Beta V0.05 - Download, Issues, Discussion

Ekmek

on steam: ekmek_e
Joined
Aug 7, 2002
Messages
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Location
San Diego, California
Download BETA 5!!!!!!!



In Beta 5
fixed spearman bug with pressman
fixed legion icon
fixed entertainer to use the spy model instead of the warrior
added a horse to the horsetrainer
added a dog for the shepard
removed expert salt miner (not needed)

added new buttons for LHs
added new buttons for technologies
add tech buttons to replace founding fathers
Add new interface buttons for advisor screens and builds (you'll see an ancient city for build settlement)

Added new resources: dye, spices, gems, incense they add 1 gold for trade
Added gold to the map as a tradeable item
Added two professions to harvest gold - merchant and gold digger

Added Goths as a barbarian tribe
Added Egyptian colonies

Add new map - Hellespont based off faireweatherr but is more Arid

Terrain changed to not naturally produce olives, sheep, and grapes. Now you have to build with an expert worker a vinyard, grove, or pasture and after a few turns it *may* create the bonus that will yield 1 grape, olive, or sheep depending on the tileimp and the terrain. differnt terrains allow either the pasture, grove, or vinyard. PLEASE PROVIDE FEEDBACK ON THIS

More music and interface from Koma

Spoiler :
Changes in Beta v0.04 DL448
- added technology pictures (founding fathers)
- updated icons
- fixed techs
- new inland sea map
- fixed stockade and fort graphics
- fixed worked tiles and farms
- updated text

Changes in V.03 DL 135 3 Apr 09
Added new maps (koma and blue moustache)
Added Unit buttons (Flintlock1415)
Added Promotion buttons and renamed some
Added Profession buttons
Added Building graphics and buttons
Added Diplomacy text
Added zenspider's awesome Legion unit for the Romans
Fixed Resource icons
Fixed olives
Fixed grapes
Changed Master Potter animation
Added new start screen

VERSION 0.02 (22-MAR-2009) - 124 DLs
Compatible with latest Colonization patch 1.01
New Sountrack (Koma13)
Roman Civs (veBear)
All custom unit models and city icons (ekmek)

VERSION 0.01 (24-FEB-2009)

New City screen (thanks to koma13!)
Unique yield graphics added - olive oil, pottery, etc
most unit and profession graphics - mainly greek spearmen
some building graphics - retextures to be more med didnt add other buildings yet
only med city graphics and ancient euro city graphics are in - need to add african etc
leaders are all in - graphics will be updated in future


03_mn_intro_OAl.jpg
 
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Great work, Ekmek!

It doesn't crash when i go to main menu. But you have to rename that map scripts. I got some python errors for black sea and western med because of white space in name. Changing it to black_sea.py and western_med.py fixed it.
New yield icons in city screen are much better. And good work with new technology graphics, they fit perfect. :)
What's next?
 
Great work, Ekmek!

It doesn't crash when i go to main menu. But you have to rename that map scripts. I got some python errors for black sea and western med because of white space in name. Changing it to black_sea.py and western_med.py fixed it.
New yield icons in city screen are much better. And good work with new technology graphics, they fit perfect. :)
What's next?

I guess fixing the map names is next. I thinking fixing any bugs next is my priority. honestly, I'm kind of getting burned out on working on this (probably evident in how long it took for me to release BETA 5). It is essentially a release except that I'm not sure if any bugs will pop-up. If no bugs do show, I'd consider this the release version.

I think I'll be taking a break for awhile. Anyone else that wants to add or upgrade this is more than welcome to take over for awhile.
 
Wow, I totally love this idea! I should get CivCol so I can play this...
 
I guess fixing the map names is next. I thinking fixing any bugs next is my priority. honestly, I'm kind of getting burned out on working on this (probably evident in how long it took for me to release BETA 5). It is essentially a release except that I'm not sure if any bugs will pop-up. If no bugs do show, I'd consider this the release version.

