desktop. But now I want to play it on my new laptop so I installed civ4 complete (I'm thinking part of the issue) and got the mod, copied it from another file like I'm supposed to but then it has an error. The Technology screen comes up as I load a map and then the map loads without any interface or hover overs.

Any suggestions?

The only time I've experienced something similar to this was when I tried to play a bts scenario with the bug mod installed. After uninstalling it worked fine. If it's not that make sure the bts is fully patched.

pie_at
Jul 16, 2011, 06:45 AM
I know nothing about civ modding so I have a question. Is it possible to make a promotion that makes you not being able to gift a unit? The reason I ask this is because some civilizations have more then one leader so if both are on the same map the first to get the tech would make those units and the other would be screwed!
I don't think so!

I'm having a weird problem, hopefully someone knows a solution to it. It seems that in my game after some point I can't load my saved game anymore. Something similar happened before when I was playing on the large map so I just thought it was because of the map size and gave up. I've played several games on standard sized maps after that and it worked fine, until now. The only difference from this one to the others I've played is that this one is on Deity, the AI makes a lot more units now so I don't know if this has anything to do with the problem.
I think there are too much background information for CIV per turn (mass of units and buildings). The more units (eg higher DifLev) the quicker a CtD.
Also when switching to Desktop via ALT-TAB. Please avoid that during play!! This causes CtDs! Except playing in window modus.

I will try to limit all units so that the AI can't build that much to avoid later CtDs..... (in a new patch)



Wow! I just began playing this mod today and I'm already hooked! I'm a retired professor of ancient history and classical archaeology so I can appreciate the work and study that went into this mod. I've played others dealing with this area of history (obviously), but find PAE the most accurate and well-balanced of the lot (at least so far). I started a game as Carthage and have played 280 turns at noble level so far. Thx ever so much.

I am very, very happy, that - finally - a historical adept person played/plays the mod and I am proud of your feedback! May I use your post as quote for mod promotion?
As a historical adept, you could add some promotive words in your signature :)
Nevertheless, thank you very much!

Hinco
Jul 17, 2011, 02:12 AM
Hi,

I love this MOD and I have been playing for some time.

But now there is a CTD every time I go for next turn. Every time.

Can you check why? I included the save file.

Regards,
H.

lymond
Jul 17, 2011, 01:16 PM
It's good to play the Mod again, but as I recommended a long time before, I think, it could really use the BUG mod. It would clean up the interface considerably.

jimmygeo
Jul 17, 2011, 06:19 PM
Hi,

I love this MOD and I have been playing for some time.

But now there is a CTD every time I go for next turn. Every time.

Can you check why? I included the save file.

Regards,
H.

It crashes for me, too. I'm using Windows 7 on an HP with 3 Gb of memory so it isn't likely a MAF.

jimmygeo
Jul 17, 2011, 07:50 PM
pie, By all means use whatever I wrote for promotion of your excellent mod! I'll add a proomo of the mod to my signature

jimmygeo
Jul 17, 2011, 08:19 PM
I've suddenly come us with a problem while playing this mod. I'm playing as Hannibal at noble level, on map PAE L4000BC 14CIVs, at epic speed. I came to the end of the turn and when I went ahead, Hammerabi and his vassal Xerxes declared war on me. Then it happened. The game just stayed there (for 15 minutes!!) saying 'Waiting for other civilizations'. :( All the function keys work and I can switch to the desktop but the game just sits there and will not complete the AI part of the turn. The savegame just before this is attached.

Magus Zarkara
Jul 18, 2011, 09:01 AM
I've suddenly come us with a problem while playing this mod. I'm playing as Hannibal at noble level, on map PAE L4000BC 14CIVs, at epic speed. I came to the end of the turn and when I went ahead, Hammerabi and his vassal Xerxes declared war on me. Then it happened. The game just stayed there (for 15 minutes!!) saying 'Waiting for other civilizations'. :( All the function keys work and I can switch to the desktop but the game just sits there and will not complete the AI part of the turn. The savegame just before this is attached.

This happened to me a few times. While I have no idea why this happens, to avoid it I loaded a previous save and did something different.

jimmygeo
Jul 18, 2011, 11:32 AM
Magus, I did the same thing and everything went just fine. Strange.

pie_at
Jul 18, 2011, 02:31 PM
jimmy: thx!

About the strange CtDs. In a next update version, I will debug some things and limit units and hide buildings, so that the MAF (memory) problem, that probably causes this problem ,get banned.

Barak
Jul 21, 2011, 10:29 AM
This may sound like a strange question, but I've just started playing this mod.. Playing as Macedon, I want to research Greek gods after having researched Polytheism, but I can't.

Whats the secret to researching religion.

Thanks

Barak
Jul 21, 2011, 12:40 PM
I started a new game as the Greeks (shockingly was able to found Greek Gods. But just noticed that there is no Holy City special building/wonder for the holy city of the Greek Gods? Or am I missing something?

Love the depth of the game. Been enjoying the large maps with barb cities!

pie_at
Jul 21, 2011, 01:57 PM
Hi Barak,
1) Religions: only certain CIVs can found certain religions. Greeks -> Greek gods, Sumerians -> Sumerian gods and so on. All others have to get it.
2) If you tell me a shrine of such early gods and the reason, why to get gold or culture in times, where currency wasn't researched and culture did not really expand without reason, I will implement a shrine. :) Only some religions have a shrine, where pilgrims are historical provable. And the Greeks have so many wonders (with required greek gods), I just didn't gave them a fictional shrine. But I thought of changing the wonder Statue of Zeus into a Greek shrine, but I forgot it.... :D
And I don't know, if I should change...

Barak
Jul 21, 2011, 07:47 PM
Hi Barak,
1) Religions: only certain CIVs can found certain religions. Greeks -> Greek gods, Sumerians -> Sumerian gods and so on. All others have to get it.
2) If you tell me a shrine of such early gods and the reason, why to get gold or culture in times, where currency wasn't researched and culture did not really expand without reason, I will implement a shrine. :) Only some religions have a shrine, where pilgrims are historical provable. And the Greeks have so many wonders (with required greek gods), I just didn't gave them a fictional shrine. But I thought of changing the wonder Statue of Zeus into a Greek shrine, but I forgot it.... :D
And I don't know, if I should change...

Gotcha, makes sense as the greeks do have a number of wonders all to themselves. I was just surprised that the Macedonians were not considered Greeks, since they did pray to the same gods as the Athenians, Spartans, Corinthians, etc

All in all, a wonderful mod that really makes empire management a priority. Now if only we can train the AI NOT to build so many units! The stacks of death that come my way are shall we say excessive...

Barak
Jul 22, 2011, 09:19 AM
I found a bug playing a Greece, where I get a CTD every time I finish the turn during other civs moves. I have attached the save right before the crash.

Magus Zarkara
Jul 22, 2011, 12:13 PM
Gotcha, makes sense as the greeks do have a number of wonders all to themselves. I was just surprised that the Macedonians were not considered Greeks, since they did pray to the same gods as the Athenians, Spartans, Corinthians, etc

All in all, a wonderful mod that really makes empire management a priority. Now if only we can train the AI NOT to build so many units! The stacks of death that come my way are shall we say excessive...

The problem I see with the AI not building too many units is that they are so dumb that they are only a threat if they get you off guard with their stack. I had a border city with 0% defence since it was brand new and I joined a war to help another civ, so they sent a nice stack that would probably be able to kill my army that was nearby but instead of going directly to the city, where they would most likely win, they decided to fight my stack that was on a hill/forest and with a river between us. So I just stayed there until I had enough units to kill the stack and researched siege engineering, after that I started capturing his cities.

About the macedonian religion, Pie wants to keep the game the most accurate as possible to how things were so only greeks can found the religion. Since I started played the game on random maps recently I gave some thought to this because in random games you won't necessary have a greek civilization and the macedonian can't make it. On the scenarios since the greeks are close you won't have problem getting the religion from them, Pericles loves to spread religion, he is also incredible weak (probably not an agressive AI) so I once played as Alexander and I captured his only city as soons as I had axemans, I went with only 3 units I think.

Since it's true that they had similar beliefs I have 2 suggestions. The first would be to give the macedonians an fixed event that would give them a free greek missionary after x turns, so they wouldn't found it but would at least have it. Since I don't know if a event like that can be done the other suggestion would be to make a tech for the macedonians that would give them a greek missionary.

I also gave some thought to a greek shrine and also thought about the statue of zeus but I don't think they should have one. All of their wonders that are on the game could possible have being built, at least in my opnion, in any city that worshiped those gods.

About random maps, the only "problem" I see in it is the lack of horse resources, horses on the scenarios are fairly common and many civilizations have something to do with horses. But on the games I played only 1 civ had access to them every time, and I'm not even sure if there was more then one horse on the map, didn't really check. I also haven't seen any camels and the only mercenary resources available are the teutons and cicilian pirates. Don't know if every game is like this or if I have been getting some bad luck.

pie_at
Jul 23, 2011, 12:32 PM
@Barak: I think you have a MAF (memory problem), which appears in later game because of massive unit movement. I am working on an update, to limit those hordes of units.

@Magus: yes, there is a script to get a missionary for certain CIVs (eg. Carthage gets a phoenician missionary some time later, when the Phoenician religion could have been founded, the same with the Grecian states and Greek gods and Germanian and Celtic ones) I will have a look to give the Macedonians the Greek gods. thx.
More horses for random maps: ok ;)

Barak
Jul 23, 2011, 02:35 PM
Interesting. I have encountered CTD in my Roman game which is in turn 431, but never that is as repeatable as in that Greek game. I must say it is depressing when a great play-thorough comes to a screeching halt!

On another matter, is the standard size map basically the same with a little less room on the edges of the map? Also, are the "alternate" just different civs or starting points?

pie_at
Jul 23, 2011, 03:45 PM
Yes, the standard sized map is a cut part of the large one. the alternate is with different leaders. starting positions are the same.

LDiCesare
Jul 25, 2011, 04:19 AM
I downloaded this mod and started two games. I think it's a very good job, thank you very much for sharing.

Barak
Jul 25, 2011, 06:12 AM
One thing I have noticed in the English version is that several times National adjectives, like Macedonian, is not capitalized. Off the top of my head I can't recall all the instances, but it would further polish a FANTASTIC mod!

In my Roman game i am through 500 turns or so, and only feel like I am half way through based on the tech tree. My economy is not the best though with all the units.

pie_at
Jul 25, 2011, 12:24 PM
thx Cesare!
And thx Barak, I'll have a look. But sometimes some words are just put together. the german translation of original CIV is also mixed up sometimes....

Barak
Jul 26, 2011, 07:57 AM
Getting back to why the Greeks need a holy city wonder...

Playing as Rome, after pacifying Iberia and Gaul, I turned my legions toward Germania (Celts). My empire is very large and I have a huge treasury. In fact its tough to manage my armies (too large probably)

Since my people are happy, my cities are large and profitable. Rome, Genoa, Mediolanum and Ravenna are great production centers and due to the Roman acceptance of other gods (not present in the mod BTW, but historical) the Greek gods are present in those 4 cities. Due to this, each city has been building Greek God wonders before the Macedonian or Greek civs can even research the needed techs.

