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Old Nov 17, 2010, 09:26 AM   #181
JosEPh_II
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Watching and waiting.....

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Old Nov 17, 2010, 02:52 PM   #182
Hydromancerx
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@strategyonly

Quote:
Started a test game and the civs beelined toward Sed Lifestyle. So i guess i will have to set up alot more Preq i dont like the way they get to ancient so fast.

EDIT: OK i re-did the AndPreqs and took away some of the beelining. A little unorthodox, but i think it works better?
If it was not clear all the stuff i posted were AndPreqs not OrPreqs. They should all work if you put AndPreqs.

Quote:
Sounds ok, here is the color: Not Just Another Game Clock in the Config Folder. (btw i just changed Preh to Purple.
I am putting that on my long term projects since its taking forever and I can just do a little bit every so often. Plus there are more important modding to do, like filling in those empty techs.

Quote:
Had to more your named folder (Hydro) a little higher (i placed it right above my name) it was interfering with other building, it still interferes with the Apiary, it wont show up for some reason?
I think i might have to move some of the (buildings folder) buildings to permanent buildings file.
Yeah my folder needs to be on the bottom of the mods list since I did try to mod/tweak some stuff like the Palisade so it upgrades ok to the other buildings in the "Tower" Mod. Also make sure you have the "Military" mod taken out of out "Strategyonly" folder. You did that right?

Quote:
Watching and waiting.....
Well here is some more to watch (and comment on). I have been going over some buildings I want to create. Here are some possible stats ...

-----

Berry Bushes (Req Gathering)
Cost: 5
Obsolete: Agriculture
Req Terrain: Grassland or Plains

Special Abilities
  • +1 Food

-----

Carrion (Req Scavenging)
Cost: 5
Obsolete: Cooking

Special Abilities
  • +1 Food
  • -1 Health

-----

Termite Mound (Req Tool Making)
Cost: 5
Obsolete: Cooking
Req Terrain: Forest or Jungle

Special Abilities
  • +1 Food

-----

Boneworker's Hut (Req Bone Working)
Cost: 15
Obsolete: Guilds
Req Resource: Ivory OR Bison OR Deer

Special Abilities
  • +1 Production
  • +1 Gold
  • +1 Gold with Bead Making

-----

Tattoo Hut (Req Tattoos)
Cost: 20
Obsolete: Modern Health Care

Special Abilities
  • +1 Happy
  • +1 Culture
  • -1 Health
  • +5% Culture with Dyes
  • Upgrades to Tattoo Parlor

-----

Poison Crafter's Hut (Req Poison Crafting)
Cost: 40
Obsolete: Alchemy

Special Abilities
  • Free Poison Arrows Promotion
  • +5 Unhealthy

-----

Spear Fishermen's Hut (Req Spear Fishing)
Cost: 25
Obsolete: Sailing
Req Terrain: River

Special Abilities
  • +1 Food

-----

Canoe Builder's Hut (Req Boat Building)
Cost: 25
Obsolete: Railroad
Req Terrain: River
Req Building: River Port, Lumber Camp

Special Abilities
  • +5% Trade Route Yield
  • +1 Food with Boat Fishing

-----

Stargazer's Hut (Req Stargazing)
Cost: 25
Obsolete: Astronomy

Special Abilities
  • +1 Science

-----

Agave Plantation (Req Fermentation)
Cost: 25
Obsolete: None
Req Terrain: Desert
Req Building: Brewery

Special Abilities
  • +2 Gold
  • +1 Happy

-----

I think that's a good amount for me to work on now. I can add more stuff later once I have finished making these. Let me know if you have any ideas on these either to add to or tweak.

EDIT: So these mods are coming along nicely so far. However I have some additional good news, I was able to dissolve the "Education" mod but moving buildings into the Science, Health, Entertainment and Military mods. My goal is to have a mod for each type of game factor so its easier for me to plop new stuff into an existing mod without having to create a brand new one. But not combining too much so there is only one mega mod which would be hard to sort through.

