Final Fixes Reborn

It would be all ranged/siege units.
 
The Mechanos are kind of annoying that way. The Adeptus Mechanicus from WH40K teleport to Erebus, complete with Machine Spirits, hire Lenora from Rise of Legends to fly their airships, and then proceed to build an atheist society in the middle of a setting complete with actual archangels ruling the civilization next door. They don't use magic, except in their magical nuclear reactors, so they're basically completely cut off from every aspect of the lore.

IMHO they could use a rewrite and full merge with the Dural and the Luchuirp to make one cohesive art-and-machinery golem-using civilization, merging Feris and Karrlson and Lenora into one "you're down the wrong path but okay" hero somewhere at the end of the naval line, keeping Barnaxus, and replacing Goliath with upgrades for Barnaxus, but short of that it'd be better to just give them unique variants of the Mage Guild and the Catacomb Libralus. Temple of Intricacy for the guild, replacing the arcane unit training with siege unit training and a small production bonus, and the Codex Instrumentum for the Catacomb, replacing the culture bonuses with production bonuses. Something like that.
 
+1 +1 +1 (just to have 6 char)
 
A "faute d'orthographe" bug in the french version : the game says "Colinnes de Kelle" instead of "Collines de Kelle"
 
I'm trying out the latest patch and there are a number of display issues that I've not experienced before:

- The mana display bar doesn't show any resource icons.
- The mana display bar stays on top of all screens (such as the city screen)
- Other random icons missing from city screen
- In hovering descriptions, the offset for buildings/units is such that the building/unit name overlaps with the string preceding it.

See attached.

[ FIXED ]

Followed the install instructions ;) I wasn't the original release steam version.
 

Attachments

  • AoE Display Issues 14-11.jpg
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Some general ideas/comments (after a few half-finished SP games, mainly as the Mechanos):
1) This would of course be an optional setting, but it might be nice to have an option to have certain civs start with lore-appropriate religions i.e.
Sheaim - AV
Bannor - Order
Ljosalfar - FoL
Svartalfar - CoE
Malakim - Empyrean
Illians - White Hand
Khazad - Runes of Kilmorph

2) The Mechanos probably shouldn't have access to Arcane Barges or Druids (which they currently do). Additionally, maybe they could be able to build refineries on top of unique improvements and other 'typed' mana nodes.

3) The unit/tech trees could be expanded somewhat. Currently, it's possible to complete the entire tech tree by 2/3rds of the turn limit, and possibly it might be an idea for the late-game units to see armies shift from medieval to 'pike and shot' style forces. In particular:
-More diversity/utility for cavalry units; playing as the Mechanos there was almost zero use for mounted troops once Blasting Powder was researched, as Dragoons have under half the combat strength of Musketman and Knights are limited but still have less strength. Also, buffing mounted units would make it a good idea to add spearman/pikeman units.
-Gunpowder units should probably require a specialised 'Gunsmith' building (in keeping with the special buildings required for other units). Additionally, gunpowder units could be moved into a separate unit category from archery units
-A use for multiple resources; having each Copper/Iron/Mithril resource improve melee unit production, each Horses resource improve mounted unit production, each Gunpowder resource improve gunpowder unit production etc.

4) Some new Victory type ideas:
-Good/Diplomatic ('Mandate of Heaven'?): Essentially, this would work like the vanilla UN victory, by winning an election while all civs are members of the Overcouncil (by extension, getting this victory would require removing all Evil civs).
-Neutral/Scientific ('Revolution'/'Age of Enlightenment'): I'm not exactly sure what should be required here, but the basic principle is starting an Industrial Revolution (or possibly something similar to the French Revolution).
-New Age of Ice: This is just for the Illians; complete the Ascension ritual and cover a certain percentage of the world in Arctic terrain.

5) The government civics could be made more diverse/specialized; currently I almost never see the AI shift away from City-States.
 