While I agree that there are TONS of Greek God required wonders, there should be one that is ONLY available to Greek or Macedonian civs (preferably in the holy city). For instance, Athens as the center of Greek culture today has many archaeological sites like the Acropolis that would look weird if built in Mediolanum or Babylon.

Just my 2 cents

pie_at
Jul 26, 2011, 05:17 PM
There are more than one Acropolis in ancient times. The one in Athen is just the biggest one (I think).
There is an important fact in CIV, why the Romans or anybody can build such Greek wonders first: everybody starts at 4000 BC. I can't change that, otherwise it will be a scripted RaF mod.

robfbms
Jul 26, 2011, 11:21 PM
Pie, the mod gets hardly playable without roads or paths being allowed on the first moments of the game.

Please include an very early tech which allows us to create paths to connect cities and resources.

blue_inStinCt
Jul 27, 2011, 07:35 AM
hey pie, this mod is superb, if it wherent for the crahses :D
i hope u can get it fixed.
the mod itself is TOP NOTCH in both gameplay and historic matters
i really ejoy it alot. it just chrashes alot
~1year ago i played PIE III and it seemd to work with out crashes
but the gameplay experience i got when i started PIE IV 2 days ago, on the large europe scenario with the historic barb's was unmatched, freaking amazing
:]
GJ keep it up if u can, and if u manage to make it run w/o crashes in single and multiplayer, il have to donate :D

LDiCesare
Jul 27, 2011, 07:37 AM
Early on, you get only resources by rivers but you do get these. I didn't have problems with resource access as Macedon, Rome or Sumer.

Barak
Jul 27, 2011, 07:56 AM
Is there a way to prevent street riots in conquered cities? I seem to get them in the same 2 cities every 5-10 turns or so. It gets awfully expensive to pacify the cities, and there appears to be no building them makes the 1 angry citizen happy, nor does occupying the city with forces work. In fact I got 2 in successive turns in Pasargadae!

Tschuggi
Jul 27, 2011, 03:29 PM
Is there a way to prevent street riots in conquered cities? I seem to get them in the same 2 cities every 5-10 turns or so. It gets awfully expensive to pacify the cities, and there appears to be no building them makes the 1 angry citizen happy, nor does occupying the city with forces work. In fact I got 2 in successive turns in Pasargadae!

you really have to pay attention on the city growth, I always enable the avoid growth button in the inner-city-screen (health). Connect the cities to your empire for the luxury resources, enable civics that favourize colonies, use the captured slaves for hurrying happy-faces-giving-buildings and moving troops in is also a good idea ;)

This is my strategy on deity and it always works.

Greez,

Tschuggi

pie_at
Jul 27, 2011, 03:36 PM
@rob: this is intended, as LDi said. in early times, cities were only founded near rivers and/or coast, which act like a road. To demonstrate that, I just put the road to spoke wheels later on. I think, this is a good Tech to put in. Really good roads have only been built by the Persians and better ones by the Romans later on.

@blue: YES, I try my best to handle the crashes and save memory! The new patch will come soon... Donate? woohooo! I wish all the time that this will happen, because I think, this is the only way to persuade my wife to this mod, .... she hates it like a plague, because of the lost time.. :cry:

@Barak: I'll try to lower the revolts of conquered cities. You're not the only one who dislikes the high chances of a revolt....


A short list of the coming patch: :drool:

-) Bug found in: Vassal gold
-) Bug found in: AI-Stack revolt
-) Bug found in: Promotion-XML
-) Bug found in: Deflect vassal war declaration
-) Bug found in: Scenarios: all AI to Noble
-) New unit category: Spear-Bearer (new adv., new strategies)
-) New promotions: Swamp fighter 1-5, Noble armor, Hero, Overrun 1-3 (Mounted units)
-) Screen should stop to look at natural disasters because of a pop-up message
-) No skins for small, unimportant buildings to save memory
-) Production of active units gets more expensive (like the auxiliar units) - to prevent SoDs and to save memory
-) Some unit updates because of the new category Spear-Bearer
-) Improved early phase for AI (changed some building/techs and now visible resources)
-) Macedonians can get a Greek missionary when not in Greek state religion (eg for random maps)
-) More horses and a little bit more camels on random maps
-) An inquisition doesn't destroy wonders anymore
-) A better Unit-Stack-Rebellion-Calculation
-) Message when a city gets unhealty or unhappy in the next round
-) Terrain special units (eg Balears, Teutons) global limited
-) Natural disasters: no roads and special buildings (Maritime, Province, Colony) affected

Barak
Jul 28, 2011, 07:55 AM
The annoying thing about the revolts is that it is happening in cities that have 4-5 extra happiness, with only 1 citizen unhappy. The issue to me is there are so many events that cost money or are negative and very few that are positive. I spend a long time building up enough money to upgrade units, then have to spend that money to stop my cities from revolting (or from demanding new clothes for the provincial governor)

Glad to see there will be some bug fixes in the next version.

blue_inStinCt
Jul 28, 2011, 06:14 PM
hey PIE, i think i found a way to reduce number of memory crashes drastically
here is my setup:
i play large europe map with the historic barbs (wich ad so much to the historical flair, iam impressed). i played about 140 turns and the game crashed every 5-15 turns.
than i came across this thread and read about it being memmory related.
so i used a little program that i found in the moding comunity from Sword of the Stars (good game) Its a little patchers that enables up to 4 GB ram for every 32 bit aplication wich might have been coded to use only 2 GB

iafter the patch the game crashed only twice in my next 100 turns, and iam enjoying ur mod to no limits :D

what i love about ur mod:
-Slaves and how they can act/die
i was impressed when i read about my mining slaves die, and even one of
houshold slaves died from his angry master who lost a bet - that adds so much flair, and stractegical depth. I found my self thinking: i need more slaves, so i send a raiding squad to sicily just to find some :D

-the slow paste of expansion, yet u never run out of things to decide.

-all the nations have a very uniqe feel to them, together with their geological surroundings it makes playing each faction a different experience

-even though iam only half way in the tech, i find the balancing very good and the choices of unites/mercenarys very interesting

-civics are well roundet and make u think twice

-all the things that can happen to the cities: revolts, slaves take up arms, plague, and i even love the 'high taxes' revolt factor. it all ads up to a very complex empire structur

- alot more that i cannot think of atm :)

i have uploaded the 4Gb patcher, trust me its no maleware, its very usefule for older games and very seriouse
here is the link
http://www.mediafire.com/?qlf9pjk1qgb0u1j

and tell ur wife that me and my friend and many others love ur mod
and that i would donate 5 € instatnly - even 15 if everything runs without problems in lan MP

tnx alot for this wonderful mod and all the time u put into it

blue_inStinCt
Jul 28, 2011, 06:27 PM
this is just for the dircet attachment of the 4 GB patcher, everyone that has more than 2 gb ram feel free to try it

keldath
Jul 30, 2011, 05:19 AM
hey pie,

nice work with the new version.

did you fix the mp bug you mentioned you have?

LDiCesare
Jul 30, 2011, 03:52 PM
The annoying thing about the revolts is that it is happening in cities that have 4-5 extra happiness, with only 1 citizen unhappy. The issue to me is there are so many events that cost money or are negative and very few that are positive. I spend a long time building up enough money to upgrade units, then have to spend that money to stop my cities from revolting (or from demanding new clothes for the provincial governor)

Glad to see there will be some bug fixes in the next version.

Did you check the causes for the revolts?
The "high taxes" happens when you're putting too much trade into money rather than research. So if you are trying to get a lot of money by increasing the trade to money, you get a lot of riots (which cost money) because of that.
Slaves also tend to revolt quite a lot unless you've got many armies and lots of population in the city.
As for province governors, the civilopedia warns about not building the province capital unless you're ready to sink 3 gpt for it, but that should normally be made up for by the maintenance cost.

Overall, I found the best way to avoid riots was to run a debt and use lots of merchants/keftions/camel traders/great merchants to earn money. I suppose specialists might help too.

pie_at
Jul 31, 2011, 04:16 AM
@blue: thx, but I try to keep my normal settings and won't speed up, to check MAF errors others could have.

@keldath, thx, no I am not quite sure about the OOS problem, because I don't exactly know if I have a memory problem on my other computer... But I found some python bugs, that probably could cause that too....

@Cesare:
The revolts get updated.
High Taxes-Revolt (not going under 50%): will be changed. every additional happy citizen gives 5% less probability. so with 2 add. happy faces you can go to 40%. but only in this city! you'll have to check other cities too!
Slaves will care about troops now!
Province governors: "unless you're ready to sink 3 gpt for it?" I don't understand?!

LDiCesare
Jul 31, 2011, 01:25 PM
Province governors: "unless you're ready to sink 3 gpt for it?" I don't understand?!

I ment province capitals:
Such provincial capitals should not be lightly built, as they call every 30 rounds up to 90 pieces of gold tribute
(Which means a profit of at least 3 gold pieces per turn). That should say of a province (capital plus surrounding cities) be affordable.

pie_at
Jul 31, 2011, 03:17 PM
Ah, ok. And where's the problem? That you should gain at least 3 gpt per province palace? this gold should be an easy task because of less maintenance cost of neighbour cities when you build one. at least, when you build one that is not next to your capital.

LDiCesare
Aug 01, 2011, 12:35 PM
Ah, ok. And where's the problem? That you should gain at least 3 gpt per province palace? this gold should be an easy task because of less maintenance cost of neighbour cities when you build one. at least, when you build one that is not next to your capital.

I can't see any problem there. I was answering this:
I spend a long time building up enough money to upgrade units, then have to spend that money to stop my cities from revolting (or from demanding new clothes for the provincial governor)
Actually, paying new clothes for the provincial governor is part of the work to earn the money in the first place, and I think it's quite fun. If you suddenly burn up all your money and can't pay a whining governor, the small chance of revolt is entertaining.

stolenrays
Aug 01, 2011, 02:23 PM
Pie. You should check out these threads:

http://forums.civfanatics.com/downloads.php?do=file&id=14673

http://forums.civfanatics.com/downloads.php?do=file&id=14863

They are female units. THe first has an ancient great female general who could easily be used as Artemisa of Caria for the Perisans (one of the earliest Admirals).

I haven't yet played the new version, but plan to.:goodjob:

pie_at
Aug 01, 2011, 02:35 PM
@Cesare: oh! I thought, it was a question.... now I understand :D

@stolen: thx, but this would concern every GG a CIV gets. And that's strange only getting female ones ;)

Barak
Aug 02, 2011, 08:08 PM
Playing a game on the tiny map, and I've run into an interesting CTD bug. As Macedon I have pacified west Europe and am moving my armies on Babylon. When I capture Babylon, i get a CTD. When I ask them to capitulate, i get a CTD. When I move a unit into the square just west or just south west of Babylon I CTD.

Very strange, and it makes continuing this one tough to do.

Tschuggi
Aug 03, 2011, 04:00 AM
Playing a game on the tiny map, and I've run into an interesting CTD bug. As Macedon I have pacified west Europe and am moving my armies on Babylon. When I capture Babylon, i get a CTD. When I ask them to capitulate, i get a CTD. When I move a unit into the square just west or just south west of Babylon I CTD.

Very strange, and it makes continuing this one tough to do.

