SoAB
Chieftain
First of All, I'd like to apologize...
I know my tech support hasn't been great (down right ***** honestly) and I apologize. I was improving certain situations in my life and that's where my mind has been at as of late. I'm not trying to make excuse, if you put a mod out there you should support it. But I'm just saying where my priorities are at this time.
But that's not point of this post.
The point is that the final version of the AC mod has been realeased! This it! I'm done with it. Only thing wrong with it is that the civlopedia is incomplete... but it's not buggy.
You won't crash just by looking at. But I wanted to do an immersive/fan ficition world civilapedia kind of thing but that wasn't going to happen.
That's just way too much more work for one man operation at this juncture in time.
So this version of the mod:
http://forums.civfanatics.com/showthread.php?t=177346
It's obsolete! Don't even bother. I don't even have that version of the mod on my computer anymore.
But here are the links to the new mod files.
At Atomic Gamer:
ACMod files:
http://www.atomicgamer.com/file.php?id=72396
CivConquest file:
http://www.atomicgamer.com/file.php?id=72398
At Mediafire: (Use this if your connection is less reliable. The mod is broken up into 3 parts, each less than 100mb)
http://www.mediafire.com/?xjsmc9tpydi
http://www.mediafire.com/?ildrzsmjblm
http://www.mediafire.com/?m0ehpjgxhjj
I know my installation process isn't the smoothest but hopefully this will be simple.
There are 3 files that have to be downloaded. The first has the "ACMod8b" folder which has the Art and Text folder.
Now read closely... The Art/ Units folder is empty. All the terrain files and folders, biq files, text files and folders have their files except the Units folder.
Here's where the other two files come in: The other two files contain all the game's units files and folders in two seperate WinRAR packages. 60mb+ each. Just simply unzip (dump) those files into the Art/Unit folder. And that's it.
That's the complete ACMod8b Scenario. Don't forget to ACMod8b Conquest biq out of the file and put it in your Scenarios directory.
And I'll make this promise to everyone. I'll be here for tech support for the next two weeks. If there's any issue, problems questions, post it up and I'll help you out.
Because if my mod works perfectly with me and my crappy 5 year old comp, it should work for you.
--------------------------------
*I'm going to post up new pictures of the mod later today. So hold tight.
But you can use the old mod as a reference on what it looks like. But I promise you, it's a different feel.*
http://forums.civfanatics.com/attachment.php?attachmentid=152599&d=1178489618
http://forums.civfanatics.com/attachment.php?attachmentid=152602&d=1178489812
As for the new mod.... Forget everything about the old mod. Like I said, it's obsolete.
So this is it! The last and final AC mod of mine, the most balanced, the most thought out, the most entertaining version of the AC-civilization saga. I must admit, it was a fun love affair but it is one that must end. I hope yall enjoy it! Because I’m done.
The Ace Combat Mod, version 8!
Changes…
Where to start? First we start by throwing out everything you knew about the first two mods! This mod is both simpler and more complex at the same time (but it is simpler) so forget everything about the first 2 mods. Just let them go, they were inferior products!
A) The biggest change to the formula was the overhaul of the way the entire mod worked. I aimed for a competitive and more democratic mod…. In order to do that, I had to make a scenario map. That’s right, no more random generated maps! The actual and fictional AC territories are back and they have their own home turf.
Each of the 22 civilizations has 3 starter cities with high culture values. What’s so important about these home cities?
B) Cultural Ingenuity!
Each of these cities has a cultural resource- An ingenuity. A permanent strategic resource of which you can trade with other civs. And what’s so valuable about these ingenuities you say?
C) Arms Dealing!
Without these resources, you could not build certain types of units or wonders. Sick of Yuktobanian Mig-29s ruining your day? Make a ingenuity trade with the Verusans for some “Versuan Ingenuity” and build some Versuan F-2s- they’re defensive abilities are a bit tougher than the Mig’s offensive abilities so you should gain air superiority in no time.
Then again… the Yukes might decide to deploy their Su-27s…. Where the heck did they get Su-27s?
D) Strategic Production and Strategic Bombing.
That’s right. Autoproduced units are back but they even they can be stopped. Like the previous versions, exceptionally strong (and otherwise unbalanced and abuseable) units are produced from improvements. But unlike previous versions those buildings can be destroyed.
How?
Well the unit production improvements are built upon “home base” small wonders. For example, the “Versuan Flogger Tactics” (builds Mig-27 floggers) improvement requires first that the “Versuan Air Combat School” small wonder be built.
As a result, only one of these “Flogger Tactics” can be built per civilization. But at the same time your enemies can destroy the “Flogger Tactics” improvement and stop the auto production of Mig-27 attack aircraft… well until you rebuild the facility.
