[BtS] Ancient Warfare

m9x

Warlord
Joined
Jul 27, 2007
Messages
169
The message you have entered is too short. Please lengthen your message to at least 5 characters.
 

Attachments

  • Civ4ScreenShot0000.JPG
    Civ4ScreenShot0000.JPG
    220.8 KB · Views: 354
  • Civ4ScreenShot0001.JPG
    Civ4ScreenShot0001.JPG
    286.6 KB · Views: 506
  • Civ4ScreenShot0002.JPG
    Civ4ScreenShot0002.JPG
    276.9 KB · Views: 350
  • Civ4ScreenShot0005.JPG
    Civ4ScreenShot0005.JPG
    214.3 KB · Views: 357
  • Civ4ScreenShot0004.JPG
    Civ4ScreenShot0004.JPG
    304.1 KB · Views: 292
  • Civ4ScreenShot0003.JPG
    Civ4ScreenShot0003.JPG
    223.6 KB · Views: 304
  • Civ4ScreenShot0006.JPG
    Civ4ScreenShot0006.JPG
    194.3 KB · Views: 313
  • Civ4ScreenShot0007.JPG
    Civ4ScreenShot0007.JPG
    255.4 KB · Views: 264
  • Civ4ScreenShot0008.JPG
    Civ4ScreenShot0008.JPG
    123.1 KB · Views: 233
  • Civ4ScreenShot0009.JPG
    Civ4ScreenShot0009.JPG
    154.1 KB · Views: 321
Reserved for updates

Currently working on: Improving historically accurate mod and testing the "From Scratch" version
 
It's taking a little longer than I anticipated, sorry ;) Should have been 40 minutes but now 60 is more likely.

Edit: Ah, there we go.

Edit 2: Ok after a while of playing I've discovered something that I need to change I believe.

Some civs make colonies and you have e.g. Chinese popping up in Italy.

That might be good that it adds some dynamic but it's nowhere near appropriate. I'll release a quick patch and upload it fully afterwards as soon as I changed this.
 
If you're still patching (or for v. 1.1) you might edit some city names:

- Cadiz = Gades (Punic/Phoenician/Carthaginian colony; Cádiz is the Spanish name)
- Argos Orestikon = Pella (historical capital of Macedon)
- Atria = Adria (=> Adriatic Sea; Atria may be Italian, I'm not sure)
- Pannonia = Noreia (the 1st is a region, the 2nd a settlement).

BTW, I like it you used Rhye's Ptolemaic World-map!
 
Ok, I will do that - I'm sorry for the delay but I had to get some sleep. I'll finish this & test it right now. Thanks for the suggestions by the way!! I will change the names you mentioned, however, they are meant to be in the language of the civilization that owns them. This has to do with city flipping & names changing in the scripts. So that's why for example Gadir is not called Gades (the former is the Phoenician name).

I think I've cornered the colony bug now by removing the horrendous cost of those cities themselves. It only matters for the Greek Colonies anyway and I don't want them to be crippled financially so I've removed the impact of colonies.

I'll have it ready asap.
 
So I'm already working on 1.2. It's using a neat little script now which founds Zoroastrianism as soon as Persia (human or AI) founds Persepolis (=Parsa). That adds a bit to the overall picture because the holy city will now be Persian instead of nothing (Zoroaster was born in Iran after all).

I've played a bit more, too, and it's really fluent & basically works. Only I'm puzzled about Christianity being founded 6 turns in without exception, I'll see if I can find out about that and then I'll upload the new version.

Also another thing I'd like an opinion on; do you think I should have certain civilizations be at war with others from the beginning in favour of historical accuracy? I.e. the Babylonians would be at war with Judah from turn 1 basically. The problem here is that Judah, in my plays, was destroyed in less than 5 turns. I feel like the outcomes should be much more balanced and open-ended.
 
Nice mod, m9x.

A quick comment: I've just started a game as the Romans and I've got a weird neighbour ruler: Isabel la Católica, almighty ruler of the Etrurian! :crazyeye:
 
Cheers :D Heh, about that, I figured Isabella wouldn't be that horrible for Etruria, however, in the new version that I'll upload soon, I've made Etruria a minor nation for the sake of the Romans should they be played by the AI.