Did you move in with a huge stack, attacked and have stack attack enabled in game options? This is what once caused me a ctd... though just moving in a tile near babylon seems strange... was it always in the same turn? Maybe it is due to an event?

Savegame would maybe help...

Greez,

Tschuggi

Barak
Aug 03, 2011, 06:22 AM
Did you move in with a huge stack, attacked and have stack attack enabled in game options? This is what once caused me a ctd... though just moving in a tile near babylon seems strange... was it always in the same turn? Maybe it is due to an event?

Savegame would maybe help...

Greez,

Tschuggi

I will post the save tonight when I am back on that computer. And i doubt its a memory issue as the device is a quad core with 12GB of RAM. The error was repeatable from many previous saves.

I did have a stack of less than 20 units. I usually attach with a few 15 unit stacks to surround a city. I must say that watching the AI cross my lands with stacks of 30 and 40 units is really an issue. Is there any way to train the AI to NOT build so many units?

Barak
Aug 03, 2011, 07:45 AM
I also noticed that the Dun is not giving Guerilla I promotions to melee units.

lkaser
Aug 04, 2011, 08:55 AM
:clap: the best CIV mod I ever saw, but I dislike, that every time I press to build improment I have to pay, even if it was cancelled, because of enemy came near or ect. Also you should make possibility to clean swamps or even better- do improvement to change swamp to temporally iron resource( I don't know how other, but Balts(they emigrants called Goths) gather iron from swamps, because haven't other way to get it). The last 3rd thing is- sometimes I get "don't send" error while playing and have to close game, do you know why?

P.S. if you make PAE 5, add Balt too (maybe technology to gather iron from swamps, that may be possible only for them and may be captured)

pie_at
Aug 04, 2011, 03:31 PM
Sometimes you win, sometimes you lose, sometimes it rains. --Crash Davis
Oh, this should work!

@lkaser: thx a lot! but the Balt people I'd put into the medieval times. not so early. but in the next patch, there are 5 swamp promotions!

I am very busy in updating PAE IV. MP ability is grown up to an impossible thing.... I am sorry. Maybe, when all other things are done, there is a way to find out....

lkaser
Aug 05, 2011, 12:32 AM
srr, I think I wrote a bit to fast it, because the same , that has to pay second time for road, haven't paid for query, so maybe I forgot that I built query, not road and for swamps I noticed, that iragination canels clean them(at least it wroten on them), but I still can't build them in non-capital citys(tried only with colony, so...). And I noticed 1 more thing about civilopedia- it has different info, than tech tree, actually I found only one: in civilopedia written, that shipbuilding give possibility to build 2 ships, that names I can't remember, but in tech tree and in citys in didn't show me that also I can't find those ships in other tech in tech tree(I don't look further than the same, but upgraded ships.

pie_at
Aug 05, 2011, 05:32 AM
oh sry Ikaser, I just forgot to answer, that the plot saves the money, so that you don't need to pay twice!
And yes, there is a building that cleans swamps in later game era.
Hm, I don't know why you can't build an irrigation canal, when you are able to...
Carvels: I will change that, to get more understandable. in the TECH strategy text stands: only maritime civs can build them. but I will make a special unit to them, then it is quite better! thx a lot!

lkaser
Aug 05, 2011, 10:02 AM
for irrigation canals- my capital was only city with river, so next question- can I make irrigation canal possible on city with building irrigated farm or ect?

another thing- I got quest to make swordmen( from original CIV) and I don't know that to build, because they aren't available and I think was replaced, but this that?

P.S. many players like you first time write my nick wrong- it is LKASER

pie_at
Aug 05, 2011, 01:10 PM
oh! yes, thats true, the city must be located next to a river!
Swordsmen. Build any of Shortsword, Scimitar, Shield-Bearer or Longsword. :) (I will add this info, thx)
sorry, Lkaser ;)

ashley26ph2003
Aug 05, 2011, 05:25 PM
hi
Is this have cities alredy?

lkaser
Aug 06, 2011, 03:41 AM
I also have problems with irrigation canals improvement, I can't find place to build them, plus it has problems with links on civilopedia, like pressing on irrigation on irrigation canals don't move you anywhere

Barak
Aug 06, 2011, 07:22 AM
Here is the save game from the Macedonian game that I mentioned on the previous page. The game crashes when I attempt to take Babylon or move into the square west or SW of Babylon.

Barak
Aug 06, 2011, 07:30 AM
There is something I have noticed playing the game several times through on multiple maps including on random ones. After the initial expansion phase, when the map is ful of cities, there is really not much to do other than conquer cities! What is the goal? there is no late game project to win the game other than domination or a cultural victory.

Considering that I have never gotten far enough to get to the last 20% of techs or so before I get bored with a certain play through, it would be great if there was something to work towards.

Just my 2 cents.

pie_at
Aug 06, 2011, 02:03 PM
@ashlery: yes, in the 300 BC szenario

@lkaser: improvements dont have strategy texts, so I'll put an info into the pedia text. thx! the clue is: irrigation canals are only be buildable on desert tiles with river

@Barak: I am sorry, I cant open the file anymore. too many changes already done!
Later winning option is: Diplomatic Victory
I prefer to vassal everybody ;)
New in the next patch: Religious victory

Barak
Aug 06, 2011, 04:27 PM
@ashlery: yes, in the 300 BC szenario

@lkaser: improvements dont have strategy texts, so I'll put an info into the pedia text. thx! the clue is: irrigation canals are only be buildable on desert tiles with river

@Barak: I am sorry, I cant open the file anymore. too many changes already done!
Later winning option is: Diplomatic Victory
I prefer to vassal everybody ;)
New in the next patch: Religious victory

No worries, When should we expect the next version?

lkaser
Aug 07, 2011, 04:39 AM
You also should enable building citys at least in deserts near river or on hill, because now is hard to get resources on desert and marble on ice and I don't even talk about massive desert hills and flood plains that remain untouchable.

P.S. If you trying to do more realistic game by don't let that, you should think about Egypt citys.

lkaser
Aug 07, 2011, 04:43 AM
direct shortcut to your mod would be great to( I mean no turning on CIV before turning on mod)

pie_at
Aug 07, 2011, 05:18 AM
@Barak: Very soon! In the german forum, we are in the test phase already.

@Lkaser:
1) Deserts, ice tundra and nordic ice/snow terrain had been natural borders in ancient times
And deserts near river, sorry. civ-xml modding can't seperate such plots. if I would allow that, you could build cities all over the desert plots.
2) But how to get ressources from those tiles: :D this is standing in the PAE concepts. build a kind of fortress there, put a unit in there, connect with a road. finished. you got it! this is a new feature in PAE which last worked in CIV III Conquests (colonies).
3) How to place a shortcut of PAE onto your desktop: this is posted in the download thread (http://forums.civfanatics.com/downloads.php?do=file&id=17224).

lkaser
Aug 07, 2011, 07:11 AM
Thanks, I just hate reading much in 1 time, so I haven't finished reading your concepts.

PinkPallin
Aug 10, 2011, 03:04 AM
No worries, When should we expect the next version?

@Barak: Very soon! In the german forum, we are in the test phase already.

Will there still be only Teutons and Cilician Pirates in the random maps? I'd love playing with Cretan Bowmen on my side... :)

pie_at
Aug 10, 2011, 04:32 AM
Will there still be only Teutons and Cilician Pirates in the random maps? I'd love playing with Cretan Bowmen on my side... :)

No of course not. for each territorial unit bonus resource is a chance to appear in random maps. You can have all 4 or you can have nothing of them. You even can have two of one. It's random.

The next update will be a full version again. too many changes make a patch impossible. I seperated the FPK-files to prevent MAFs. In the test phase, this could also be a reason that it is more stabil, but we don't exaxtly know. Because of the new file structure, everything has to be downloaded again and because of that, it will be PAE V.

I hope it will be available in the next days....

lkaser
Aug 11, 2011, 08:13 AM
I got brilliant idea for next mod update- animal taming, I don't remember then it was found, but know, that after agriculture, so you can add this technology in neolithic age and make promotion, that gives low chance to tame defeated animal or ect. just hardest thing is how tamed animal join you- like new unit, like promotion or something else.

pie_at
Aug 11, 2011, 09:17 AM
No, you'll gain food but getting a lion (for instance) to use for sthg is still nice in Ffh but here.... too much fantasy.

blue_inStinCt
Aug 14, 2011, 02:53 PM
hey pie, iam looking forward to the nexst release.
could u post the linke of ur mod in the german forum?
i cant seem to find it
greetings
und schönen feiertag :)

pie_at
Aug 14, 2011, 05:10 PM
I am very busy with the new version but it is not really ready yet. yesterday I think I found a bug in the LSystem which caused the CtD next to Babylon. So I think it is going to be very stable but good things needs time.... and every day it grows a little bit more...

the BETA-Link in the german forum is old now and I will delete again. The first testing persons of the german forum got it and tested it or are probably testing all the time. to get the best result for you and this community :D

wolfman1234
Aug 16, 2011, 03:52 AM
Hello again Pie_at, we are going to try a pitboss game with PAE IV in our spanish forum, do you know more people who have tried it with success?

And will have any other historic scenario the new version? I mean, like the great 300 BC one.

pie_at
Aug 16, 2011, 04:04 AM
hi wolfman, no MP is not secure in PAE IV, maybe the PAE V version. A German PB is in preparation, but with PAE V.

New scenarios will come, PAE V is prepared for that, but probably not in the main PAE V version.
this would delay its release.

wolfman1234
Aug 16, 2011, 04:17 AM
What do you mean with "is not secure"? We will try a pitboss demogame with only 1 player for trying it today. If the pitboss part works we will try with more players. We have a .dll surgeon :) with us.

pie_at
Aug 16, 2011, 06:50 AM
Oh. Ok. I meant a bit more stabil. But also in the new version, I don't know in which way the MAFs control the later game. I read of something about the ranged attack, that that causes a CtD probably... nobody exactly knows.

But wait some days, I am quite busy in finishing PAE V.

Daft73
Aug 18, 2011, 10:18 AM
Great to see you are still working on this, love playing it. :goodjob:

Daft73
Aug 18, 2011, 10:36 AM
direct shortcut to your mod would be great to( I mean no turning on CIV before turning on mod)

As Pie_at mentions, the way to place a shortcut on your desktop: Follow the thread Pie_at links, but don't forget to update the game version...ie mod=\PieAncientEuropeIII, but change to ........EuropeIV.

If you own the Steam version
1. goto Steam Library
2. find Civ4 BtS
3. goto Properties
4. goto set launch options
5. Copy/paste mod=\PieAncientEuropeIV
6. go play your game.

Note: to play original game remove this " mod=\PieAncientEuropeIV " from start properties. It is useful to make a notepad on your desktop to store all of these shortcuts, sometimes I find myself playing multiple Mods, this helps keep it organized. Cheers! :crazyeye:

wolfman1234
Aug 24, 2011, 03:11 AM
The demogame PAE Pitboss continue, with some OOS and some CTD, but nothing game killing in 300 turns or so.

Come on Pie_at, give us news about the new version. :)

pie_at
Aug 24, 2011, 04:13 AM
That's good news wolfman!

