Anno Domini Gods and Kings

In another thread I see you want to make religions more exclusive, which I'm also looking to do in my Near East Map. They way I'm thinking about doing it, is instead of religions, each civ will have a unique god (e.g. Babylon-Marduk, Hittites-Tarhunt, Athens-Athena, Amazons-Artemis, etc.) By doing it this way the only civs that would have to share the same religion/god would be the three Iranian civs. I know this is more feasible to do with only 22 civs as opposed to 55+, so this is just another possibility.

Also...
I found a txt_string issue in the Phoenician city list with Antandrus (just a typo in 'civilizations/phoenicia.xml')
Spoiler :
<CivilizationType>CIVILIZATION_PHOENICIAN</CivilizationType>
<CityName>TXT_KEY_CITY_NAME_ANTARADUS</CityName>

"TXT_KEY_CITY_NAME_ANTANDRUS">
<Text>Antandrus</Text>
 
Thanks Big Bopper, I've corrected that - though not quite in the way you mentioned - both Antandrus and Antaradus need to be in the game - so I've added Antaradus to the city list.

whoward69, who definately knows his stuff, has advised me that the religion choice routine is:
01. Choose civ own preferred religion if available
02. Choose another religion that's not preferred by any other civ (if one is available)
03. Choose any other religion

Therefore, one way forward is to allocate a spare or two, which I can do. Christianity will be one of them, as it could suit quite a few civs.
 
I have a problem, that I can't tell if it's with AD or the Mappack. I'm playing on the Steam version for Mac. I have ALL DLC that's available. Yet, every time I try to load a game on the mappack, it tells me there is a problem loading textures [CivSymbolWhite32_DLC_D.dds]. I can still play the map, but every turn I got over a dozen popups telling me the same thing.

I don't have the Wonders, or other later DLC packs (wonder, korea, spain, demark). There is a popup each time a missing art asset is accessed. What is surprising is how often the missing assets try to load. Now that I've met the Frisi, it tries to load LeaderPortraits64_DLC_04.dds 2 times during turn processing, which makes sense. When opening the city screen it tries, as well as each time the build queue is modified, and then a final time when closing the city screen. It also tried twice during *any* interaction with a leader. It makes sense when talking to the leader that uses the art, like say.. Theodora (who comes with G&K) generates popups for the missing Frisi (Harold) artwork :confused:

This is a hack to be sure, since it doesn't map all the missing art, or even all the ones it does address, into a valid art path, but it does get rid of many of the popups.

Now with v3 you also have to delete/comment out the dependencies part of the .modinfo file.

Spoiler :
-- add this line last in the section: <File md5="E80741F2DEB3EFC4E0DB0910A5134FCC" import="1">XML/GameInfo/map_missing.sql</File>
-- add this line last in the section: <UpdateDatabase>XML/GameInfo/map_missing.sql</UpdateDatabase>
UPDATE Civilizations SET IconAtlas = "EXPANSION_CIV_COLOR_ATLAS" WHERE IconAtlas = "WONDER_CIV_COLOR_ATLAS"; -- CivSymbolWhite32_DLC_WonderPack.dds Hittites, Summerians
UPDATE Civilizations SET AlphaIconAtlas = "EXPANSION_CIV_ALPHA_ATLAS" WHERE AlphaIconAtlas = "WONDER_CIV_ALPHA_ATLAS"; -- CivSymbolWhite32_DLC_WonderPack.dds
UPDATE Technologies SET IconAtlas = "EXPANSION_CIV_COLOR_ATLAS" WHERE IconAtlas = "TECH_ATLAS_DLC_03"; -- TechnologyAtlas64_Polynesia.dds
UPDATE Units SET IconAtlas = "UNIT_ATLAS_1" WHERE IconAtlas = "WONDER_UNIT_FLAG_ATLAS";
UPDATE Units SET UnitFlagAtlas = "UNIT_FLAT_ATLAS" WHERE UnitFlagAtlas = "WONDER_UNIT_FLAG_ATLAS";
UPDATE IconTextureAtlases SET Filename = "LeaderPortraits64_Expansion.dds" WHERE Filename = "LeaderPortraits64_DLC_04.dds"; -- Frisii (Harold/Denmark DLC)


I was planning on using AD as a dependency for RFRE, but I don't need any of the DLCs other than G&K since there is plenty enough art already without those DLCs. The above bit is so I can play around some without going :crazyeye:
 
I used the Harald artwork for the Frisii, including the leaderhead and it does fit IMHO. I think the uses all DLC/don't use DLC arguement is a valid one, but I do fall on the side of using it, as there's enough barriers to us "upstart modders" without having to reduce our resources because others don't have the required packs. I do think that at some point in the near future (possibly with BNW?) there'll be a standard pack that includes everything, so it will be easier from that point of view.
 