Last edited by Hydromancerx; Nov 18, 2010 at 02:25 AM.
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Old Nov 18, 2010, 04:40 AM   #183
Hydromancerx
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Here is a newer version of my mods. Make sure you deleted the old Hydro folder before you put it in your mod. Because I dissolved the "Education" mod. It has 10 new buildings. Most of which are prehistoric related. I plan to do more soon but I wanted to get it to you before I start making errors again.

*Attachment Removed*

If you need me to adjust or tweak things just let me know. Also check you PM for my response to the new version you sent me. A bunch of the tech requirements are messed up.

I will be also posting some new building ideas soon. If you have prehistoric related requests let me know. There are still some techs that give nothing so I am trying to think of what could fill them in.

EDIT: Bah I found a small error with the "Tattoo Hut" and "Canoe Builder's Hut". It will be fixed next version since I do not feel like re-uploading just for that. Grrr.

Also you moved my folder up the mod list. I was trying to fix your Palisades. You see the Palisades have the same defense as normal walls (30%). This seems a bit high don't you think?

EDIT2: An Updated Tech Chart.

Last edited by Hydromancerx; Dec 28, 2010 at 02:39 AM.
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Old Nov 19, 2010, 03:47 PM   #184
rwglaub
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You need static LH's. It's taking up to two minutes to get a LH to respond in a new turn.

When you do an update, please have to way to update without having to download the entire file...
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Old Nov 19, 2010, 10:29 PM   #185
strategyonly
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Quote:
Originally Posted by rwglaub View Post
You need static LH's. It's taking up to two minutes to get a LH to respond in a new turn.

When you do an update, please have to way to update without having to download the entire file...
You have an old XP or Vista PC, correct? Cause with my Win 7, i am having no problems at all until Renaissance era, but than there is nothing to do about that, that's the way it works.

I was thinking about making ALL the LH's a separate d/l, because of the older machine (looking at Dancing H) he said he had to go down a map size, and that's not what i want either.
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Old Nov 20, 2010, 02:41 AM   #186
Talin2009
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Very nice mod, playing it now.

Couple things i noticed you might want to take a look at:

- After capturing (and razing) some rival civ cities in very early game i received worker units (way before i could build them)
- Those workers could "place resources" (only ivory and deer - but you can see on screenshot what happened ) i already had - not sure if this is intended mechanic
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Old Nov 20, 2010, 05:58 AM   #187
strategyonly
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Quote:
Originally Posted by Talin2009 View Post
Very nice mod, playing it now.

Couple things i noticed you might want to take a look at:

- After capturing (and razing) some rival civ cities in very early game i received worker units (way before i could build them)
- Those workers could "place resources" i already had - not sure if this is intended mechanic
I asked Afforess, waiting for response.

@Hydromancerx, Dancing H

I really like the new tech tree and is working ok, but i still think "we" need a better "choking point", in the pic below i just entered the Ancient age, and all these techs from PreH are still not been founded
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Last edited by strategyonly; Nov 20, 2010 at 03:07 PM.
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Old Nov 20, 2010, 06:00 AM   #188
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Time for some more brainstorming ...

-----

Tidepools (Req Scavenging)
Cost: 5
Obsolete: Boat Fishing
Req Terrain: Coastal City

Special Abilities
  • +1 Food
  • +1 Food with Spearfishing
  • -1 Health
  • +1 Health with Cooking

-----

Nut Cracking Stone (Req Tool Making)
Cost: 10
Obsolete: Agriculture
Req Terrain: Forest OR Jungle

Special Abilities
  • +1 Food

-----

Small Game Snare Traps (Req Trapping)
Cost: 20
Obsolete: Livestock Domestication

Special Abilities
  • +1 Food
  • +1 Gold

-----

Wild Herbs (Req Herbalism)
Cost: 5
Obsolete: Agriculture

Special Abilities
  • +1 Health

-----

Music Hut (Req Prehistoric Music and Shelter Building)
Cost: 30
Obsolete: Music

Special Abilities
  • +1 Happy
  • +1 Culture
  • +1 Culture with Bone Working
  • +1 Culture with Wood Working
  • +1 Culture with Tanning
  • +1 Culture with Metal Casting