Some new updates for PAE V, which is finished and in testphase:

-) Natural disaster update: palace can be destroyed
-) Message when city gets unhealthy or unhappy the next round when growing.
-) natural disasters have big advantages now: magnetite can plop up through vulcano eruption, meteors or comets, orichalcum through meteors or comets.
-) Fish is visible from beginning (AI checks the fishing techs now and develops better!)
-) Actualised maps
-) roads can get pillaged without pillaging improvements first (extra button)
-) Over 20 different expressions of thanks from province governor
-) Upgraded Tax/Science-Regulator (+/- 50% steps next to +/- 5% steps)
-) New leaderhead graphics (like in PAE II)
-) From BUG-Mod: visible promotions of a stack
-) 22 new (good!) music titles for the later gameplay
-) New buildings: Holy shrine for celts, shipyard, drydock, serpent column (Greeks)
-) New promotion: Shaft-oil (Oil-On-Water) for ships, this is one more payable promotion if olives are available in the city, where to upgrade the ship.
-) Tech Ship buildings (first ships) will be available for less CIVs and has to be conquered by the others, who wants to settle the islands as early ;)

I plan to put a PAE V Beta link for testing in the german forum very soon. When you want to test it in PB I will write you an PM! Thx!

My test with the MP was not good. I tried to test it without my python files and with the original BTS python files only, but in later games there keep coming OOS. I think this problem will not be repairable.
But another tester played PAE IV till 900 AD also with some CtDs but he can continue... that's good news too, because PAE V should get more stabil...

Barak
Aug 24, 2011, 08:33 AM
in the new version, has the "street riots" due to "desire to return to their old homeland" event been fixed? I am annoyed when the same city has this popup 4 times within 7 turns, and there is nothing I can do but pay. The city does have 3 unhappy citizens due to desire to return to their old homeland, but there are 9 more happy than unhappy citizens overall!

pie_at
Aug 24, 2011, 08:48 AM
in the new version, has the "street riots" due to "desire to return to their old homeland" event been fixed? I am annoyed when the same city has this popup 4 times within 7 turns, and there is nothing I can do but pay. The city does have 3 unhappy citizens due to desire to return to their old homeland, but there are 9 more happy than unhappy citizens overall!

Yes. With the number of standing army.

Daft73
Aug 24, 2011, 09:17 AM
Sweet new version soon. :faint: :goodjob:

Barronosod
Aug 24, 2011, 09:08 PM
I have nothing new to add here, but my god do I love this mod. So well done PAE. No problems, no crashes, just endless warm and fuzzy glory, like a thousand boxes of flealess kittens.

Barronosod
Aug 24, 2011, 09:19 PM
Actually, I can be productive after all.

How can I stop the spread of foreign plagues from coming into/spreading through my lands? Will cancelling open borders or sacking roadways work? My health is at least +2, so I figured that wasn't it.

Lastly, when a slave/gladiator can become a free citizen, what do I do? I wasn't smart enough to figure that one out.

Thanks all

pie_at
Aug 25, 2011, 12:23 AM
I have nothing new to add here, but my god do I love this mod. So well done PAE. No problems, no crashes, just endless warm and fuzzy glory, like a thousand boxes of flealess kittens.
Great!

How can I stop the spread of foreign plagues from coming into/spreading through my lands? Will cancelling open borders or sacking roadways work? My health is at least +2, so I figured that wasn't it.
Stop connection to the city and hope that they aren't in your trade routes!

Lastly, when a slave/gladiator can become a free citizen, what do I do? I wasn't smart enough to figure that one out.
Settle down in a city as free citizen. Gives 1 prod and culture bonus without having fear of revolting like with slaves.

wolfman1234
Aug 25, 2011, 02:57 AM
I think we could have a hint about the OOS matter in mp. Do you know if this can be related to events?

Is there a way to deselect them? Is fixed in version V?

pie_at
Aug 25, 2011, 05:51 AM
You can deactivate events before MP playing (game options). good idea!

Lots is fixed in PAE V.

Barak
Aug 25, 2011, 07:03 AM
Lots is fixed in PAE V.

Looking forward to the new version!

Malidros
Aug 25, 2011, 09:14 AM
Most fabulous, great to hear about the new version! I have really enjoyed the game you have put together..and I am happy to see the new editions, fine work pie_at:woohoo::beer:

I'd like to also add that I have been playing this mod for some time, I believe starting around version II. My games have been stable, no CTD's, or any other significant hang-ups. Sweet. cheers

wolfman1234
Aug 26, 2011, 04:37 AM
I am enjoying a lot a sp game with the 300 BC scenario.

A thing for Thorgal, the seleucids doesnt have copper at start, and there is a event that some bronze foundry are removed becouse of that each turn. I like the event, but doenst make sense the biggest empire in the world have not mines in any of their copper sources in the year 300 BC.

I like a lot the new unit costs, and the raising cost for the elite units. Great job, guys.

yoporla
Aug 26, 2011, 05:55 AM
Hey guys
I tried to play online but I just can't
I used "internet conection" and it doesn't show me any open game
(and my brother open a new game)
so if someone would pleas help me find a way to play online I'll be happy

Thanks in advance

pie_at
Aug 26, 2011, 07:00 AM
@Wolf: oh yes, I just forgot to put a mine with copper and tin for each player in the 300 BC szenario before upload. I only put the new resources and techs in.... will be updated again.
the new forge-resource feature is brand new programmed...

@yoporla: there must be a lot threads about that (internet connection, firewall, open ports) in this forum. its a general task.

keldath
Aug 27, 2011, 12:21 AM
hey pie,

say, does version III works under mp?

pie_at
Aug 27, 2011, 03:59 AM
I am not sure in late game. But I think better than PAE IV. But in PAE III there could be some bugs too.

Malidros
Aug 31, 2011, 09:51 AM
Hello pie_at, any news of the new version? The anticipation is great, the waiting,...not so much. :eekdance: But with that, please take your time to make it full of greatness!:hatsoff:
cheers!

pie_at
Aug 31, 2011, 01:19 PM
You just play PAE IV one month and want a new version ? :D

well, I am not finished with open updates and I think, I will quit my challenge to find a bug in the LSystem, because I found out today that normal BTS files have the same error. don't know what to do next.

So I will finish my open updates to have a nice complete PAE V version, with hardly no new features anymore except new scenarios and leaderhead updates in the future.

at the moment, I think of adding about 70 new leaderheads into PAE. the reason is to have all different Traits for a CIV, so you can choose the same Trait leader with another CIV for example...

Malidros
Sep 01, 2011, 08:30 AM
Ah mate thanks for the update. When I posted I was bored outta my mind because I was on daycare duty. My 12 year old has had his schoolmates here ALL summer..7am-7pm. We are helping out their mother..anyways I was unable to play (really wanting to for some reason) so I logged in to CFC to kill some time, got all hyped on the PAE. So like I said above take your time , make it the greatness it can be.

You know, you never miss your water till the well runs dry...so I chose to chat in the forums 'bout it. :mischief:

pie_at
Sep 01, 2011, 01:51 PM
Yes :D call it out loud, post everywhere you like to, so that others get into the ban of PAE.... ;)

Gurewicz
Sep 02, 2011, 01:46 PM
Hey pie, I just got your mod the other day and have been having a great time with it, but I seem to have come across a bug where if one's research percentage is BELOW 50% the populace begins to rebel because of "too high taxes"

I'm not sure if you already know about this, or if i could have accidentally gotten an older version?? But hopefully this helps this mod with a few more tweaks could be really great! :goodjob:

pie_at
Sep 02, 2011, 02:27 PM
No, this is intended. In PAE V happy faces will shrink the chance too.

stolenrays
Sep 02, 2011, 04:05 PM
Hi Pie. I noticed that you have the surrender mod in PAE. Did you get it from Conquerer's delight? I am having trouble isolating it from that mod and was wondering if you had any tips or the source code.

Is puppet states also in PAE as well?

Gurewicz
Sep 02, 2011, 10:12 PM
No, this is intended. In PAE V happy faces will shrink the chance too.

That makes no sense though?? It should be ABOVE 50%. No? Can you explain your reasoning behind this?

Malidros
Sep 03, 2011, 06:42 AM
That makes no sense though?? It should be ABOVE 50%. No? Can you explain your reasoning behind this?


I might be wrong, but I believe the reasoning is that the populace gets upset that they are being taxed to fill the leaders pockets, as opposed to helping out the community. :gripe::wallbash:[pissed]:trouble:

pie_at
Sep 03, 2011, 03:16 PM
hi stolen, surrender mod? No, I don't know Conquerer's delight. I wrote almost everything by myself. Do you mean the Vassal Feature (Surrender to become a vassal)? This is lots of python work! Because it works in MP too!

@Gure: yes, Malidros said it already. In cIV you cant force your inhabitants to pay more taxes. every plot has its certain profit. so this is the only way, I can produce a kind of high tax revolt.
so the more money goes into the pockets of the king and not for culture, science or espionage, the peolpe get angry.
yes I know, it can be for improving the surroudings what means that its a positive effect to your inhabitants,... but its cIV and I can't do that in another way ;(.

Malidros
Sep 03, 2011, 04:58 PM
...so for the improvements. Let's just say I have 4 available citizens ready for work but I need 50 gold to improve my lands. I can just drop taxes to 0% a turn or 2 and have it all, or just maybe at the start of the game set policy at 80-90%, and slowly build up coinage. The choice is yours, play style plays a big role there, experimenting should be part of the fun/challenge. ;)

stolenrays
Sep 03, 2011, 05:06 PM
hi stolen, surrender mod? No, I don't know Conquerer's delight. I wrote almost everything by myself. Do you mean the Vassal Feature (Surrender to become a vassal)? This is lots of python work! Because it works in MP too!(.

I meant when you come upon a city and it surrenders to you when you attack it. I think it is this mod, but maybe it is HOTK. The puppet feature gives you an option to create a vassal, aka puppet, when conquering a city. It also has a feature to leave cityart intact when conquering a city if their culture is higher than yours. Conquerer's Delight.

Ben-09
Sep 03, 2011, 10:52 PM
This mod gives me an error when I load it up:
GFC error: Failed to initualize primary theme.

I think it may be because I am running Blue Marble, but I'd like to be sure.

pie_at
Sep 04, 2011, 06:08 AM
@stolen. huh, no then Conquerer's Delight is better that way. I just give a chance to surrender and gets culture and buildings and some units from the defender. nothing else. I dont calculate with culture or sthg like that. it's just an easy feature looking at the numbers of units on the one hand and the wonders or happy faces of the city on the other hand. without any art or special building keeping. sry ;(
but you can copy my feature if you want to. np. just credit ;)
Puppet states: if there were no limit to 18 civs (for MAC users), there would be quite a bit more of city state and puppet state programming... it's easy in python, but because of the limit, I wont add that.

@Ben: you have to copy the mod into the original BTS folder, eg c:\programs\civ4\bts\mods and NOT to "your documents" folder, eg c:\users\[user]\my documents\my games\civ4\bts\mods. ok?

Ben-09
Sep 04, 2011, 01:27 PM
@stolen. huh, no then Conquerer's Delight is better that way. I just give a chance to surrender and gets culture and buildings and some units from the defender. nothing else. I dont calculate with culture or sthg like that. it's just an easy feature looking at the numbers of units on the one hand and the wonders or happy faces of the city on the other hand. without any art or special building keeping. sry ;(
but you can copy my feature if you want to. np. just credit ;)
Puppet states: if there were no limit to 18 civs (for MAC users), there would be quite a bit more of city state and puppet state programming... it's easy in python, but because of the limit, I wont add that.

