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#1 |
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Deity
![]() Join Date: Apr 2006
Location: New York State
Posts: 4,859
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Download Latest Version
Last updated 9/27/11
Full Install (version 4.31); Requires windows BtS 3.19 with the language set to English
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Mods: Convert Production to Espionage, FinalFronterFlat, The Road to War Ultimate Edition for BtS 3.19, Star Trek Last edited by deanej; Sep 27, 2011 at 07:37 PM. Reason: Released 4.31 |
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#2 |
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Venite, videte, audite
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I've been thinking: would it be possible to assign the Crystalline Entity an auto-destruct ability (letting it respawn at that location) so it'll attack planets, but not capture it?
Along this line: would it be possible to assign the Nuke ability to the Crystal (this would resemble its actions even closer) with respawn?
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MOD MOO2Civ SCENARIOS 1250 BC for BtS/1250 BC for HitM 2.01/1000 BC for BtS/1000 BC for CIV Gold BtS/600 BC for BtS/600 BC for CIV Gold BtS/300 BC for BtS/300 BC for CIV Gold 5.2/50 AD for BtS/750 AD for BtS/750 AD for CIV Gold BtS/1000 AD for SevoMod/1066 AD for BtS/1066 AD for CIV Gold BtS/1066 AD for Thomas' War/1066 AD for Amra BtS/The Crusades !/The Crusades! for CIV Gold BtS/The Crusades! for Esnaz's Mod/1600 AD for CIV Gold BtS/1790 AD for CIV Gold BtS/1862 AD for CIV Gold BtS/Star Trek scenarios MAPS Amra 18 civs BtS/Random Religions 18 civs BtS/RoM 2.3 Huge Earth 18 civs/Thomas' War 2.8 Huge Earth 18 civs/HitM 2.01 Huge Earth 18 civs/GEM 5.3 Ancient 26 civs/Map pack for Chiyu's Extra mod |
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#3 |
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Deity
![]() Join Date: Apr 2006
Location: New York State
Posts: 4,859
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I'm attempting to make it so that cities captured by the crystalline entity are automatically killed but I'm not having any luck. It can be set to not capture cities in the XML, but I want to be able to simulate it decimating a colony. As for giving it the ability to nuke, that would work except for the fact that it spreads radiation, and the barb AI is set to always nuke the human player.
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Mods: Convert Production to Espionage, FinalFronterFlat, The Road to War Ultimate Edition for BtS 3.19, Star Trek |
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#4 | ||
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Venite, videte, audite
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Quote:
Quote:
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MOD MOO2Civ SCENARIOS 1250 BC for BtS/1250 BC for HitM 2.01/1000 BC for BtS/1000 BC for CIV Gold BtS/600 BC for BtS/600 BC for CIV Gold BtS/300 BC for BtS/300 BC for CIV Gold 5.2/50 AD for BtS/750 AD for BtS/750 AD for CIV Gold BtS/1000 AD for SevoMod/1066 AD for BtS/1066 AD for CIV Gold BtS/1066 AD for Thomas' War/1066 AD for Amra BtS/The Crusades !/The Crusades! for CIV Gold BtS/The Crusades! for Esnaz's Mod/1600 AD for CIV Gold BtS/1790 AD for CIV Gold BtS/1862 AD for CIV Gold BtS/Star Trek scenarios MAPS Amra 18 civs BtS/Random Religions 18 civs BtS/RoM 2.3 Huge Earth 18 civs/Thomas' War 2.8 Huge Earth 18 civs/HitM 2.01 Huge Earth 18 civs/GEM 5.3 Ancient 26 civs/Map pack for Chiyu's Extra mod |
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#5 |
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Warlord
Join Date: Sep 2005
Posts: 294
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barbs
the barbarian still to powerfull they kill me in round 40
when they apear for the first time |
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#6 |
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Deity
![]() Join Date: Apr 2006
Location: New York State
Posts: 4,859
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Well, I'm having trouble getting the code in onCityCapture for the crystalline entity to work. I'm thinking about moving it to onUnitMove. However this creates an issue: with the code here, the crystalline entity will destroy any city, even if it was controlled by the barbarians before the entity moved into it. This is actually more realistic, but I'm concerned that this will lead to the barbs having no cities. Thoughts?