Thanks Big Bopper, I've corrected that - though not quite in the way you mentioned - both Antandrus and Antaradus need to be in the game - so I've added Antaradus to the city list.
My two cents :)

Antaradus was a real phoenician city:
http://en.wikipedia.org/wiki/Tartus#Phoenician_Antaradus

while Antandrus in the Troad might be assigned to trojans:
http://en.wikipedia.org/wiki/Antandrus#Foundation

"When Heav'n had overturn'd the Trojan state
And Priam's throne, by too severe a fate;
When ruin'd Troy became the Grecians' prey,
And Ilium's lofty tow'rs in ashes lay;
Warn'd by celestial omens, we retreat,
To seek in foreign lands a happier seat.
Near old Antandros, and at Ida's foot,
The timber of the sacred groves we cut,
And build our fleet; uncertain yet to find
What place the gods for our repose assign'd.
(Aeneid 3)
 
Ambrox, I'd love to hear your feedback on your maps in my mappack regarding civ and state placement.

Loaded up a game on your eastern med map by the way. It rocks! Very enjoyable, you've done a great job in pretty much every respect. It perfectly fits the Anno Domini mod.

You're most welcome, glad you enjoy it.
 
Teeny bug report re: the Illyrian Lembus. It currently seems to be neither a ranged nor melee naval unit. Can't attack cities with it, can't bombard nuffink either. Shame, with it properly set it will be one sweet piratical unit.

I'm looking forward to Brave New World coming out - Anno Domini will be updated to fit it. With the updates to trade amongst other things, I feel that a good trade victory can be worked out.

In terms of applying what happened in Civ III to this version: "We're not in Kansas any more" - by which I mean that the modding side of things is a completely different animal in both games. In Civ III, you could have a building dependent of having the appropriate resource within the city limits or have it dependent of merely possessing the resource (e.g. due to a trade from another civ). The former is available in Civ V, but as far as I'm aware, the latter isn't. This was the way the trade victory was implemented in Civ III. The other issue is that in Civ III, all the resources (yes, all 32 of them including strategic, luxury and bonus) were in every game. I understand that in Civ V, the system selects a number of luxuries dependent on the size of the world and number of civs playing. I could be wrong about this. However, if I set the trade victory up how I set it up in Civ III, there could be a situation where it was impossible due to not having the relevent resources.

I have thought about doing it as units as per the spaceship victory. However, with BNW round the corner, it may be best to tackle it when we have the new trade system in place.
Oh, so you're on the drip feed bandwagon too now eh? :mischief:

But seriously, thanks for those insights. Of course, as a player, I'm disappointed with your decision but it is a wise one.
 
Nevermind, I started playing a game that was not related to your mod and i got same crash but this time I actually got an error message:

FGXRenderer11:Present failed hr=DXGI_ERROR_DEVICE_REMOVED. Driver failure
 
Teeny bug report re: the Illyrian Lembus. It currently seems to be neither a ranged nor melee naval unit. Can't attack cities with it, can't bombard nuffink either. Shame, with it properly set it will be one sweet piratical unit.

Thanks for letting me know about this and I've corrected it ready for the next version. It can be corrected manually by opening units.xml in notepad, scrolling down to the first instance of lembus in the file and deleting this line....
<Range>2</Range>
...then saving units.xml, overwriting the file.

Incidentally, the Babylonian Bowman doesn't upgrade, another little error that I've now corrected. A manual fix is to go to the same units.xml file and scrolling down to the bottom where the <Unit_ClassUpgrades> is and add the following, then save and overwrite the file:
<Row>
<UnitType>UNIT_BABYLONIAN_BOWMAN</UnitType>
<UnitClassType>UNITCLASS_COMPOSITE_BOWMAN</UnitClassType>
</Row>
 
Some things I noticed:

1. It seems the Lembus also needs to lose PROMOTION_ONLY_DEFENSIVE, with it it can't perform melee attacks. Also it has promotions that are normally used for ranged naval units (Targeting I and Bombardment I). They will probably work for a melee naval unit, but it looks strange.