@Ben: you have to copy the mod into the original BTS folder, eg c:\programs\civ4\bts\mods and NOT to "your documents" folder, eg c:\users\[user]\my documents\my games\civ4\bts\mods. ok?

The mod is installed in the original folder.

stolenrays
Sep 04, 2011, 02:11 PM
Is the surrender feature commented at as renegade City in EventManager? I will definetly give you credit when I port it over.

Also, I ported over your BUG modified Great General Bar to my mod. I need to change the coordinates to make it match and fit in with my Great Person Bar, but I am unsure what all the coordinates number mean and exactly which ones to change. I need to move them both a little up/down and shorten the great person one.

pie_at
Sep 05, 2011, 06:21 AM
@Ben: maybe Bug installed?
what exactly has to be done when bug is installed, there are other threads I think. or even some postings before, there was sthg about it. I am sorry, I dont have bug and I dont exactly know what to do.... uninstall, or changing user or remove custom asstes of BTS....

@stolen:
Renegade cities: yes that's it. but puh... you have to change a lot (Unit_rebell, unit_freedomfighter, slaves and so on...) just delete the things with this queries

bars: oh just edit yCoord and 200 should be the width. the general bar has 120 width.

Malidros
Sep 05, 2011, 08:27 AM
The mod is installed in the original folder.

Ello' Ben-09, I have noticed a small detail in the install path you may want to check..

Make sure that it's the correct Mods folder, for some reason the tree structure is like...

(Driver game on)/Program Files(x86)/Firaxis Games/Sid Meier's Civilization 4/Beyond the Sword/MODS ;)

Game on Steam?
(Driver Steam on)/Program Files(x86)/Steam/steamapps/common/sid meier's civilization iv beyond the sword/Beyond the Sword/ MODS :hmm:

Barronosod
Sep 06, 2011, 12:53 AM
Forgive me if I'm breaking protocol here, I've never actually asked for help in this way.

I have a game that doesn't want to load. I cleared out the saves folder (which is probably an outdated solution), not sure what else to do. Not a big deal, just figured I'd ask.

Attaching the Baaad file, along with a Good one (an earlier savegame that does load)

pie_at
Sep 06, 2011, 04:57 AM
Hi Barr, I am sorry, I won't test it, cause I believe it's the same with my (old) PAE IV version. I can image the reason, because I think this can be a LSystem-bug I found and this will be solved in the next version. My full concentration is now at PAE V, which gets more stabil.

Some new small updates for PAE V
-) Wild animals get a wildlife-promotion to heal them (because of swamp)
-) Vulcanos can make the surrounding terrain more fertile (25% chance for +1 food per plot)
-) You can now choose which religion should get distributed from a city when you use the "inquisitor"
-) Fair winds can appear on ocean plots, which can be used for faster movement for ships (picture)

301117

Some missing pedia texts will be added and then it goes to BETA again in the german forum. After that it will be released as PAE V. Let us hope, that BETA testing goes quickly so that you all have pleasure to play ANCIENT like you never have played before....

wolfman1234
Sep 06, 2011, 09:20 AM
Hey!!! Don´t forget your spanish testers. :)

Malidros
Sep 06, 2011, 09:29 AM
Hey!!! Don´t forget your spanish testers. :)

:borg::scan::please: you tell em' wolfman1234.

Great to hear about the progress, good luck on the testing, I must not qualify, I'm not German, nor Spanish :cry: just your average american mutt. :cowboy:

pie_at
Sep 06, 2011, 09:43 AM
@wolfman: hehe... yes, you'll get a special link again ;) it's because of the spain translation too... which could be done during beta testing....

@Malidros: ;) I think, for those who subscribed to this thread to follow the news and really want to have a look into the BETA, I could manage sending PMs with the link. ;) As a thank you. But I will post again, when it's ready.

stolenrays
Sep 06, 2011, 11:55 PM
Here is my code I inserted into eventmanager to enable the renegade city:
def onCombatResult(self, argsList):
# ------ ueberlaufende Stadt - City renegades
# pPlot von oben
if pPlot.isCity():
pCity = pPlot.getPlotCity()

# Anz Einheiten im Umkreis von 1 Feld, mit denen man im Krieg ist (military units)
iUnitAnzahl = 0
for i in range(3):
for j in range(3):
loopPlot = gc.getMap().plot(pPlot.getX() + i - 1, pPlot.getY() + j - 1)
for iUnit in range (loopPlot.getNumUnits()):
if loopPlot.getUnit(iUnit).canFight():
if gc.getTeam(pPlot.getOwner()).isAtWar(gc.getPlayer( loopPlot.getUnit(iUnit).getOwner()).getTeam()): iUnitAnzahl += 1

# Anz Einheiten in der Stadt (military units)
iUnitCity = 0
iChanceUnits = 0
for i in range (pPlot.getNumUnits()):
if pPlot.getUnit(i).canFight():
iUnitCity += 1



# Verhaeltnis 1:4
bCityRenegade = False
if iUnitCity > 1 and iUnitCity * 4 < iUnitAnzahl and not pCity.isCapital() and pCity.getPopulation() > 2:

# Per defense point +1%
iChanceDefense = pCity.getNaturalDefense() + pCity.getTotalDefense(0) - pCity.getDefenseDamage()

# Per happy smile +5%
iChanceHappiness = (pCity.happyLevel() - pCity.unhappyLevel(0)) * 2

# Wonders: 1st +20%, 2nd +16%, 3rd +12%, 8, 4, 0
iNumNWs = pCity.getNumNationalWonders()
if iNumNWs < 6: iChanceNWs = iNumNWs * (11 - iNumNWs) * 2
else: iChanceNWs = 60
iNumWWs = pCity.getNumWorldWonders()
if iNumWWs < 6: iChanceWWs = iNumWWs * (11 - iNumWWs) * 2
else: iChanceWWs = 60

# City population +5% each pop
iChancePop = pCity.getPopulation() * 2

# City connected with capital?
if not pCity.isConnectedToCapital(pCity.getOwner()): iChancePop -= 10
else: iChancePop += 10

# bei negativ Nahrung - !
iChancePop += pCity.foodDifference(1) * 5

# Total
iChanceTotal = iChanceUnits + iChanceDefense + iChanceHappiness + iChanceNWs + iChanceWWs + iChancePop - iUnitAnzahl

# Zufallszahl
iRand = CyGame().getSorenRandNum(100, "Random number of city transfer")
if iChanceTotal < 100:
if iRand > iChanceTotal: bCityRenegade = True
iChanceTotal = 100 - iChanceTotal
else:
# # there is always a chance of 1%
# if iRand == 1: bCityRenegade = True
iChanceTotal = 0

# Meldung an den Spieler
if not bCityRenegade and pWinner.isHuman():
CyInterface().addMessage(pWinner.getOwner(), True, 10, CyTranslator().getText("TXT_KEY_MESSAGE_CITY_RENEGADE_CHANCE",(pCity.getName(),iChanceTotal)), None, 2, None, ColorTypes(14), 0, 0, False, False)

#CyInterface().addMessage(CyGame().getActivePlayer (), True, 5, CyTranslator().getText("TXT_KEY_MESSAGE_TEST",("Total",iChanceTotal)), None, 2, None, ColorTypes(10), 0, 0, False, False)
#CyInterface().addMessage(CyGame().getActivePlayer (), True, 5, CyTranslator().getText("TXT_KEY_MESSAGE_TEST",("Random",iRand)), None, 2, None, ColorTypes(10), 0, 0, False, False)
# ---

if bCityRenegade:
iWinner = pWinner.getOwner()
iLoser = pLoser.getOwner()
# Goldvergabe
if gc.getPlayer(iLoser).getNumCities() > 0:
iGold = int(gc.getPlayer(iLoser).getGold() / gc.getPlayer(iLoser).getNumCities())
gc.getPlayer(iLoser).changeGold(-iGold)
gc.getPlayer(iWinner).changeGold(iGold)
if gc.getPlayer(iWinner).isHuman():
CyInterface().addMessage(iWinner, True, 5, CyTranslator().getText("TXT_KEY_MESSAGE_CITY_GOLD_1",("",iGold)), None, 2, None, ColorTypes(8), 0, 0, False, False)
elif gc.getPlayer(iLoser).isHuman():
CyInterface().addMessage(iLoser, True, 5, CyTranslator().getText("TXT_KEY_MESSAGE_CITY_GOLD_2",("",iGold)), None, 2, None, ColorTypes(7), 0, 0, False, False)

# City renegades
self.doRenegadeCity(pCity, iWinner, pLoser.getID(), pWinner.getX(), pWinner.getY())

pAcquiredCity = pPlot.getPlotCity()

# Message
if pWinner.isHuman():
CyAudioGame().Play2DSound('AS2D_REVOLTSTART')
popupInfo = CyPopupInfo()
popupInfo.setButtonPopupType(ButtonPopupTypes.BUTT ONPOPUP_TEXT)
iRand = CyGame().getSorenRandNum(5, "Random number of city transfer message")
if iRand == 1: popupInfo.setText(CyTranslator().getText("TXT_KEY_MESSAGE_CITY_RENEGADE_1_2",(pAcquiredCity.getName(), )))
elif iRand == 2: popupInfo.setText(CyTranslator().getText("TXT_KEY_MESSAGE_CITY_RENEGADE_1_3",(pAcquiredCity.getName(), )))
elif iRand == 3: popupInfo.setText(CyTranslator().getText("TXT_KEY_MESSAGE_CITY_RENEGADE_1_4",(pAcquiredCity.getName(), )))
elif iRand == 4: popupInfo.setText(CyTranslator().getText("TXT_KEY_MESSAGE_CITY_RENEGADE_1_5",(pAcquiredCity.getName(), )))
else: popupInfo.setText(CyTranslator().getText("TXT_KEY_MESSAGE_CITY_RENEGADE_1_1",(pAcquiredCity.getName(), )))
popupInfo.addPopup(iWinner)
elif pLoser.isHuman():
CyAudioGame().Play2DSound('AS2D_REVOLTSTART')
popupInfo = CyPopupInfo()
popupInfo.setButtonPopupType(ButtonPopupTypes.BUTT ONPOPUP_TEXT)
iRand = CyGame().getSorenRandNum(5, "Random number of city transfer message")
if iRand == 1: popupInfo.setText(CyTranslator().getText("TXT_KEY_MESSAGE_CITY_RENEGADE_2_2",(pAcquiredCity.getName(), )))
elif iRand == 2: popupInfo.setText(CyTranslator().getText("TXT_KEY_MESSAGE_CITY_RENEGADE_2_3",(pAcquiredCity.getName(), )))
elif iRand == 3: popupInfo.setText(CyTranslator().getText("TXT_KEY_MESSAGE_CITY_RENEGADE_2_4",(pAcquiredCity.getName(), )))
elif iRand == 4: popupInfo.setText(CyTranslator().getText("TXT_KEY_MESSAGE_CITY_RENEGADE_2_5",(pAcquiredCity.getName(), )))
else: popupInfo.setText(CyTranslator().getText("TXT_KEY_MESSAGE_CITY_RENEGADE_2_1",(pAcquiredCity.getName(), )))
popupInfo.addPopup(iLoser)

