Anno Domini beta : test it and feed back here!!

I'm really sorry, but I don't know how to resolve your issue with the download; it's not happening to me (and there's been no other reports from other people either) - so it makes it really hard to understand what's happening.
 
IM play as norse and got an alliance going with a civ who seperates me from our enemy. Since RP is not available yet I can't do anything but go to war with him and thus break are treaty,if im to get to our enemy. Was this meant be like this? Why not have team ups and RP available at the same time?
 
Well, I made one for "Born of Fire" & the unnamed SteamPunk mod - so here's an irreverent Wonder Splash for AD that's entirely appropriate for New Year's Eve ( buildable after discovering Mead Brewing):

Spoiler :
Karaoke Night in the Sassanian Paradise


karaokenighttp5.png




As with the others I haven't redacted the image itself, I just added a background and adjusted the palette.
 
.....I just followed like four whole threads.. to finally get here and find out the beta is over 250 mbs..! ><.
 
hey rob,

im having problems with the d/l. maybe its something to do with the unzipping or something.

i d/l and unzip all the 3 files (scenarios 274mb, expansion 78mb and patch 1.07) in that order into my conquests/scenarios folder. then i cut & paste the 54kb .biq file from the patch into conquests/scenarios. NOTE: when i unzip the files there are no overwrite messages. then when i try to open it up in civ-content the 'missing entry in pediaicons/hunting_lodge' error comes up.

please help!!! thanks.
 
Look in your conquests/scenarions folder, I don't remember how Rob set it up but you should only find one Anno Dommini Classic or whatever its called folder. If you see like a Anno Dommin Expansion or something folder, empty its contents into the former folder. If you don't have that check for similar folder names in the AD folder. You have to overwritten files at some point so if you never got a message look around.
 
ok this is very complicated, but i really want to get this mod running.

i downloaded and unzipped all 3 d/l's into conquests/scenarios. these 3 folders are called 1) scenarios, 2) anno domini expansion & 3) patch 1.07.
if you enter any of the 3 folders, you find an anno domini folder & an anno domini .biq file.

what i have done is moved the anno domini classic folders from 2) & 3) into the anno domini classic folder of 1), asking to overwrite any files. then i renamed the 1) scenarios foler to 'anno domini classic'.

in conquests/scenarios i now have an 'anno domini classic' folder with all the overwritten files from expansion and patch, as well as the 54 kb .biq file which i cut&pasted from the patch.

however i still end up with the missing entry in pediaicons hunting lodge error. i have checked in the conqeusts/scenarios/anno domini classic/anno domini classic/text/pediaicons.txt file and it DOES have hunting lodge.

HELP!!!

any suggestions much appreciated, + anyone who sorts out my problem can have a brownie point.
 
ok this is very complicated, but i really want to get this mod running.

i downloaded and unzipped all 3 d/l's into conquests/scenarios. these 3 folders are called 1) scenarios, 2) anno domini expansion & 3) patch 1.07.
if you enter any of the 3 folders, you find an anno domini folder & an anno domini .biq file.

what i have done is moved the anno domini classic folders from 2) & 3) into the anno domini classic folder of 1), asking to overwrite any files. then i renamed the 1) scenarios foler to 'anno domini classic'.

in conquests/scenarios i now have an 'anno domini classic' folder with all the overwritten files from expansion and patch, as well as the 54 kb .biq file which i cut&pasted from the patch.

however i still end up with the missing entry in pediaicons hunting lodge error. i have checked in the conqeusts/scenarios/anno domini classic/anno domini classic/text/pediaicons.txt file and it DOES have hunting lodge.

HELP!!!

any suggestions much appreciated, + anyone who sorts out my problem can have a brownie point.
 
On your pc, open up civilization 3/conquests/scenarios. In this folder, you will see the various scenarios you've downloaded before.

Open the "scenarios" file that you downloaded from atomic gamer and you should see an "anno domini classic" folder and an "anno domini classic" biq. Copy these and these alone into the civilization 3/conquests/scenarios folder.

Open the "anno domini expansion" file that you downloaded from atomic gamer and again, you should see an "anno domini classic" folder and an "anno domini classic" biq. Copy these and these alone into the civilization 3/conquests/scenarios folder. They will overwrite some of the previous files.

Open the patch 1.07 folder that you downloaded from here and once more, you should see an "anno domini classic" folder and an "anno domini classic" biq. Copy these and these alone into the civilization 3/conquests/scenarios folder. They will overwrite some of the previous files.

There you go. You should now be able to play the mod.
 
