Un Autre Monde: Armies on March

Rajul

Warlord
Joined
May 16, 2013
Messages
102
Location
France

Download on CivFanatics:here
Download on Steam:here


Hi everyone!Today I am very proud to announce the release of the third installment of my mod Un Autre Monde (UAM), called Armies on march. It brings to the table amazing things that I'm sure you were dreaming of: Stacks for marching armies, a better AI, enhanced religious believes and many other great additions!

As always with UAM, these changes come with those of the previous installments, so if you are new to UAM, please read UAM:Before And After Science and UAM:Growth And Happiness thread to see all the changes introduced previously!

So here we go!

Stacks for marching units:

In Armies on march, you (and the AI) can create stacks to easily move your amy. How does it work? On the left command panel, click on the flag icon to create a new stack or to join the one which is on the unit's tile. Units in a same stack have a leader (with its name written in orange) and you only have to command this leader to move all the stack. When arrived to your destination, click on the “Deploy Army” button which will deploy units accordingly to the 1 unit per tile rule. Units in a stack can't attack and the leader will receive damage as usual.

A Better AI:

Many improvements have been done to the AI, you can see the whole list in the feature list below.
Some highlights are for example that ranged units can now move and shoot or attack twice if they have the corresponding promotion; they will also no longer attack 0/1 HP left cities. AI will also now use its specialists a lot better, including planting academies.Furthermore, AI is now more willing to keep conquered cities and will not raze cities gained in a peace deal; it is also more reckless, only retreating when outnumbered by twice...

Religion:

Firstly, many believes have been improved, which will make the choice between them more interesting.
In addition to this you can now declare your faith to be the one of a chosen people, which will prevent it to pressure on foreign cities but will also give a pressure bonus on your own cities.
Finally, some changes to reformation believes:Converting barbarians now cost one conversion; jesuit education and to the glory of gods only work for the founder.

Miscellaneous:

To balance defense over attack and ranged units over melee one, ranged units and cities have now a 25% penalty when they are shooting on non adjacent units (but not on cities) .
Otherwise, you can now hurry up production in annexed cities by sacrifying some population.
A New Peace deal has been added: Transfer technology, which will give you 25% of the difference between your science output and your ennemy's one.
You can no longer ask original cities in peace deal.
Finally, opening honor now gives you 1 free archer.


Complete Features List:
Spoiler :

Stacks:

-Stacks for marching armies implemented (Human Player and AI)

AI:

-Ranged units can now move and shoot;
-Ranged Units will shoot more often;
-Ranged Units will no longer shoot on cities with no HP left;
-Units can attack several times according to promotions (ex: chu-ko-nu);
-Units should be better at embarking in safe conditions;
-Units are now retreating only when outnumbered by twice;
-Units have a better aknowledgment of danger;
-Units should be better to consider when it is better to move to safety or to heal;
-Fixed a bug preventing units to heal during tactical phase;
-Many improvements to how armies move, due to new rules;
-Should be a little better at upgrading/disbanding units;
-Will now plant academies before Industrial era;
-Will now save artists, musicians, writers until a slot is available;
-Will now disband useless archaeologists;
-Can now send Revolutionary Heroes in enemy's territory;
-Will no longer have wars with multiple city-states;
-More willing to keep conquered cities;
-Will no longer accept cities in peace deal to raze them just after;
-Changed values of defines for Ideologies in order to make them better distributed;
-Many other changed values in AIDefines.


Religion:

-Faith of the Chosen People mechanism implemented;
-Converting barbarians with Heathen Conversion now costs 1 conversion;
-Jesuit education and To the glory of Gods now only benefit the founder;
-Secret sect has now a more powerful pressure which will be displayed;
-Inquisitors can now act twice;

-Fertility Rites is now +25%;
-Ancestor Worship now grants +2 Gold (in addition to culture);
-Goddess of Love has now a min population of 4;
-God of Craftsmen now provides + 2 Production for a min population of 4;
-God-King now also provides +1 Food;
-Messenger of the god is now +3 Science;
-Monument to the Gods is now +25%;
-World Church is now +1 Culture per 2 foreign followers;
-Peace Loving is now +1Happiness per 6 foreign followers at peace;
-Tithe is now +5 Gold per followers;
-Interfaith dialogue is now 12 Science per other religion follower converted;
-Papal Primacy now grants a 30 influence floor to city-states;
-Initiation Rites is now +200 Gold for a first conversion;
-Religious art is now +8 Culture and +10 Tourism;
-Choral Music is now +3 Culture with a min followers of 7;
-Religious community has now a 20% modifier maximum;
-Guruship grants now +4 Production;
-Liturgical drama now grants + 2 Faith;
-Reliquary now grants 100 Faith;
-Church Property is now + 2 Gold per following city;
-Desert Folklore no longer gives faith on flood plains.