When Etruria was a regular civ, the Romans didn't seem to want to attack them at all (which they should).

First drastic bug found! :D When the Barbarian Invasions take place (they spawn over a period of certain rounds at numerous locations), at one point when they are meant to become more powerful, they spawn as Marines. I'll fix it tomorrow (it's 3am here).

Other than that, I like it a lot. I know this sounds weird since it's my own mod but yea I'm loving it now.

Here's a screenshot, about 130 turns in. Parthia has spawned and seized some territories from Persia, which by now they have retaken. The Greco-Persian wars in that form never took place - at least not yet because they didn't dare to attack me, even with close borders. I've got a very good relation with Rome which can only pay, although Carthage had sacked their capital in the first Punic wars lol. :D They got it back now.
 

Attachments

  • Civ4ScreenShot0000.JPG
    Civ4ScreenShot0000.JPG
    331.6 KB · Views: 200
Wow! Missed a few posts there...

So I'm already working on 1.2. It's using a neat little script now which founds Zoroastrianism as soon as Persia (human or AI) founds Persepolis (=Parsa). That adds a bit to the overall picture because the holy city will now be Persian instead of nothing (Zoroaster was born in Iran after all).

I've played a bit more, too, and it's really fluent & basically works. Only I'm puzzled about Christianity being founded 6 turns in without exception, I'll see if I can find out about that and then I'll upload the new version.

Also another thing I'd like an opinion on; do you think I should have certain civilizations be at war with others from the beginning in favour of historical accuracy? I.e. the Babylonians would be at war with Judah from turn 1 basically. The problem here is that Judah, in my plays, was destroyed in less than 5 turns. I feel like the outcomes should be much more balanced and open-ended.

Pre-set wars might be OK.

The destruction of Juda seems accurate enough. (But perhaps you can split Israel in a regular and a minor civ; just a thought.);)

Cheers :D Heh, about that, I figured Isabella wouldn't be that horrible for Etruria, however, in the new version that I'll upload soon, I've made Etruria a minor nation for the sake of the Romans should they be played by the AI.

When Etruria was a regular civ, the Romans didn't seem to want to attack them at all (which they should).

First drastic bug found! :D When the Barbarian Invasions take place (they spawn over a period of certain rounds at numerous locations), at one point when they are meant to become more powerful, they spawn as Marines. I'll fix it tomorrow (it's 3am here).

Other than that, I like it a lot. I know this sounds weird since it's my own mod but yea I'm loving it now.

Here's a screenshot, about 130 turns in. Parthia has spawned and seized some territories from Persia, which by now they have retaken. The Greco-Persian wars in that form never took place - at least not yet because they didn't dare to attack me, even with close borders. I've got a very good relation with Rome which can only pay, although Carthage had sacked their capital in the first Punic wars lol. :D They got it back now.

Making Etruria a minor civ should do fine (did the same in 600 BC for BtS) as it also takes care of Isabella in a way (although you might put in a male LH).

The Greco-Persian wars were actually Persian Wars (Persia started, the Greeks finished).

And from your screenshot (and comment) I gather the Romans are a bit underpowered (historically they rebuilt every single legion they lost until the Augustan era; the same with fleets).

Sorry about the bugs - hope you can fix 'em! (Patiently waiting for v. 1.2...):crazyeye:
 
Thank you, and don't be sorry for making great suggestions, that's what I'm looking for! Indeed Rome seems underpowered I will have to look into that. I hope it's only because I blocked their advance with closed borders.

About Judah, in my game on the screenshot it actually turned out to coexist with Persia for whatever reason, guess they didn't want to attack them. I'll see how they behave in another test run and then upload a new version :)

Oh almost forgot I'm thinking about doing a version of the mod with just the basic scripts (i.e. religions being founded at specific dates). That way the AIs may fight against each other at their own decision and not scripted events like Persia overthrowing Babylonia. I think I'll release a separate patch for this with the new version.

Another edit: This is my last update for a while, it's working fine as far as I can see, and I've really got to get to finish other stuff unrelated to Civ ;) I'm not leaving though.
 