Holy Cow! It took forever to get my account info back.:eek:

O.K.. Now that I can finally post again, I would just like to say thank you for your hard work Ronkhar. This is my favorite Civ4 mod and I play the hell out of it. AoE(Rise) is one of my top three games that are always installed on my system. The work you do on this modmod means a lot to me and I'm sure many other people as well.

Thank You very much for your time!:goodjob:
 
Pardon me, i cannot seem to get AOE 14.11 or the SVN versions to work. What i did was to set all 3 steam games (Civ 4 base, BTS, and Warlords) to the beta (original release version). Then extract the mod archive to the Civ4 bts mods directory. i use the launcher, and attempt to open the game to the main menu and it does not work. I am able to play the base game just fine.
 
Mhmmmmnyargh (still asleep here :p)
If you open the launcher, "Rife Tools", "Change RifE path", do you see something like
C:\the steam path\Civilization 4\Beyond the Sword\Mods\Ashes of Erebus?

To clarify, when you click "launch AoE", nothing happens, that's it?

That makes me realize there are several RifE and Rise from Erebus I did not change to AoE and Ashes of Erebus. (it's only visual but still)
 
Mhmmmmnyargh (still asleep here :p)
If you open the launcher, "Rife Tools", "Change RifE path", do you see something like
C:\the steam path\Civilization 4\Beyond the Sword\Mods\Ashes of Erebus?
Yes, it's current path is set to the Install directory of my Mods folder in BTS (B:\Steam Library\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Mods\Ashes of Erebus)
[/QUOTE]
To clarify, when you click "launch AoE", nothing happens, that's it?
Correct. the launcher closes and nothing else happens. Though i do see some small info window appear for a split second. I'm afraid it's not open long enough for me to read it.

Am i not supposed to have the base game and warlords also set to the original release version?
 
Ok.
You did not install the mod in the right folder.
There should be a "Beyond the sword" folder inside the civ4 folder
On your computer, it should be
B:\Steam Library\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods\Ashes of Erebus
 
Ok.
You did not install the mod in the right folder.
There should be a "Beyond the sword" folder inside the civ4 folder
On your computer, it should be
B:\Steam Library\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods\Ashes of Erebus

I know that's how it was originally distributed on disk, but on steam, it's listed as three different games, ergo it has three different game folders. Should i just "obtain" a version of the disk version then? Or is there a way to fix the steam version.
Here's a picture as proof of what i'm saying.
http://imgur.com/dOLzOTl
 
I "think" Civ4 and Civ4 Warlords are useless.
Can you show a printscreen of inside the Sid Meier's Civilization IV Beyond the Sword folder?
Every steam player I discussed with had the BTS folder inside, as I told you in my previous message.
B:\Steam Library\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods\Ashes of Erebus
If it isn't there, then it means either a problem on your computer, or a third type of installation I never heard about.

off-topic: I like your list of games.
 
Small note about the mekara in the new build. I usually play what I think is called the advanced startup where you use a predetermined amount of gold to purchase your starting city, units, etc.

This seemed to balance ai initial advantages when playing on higher difficulties vs the ai. Well the mekara worker replacement the familiar only costs 4 gold vs the usual workers 75 gold value. Defying my initial statement for this particular race. The familiar is inferior to the worker, but not quite that inferior when you can field 18 to 1 of them.
 
I "think" Civ4 and Civ4 Warlords are useless.
Can you show a printscreen of inside the Sid Meier's Civilization IV Beyond the Sword folder?
Every steam player I discussed with had the BTS folder inside, as I told you in my previous message.

If it isn't there, then it means either a problem on your computer, or a third type of installation I never heard about.

off-topic: I like your list of games.

Oopsies, i had it in the Civ 4 BTS/Mods folder, not the Civ4 bts/bts/mods folder, my apologies. Oddly enough trying to launch it from the shortcut gives me a steam application error 5. However, loading BTS and loading the mod manually does work, is there any reason to not do this? Many thanks for the help though mate, i really appreciate it.

off-topic: Thanks! Though that's not all my games lol, Here's how many i have... http://i.imgur.com/aJi5imf.png I've spent more than i care to admit on steam games.
 