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Mods: Convert Production to Espionage, FinalFronterFlat, The Road to War Ultimate Edition for BtS 3.19, Star Trek |
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#7 |
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Warlord
Join Date: Sep 2008
Posts: 127
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turn 54 I won a conquest victory because I was lucky and the str 20 barbs attacked everyone else first.
@ took out the light I escort I had on 2 of my probs and another of my probes with sentury saw a Str 20 barb sitting on a recently captured Romulus. after the first 1 I started to build 10 Light Is for home system defense. |
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#8 |
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Deity
![]() Join Date: Apr 2006
Location: New York State
Posts: 4,859
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You shouldn't be seeing any str 20 barbs. Do you have the patch in the first post of this thread? I should also mention that Imrahiel's mod-mod for Star Trek is not official and is not guaranteed to have the latest fixes (given that you mentioned str 20 barbs and that you have posted in Imrahiel's thread, I'm guessing that it does not).
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Mods: Convert Production to Espionage, FinalFronterFlat, The Road to War Ultimate Edition for BtS 3.19, Star Trek |
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#9 |
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Warlord
Join Date: Sep 2008
Posts: 127
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I downloaded this played some then downloaded his and played some then downloaded this agin without patch sorry about reporting the str 20s forgot patch.
I would like to see his refit system and ships in this version but without supper buildings and supper high ship costs. |
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#10 |
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Chieftain
Join Date: Aug 2008
Posts: 98
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@deanej: My mod-mod should work with your newst patch, but I am sure that there are no babarians with a strenght of 20 in my mod because there are not any babarian unit with a so high strenght.
@darkform: The most supper buildings and technolgies be will reduced. The Ships will be still have there high costs, but I think I can take differnt the gamspeeds more like epic a month a turn, normal 6 months and fast a year. That will the player allow to build ships quicker. |
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#11 | |
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Warlord
Join Date: Sep 2008
Posts: 127
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Quote:
I do like the idea that things that would take a month to build only takes a month in your mod-mod and that things that take a year will actual y take a year. (it is just your higher end ships don't take a year they get built much faster currently.) |
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#12 |
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Warlord
Join Date: Sep 2008
Posts: 127
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I think Construction ships should be able to hurry production buy 1/2 or 3/4 the cost of the construction ship.
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#13 |
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Deity
![]() Join Date: Apr 2006
Location: New York State
Posts: 4,859
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Attached to this post is patch 3 for beta 3. It includes all prior fixes and introduces the following additional changes:
-Further reduced barbarian strength increase rate -Tweaked building capture code to prevent bugs
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Mods: Convert Production to Espionage, FinalFronterFlat, The Road to War Ultimate Edition for BtS 3.19, Star Trek Last edited by deanej; Aug 10, 2010 at 08:34 PM. |
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#14 |
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Warlord
Join Date: Sep 2005
Posts: 294
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to early
they still spawn to early (cristal entety and alien ship)
turn 176 i'm in light III only
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#15 |
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Deity
![]() Join Date: Apr 2006
Location: New York State
Posts: 4,859
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What game speed are you on? Turn 176 sounds a little late for Light III.
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Mods: Convert Production to Espionage, FinalFronterFlat, The Road to War Ultimate Edition for BtS 3.19, Star Trek |
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#16 |
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Warlord
Join Date: Sep 2005
Posts: 294
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epic
epic is that the problem
and commander dif. level |
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#17 |
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Deity
![]() Join Date: Apr 2006
Location: New York State
Posts: 4,859
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Well, on epic the crystalline entity shouldn't appear until around turn 351. As for the alien vessel, is it really that much of a problem when you have Light III's? It's strength 7 (I think Light III is strength 5) so it isn't too far away (unlike before).
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Mods: Convert Production to Espionage, FinalFronterFlat, The Road to War Ultimate Edition for BtS 3.19, Star Trek |
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#18 |
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Warlord
Join Date: Sep 2005
Posts: 294
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crystaline
it is apearing to early then.
5 to 7 is a lot when i have only 2 light III in my fleet. fix this please thank you p.d. when you realese the new deep space nine scenario |
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#19 |
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Deity
![]() Join Date: Apr 2006
Location: New York State
Posts: 4,859
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I've released version 1.0 - see the first post to download.
__________________
Mods: Convert Production to Espionage, FinalFronterFlat, The Road to War Ultimate Edition for BtS 3.19, Star Trek |
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#20 |
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Chieftain
Join Date: Aug 2008
Posts: 98
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The new version is great. The best are the lot of new leader heads.
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