I take it v. 1.4 is some time in the future then - downloading!;)

P.S. Almost forgot: don't forget to post in the New/Updated Files thread! Oh yeah: if you use the DL Database to link the file(s), you'll get more attention as well.
 
Some in-game feedback: I tried the Romans on Warlords level (which is way too easy, but can't tell how an AI Rome would do).

I suggest preplacing the following:
- the Amun-Ra Holy City (in Egypt, which should start with Amun-Ra as State Religion; this way it doesn't get founded just anywhere on the map)*
- the Pyramids (built before 2000 BC in Egypt)
- Stonehenge (in England? or Alesia; alternatively you might add the Celtic city of Korbilon - somewhere on the coast near modern Nantes - which was a holy place).

Another suggestion: add Numantia (Celtiberian) in Spain and make Noreia Celtic (when I found it the Macedonians had taken it).

Also the Greek colonies have no Phalanx units and the Etruscans no Spearmen or Swordsmen (what makes it easy on the Romans: I took all of Italy, Alalia, Massilia and Segovia plus Saguntum, which was just founded by the Celts, for the loss of 1 Pretorian to a Celtic counterattack, well before 400 BC); alternatively you might let the Romans start with just 2-4 Pretorians (so they need to actually build more to expand) and no Galley (until the 1st Punic War they had no ships).

Finally you might separate the Phoenician home city from Carthage (Phoenicia fell to the Persians and Carthage became an ally).;)

* It's Amun-Ra that gets founded, using the + icon of Christianity for the Holy City.

P.S. The v. 1.3 ini. file gave a xml load error (ARTSTYLE_CARTHAGE), causing a CTD after civ selection, so I replaced it with the "Ancient Warfare" ini., which worked fine.
 
Oh thanks a lot for all the information, I'm going to get right on it!

Edit: Are you sure it's Amun-Ra that gets founded? It's founded basically before you begin the game and the holy city is Ineb Hedj owned by Egypt.

Christianity should (and was in my playthrough) be founded at about 30AD with Jerusalem as holy city by default or, if it has been razed, the next city that has Judaism as religion.

I've given Noreia to Celts now and made Etruria stronger; they've got Spearmen instead of Warriors and additional Archers as well as Swordsmen. Rome's Galley has been removed; thanks, great advice (I don't know as much about history as you do).

I would put Stonehenge in a new Celtic city in England but that part of the world isn't on the map ;) So Alesia will have to do. Also good idea with the Pyramids. No idea how I missed that.

About Macedonia taking Noreia: This is what I meant with a "script-less" version of the mod. At certain points, or rather turns during the game, events take place that flip cities from e.g. Babylonia to Persia, or Celts to Rome, or Etruria to Rome and so on. Also in regard to the Punic Wars - that's why Roma was taken by Phoenicia (Carthage). So it's not necessarily because the AI is weak.

And this in conclusion is why I've thought about providing a version of the mod that is unscripted essentially. I was working on that before but I want to finish at least the scripted one first.

One more thing about the Phoenician hometown; in my plays it was always sacked by either Persia or Judah at some point anyway, so I thought it could stay like that for the time being, that is, unless it's overthrown. Of course I can change it easily to be Barbarian or Judean if you want.

Btw; the unscripted version of the mod will incorporate the same map but no pre-founded cities or units - basically everyone starts at the location of their capital from scratch and it goes from there. It will include the same religions but none will be founded by scripts. Also no city flipping due to historical wars etcetera. You get the idea.
 
if you want a scenario and not a free for all bloodbath ..
1.block raze city
2.make settlers 3 times more expensive
3.script religions to appear at predetermined cities and turn count
4.freeze change civics ... egyptians,greeks,romans will only be slavers that way
5.set a spawn for barbarians based on unit number or gold owned by a civ
6.extend the numbers of turns to 3000 or more...it takes long enough to move a catapult into place
7.for key cities not intended to fall easily, use a 0 movement premade defender ,like a pretorian
guard with drill 1,2,3,4 and big hp .. maybe 20 or so.
6.convert it for BTS 3.19
 
I cant download :(

Sadly, it seems a good mod...
 
Back
Top Bottom