Miscellaneous:

-Ranged units and cities have now a 25% penalty when shooting on non adjacent units;
-You can sacrify population in annexed cities in order to hurry up a construction;
-New Peace Deal: Transfer Technology, giving to the winner 25% of the difference in science output between him and the loser;
-You can no longer ask original cities in peace deal;
-Opening honor now gives you 1 free archer;
-Great Temple, Indian Company and Heroic Epic now have respectively 1Music,1 Art and 1Music Slot;
-Dynamic Culture Overview mod by Kite integrated.


I hope you will enjoy this mod as much as I do, and please report any bug you encounter.
Thank You!

THIS MOD IS A DLL-MOD, thus incompatible with any other DLL-MOD. It also changes many UI files, so please consider this when trying to play it with other elaborate mods.
 
Interesting mechanisms there :)

I've not tested your mod yet, but I'm curious, you're using Lua only for your stacking movements or that's a part of the DLL changes ?
 
okay, so I assume it's a real "leader" with other units following and 1 UPT temporary disabled, not a simple "container" to transport the units from A to B... I do understand that must have required a lot of changes, yes :)
 
Maybe your Mod need CivV ver. 1.0.3.279 ?

Yes I think it's mandatory.

Can you give me informations about your game when it crashed? Was it during your turn/MajorCiv Turn/Minors Turn? Did you have an active stack? Thanks!
 
Hotfix:

- Fixed a CTD bug with army's leader dying;
- Fixed a bug with general freezing army's stacks;

- AI should be better at scrapping and upgrading its units;
- AI should be better at purchasing things with faith;
- AI will now avoid to attack with embarked land units;

- Rewrote code for ranged attacks;

-Pathfinder: movemement will no longer be canceled if a unit is on the final destination, until it is reached this turn.

Enjoy!


EDIT: file not updated on Steam at the moment.
EDIT2: now available on Steam
 
Hi everyone, here is a new update for UAM: Armies on March!
In this version you will find new buildings related to the governance system. You will also find out improved policies, especially for the honor and exploration trees.
Another highmark from this update is the integration of some Whoward69 fixes.

---- Buildings:

Senate

Governance: Republic
Effect:+100 Golden Age points everytime you fulfill a claim.
Note: National Wonder

Citizen's assembly

Governance: League
Effect: Remove the culture penalty of the city.
Note: Cost increasing with the number of cities.​

Summer Palace

Governance: Monarchy
Effect: Applies the benefits granted to the capital by Religion And Social Policies to this city.
Note: National Wonder​

Fortified Camp

Goverance: Empire
Effect: + 10 to the maximum Revolution Risk.​

Fief

Governance: Feudal Monarchy
Effect : +25% when building melee and gun units. Increases defense of the city.​

Viceroy's Palace

Governance: Colonial Empire
Effect: Civilian unit are 50% cheaper.
Note: Needs to be built on other continents and not in a 10-tile range of another palace.

Local Parliament

Governance: Federal Republic
Effect: Happiness from claim range moved to -3/+3​

Party's Bureau

Governance: Popular Republic
Effect: Unhappiness from city's population capped at 24
Note:National Wonder​


---- New Policies effects
I will let you find them out.;)


---- Whoward69's snippets:
MOD_BUGFIX_FREE_FOOD_BUILDING
MOD_AI_SECONDARY_WORKERS
MOD_AI_SECONDARY_SETTLERS
MOD_BUGFIX_CITY_STACKING
MOD_GLOBAL_SUBS_UNDER_ICE_IMMUNITY
MOD_GLOBAL_LOCAL_GENERALS
MOD_BUILDINGS_NW_EXCLUDE_RAZING
MOD_GLOBAL_CS_LIBERATE_AFTER_BUYOUT
MOD_BUGFIX_REMOVE_GHOST_ROUTES
MOD_BUGFIX_INTERCEPTOR_STRENGTH
MOD_BUGFIX_TRADE_ROUTES_EMBARK_ALL_WATER
MOD_BUGFIX_MOVE_AFTER_PURCHASE
MOD_GLOBAL_CITY_FOREST_BONUS


----Miscellaneous
- Science from tourism dominance doubled.


Enjoy!
 
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