This “strategic bombing” increases the values of air strikes since you can deny the enemy continued use of a key unit. Not only are certain types of aircraft “built” under this system but powerful warships (Ageis Cruiser for ex.) are as well. Infact, the naval aspect of the game is heavily reliant of auto production…
E) Full Spectrum Warfare.
This mod breaks down combat into 3 areas each with it’s own unique style of operating… Land, Sea and Air.
Air units operate much the same way vanilla civ does- Aircraft (units) become obsolete with technology and must be upgraded to keep up. Unlike vanilla civ, aircraft tend to be much more powerful and useful. They are also privy to the arms tradings system since most types cannot be built without a corresponding cultural ingenuity.
Aircraft from certain cultures tend to have unique traits that separate themselves from the pack. For example, you want something high tech, expensive yet dominating. Buy Belkan. What cheap fighters that are good interceptors but can’t hold their own on a strike mission, buy Yuktobanian. You want something in the middle? Go Usean, Anean or Osean. They’re all have their own strengths and weakness, just read the civlopedia.
Sea Units don’t get upgraded or become obsolete for that matter. Infact the only buildable sea units will be frigates, light carriers and patrol submarines. So where’s the fun in that? The fun comes from the vast array of warships that can be built from your “home base” wonders. Build the “Light Shipyard Old World (OW)” and you’ll have access to build “Bars DDG (Destroyer) Dock” improvement. Later on in the game you’ll get access to Kirov cruiser and Kongo cruiser docks. Build the “Fleet HQ” small wonder and you’ll find yourself building super carriers and nuclear attack subs. The fun just continues.
But don’t procrastinate. Your opponents will want to build theses as much as you.
Ground Units work similar to the naval ones in that they don’t get obsolete or replaced. They stay useful from beginning to the game to the end. But ground combat has more going for them.
Ground units are more or less “class” units. They fulfill a certain role ingame and using a mixed and balanced force will be the key to success, especially since there are certain limitations to building units (explained later.)
Infantry and light tanks are you basic ground units. The infantry types differ from civ to civ but the generally the easiest to produce and the most flexible. They’re good on offensive and defense. Light tanks are the fastest land units and in the game and make good scouts where they’re outclassed by heavier units. However, they can’t hold ground, they are just incapable of doing so.
Amphibious tanks and APCs act like their infantry brethren in that the tanks are good for attack and the APCs hold ground. They’re a bit more expensive but unlike the MBTs and Mech Infantry of later eras they are the only amphibious units (besides auto produced helicopters) of the game.
Main Battle Tanks and Mech Infantry are the heavy hitters they’re expensive but well worth the price of men and material….
Did I just say these things cost population? Yes I did.
F) Population Costs.
All units cost population. Just a little something to add challenge to the scenario and to prevent the 1000 unit spams you can get at the end of the game. Every units is that more valuable since you can literally fight wars of attrition now, if you running low on “volunteers” I suggest you stick with training infantry since they cost 1 population. Armor, ships and aircraft costs 2 or 3 depending on the unit you’re building.
Think of the pop costs as the total amount of people (food and resources) needed to train, supply and maintain one battalion of “X” unit in the field and you’ll get the idea.
Unit pop costs also make strategic bombing that much more valuable since you can sap the enemy of the will (or the people) to fight.
G) Transportation systems
Roads have been overhauled in the scenario as well… infact there are just roads. They are no railroads (although the rail road graphic is used). I found that railroads were too cheap and too easy by all the parties using them. So now a civ has to rely on transport units to move large amounts of forces around quickly… better start building transport aircraft.
Still though, with the slowest units (infantry) moving with a speed of 3 moves per turns, don’t expect a trench war.
Oh yeah, each civilization has a unique way of dealing with their transportation problems just like they have super weapons or ingenuities…
F) Superweapons, Ace Squadrons, Transport Systems.
Civilizations have their own free tech “also named Ingenuity” that generally (there’s a few exceptions) corresponds with their cultural ingenuity.
These free techs (Belkan, Osean, Anean, Usean, Erusiean, Verusan and Yuktobanian) allow the construction of unique wonders….
For example, the Oceans (Aurelians, Lesapins and Ustians) can build a “Tactical Airlift Command” small wonder to auto produce C-1 Albatross transport planes to aid strategic mobility. Later they can build the “Wizard Squadron” Great wonder to gain auto produce ace fighter units and the “Arkbird Space Elevator” great wonder to produce the all mighty Arkbird super weapon.
About the great wonders though…. Only one nation can have them so you’d better be the first!
H) Final Notes and thoughts. There are a lot more subtle changes and nuisances that you just have to find out by playing the game. One word of advice, if you see a small wonder that can be built and you don’t know what it produces… build it. You won’t regret it later.