################################################## ###

def doRenegadeCity(self, pCity, iNewOwner, LoserUnitID, iWinnerX, iWinnerY):

# ***TEST***
#CyInterface().addMessage(CyGame().getActivePlayer (), True, 10, CyTranslator().getText("TXT_KEY_MESSAGE_TEST",("Renegade City (Zeile 4637)",1)), None, 2, None, ColorTypes(10), 0, 0, False, False)

if iNewOwner == -1: iNewOwner = gc.getBARBARIAN_PLAYER()

iX = pCity.getX()
iY = pCity.getY()
pPlot = gc.getMap().plot( iX, iY )
iOldOwner = pCity.getOwner()

# TEST
#CyInterface().addMessage(CyGame().getActivePlayer (), True, 10, CyTranslator().getText("TXT_KEY_MESSAGE_TEST",("Test 1 - iNewOwner",iNewOwner)), None, 2, None, ColorTypes(10), 0, 0, False, False)
# TEST
#CyInterface().addMessage(CyGame().getActivePlayer (), True, 10, CyTranslator().getText("TXT_KEY_MESSAGE_TEST",("Test 2 - iOldOwner",iOldOwner)), None, 2, None, ColorTypes(10), 0, 0, False, False)

# Kultur auslesen
iCulture = pCity.getCulture(iOldOwner)

# Stadt laeuft automatisch ueber (CyCity pCity, BOOL bConquest, BOOL bTrade)
gc.getPlayer(iNewOwner).acquireCity(pCity,0,1)
pAcquiredCity = pPlot.getPlotCity()


# --- Einheiten ---

if iNewOwner == gc.getBARBARIAN_PLAYER():
gc.getPlayer(iNewOwner).initUnit(iUnitType2, iX, iY, UnitAITypes(10), DirectionTypes.DIRECTION_SOUTH)
gc.getPlayer(iNewOwner).initUnit(iUnitType2, iX, iY, UnitAITypes(10), DirectionTypes.DIRECTION_SOUTH)
gc.getPlayer(iNewOwner).initUnit(iUnitType2, iX, iY, UnitAITypes(4), DirectionTypes.DIRECTION_SOUTH)

# Kultur regenerieren - funkt net
pAcquiredCity.changeCulture(gc.getPlayer(iNewOwner ).getID(),iCulture,1)

# Stadtgroesse kontrollieren
iPop = pAcquiredCity.getPopulation()
if iPop < 1:
pAcquiredCity.setPopulation(1)

# --- renegading city

Did I get everything from your code?
# ------ ueberlaufende Stadt - City renegades
# pPlot von oben
if pPlot.isCity():
pCity = pPlot.getPlotCity()

# Anz Einheiten im Umkreis von 1 Feld, mit denen man im Krieg ist (military units)
iUnitAnzahl = 0
for i in range(3):
for j in range(3):
loopPlot = gc.getMap().plot(pPlot.getX() + i - 1, pPlot.getY() + j - 1)
for iUnit in range (loopPlot.getNumUnits()):
if loopPlot.getUnit(iUnit).canFight():
if gc.getTeam(pPlot.getOwner()).isAtWar(gc.getPlayer( loopPlot.getUnit(iUnit).getOwner()).getTeam()): iUnitAnzahl += 1

# Anz Einheiten in der Stadt (military units)
iPromoLoyal = gc.getInfoTypeForString("PROMOTION_LOYALITAT")
iUnitCity = 0
iChanceUnits = 0
for i in range (pPlot.getNumUnits()):
if pPlot.getUnit(i).canFight():
iUnitCity += 1
# loyal units ?
if pPlot.getUnit(i).isHasPromotion(iPromoLoyal): iChanceUnits += 3
else: iChanceUnits += 1


# Verhaeltnis 1:4
bCityRenegade = False
if iUnitCity > 1 and iUnitCity * 4 < iUnitAnzahl and not pCity.isCapital() and pCity.getPopulation() > 2:

# Per defense point +1%
iChanceDefense = pCity.getNaturalDefense() + pCity.getTotalDefense(0) - pCity.getDefenseDamage()

# Per happy smile +5%
iChanceHappiness = (pCity.happyLevel() - pCity.unhappyLevel(0)) * 2

# Wonders: 1st +20%, 2nd +16%, 3rd +12%, 8, 4, 0
iNumNWs = pCity.getNumNationalWonders()
if iNumNWs < 6: iChanceNWs = iNumNWs * (11 - iNumNWs) * 2
else: iChanceNWs = 60
iNumWWs = pCity.getNumWorldWonders()
if iNumWWs < 6: iChanceWWs = iNumWWs * (11 - iNumWWs) * 2
else: iChanceWWs = 60

# City population +5% each pop
iChancePop = pCity.getPopulation() * 2

# City connected with capital?
if not pCity.isConnectedToCapital(pCity.getOwner()): iChancePop -= 10
else: iChancePop += 10

# bei negativ Nahrung - !
iChancePop += pCity.foodDifference(1) * 5

# Total
iChanceTotal = iChanceUnits + iChanceDefense + iChanceHappiness + iChanceNWs + iChanceWWs + iChancePop - iUnitAnzahl

# Zufallszahl
iRand = CyGame().getSorenRandNum(100, "Random number of city transfer")
if iChanceTotal < 100:
if iRand > iChanceTotal: bCityRenegade = True
iChanceTotal = 100 - iChanceTotal
else:
# # there is always a chance of 1%
if iRand == 100: bCityRenegade = True
iChanceTotal = 0

# Meldung an den Spieler
if not bCityRenegade and pWinner.isHuman():
CyInterface().addMessage(pWinner.getOwner(), True, 10, CyTranslator().getText("TXT_KEY_MESSAGE_CITY_RENEGADE_CHANCE",(pCity.getName(),iChanceTotal)), None, 2, None, ColorTypes(14), 0, 0, False, False)

#CyInterface().addMessage(CyGame().getActivePlayer (), True, 5, CyTranslator().getText("TXT_KEY_MESSAGE_TEST",("Total",iChanceTotal)), None, 2, None, ColorTypes(10), 0, 0, False, False)
#CyInterface().addMessage(CyGame().getActivePlayer (), True, 5, CyTranslator().getText("TXT_KEY_MESSAGE_TEST",("Random",iRand)), None, 2, None, ColorTypes(10), 0, 0, False, False)
# ---

if bCityRenegade:
iWinner = pWinner.getOwner()
iLoser = pLoser.getOwner()
# Goldvergabe
if gc.getPlayer(iLoser).getNumCities() > 0:
iGold = int(gc.getPlayer(iLoser).getGold() / gc.getPlayer(iLoser).getNumCities())
gc.getPlayer(iLoser).changeGold(-iGold)
gc.getPlayer(iWinner).changeGold(iGold)
if gc.getPlayer(iWinner).isHuman():
CyInterface().addMessage(iWinner, True, 5, CyTranslator().getText("TXT_KEY_MESSAGE_CITY_GOLD_1",("",iGold)), None, 2, None, ColorTypes(8), 0, 0, False, False)
elif gc.getPlayer(iLoser).isHuman():
CyInterface().addMessage(iLoser, True, 5, CyTranslator().getText("TXT_KEY_MESSAGE_CITY_GOLD_2",("",iGold)), None, 2, None, ColorTypes(7), 0, 0, False, False)

# City renegades
self.doRenegadeCity(pCity, iWinner, pLoser.getID(), pWinner.getX(), pWinner.getY())

pAcquiredCity = pPlot.getPlotCity()

# Message
if pWinner.isHuman():
CyAudioGame().Play2DSound('AS2D_REVOLTSTART')
popupInfo = CyPopupInfo()
popupInfo.setButtonPopupType(ButtonPopupTypes.BUTT ONPOPUP_TEXT)
iRand = CyGame().getSorenRandNum(5, "Random number of city transfer message")
if iRand == 1: popupInfo.setText(CyTranslator().getText("TXT_KEY_MESSAGE_CITY_RENEGADE_1_2",(pAcquiredCity.getName(), )))
elif iRand == 2: popupInfo.setText(CyTranslator().getText("TXT_KEY_MESSAGE_CITY_RENEGADE_1_3",(pAcquiredCity.getName(), )))
elif iRand == 3: popupInfo.setText(CyTranslator().getText("TXT_KEY_MESSAGE_CITY_RENEGADE_1_4",(pAcquiredCity.getName(), )))
elif iRand == 4: popupInfo.setText(CyTranslator().getText("TXT_KEY_MESSAGE_CITY_RENEGADE_1_5",(pAcquiredCity.getName(), )))
else: popupInfo.setText(CyTranslator().getText("TXT_KEY_MESSAGE_CITY_RENEGADE_1_1",(pAcquiredCity.getName(), )))
popupInfo.addPopup(iWinner)
elif pLoser.isHuman():
CyAudioGame().Play2DSound('AS2D_REVOLTSTART')
popupInfo = CyPopupInfo()
popupInfo.setButtonPopupType(ButtonPopupTypes.BUTT ONPOPUP_TEXT)
iRand = CyGame().getSorenRandNum(5, "Random number of city transfer message")
if iRand == 1: popupInfo.setText(CyTranslator().getText("TXT_KEY_MESSAGE_CITY_RENEGADE_2_2",(pAcquiredCity.getName(), )))
elif iRand == 2: popupInfo.setText(CyTranslator().getText("TXT_KEY_MESSAGE_CITY_RENEGADE_2_3",(pAcquiredCity.getName(), )))
elif iRand == 3: popupInfo.setText(CyTranslator().getText("TXT_KEY_MESSAGE_CITY_RENEGADE_2_4",(pAcquiredCity.getName(), )))
elif iRand == 4: popupInfo.setText(CyTranslator().getText("TXT_KEY_MESSAGE_CITY_RENEGADE_2_5",(pAcquiredCity.getName(), )))
else: popupInfo.setText(CyTranslator().getText("TXT_KEY_MESSAGE_CITY_RENEGADE_2_1",(pAcquiredCity.getName(), )))
popupInfo.addPopup(iLoser)

################################################## ###

def doRenegadeCity(self, pCity, iNewOwner, LoserUnitID, iWinnerX, iWinnerY):

# ***TEST***
#CyInterface().addMessage(CyGame().getActivePlayer (), True, 10, CyTranslator().getText("TXT_KEY_MESSAGE_TEST",("Renegade City (Zeile 4637)",1)), None, 2, None, ColorTypes(10), 0, 0, False, False)

iUnitType1 = gc.getInfoTypeForString("UNIT_REBELL")
iUnitType2 = gc.getInfoTypeForString("UNIT_FREEDOM_FIGHTER")

if iNewOwner == -1: iNewOwner = gc.getBARBARIAN_PLAYER()

iX = pCity.getX()
iY = pCity.getY()
pPlot = gc.getMap().plot( iX, iY )
iOldOwner = pCity.getOwner()