-----

Dance Hut (Req Prehistoric Dance and Shelter Building) [Redo]
Cost: 30
Obsolete: Drama

Special Abilities
  • +1 Happy
  • +1 Culture
  • +1 Culture with Personal Adornment
  • +1 Culture with Bead Making
  • +1 Culture with Sewing
  • +1 Culture with Tattoos

-----

Chief's Hut (Req Chiefdom and Shelter Building)
Cost: 90
Obsolete: Heraldry
Req Civic: Chiefdom

Special Abilities
  • +1 Happy
  • +2 Culture
  • +2 Espionage
  • -5% War

-----

Mammoth Trainer (Req Megafauna Domestication) [Wonder]
Cost: 200
Obsolete: Cloning
Req Resource: Ivory
Req Terrain: Tundra

Special Abilities
  • +1 Production
  • +1 Production with Elephant Training
  • +1 Happy
  • +1 Unhealthy
  • +1 Happy with Biology
  • +1 Commerce with Motion Pictures
  • +1 Commerce with Tourism
  • Required to Build "War Mammoth".

-----

Megatherium Trainer (Req Megafauna Domestication) [Wonder]
Cost: 200
Obsolete: Cloning
Req Resource: Potatoes
Req Terrain: Forest

Special Abilities
  • +1 Production
  • +1 Happy
  • +1 Unhealthy
  • +1 Happy with Biology
  • +1 Commerce with Motion Pictures
  • +1 Commerce with Tourism
  • Required to Build "War Megatherium".

-----

Date Palm Plantation (Req Calendar)
Cost: 50
Obsolete: Globalization
Req Terrain: Oasis

Special Abilities
  • +2 Gold
  • +1 Food

-----

Well that's all for now I will post more later.

Quote:
Originally Posted by strategyonly View Post
@Hydromancerx, Dancing H

I really like the new tech tree and is working ok, but i still think "we" need a better "choking point", in the pic below i just entered the Ancient age, and all these techs from PreH are still not been founded
Ok I have a few ideas ...

- Have "Seafaring" require "Stargazing" AND "Naval Warfare"
- Have "Shamanism" require "Petroglyph" AND "Personal Adornment"
- Have "Masonry" require "Mining" AND "Sedentary Lifestyle" AND "Megalith Construction"
- Have "Horseback Riding" require "Livestock Domestication" AND "Tanning"

Also I noticed a Bugs that should help ...

- "Stone Building" should require "Shelter Building" AND "Microliths".
- "Boat Fishing" should require "Boat Building" AND "Spear Fishing"
- "Wood Working" should require "Carving" AND "Axe Making"
- "Hunting" should require "Trapping" AND "Cooking" AND "Cooperation"

Not linking up Cooking to Hunting is the major problem. Like I said before things should work. Even before we moved a few things around I did make sure that techs were moving forward and building up on pat techs. Sure I am not perfect but those errors were key to checking off whole lineages.

Last edited by Hydromancerx; Nov 20, 2010 at 06:19 PM.
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Old Nov 20, 2010, 08:08 AM   #189
JanusTalaiini
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I'm encountering an issue where my science progress/great person progress bars start flickering on and off, and when I try to save, the game crashes. I'd been playing this particular game for a good five hours with no problems, and was well into the medieval period (playing on snail speed).

I reloaded from autosave and tried a few more times, with the same results. Not sure what's causing it, as other than that, it's running very smoothly.
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Old Nov 20, 2010, 09:06 AM   #190
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Re: the "Mammoth" buildings. Maybe not obsolete them so late? After all they do go extinct....
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Old Nov 20, 2010, 01:39 PM   #191
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Quote:
Originally Posted by Talin2009 View Post
Very nice mod, playing it now.