@Ronkhar:

I saw your latest update on the first page of this thread, so we know there won't be an update for a while, which is no problem, still enjoying the mod. Just glad to see that you still plan on developing the mod.

I had a few suggestions, including names and quotes for the Healers, if you're interested. For now I'll just post one suggestion, since I don't want to take up space or people's time unnecessarily.

Overcouncil/Undercouncil Support

Just as the Republic civic has a separate counter for elections to give you new Traits, I think it might be a nice idea to have separate counters (i.e., separate from the regular event counter) for the events where the Overcouncil and Undercouncil offer support to your empire. It would help make membership of the councils somewhat more significant than it is now.

I would also suggest that the Overcouncil's support be more frequent than that of the Undercouncil. I don't know how other players feel, but I've always thought that Undercouncil membership is often more beneficial than Overcouncil membership. Many of the Overcouncil's resolutions are ones that limit you, e.g., by outlawing the use of certain kinds of mana, or forcing you to adopt civics you don’t want. Undercouncil membership, by contrast, gets you Smuggler's Ports, Slaves, and cheaper Gambling Houses. So having more frequent support from the Overcouncil would help balance that, I think.

I originally proposed a frequency of 20 turns for the Overcouncil and 40 for the Undercouncil, but that might be too much. Maybe 50 for the Undercouncil and 25 or 30 for the Overcouncil?
 
Hi guys not sure if this is where I should post but I noticed some errors in my last game of Ashes while playing the standard version 14.11.

First the Unique Roc hero doesn't have the Flying promotion.

Second the Ring of Carcer didn't do anything when my Lvl 15 Dwarven Shadow entered.
 
@Ronkhar:

I saw your latest update on the first page of this thread, so we know there won't be an update for a while, which is no problem, still enjoying the mod. Just glad to see that you still plan on developing the mod.

I had a few suggestions, including names and quotes for the Healers, if you're interested. For now I'll just post one suggestion, since I don't want to take up space or people's time unnecessarily.

Overcouncil/Undercouncil Support

Just as the Republic civic has a separate counter for elections to give you new Traits, I think it might be a nice idea to have separate counters (i.e., separate from the regular event counter) for the events where the Overcouncil and Undercouncil offer support to your empire. It would help make membership of the councils somewhat more significant than it is now.

I would also suggest that the Overcouncil's support be more frequent than that of the Undercouncil. I don't know how other players feel, but I've always thought that Undercouncil membership is often more beneficial than Overcouncil membership. Many of the Overcouncil's resolutions are ones that limit you, e.g., by outlawing the use of certain kinds of mana, or forcing you to adopt civics you don’t want. Undercouncil membership, by contrast, gets you Smuggler's Ports, Slaves, and cheaper Gambling Houses. So having more frequent support from the Overcouncil would help balance that, I think.

I originally proposed a frequency of 20 turns for the Overcouncil and 40 for the Undercouncil, but that might be too much. Maybe 50 for the Undercouncil and 25 or 30 for the Overcouncil?

There are still updates in the svn, i've been fixing a few things the last three weeks.
I can review your suggestions if you want. Overcouncil and Undercouncil do need some overhaul, not sure what yet. I'll keep that idea in mind



Hi guys not sure if this is where I should post but I noticed some errors in my last game of Ashes while playing the standard version 14.11.

First the Unique Roc hero doesn't have the Flying promotion.

Second the Ring of Carcer didn't do anything when my Lvl 15 Dwarven Shadow entered.
I'll check those tonight.
 
I found a bug, dunno if it's known.

I tried to upgrade 3 slaves at once to Battle Slugas when I was the mekara alliance. The game froze, gave me three rows of battle slugas in the city (on a 1900-1080 screen, dunno how many it was, didn't count), and then crashed.

Guessing there's an infinite loop somewhere.
 
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