# TEST
#CyInterface().addMessage(CyGame().getActivePlayer (), True, 10, CyTranslator().getText("TXT_KEY_MESSAGE_TEST",("Test 1 - iNewOwner",iNewOwner)), None, 2, None, ColorTypes(10), 0, 0, False, False)
# TEST
#CyInterface().addMessage(CyGame().getActivePlayer (), True, 10, CyTranslator().getText("TXT_KEY_MESSAGE_TEST",("Test 2 - iOldOwner",iOldOwner)), None, 2, None, ColorTypes(10), 0, 0, False, False)

# Kultur auslesen
iCulture = pCity.getCulture(iOldOwner)

# Einheiten auslesen bevor die Stadt ueberlaeuft

UnitArray = []
j = 0
for iUnit in range (pPlot.getNumUnits()):

# Freiheitskaempfer oder Rebellen rauswerfen
if pPlot.getUnit(iUnit).getUnitType() == iUnitType1 or pPlot.getUnit(iUnit).getUnitType() == iUnitType2:
# Nicht die Einheit, die gerade gekillt wird killen, sonst Error
if LoserUnitID != pPlot.getUnit(iUnit).getID(): pPlot.getUnit(iUnit).jumpToNearestValidPlot()
elif pPlot.getUnit(iUnit).getOwner() == iOldOwner:
# Einige Einheiten bleiben loyal und fliehen
# Promotion Loyality = Nr 0
# Check its promotions
bLoyal = False
if pPlot.getUnit(iUnit).isHasPromotion(0): bLoyal = True
if bLoyal == True: iChance = 4
else: iChance = 8

iRand = gc.getGame().getSorenRandNum(10, "Unit rebellion prevention")
if iRand < iChance:

UnitArray.append(range(6))
UnitArray[j][0] = pPlot.getUnit(iUnit).getUnitType()
UnitArray[j][1] = pPlot.getUnit(iUnit).getUnitAIType()
UnitArray[j][2] = pPlot.getUnit(iUnit).getExperience()
UnitArray[j][3] = pPlot.getUnit(iUnit).getLevel()
UnitArray[j][4] = pPlot.getUnit(iUnit).getName()
# Bei eroberbaren Einheiten keinen Schaden verursachen, sonst werden sie nicht erzeugt
if pPlot.getUnit(iUnit).getCaptureUnitType(gc.getPlay er(iOldOwner).getCivilizationType()) > -1: UnitArray[j][5] = 0
else: UnitArray[j][5] = pPlot.getUnit(iUnit).getDamage()
# Check its promotions
for i in range(gc.getNumPromotionInfos()):
if pPlot.getUnit(iUnit).isHasPromotion(i):
UnitArray[j].append(i)
# Nicht die Einheit, die gerade gekillt wird killen, sonst Error
if LoserUnitID != pPlot.getUnit(iUnit).getID(): pPlot.getUnit(iUnit).kill(1,iOldOwner)
else:
# Wenn eroberte Einheit eine Capture Unit ist, dann kann man die neuen Einheiten nicht auf diesen Plot erzeugen
if pPlot.getUnit(iUnit).getCaptureUnitType(gc.getPlay er(iOldOwner).getCivilizationType()) > -1:
iX = iWinnerX
iY = iWinnerY

j += 1
# else: Einheit kann sich noch aus dem Staub machen
else:
# Nicht die Einheit, die gerade gekillt wird killen, sonst Error
if LoserUnitID != pPlot.getUnit(iUnit).getID(): pPlot.getUnit(iUnit).jumpToNearestValidPlot()
# --- Einheiten ---

# Stadt laeuft automatisch ueber (CyCity pCity, BOOL bConquest, BOOL bTrade)
gc.getPlayer(iNewOwner).acquireCity(pCity,0,1)
pAcquiredCity = pPlot.getPlotCity()

# Einheiten generieren
for iUnit in range (len(UnitArray)):
iUnitOwner = iNewOwner

# TEST
#CyInterface().addMessage(CyGame().getActivePlayer (), True, 10, CyTranslator().getText("TXT_KEY_MESSAGE_TEST",("Test 3 - iUnitOwner",iUnitOwner)), None, 2, None, ColorTypes(10), 0, 0, False, False)

# UnitAIType -1 (NO_UNITAI) -> UNITAI_UNKNOWN = 0 , ATTACK = 4, City Defense = 10
# happened: Emigrant = 4 !
if UnitArray[iUnit][1] == -1 or UnitArray[iUnit][1] == 0 or UnitArray[iUnit][1] == 4:
if UnitArray[iUnit][0] == CvUtil.findInfoTypeNum(gc.getUnitInfo, gc.getNumUnitInfos(), 'UNIT_SLAVE'): UnitArray[iUnit][1] = 0
elif UnitArray[iUnit][0] == CvUtil.findInfoTypeNum(gc.getUnitInfo, gc.getNumUnitInfos(), 'UNIT_FREED_SLAVE'): UnitArray[iUnit][1] = 12
elif UnitArray[iUnit][0] == CvUtil.findInfoTypeNum(gc.getUnitInfo, gc.getNumUnitInfos(), 'UNIT_EMIGRANT'): UnitArray[iUnit][1] = 2
elif UnitArray[iUnit][0] == CvUtil.findInfoTypeNum(gc.getUnitInfo, gc.getNumUnitInfos(), 'UNIT_TRADE_MERCHANT'): UnitArray[iUnit][1] = 19
elif UnitArray[iUnit][0] == CvUtil.findInfoTypeNum(gc.getUnitInfo, gc.getNumUnitInfos(), 'UNIT_TRADE_MERCHANTMAN'): UnitArray[iUnit][1] = 19
else: UnitArray[iUnit][1] = 0

# Slaves will be freed, nur wenn dessen Besitzer neu ist
if UnitArray[iUnit][0] == CvUtil.findInfoTypeNum(gc.getUnitInfo, gc.getNumUnitInfos(), 'UNIT_SLAVE'):
UnitArray[iUnit][0] = CvUtil.findInfoTypeNum(gc.getUnitInfo, gc.getNumUnitInfos(), 'UNIT_FREED_SLAVE')

# Create a new unit
#CyInterface().addMessage(CyGame().getActivePlayer (), True, 10, CyTranslator().getText("TXT_KEY_MESSAGE_TEST",(PyInfo.UnitInfo(UnitArray[iUnit][0]).getDescription(),UnitArray[iUnit][0])), None, 2, None, ColorTypes(10), 0, 0, False, False)
#CyInterface().addMessage(CyGame().getActivePlayer (), True, 10, CyTranslator().getText("TXT_KEY_MESSAGE_TEST",("Unit Typ",UnitArray[iUnit][1])), None, 2, None, ColorTypes(10), 0, 0, False, False)

if UnitArray[iUnit][0] > -1:
NewUnit = gc.getPlayer(iNewOwner).initUnit(UnitArray[iUnit][0], iX, iY, UnitAITypes(UnitArray[iUnit][1]), DirectionTypes.DIRECTION_SOUTH)
NewUnit.setExperience(UnitArray[iUnit][2], -1)
NewUnit.setLevel(UnitArray[iUnit][3])
if UnitArray[iUnit][5]: NewUnit.setDamage(UnitArray[iUnit][5], False)
#NewUnit.setName(UnitArray[iUnit][4])
if UnitArray[iUnit][4] != gc.getUnitInfo(UnitArray[iUnit][0]).getText():
UnitName = UnitArray[iUnit][4]
UnitName = re.sub(" \(.*?\)","",UnitName)
NewUnit.setName(UnitName)
# Check its promotions
if len(UnitArray[iUnit]) > 6:
for i in range (len(UnitArray[iUnit])):
if i > 5:
NewUnit.setHasPromotion(UnitArray[iUnit][i], True)
# --- Einheiten ---

if iNewOwner == gc.getBARBARIAN_PLAYER():
gc.getPlayer(iNewOwner).initUnit(iUnitType2, iX, iY, UnitAITypes(10), DirectionTypes.DIRECTION_SOUTH)
gc.getPlayer(iNewOwner).initUnit(iUnitType2, iX, iY, UnitAITypes(10), DirectionTypes.DIRECTION_SOUTH)
gc.getPlayer(iNewOwner).initUnit(iUnitType2, iX, iY, UnitAITypes(4), DirectionTypes.DIRECTION_SOUTH)

# Kultur regenerieren - funkt net
pAcquiredCity.changeCulture(gc.getPlayer(iNewOwner ).getID(),iCulture,1)

# Stadtgroesse kontrollieren
iPop = pAcquiredCity.getPopulation()
if iPop < 1:
pAcquiredCity.setPopulation(1)

# --- renegading city

What should I change to always make a city surrender to check if the code works? iRand?

I adapted your adaptation of the GGProgress bar and posted it giving you credit.

I'd really like to have a puppet governement code(instant vassal) similar to the surrender feature, but on conquest and only one per conquered civ. If you have time that is OK and I am willing to trade. I could make you a resource or something else you need for your mod if you like.

pie_at
Sep 07, 2011, 12:27 AM
This looks good!

To see, if it works, just edit

if iUnitCity > 1 and iUnitCity * 4 < iUnitAnzahl and not pCity.isCapital() and pCity.getPopulation() > 2:

>>>>

if 1 == 1:


and before "if bCityRenegade:" set bCityRenegade = True

and you could write iChanceTotal = 50 before if "iChanceTotal < 100:"

About puppet states:
In Python it is only possible to set a vassal or alliance member. All other stuff is made with SDK, which I do not use. ;(
Thanks for you offer, but I think I need someone to translate to Italian and French ;)

pie_at
Sep 07, 2011, 03:05 AM
The final PAE V Beta Test is out now. It is limited to some users in the german forum, because it's on a server which has a download limit of 10 GB.

But the one, who really wants to try it can PM me and I'll send the link. All others please be patient. It can only last one or two weeks - I think- to release PAE V....

Keinpferd
Sep 07, 2011, 06:48 AM
Maybe international PAE players, who found this mod rather lately, should be pointed to this page (http://www.voak.at/PAE/pae_pedias.php?show=1&show2=0), again. The sooner the new leader pedias are translated into English, the less work for Pie and the less waiting for the release of PAE V.

We can see Pie's playing around with improved naval warfare a few postings above. We're already having a reduction in movement points after a ship has taken damage, now we're getting "fair winds" that can make a difference in naval battles, and there may be other things to come. I'd be interested, if anybody has seen interesting naval combat innovations in other mods (that don't require SDK use), because I'd like to make a scenario with a map, which consists mainly of water, and BTS naval warfare is boring the hell out of me.

Malgoffen
Sep 07, 2011, 08:02 AM
Hello pie_at & Keinpferd, I'd love to help out with any English aspects you may need. Also, are you working to be able to link the Hellas Mod Mod with PAE IV, Keinpferd? Anyway, wonderful work to the both of you. I simply don't play regular Civ any more.

stolenrays
Sep 07, 2011, 09:30 AM
This looks good!

To see, if it works, just edit

if iUnitCity > 1 and iUnitCity * 4 < iUnitAnzahl and not pCity.isCapital() and pCity.getPopulation() > 2:

>>>>

if 1 == 1:


and before "if bCityRenegade:" set bCityRenegade = True

and you could write iChanceTotal = 50 before if "iChanceTotal < 100:"

About puppet states:
In Python it is only possible to set a vassal or alliance member. All other stuff is made with SDK, which I do not use. ;(
Thanks for you offer, but I think I need someone to translate to Italian and French ;)

Thanks for the tips again and no problem. Have you thought about using google translate for translating or did you want a person to do it?