Couple things i noticed you might want to take a look at:

- After capturing (and razing) some rival civ cities in very early game i received worker units (way before i could build them)
- Those workers could "place resources" (only ivory and deer - but you can see on screenshot what happened ) i already had - not sure if this is intended mechanic
Capturing and razing - do you mean you raze them on capture or do you use the abandon city option (ctl-A in the city screen). I know that the Abandon City mod gives workers when used so maybe it needs to change for Prehistoric to check for the tech required and give gatherers instead of workers.

If you were using the abandon city mod then that is Zappara's/mine to fix. Afforess hates it
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Old Nov 20, 2010, 03:33 PM   #192
rwglaub
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My computer is brand new, Windows 7, with 8 gigs of RAM.

Quote:
Originally Posted by strategyonly View Post
You have an old XP or Vista PC, correct? Cause with my Win 7, i am having no problems at all until Renaissance era, but than there is nothing to do about that, that's the way it works.

I was thinking about making ALL the LH's a separate d/l, because of the older machine (looking at Dancing H) he said he had to go down a map size, and that's not what i want either.
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Old Nov 20, 2010, 03:45 PM   #193
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Quote:
Originally Posted by CiverDan View Post
Re: the "Mammoth" buildings. Maybe not obsolete them so late? After all they do go extinct....
Well if they are domesticating them, then they would not go extinct because your breeding them.
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Old Nov 20, 2010, 03:49 PM   #194
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Quote:
Originally Posted by rwglaub View Post
My computer is brand new, Windows 7, with 8 gigs of RAM.
Well it must be the map size or your Anti_Aliasing/Anisotropic Filtering then: I recommend only standard maps and below, no more than 15 civs, and set everything for High Performance or higher rather than quality and Anti-A/A-filtering to 2X, rather than anything higher. Let me know how it goes then ok.
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Old Nov 20, 2010, 04:37 PM   #195
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Originally Posted by Hydromancerx View Post
Well if they are domesticating them, then they would not go extinct because your breeding them.
Except that the stuff they ate was also dieing out due to warming as the ice age ended. Their diet was more restricted than that of elephants and they did not eat grass either.
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Old Nov 20, 2010, 05:09 PM   #196
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Quote:
Originally Posted by Dancing Hoskuld View Post
Capturing and razing - do you mean you raze them on capture or do you use the abandon city option (ctl-A in the city screen). I know that the Abandon City mod gives workers when used so maybe it needs to change for Prehistoric to check for the tech required and give gatherers instead of workers.

If you were using the abandon city mod then that is Zappara's/mine to fix. Afforess hates it
I used abandon option i think.

p.s. main issue was animal resource placement though. i figured you could also place pig, cow etc. as well
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Old Nov 20, 2010, 09:26 PM   #197
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@strategyonly

Here are some tech icon buttons I made. I tried to only do the ones that were repeat icons. I also have no idea what to do for a "Barter" icon. See attachment.

*Attachments Removed*

Last edited by Hydromancerx; Nov 21, 2010 at 01:11 AM.
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Old Nov 20, 2010, 11:26 PM   #198
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Quote:
Originally Posted by Hydromancerx View Post
@strategyonly

Here are some tech icon buttons I made. I tried to only do the ones that were repeat icons. I also have no idea what to do for a "Barter" icon. See attachment.
Here use the one you think looks better:
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Last edited by strategyonly; Nov 21, 2010 at 12:10 AM.
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Old Nov 20, 2010, 11:47 PM   #199
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I used the more square one. Since its easier to make into an icon. Anyways here you go. (See attachment).

*Attachments Removed*

Last edited by Hydromancerx; Nov 21, 2010 at 01:10 AM.
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Old Nov 21, 2010, 12:03 AM   #200
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Quote:
Originally Posted by Hydromancerx View Post
I used the more square one. Since its easier to make into an icon. Anyways here you go. (See attachment).
Thx soooo much for doing these, it takes ALOT of burden away from, so again THX


btw i got them all, so you can go ahead and delete the files attached, thx.
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Last edited by strategyonly; Nov 21, 2010 at 12:09 AM.
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