2. Do you check you database.log file? It shows some errors, including a serious one that makes your entire Policies.xml file not load. Also you seem to have included some interface XML files (and old-style unit art defines) in OnModActivated -> UpdateDatabase, which shouldn't be done, although it doesn't break the game.

3. The Victory Progress screen doesn't work.

4. After some turns of playing the game, I get notifications (looking like golden cups), about the civilizations that are best at science. What's the purpose of that?
 
@PawelS: Thanks for your comments.

01. Thanks; I'll delete that line from the Lembus.
02. I haven't checked the log; it does seem to be working fine. I have included some lines which may not need adding (according to some of the guides) but it didn't seem to work otherwise? Whether they really need to be added or not, it works ;).
03. The victory screen doesn't work as I have no science victory in there at the moment. Working on it - but maybe it'll be an Anno Domini: Brave New World update that'll see that working.
04. I know ;)!! I've seen that in other mods as well, but don't know why it appears. At least it's just once and not game-breaking.
 
Thanks for your answers. About the Policies.xml file - you should remove the <Row> and </Row> tags from the changes to the Tradition finisher (at the beginning of the file) - when you use <Update>, you don't need <Row>.

One more thing - you should disable the Ambush I promotion for melee units - there are no armored units in the game, so this promotion is useless. (It's best to remove this promotion from the UnitPromotions_UnitCombats table instead of deleting it, so this change won't break saved games.)
 
Thanks for your answers. About the Policies.xml file - you should remove the <Row> and </Row> tags from the changes to the Tradition finisher (at the beginning of the file) - when you use <Update>, you don't need <Row>.

One more thing - you should disable the Ambush I promotion for melee units - there are no armored units in the game, so this promotion is useless. (It's best to remove this promotion from the UnitPromotions_UnitCombats table instead of deleting it, so this change won't break saved games.)

Thanks. I would disable the Ambush I promotion but when I've messed around with the promotions before like that, it's caused the game to crash. Putmalk had a similar problem with them - that's the only reason I've left them alone.
 
I used the Harald artwork for the Frisii, including the leaderhead and it does fit IMHO.

My point using Harald was only to illustrate how the game tries to load files at (seemingly) inappropriate times. I doubt anyone would disagree that the performance of civ5 stinks, perhaps this is one of the things that could be coded better. Hopefully with BNW they will finally fix the main performance issues!


I think the uses all DLC/don't use DLC arguement is a valid one, but I do fall on the side of using it, as there's enough barriers to us "upstart modders" without having to reduce our resources because others don't have the required packs. I do think that at some point in the near future (possibly with BNW?) there'll be a standard pack that includes everything, so it will be easier from that point of view.

Yes, I used the same logic in planning on using AD as a dependency for RFRE, and it is from that perspective that not all of the art is necessary as many of the civs in AD are not alive still, are off map (eg Nubia), will just be city-states (Israel), or are mashed together. This is mostly for efficiency, otherwise there are simply too many civs about.


Zenobia should be the leader of Palmyra.
 
I just completed a game of this mod and I love it. My only feedback is that cash is a SERIOUS problem for the first 2/3rds of the game which is cool, but it may need about a 20% tweak or something.

I made a gigantic ancient med map based mostly on a mod called Hyper Europe and extended it all the way past india. It is mostly complete or at least play testable. I was only able to realistically place about 28 citystates and 22 civs. If you don't have a very good computer I wouldn't recommend messing with it, but I had a blast. I need more citystates so that I can place them around.... More in India, gaul, eastern russia, britania, etc... too many of them overlap in the middle east. If I could get those going I think it would be a fantastic scenario with real starting locations. I would like to put the max 41 citystates on the map.

I have never made a mod or posted anything before now so I'm just wondering if anyone is even interested before I go through the trouble of posting it.

Thanks alot for your fantastic work on this. Also, would you mind if I use this mod as a basis for a Rise of Rome scenario.... that is what the map was for.... that and an Alexander conquest.
 
I also found that the tech tree is expended well before the end of the game. I was finished around 250 Ad or something. Might want to slow it down, again by maybe 20%
 
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