I know my tech support hasn't been great (down right ***** honestly) and I apologize. I was improving certain situations in my life and that's where my mind has been at as of late. I'm not trying to make excuse, if you put a mod out there you should support it. But I'm just saying where my priorities are at this time.
But that's not point of this post.
The point is that the final version of the AC mod has been realeased! This it! I'm done with it. Only thing wrong with it is that the civlopedia is incomplete... but it's not buggy.
You won't crash just by looking at. But I wanted to do an immersive/fan ficition world civilapedia kind of thing but that wasn't going to happen.
That's just way too much more work for one man operation at this juncture in time.
So this version of the mod:
http://forums.civfanatics.com/showthread.php?t=177346
It's obsolete! Don't even bother. I don't even have that version of the mod on my computer anymore.
But here are the links to the new mod files.
At Atomic Gamer:
ACMod files:
http://www.atomicgamer.com/file.php?id=72396
CivConquest file:
http://www.atomicgamer.com/file.php?id=72398
At Mediafire: (Use this if your connection is less reliable. The mod is broken up into 3 parts, each less than 100mb)
http://www.mediafire.com/?xjsmc9tpydi
http://www.mediafire.com/?ildrzsmjblm
http://www.mediafire.com/?m0ehpjgxhjj
I know my installation process isn't the smoothest but hopefully this will be simple.
There are 3 files that have to be downloaded. The first has the "ACMod8b" folder which has the Art and Text folder.
Now read closely... The Art/ Units folder is empty. All the terrain files and folders, biq files, text files and folders have their files except the Units folder.
Here's where the other two files come in: The other two files contain all the game's units files and folders in two seperate WinRAR packages. 60mb+ each. Just simply unzip (dump) those files into the Art/Unit folder. And that's it.
That's the complete ACMod8b Scenario. Don't forget to ACMod8b Conquest biq out of the file and put it in your Scenarios directory.
And I'll make this promise to everyone. I'll be here for tech support for the next two weeks. If there's any issue, problems questions, post it up and I'll help you out.
Because if my mod works perfectly with me and my crappy 5 year old comp, it should work for you.
--------------------------------
*I'm going to post up new pictures of the mod later today. So hold tight.
But you can use the old mod as a reference on what it looks like. But I promise you, it's a different feel.*
http://forums.civfanatics.com/attachment.php?attachmentid=152599&d=1178489618
http://forums.civfanatics.com/attachment.php?attachmentid=152602&d=1178489812
As for the new mod.... Forget everything about the old mod. Like I said, it's obsolete.
So this is it! The last and final AC mod of mine, the most balanced, the most thought out, the most entertaining version of the AC-civilization saga. I must admit, it was a fun love affair but it is one that must end. I hope yall enjoy it! Because I’m done.
The Ace Combat Mod, version 8!
Changes…
Where to start? First we start by throwing out everything you knew about the first two mods! This mod is both simpler and more complex at the same time (but it is simpler) so forget everything about the first 2 mods. Just let them go, they were inferior products!
A) The biggest change to the formula was the overhaul of the way the entire mod worked. I aimed for a competitive and more democratic mod…. In order to do that, I had to make a scenario map. That’s right, no more random generated maps! The actual and fictional AC territories are back and they have their own home turf.
Each of the 22 civilizations has 3 starter cities with high culture values. What’s so important about these home cities?
B) Cultural Ingenuity!
Each of these cities has a cultural resource- An ingenuity. A permanent strategic resource of which you can trade with other civs. And what’s so valuable about these ingenuities you say?
C) Arms Dealing!
Without these resources, you could not build certain types of units or wonders. Sick of Yuktobanian Mig-29s ruining your day? Make a ingenuity trade with the Verusans for some “Versuan Ingenuity” and build some Versuan F-2s- they’re defensive abilities are a bit tougher than the Mig’s offensive abilities so you should gain air superiority in no time.
Then again… the Yukes might decide to deploy their Su-27s…. Where the heck did they get Su-27s?
D) Strategic Production and Strategic Bombing.
That’s right. Autoproduced units are back but they even they can be stopped. Like the previous versions, exceptionally strong (and otherwise unbalanced and abuseable) units are produced from improvements. But unlike previous versions those buildings can be destroyed.
How?
Well the unit production improvements are built upon “home base” small wonders. For example, the “Versuan Flogger Tactics” (builds Mig-27 floggers) improvement requires first that the “Versuan Air Combat School” small wonder be built.
As a result, only one of these “Flogger Tactics” can be built per civilization. But at the same time your enemies can destroy the “Flogger Tactics” improvement and stop the auto production of Mig-27 attack aircraft… well until you rebuild the facility.
