Ad Infinitum

Thanks for the help! For Indonesia, I'll keep the Sultanate of Mataram, but I'll take your ideas.

Edit: New list, added Austria, Poland, Hungary, and many of the names from RFCE.

Again, feel free to make suggestions, advice, or complaints.
 

Attachments

I'm running into problems with implementing Dynamic Civ Names, and I need help.
 
I got a problem with this mod, when I went to start a custom game using this mod, I got a message saying Civilization IV has stopped Working, any help around this, I don't get this problem when Playing mods in Civilization V
 
Alright, first off, are you using BtS, 3.19, Windows?
 
Okay... delete the file called CvGameCoreDLL, I think that may be the problem.
 
Just to make things clear here, do NOT delete the file called CvGameCoreDLL.dll from BtS's own Assets folder. Ever. Doing that would break everything except mods that supply their own.
 
Would the mod still work if I deleted the CvGameCoreDLL.dll from the mod folder? Because I am not going to trying anything until I know
 
Yeah, that's what I meant. The only sacrifice would be the lose of 18+ civs on maps.
 
I tried that and it still crashes the game, I use Windows 7 and my computer is powerful enough to run Civ V on its fullest graphics, so what could be causing the problem?
 
New project: Trans-Siberian Railroad
New Wonder: AI Entity (both are by Platyping)
New Unit: Terminator (40 Strength, 2 Moves, Gunpowder unit, 200 Shields, can only be built by a civ with an AI Entity)
Government civics are revamped. (Despotism, Monarchy, City-States, Police State, and Democracy)
Crisis in the Senate event is now Universal Suffrage.
Alien is 32 strength (down from 36)
Shock Troopers have two moves, to keep up with everything else.
Bolters no longer use food to be built, and have two moves.
I split the file. There's the main mod, and the addon pack, with animated leaderheads and most of the diplomusic. Addon pack is optional, and will soon be uploaded.
Fixed a glitch with the Arabian Horseman, where it was treated as ranged in combat.
Added a First Contact quote for Liu Bei.
Increased prices of War Elephants and Ballista Elephants to 70.
Panzers now have 1-2 first strikes.
SotLs now have 10 strength, bonus vs. Frigates reduced to +20%, and can be built with copper or iron.

1: (How) Should I boost Police State?
2: What event should there be for City-States?
3: I've got some ideas on how to change Terminators (change to armoured units, faster production with copper, and some first strikes)
4: Speaking of copper, what if I made most modern+future units more expensive, but able to be built faster with copper, to represent wiring and stuff.
5: Should I add future er air and sea units, wonders, and the like (it only has the Center for Disease Control, AI Entity, and the HERC Factory)
6: Halberdiers and Bombards for the Renaissance alongside Muskets and Cuirassiers?
7: Dynamic Civ Names. I believe it'll require DLL stuff, and I don't really feel ready for that.
 
I think you should make the leader music reflect territorial changes throughout history.
Ex: Sumerian leaders should play Sumerian music in Ancient, Babylonian in Classical, Arab in Medival and modern, and Turkish in Renisannce and Industrial.
 
Addon pack is posted, for those who still wanted to play with animated leaderheads and lots more diplomusic.

As for shifting diplomusic, that could lead to problems, like most of the middle east being Arabia's music, not to mention what to do with Latin America. Besides, I love listening to Gilgamesh's and Quilago's Modern themes.
 
Considering this is modular, it should be easy to port over yes? (of course i expect some work to be involved)


I am asking because i am thinking about "Rhyse and Fall of the Future" starting the world in about 2000 and ending about 2400 - 2600. The idea is to start at the "modern era" and work our way into the age of next war.

In a nutshell, as modern nations collapse, next war nations rise and technology increases as the planet experiences further decay and crisis.

I would also like to consider the Armageddon Counter from FFH as a way to monitor this decay.


About how much work would it take to start by porting this into RFC so that i can have a starting point to import the armageddon counter? I can worry about the RFC specifics later. First step is calculating the realistic potential and limits of the project.
 
That looks cool, though it'd take a lot of work.
 
Dynamic Civ Names. I believe it'll require DLL stuff, and I don't really feel ready for that.
I think exactly the same,so unless someone can give us a DLL with the needed files I guess it remains for the not so near future...
 
Some Plans for next version:

Add Halberdiers and Bombards for the Renaissance(with Siege Elephants a Bombard replacement)
Increase Stealth Destroyer strength to 36, and make them see subs.
Add Lithuania, Thailand, Seleukia, and Georgia.

Of course, don't expect anything too soon. I recently DLed Katawa Shoujo.
 
Not quite sure if this is BUG, Ad Inf, or something I've done wrong. Thought I'd check this out and see what I thought.
Running on Windows 7 x64, BTS 3.19. All I did was d/l and extract the main Ad Infinitum mod from the Downloads DB, followed by the addons pack - which I allowed to overwrite files as necessary.
Now on every turn in game I get these kinds of lines show up while I'm playing:
Error in techSelected event handler <bound method AutoLogEvent.onTechSelected of <autologEventManager.AutoLogEvent object at 0x167CEA90>>
Also shows up for things like techAcquired, BeginPlayerTurn and onUnitBuilt, always with the same code of the 'object at...' bit.
 
I'll see what's wrong, and hopefully solve the problem.
 
Back
Top Bottom