I think I'll be taking a break for awhile. Anyone else that wants to add or upgrade this is more than welcome to take over for awhile.

No problem, Ekmek. You already did an amazing job with MN.
I still plan to replace advisors with more ancient looking screens. And I want to make a version that you can play together with AOD2. But will need some time. ;)
 
:goodjob:Good job ekmek.
But is it possible for you to split this version into maybe 3 part, then upload it too mediafire.:)
Mediafire is very good.Evidence, i got 30-40kbps download speed while in the same time i could only get <10 kb from yourshare.:eek:

After all thanks for your effort:goodjob:
 
:goodjob:Good job ekmek.
But is it possible for you to split this version into maybe 3 part, then upload it too mediafire.:)
Mediafire is very good.Evidence, i got 30-40kbps download speed while in the same time i could only get <10 kb from yourshare.:eek:

After all thanks for your effort:goodjob:

I understand your pain, but some people really hate multiple downloads too (including me)
 
The file seems to be in some strange format (as indicated by the extension .rar). How can I unpack it ? At least WinZip cannot do that.

... Ah, never mind ... I found another program (IZarc) which could unpack the file.
 
Terrain changed to not naturally produce olives, sheep, and grapes. Now you have to build with an expert worker a vinyard, grove, or pasture and after a few turns it *may* create the bonus that will yield 1 grape, olive, or sheep depending on the tileimp and the terrain. differnt terrains allow either the pasture, grove, or vinyard. PLEASE PROVIDE FEEDBACK ON THIS

Hellespont and Mediterranean maps that I tried still have olives, sheep and grapes from the beginning. Is this intended ?
I have often crashes when loading and unloading stuff or people from coracles.
 
Hellespont and Mediterranean maps that I tried still have olives, sheep and grapes from the beginning. Is this intended ?

the bonuses should be there but the tiles themselves shouldn't have them as a yield

I have often crashes when loading and unloading stuff or people from coracles.

Please post a saved game so we can debug it!

thx for playing!
 
they do provide bonus yelds (+4 on flatlands, +1 on hills - double with an expert) without any improvement.
Also, there is no real improvement for clay. The lodge says it provides +1 clay but it's not buildable on unforested plains, so it won't provide any clay bonus ever.
Dyes appear on water (intended ?).

pleasure is mine for playing of course :D
 
Please post a saved game so we can debug it!

they aren't reproducable crashes, luckily just one-time crashes "fixed" by a reload.

About resource appearance, I only tried with grapes so far: built 2 vineyards (btw it's spelled wrong ingame), worked them and the bonus appeared the turn after in both cases.

screenshot of olive yelds attached
 

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ok, I missunderstood then, cos you said "the bonuses should be there but the tiles themselves shouldn't have them as a yield"

PS: from the scores in the s.s. you can see that the AI isn't coping very well with the mod currently.
 
ok, I missunderstood then, cos you said "the bonuses should be there but the tiles themselves shouldn't have them as a yield"


yeah the bonuses hsould have the yield but the usual game has grapes(sugar_ etc on every tile regardless of bonus. you just get more with bonus. this mod has only through bonuses. either naturally found or you make a TI that has a chance of finding the bonus.

PS: from the scores in the s.s. you can see that the AI isn't coping very well with the mod currently.

not sure what change they arent handling the mechanics are mostly the same. the special TIs are just farms. but then again the AI never coped well in the vanilla either.
 
I think it was mostly the map. I am playing Mediterranean now and they are doing regularly.

- Pastures should be buildable on hills, since sheeps can appear on hills.
- The spawned boni only provide +1 yeld (regular boni provide +4). That's too few to be worth it, with an expert it becomes +2 but that's just too few IMHO. If it provided +2 yeld which means +4 with an expert it would be balanced. Consider that given the ardiness of the maps, there won't be many tiles where you can produce trade resources. Also these resources all have -3 yeld on hills but I think it makes no sense since grapes and sheeps especially are found mainly on hills and olives shouldn't make difference as long as it's plains terrain.
 
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