This “strategic bombing” increases the values of air strikes since you can deny the enemy continued use of a key unit. Not only are certain types of aircraft “built” under this system but powerful warships (Ageis Cruiser for ex.) are as well. Infact, the naval aspect of the game is heavily reliant of auto production…
E) Full Spectrum Warfare.
This mod breaks down combat into 3 areas each with it’s own unique style of operating… Land, Sea and Air.
Air units operate much the same way vanilla civ does- Aircraft (units) become obsolete with technology and must be upgraded to keep up. Unlike vanilla civ, aircraft tend to be much more powerful and useful. They are also privy to the arms tradings system since most types cannot be built without a corresponding cultural ingenuity.
Aircraft from certain cultures tend to have unique traits that separate themselves from the pack. For example, you want something high tech, expensive yet dominating. Buy Belkan. What cheap fighters that are good interceptors but can’t hold their own on a strike mission, buy Yuktobanian. You want something in the middle? Go Usean, Anean or Osean. They’re all have their own strengths and weakness, just read the civlopedia.
Sea Units don’t get upgraded or become obsolete for that matter. Infact the only buildable sea units will be frigates, light carriers and patrol submarines. So where’s the fun in that? The fun comes from the vast array of warships that can be built from your “home base” wonders. Build the “Light Shipyard Old World (OW)” and you’ll have access to build “Bars DDG (Destroyer) Dock” improvement. Later on in the game you’ll get access to Kirov cruiser and Kongo cruiser docks. Build the “Fleet HQ” small wonder and you’ll find yourself building super carriers and nuclear attack subs. The fun just continues.
But don’t procrastinate. Your opponents will want to build theses as much as you.
Ground Units work similar to the naval ones in that they don’t get obsolete or replaced. They stay useful from beginning to the game to the end. But ground combat has more going for them.
Ground units are more or less “class” units. They fulfill a certain role ingame and using a mixed and balanced force will be the key to success, especially since there are certain limitations to building units (explained later.)
Infantry and light tanks are you basic ground units. The infantry types differ from civ to civ but the generally the easiest to produce and the most flexible. They’re good on offensive and defense. Light tanks are the fastest land units and in the game and make good scouts where they’re outclassed by heavier units. However, they can’t hold ground, they are just incapable of doing so.
Amphibious tanks and APCs act like their infantry brethren in that the tanks are good for attack and the APCs hold ground. They’re a bit more expensive but unlike the MBTs and Mech Infantry of later eras they are the only amphibious units (besides auto produced helicopters) of the game.
Main Battle Tanks and Mech Infantry are the heavy hitters they’re expensive but well worth the price of men and material….
Did I just say these things cost population? Yes I did.
F) Population Costs.
All units cost population. Just a little something to add challenge to the scenario and to prevent the 1000 unit spams you can get at the end of the game. Every units is that more valuable since you can literally fight wars of attrition now, if you running low on “volunteers” I suggest you stick with training infantry since they cost 1 population. Armor, ships and aircraft costs 2 or 3 depending on the unit you’re building.
Think of the pop costs as the total amount of people (food and resources) needed to train, supply and maintain one battalion of “X” unit in the field and you’ll get the idea.
Unit pop costs also make strategic bombing that much more valuable since you can sap the enemy of the will (or the people) to fight.
G) Transportation systems
Roads have been overhauled in the scenario as well… infact there are just roads. They are no railroads (although the rail road graphic is used). I found that railroads were too cheap and too easy by all the parties using them. So now a civ has to rely on transport units to move large amounts of forces around quickly… better start building transport aircraft.
Still though, with the slowest units (infantry) moving with a speed of 3 moves per turns, don’t expect a trench war.
Oh yeah, each civilization has a unique way of dealing with their transportation problems just like they have super weapons or ingenuities…
F) Superweapons, Ace Squadrons, Transport Systems.
Civilizations have their own free tech “also named Ingenuity” that generally (there’s a few exceptions) corresponds with their cultural ingenuity.
These free techs (Belkan, Osean, Anean, Usean, Erusiean, Verusan and Yuktobanian) allow the construction of unique wonders….
For example, the Oceans (Aurelians, Lesapins and Ustians) can build a “Tactical Airlift Command” small wonder to auto produce C-1 Albatross transport planes to aid strategic mobility. Later they can build the “Wizard Squadron” Great wonder to gain auto produce ace fighter units and the “Arkbird Space Elevator” great wonder to produce the all mighty Arkbird super weapon.
About the great wonders though…. Only one nation can have them so you’d better be the first!
H) Final Notes and thoughts. There are a lot more subtle changes and nuisances that you just have to find out by playing the game. One word of advice, if you see a small wonder that can be built and you don’t know what it produces… build it. You won’t regret it later.