Keinpferd
Sep 07, 2011, 11:57 AM
Hello pie_at & Keinpferd, I'd love to help out with any English aspects you may need. Also, are you working to be able to link the Hellas Mod Mod with PAE IV, Keinpferd? Anyway, wonderful work to the both of you. I simply don't play regular Civ any more.

Thank you, Malgoffen. In Pie's case it's a full year of his life, though, in mine a few nights:D.

The page, that Pie set up and that I linked to above, is ready for use. Everybody who'd like to help, can just push the "edit" button and fill in a Pedia entry.

electryc
Sep 07, 2011, 03:51 PM
I have been playing your mod for a good spell. Entertaining to say the least. Great work!

stolenrays
Sep 07, 2011, 11:08 PM
;)and you could write iChanceTotal = 50 before if "iChanceTotal < 100:"

I'm not sure where I am supposed to write this code: on the same line, above? Could you write it out for me please or be more specific.

pie_at
Sep 09, 2011, 01:54 AM
For translation: I have plans to extend the tool to all other languages.
Yes, everybody can add pedias there, but there is no need for translation 1:1. just fill out (eg Wikipedia or maybe better sources) what you find out about the objects.

For the task to get all languages in there, I have to program an import/export function which allows to import the actual XML files. After that, every texts will be available and readable through the text tool. Not only the missing ones. And to manage that, I will have to do some time safing programming, otherwise the provider of the server will kill me, if every click needs to reload almost 3mb of text-data (pedia only)....

@electryc: great thx electryc!

@stolen: ok, like this:
[...]
bCityRenegade = True #new line, just for testing
if bCityRenegade:"
[...]
iChanceTotal = 50 #new line, just for testing
iChanceTotal < 100:
[...]

pie_at
Sep 09, 2011, 08:39 AM
If anybody would like to make some movies for some wonders in PAE, he is invited to do so :)

stolenrays
Sep 09, 2011, 11:04 PM
I'm still working on the code you gave me, something must be wrong. I did however get puppet states to update finally and will release it as a standalone. You are welcome to use it if you'd like, but it does require sdk merging.

pie_at
Sep 10, 2011, 12:17 AM
Thx stolen, but I do not use SDK for MAC compatibility.

About the renegade code. Do you have pPlot initialized?

you have an indentation error here:
else:
# there is always a chance of 1%
if iRand == 1: bCityRenegade = True
iChanceTotal = 0

stolenrays
Sep 10, 2011, 12:58 AM
I fixed that, but still a no go. Perhaps you could take a look at my eventmanager?

pie_at
Sep 10, 2011, 04:04 AM
Try this.
Above was missing the pPlot initializing. And in the renegade function you didn't initialize iUnitType2.

stolenrays
Sep 10, 2011, 10:39 AM
Try this.
Above was missing the pPlot initializing. And in the renegade function you didn't initialize iUnitType2.

Thanks so much, you are great help. Works like a charm and is compatible with partisans as well.:clap:

If you haven't seen this building you could take a look at it as an alternate for the Hall of 100 columns. Darius's temple.. I'm pretty sure it is the same building/apadana and colored to look how it most likely was in ancient times.

pie_at
Sep 11, 2011, 04:50 AM
Thx, but it has no shadows and no basement. It would look as a flying thing in a city on a hill. And to prevent from more log file entries because of missing shadows, I dont use that, I think.

jimmygeo
Sep 15, 2011, 10:35 PM
Pie_at, well, I finally finished my first game of PAE. Domination victory in 31 BC, playing as Carthage! It was more like a career than a pass time, but thoroughly enjoyable. One major problem: CTDs, sometimes 5 or 6 times as turn. This meant that I had to keep saving up to 10 times a turn. This slowed things down quite a bit but the game is great! The cause of the problem is probably MAF due to limited graphics memory.

I'm going to draw up a more detailed critique with suggestions, but not right now. Thanks again for a truly fine game!

Barak
Sep 21, 2011, 07:21 AM
Any update on PIE V?

pie_at
Sep 21, 2011, 02:59 PM
We are busy to find some reasons for CtDs. And we've found some! Step by step.

I try to create a small mod to search for OOS errors in MP games. Thorgal is very good in finding errors by testing the BETA itself!

Wolfman: in the meanwhile, I updated the Pedia-Tool for all different languages (for adding the new leaders as soon as possible).

Keinpferd
Sep 28, 2011, 11:23 AM
Pie_at, well, I finally finished my first game of PAE. Domination victory in 31 BC, playing as Carthage! It was more like a career than a pass time, but thoroughly enjoyable. One major problem: CTDs, sometimes 5 or 6 times as turn. This meant that I had to keep saving up to 10 times a turn. This slowed things down quite a bit but the game is great! The cause of the problem is probably MAF due to limited graphics memory.

I'm going to draw up a more detailed critique with suggestions, but not right now. Thanks again for a truly fine game!

:crazyeye::) Miraculous! Which version did you play, the one uploaded on July 2nd? I'm finding myself in a quite similar situation like you now, but patiently reloading or trying to trick the AI by changing war/peace status or adopting a different Civic doesn't help either. Did you just reload the same save over and over until the game generously passed to the next turn in the end?

wolfman1234
Sep 29, 2011, 04:45 AM
How goes the betatest in the german forum keinpferd?

Keinpferd
Sep 29, 2011, 06:05 AM
Thorgal recently identified a major bug source, but there are still a few left, some of which are really awkward and :dubious: (at least to me with my rather basic modding insight…).

Some errors reported by the LSystem.log refer to either objects that I believe are used by other mods without any problems or haven't been causing any trouble in PAE in the past.

If anyone reads this, who remembers how in other mods errors in the LSystem.log have succesfully been dealt with or feels specialist on the matter, bitte melden, come forwardhttp://www.civforum.de/images/smilies/suchen.gif!

Wolfman, it's a public Beta, don't you know? I don't exactly know the reason why Pie hasn't published the link here, too, but everyone interested in the test phase towards PAE V should be able to find it, anyway;).

wolfman1234
Sep 29, 2011, 07:52 AM
Yes, we are testing it in a spansih civ forum, in mp, but havent found the source of any CTD. And i think the spansish translation is nearly finished.

LockerStalker
Sep 29, 2011, 10:07 PM
This mod looks really interesting, but both the WinRAR site and the self-extracting Pie's Ancient Europe IV are in German. Are there english versions?

Keinpferd
Sep 29, 2011, 11:57 PM
And i think the spansish translation is nearly finished.
Really:goodjob::king:? Do you speak a bit Italian and French (as coming from a Romanic language)? Maybe it would be a good idea to drop a note in the Italian and French Civ forums to spread the word?

LockerStalker: It's completely translated in English (by the CF community). Look here (http://www.voak.at/PAE/pae_pedias.php?show=1&show2=0). The unfinished parts of the English column are already part of the yet unpublished PAE V:).

LockerStalker
Sep 30, 2011, 05:41 PM
LockerStalker: It's completely translated in English (by the CF community). Look here (http://www.voak.at/PAE/pae_pedias.php?show=1&show2=0). The unfinished parts of the English column are already part of the yet unpublished PAE V:).

I'm referring to the downloading- the self-extracting version's setup/install wizard thing is in German (or possibly another language, I don't remember.)

Panzerlion
Oct 04, 2011, 02:47 PM
hi what a fantastic game but a couple of observations, the germans should not be represented as one nation but as individual tribes as often they become so powerful, they end up with everyone bar the Romans as their vassel and just become too strong. Also, the tech tree advances too quickly and needs to be more aligned to historical advances, otherwise cheers and cant wait foR PIEV

jimmygeo
Oct 04, 2011, 05:57 PM
hi what a fantastic game but a couple of observations, the germans should not be represented as one nation but as individual tribes as often they become so powerful, they end up with everyone bar the Romans as their vassel and just become too strong. Also, the tech tree advances too quickly and needs to be more aligned to historical advances, otherwise cheers and cant wait foR PIEV

That hasn't been my perception at all. I'm currently playing as the Germans and it is more challenging than my previous game as the Carthaginians. I'm well in the lead at about 420 B.C. but it still is tough going. As far as the tech tree goes, I haven't found it too far out of alignment with historical advances. Of course it depends on how much one is prepared to allocate to research. I do agree that this is one great mod!

jimmygeo

pie_at
Oct 05, 2011, 02:35 AM
@Locker: I can imagine that it's in German, because I created the self-ext with my German version of winrar. get the english version of winrar: http://www.rarlab.com/download.htm. and then you can download the rar version and understand what you're doing when unpacking ;)

@Panzer: I know that not only the Germanians were tribes. Every CIV was a mixture of tribes. But in CIV it is not possible to have included all of these.
The tech tree and its advances is also a CIV specific thing. And there is always the "balancing" question of players. A historical correct game makes no FUN. PAE II almost was historical accurate, with lots of plagues, random rebellions the greater a civ was the more often, sudden revolts, lots of disabled techs for civs, but almost all of the players judged: that was no fun. there is no balance!
hm... so, what shall I do? is it a game or is it the reality? I decided to let PAE being an interesting game. because reality makes no fun.... that's unfortunately true....

Monaldinio
Oct 05, 2011, 09:18 AM
...balancing the Techtree and the Units...thats realy hard...:eek:
That's what makes a good modification.

pie_at
Oct 05, 2011, 02:05 PM
yes, ah and I forgot, why balancing is so important: Multiplayer!

Keinpferd
Oct 06, 2011, 06:04 AM
I liked the realism of PAE II with all its imbalances. The only problem with emphasizing historical simulation, roleplay and immersiveness and perhaps neglecting a bit balance was, that the goal of realism sometimes just wasn't achieved because of a too realist, too little balanced treatment of the "Barbarian" Civs. For example, if Alexander decides to turn north instead of east and vassalized Arminius and Brennus in 1800 BC, or worse, wiped them out, there would just be no invasion by the Kimbri and Teutons across the alps, when the historical simulation type of player expects and awaits it. If the Gauls are denied to build libraries for realism, but later get killed by a technologically much further ahead Civ, it may turn out to be impossible for the "historical" player type to conquer Gaul, because he finds it long gone, "when it's time." That's in terms of realism a clear miss.

In PAE V, it occurs rather rarely, that one Civ is staying very weak. Ancient observatories, less restrictions on techs and buildings that lift health and happy caps, wood collector camps and several other "favours" to the rather disprivileged Civs have given them a good chance to survive, expand and get a decent research rate, now. However, there had to be a little realism traded in for that. You have to accept, that the Iberians build aquaeducts, which is unrealistic, but at least they make a decent opponent now, if you invade them, and, which is more important, can be found still existing in place and well alive, when they were historically. Balance in PAE serves realism, but it's not a purpose in itself, as I understand it.

wolfman1234
Oct 06, 2011, 09:27 AM
Only Spanish, catalan and a bit of english Keinpferd.

I think panzer talks about the 300 bc scenario.

SamSniped
Oct 08, 2011, 01:02 PM
I just downloaded the mod from the .zip method, and found a problem-the display with all the buttons wouldn't show at all(see attachment). Help please?