Good Show. Ive got half way and made more observations!... Seems many strategic resources are worthless and just take up space if your not playing as the one or two civs they were particularly designed for.
I can't even get rid of em at a doller!. Surley a lil adjustment over to the other side of resouce linked buildings might help in this area.
I was wondering if instead a lil more could be based within the strategic resource box instead? I think trade would take on more enjoyable levels and battles for resource cartels would become more a factor if implimented.

Also A smwonder/improvement/grwonder that spawns "boiling oil" counter seige units would make "tar" more desirable. Civ4 still hasn't added this unit in any mod. Etherway they lack opportunity like say a deep 4 era all focused on 'early means warfare' :)

Last point. Ive got smelters in evey city including the ones eligibale to build a second type of 'barracks' upon discovery of iron, this one called the "Weaponsmith"
As the Norse that means having citys with 2 buildings that run the same play and nothing else differnt except one doesn't cost maintence. If this Weaponsmith is going to cost me time collecting 120 sheilds and is needing a resource located in the city's 'radius' as part of the requiment to start it, wouldn't their be justification in awarding it a small (if even 25%) bonus to production aswell? Othrwise, why not keep the one doller per turn charge and be happy pumping out something else for 120 sheilds. I hope you see my point.

Cool, just some idea's to lull but overall its quite enjoyable.. Happy Newyear btw
 
RL has taken it's toll again and I'm way too busy to contribute to Anno Domini for now. When I have a few days off (which may be about end Feb/early March), I'll add all the new units people have made (Sandris in particular) and some of the new buildings. Then, I'll release it as a completed modpack.

Apart from these updates, at least you have what is more or less a completed mod anyhow!

I hope you're all having fun with it; sorry I won't be around for a while, but RL always comes first. Don't worry, I'm not having a bad time - quite the reverse in fact - but things are just too busy at the moment.
 
Glad to hear things are going well, Rob. As you say, the mod is playable as it is and it's actually quite good as it is. Real life should always come first, as those people who starve themselves in front of their computers or game systems need to be told.
 
Sorry to bump, but has the following Rob-built unit (apparently a Persian Immortal) been released either separately or in this mod? I can't seem to find it in either location:
 

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Well, since the thread is active, I'll go ahead and post my 2 cents.

I just started playing ADC for the first time, and it's great. One of the best mods I've ever played. I love the attention to detail and variety in units, buildings, and graphics. Playing as the Anglo-Saxons on a small map, I'm doing very well. So are the Egyptians, on the other major continent. After discovering to my dismay that they were twice as powerful as I was, I wiped out the Hyksos to my south (never allowed them to get Horses) and built up my infrastructure and military, now I'm neck and neck with Egypt. I'm planning an invasion as soon as I get a fleet of biremes that can safely sail across the sea.

However, a few things that don't make sense to me are hindering my domination. Why are Iron Ore and Iron different resources? Iron Ore seems to be very rare, and there is not a single instance on my continent or its outlying islands. That's at least a third of the world's land area. So I can't build European Swordsmen unless I capture a source from Egypt (which, with even more land area than me, has only 2 sources). I may have to wait for Smelting for Iron and whatever offense unit it allows before invading Egypt. I got a MGL halfway through the war with the Hyksos, but I'm hesitant to fill the Army until I have some good attack units. Fortunately I can build European Spearman without Iron Ore- but why don't my Tool Age Spearman upgrade to them? Both spearman units upgrade to the European Guard(?) at the end of the second era. So to keep my cities well-defended until then, I would have to build a new defense force from scratch, either disbanding my Tool Age spearmen or keeping them around to upgrade later (which at this point will probably leave me too poor to upgrade them anyway).
 
DLed it the other day. Great Mod. I have two problems, though. When I collect more strategic resources than the strategic resources box can view, they disappear. There's no eye that, when clicked, opens up a new box where I can view all my resources. Also, even when a city has pollution, there are no icons in the pollution box to tell me how severe the pollution is. Not sure if these are things you can fix, but I figured I'd bring them up if no one else has.
 
DLed it the other day. Great Mod. I have two problems, though. When I collect more strategic resources than the strategic resources box can view, they disappear. There's no eye that, when clicked, opens up a new box where I can view all my resources. Also, even when a city has pollution, there are no icons in the pollution box to tell me how severe the pollution is. Not sure if these are things you can fix, but I figured I'd bring them up if no one else has.

AH I wouldn't worry Im sure he knows. Really thats just a small detail as far as things go with mods as elaborate as this one .

My advice if you need to check up on whats what with your resources anytime durin the game then check with your TradeAdvisor. Its his job to tell you everything you need to know and he never has enough on his desk anyway. In fact me, Im thinking of laying the lazy bum off if it gets slow again :)
 
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