Anno Domini beta : test it and feed back here!!

Rob (R8XFT)

Ancient Briton
Retired Moderator
Joined
Aug 11, 2002
Messages
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Location
Leeds (UK)
Welcome to the Anno Domini beta thread :) . You're very welcome here and I hope you'll stay awhile amidst it's ancient and medieval charms.

Title.jpg


Click here to download (274MB)

PATCH v1.03
(this upgrades any version of Anno Domini Classic to v1.03)

Patch v1.07
(this should be downloaded and added after v1.03; it contains further modifications)
 
CHANGE LOG


PATCH v1.07 (30.10.07)
  • Gilgamesh's epic civilopedia entry updated
  • Plotinus' three excellent Indian units added


PATCH v1.06 (24.10.07)
  • Civilopedia "game concepts" section now fully updated
  • Spartan units sorted out and UU changed to Spartan hoplite
  • Iron and Iron ore appear with correct technologies


PATCH v1.05 (24.10.07)
  • King units put into the game - 12 are specific to the civilization and there are 2 generic ones - this will be padded out with one specific king unit per civ in the future
  • Carthaginians loose the lighthouse, but gain Hanno's voyage, which now does the same thing
  • In place of Hanno's voyage, everyone except Athens, Carthage and Illyria gets Noah's arc - which has the same effects as the Great Lighthouse and Hanno's voyage
  • Civilopedia changed so that the civilization gameplay information is on the front page and historical information on page two
  • A couple of suggested unit name changes added
  • New graphics for the Amber road
  • Double harbour : gives ships +2 (as before) and now acts as a free whaler instead of creating veteran ships


PATCH v1.04 (23.10.07)
  • All resources thoroughly checked and civilopedia entries done for all of them
  • Pig resource is changed for iron ore
  • Iron ore now is used by some units in early Anno Laxamenti; the changeover to iron comes with a new advance, smelting
  • Smelting obsoletes many types of barracks (check the civilopedia to see which ones obsolete), but brings with it the smelter, who is a new barracks, costing one maintenance per turn
  • To make way for the smelter, the sawmill is taken out of the game
  • The furniture maker is now a building required to complete the trade victory, replacing the sawmill
  • Mobilization comes with military training
  • Drafting comes with armour
  • Civilopedia updated for most (if not all) of the sections under the "game concepts" section
  • European swordsman attack corrected, and an attackb added for him
  • Chakra thrower .ini file corrected


PATCH v1.03 (21.10.07)
  • New civs: Brigantia, Chola and Nabataea
  • Serbia replaces the Slavs; it retains the Slavs' advantages and adds a couple of its own (see further down for details)
  • The civilopedia has been completely overhauled; you can now see at a glance whether or not your civ can build a particular unit, building or research a particular tech, or opt for a particular government
  • The civilopedia has had some sections updated, such as the victory description and the various specialists' details
  • Lots of new units added, all fan-made, but more in flavour with the various civilizations
  • Era one governments revisited and tweaked
  • Mathematician's house added; small wonder with science benefits
  • Hipparchus' star catalogue now is the "Great library" wonder and requires the mathematician's house
  • Great library itself now grants a free library in all cities
  • All civilizations' civilopedia entry added
  • Obelisk's effects changed - now produces one happy face (Egypt)
  • Quarry made specific to Egypt and is available with toolworking - access to stone required
  • Vizier added in era four for Egypt; acts as a courthouse plus 50% tax output, but creates one unhappy face
  • Isthmian games added for Corinth, Milon of Kroton wonder changed to Cleitomachus of Thebes - same effects, but uniquely available to Corinth
  • St. Paul's letters to the Corinthians added for Corinth in era four; creates two happy faces in every city
  • Some buildings removed to make space for civ-specific ones: Temple of Solomon, well, Newgrange, Bayeux tapestry; they will return in future versions, the wonders being civ-specific
  • The temple of Artemis becomes the temple of Aphrodite, uniquely for Corinth; it creates a temple in every city
  • Corinth can now opt for a trade victory
  • New trade victory movie starring Jasmine de Launay
  • Pikeman/Med Inf stats tweaked; pikeman=1 extra attack; med inf=1 extra defence; both have +1 hit point
  • Great lighthouse doesn't go obsolete (Athens)
  • Weaver becomes a Scottish building; +1 happy & +25% production; former weaver (Carthage) renamed to cotton trader
  • Ares' new terrain added
  • Aqueduct is no longer a pre-requisite for any building
  • Furniture maker now requires timber in city square
  • Sawmill and gold merchant added to buildings needed for the trade victory
  • Kadagam is the unique building for the Chola; it requires access to stone and is a coastal installation; it acts as a free barracks and a whaler
  • Macedonia gets the Macedonian academy in era one; this creates a Macedonian peltast every 15 turns and acts as a courthouse
  • Royal tomb added for Macedonia (era four); +50 tax output for the city and +1 happy citizens in all cities
  • Brigantian farm comes in with clientship (era one) for Brigantia; it needs access to wheat and allows size two city and acts as a courthouse, with effects never expiring; though some cities don't build it because they don't need to (automatically go to size two city)
  • Groans of the Britons switched to Brigantia; the Iceni get the Icknield Way instead, which is a building that increases tax and science in its city by 50% as well as removing people pollution and reducing building pollution; it needs a chariot maker though, and they can only be built in Iceni cities with timber in the city limits
  • Araby added for Nabataea; this is an extra bazaar/marketplace/bank that can be built at the start of the game
  • Walls of Petra added for Nabataea; walls in all cities, double defence against barbarians and it has hidden palace effects
  • Spice route is switched to Nabataea; it's their route into the trade victory
  • Emperor's libary added for Persia in era one; wonder doubling research in its city and creating two happy faces there
  • Spiral minaret moved to era three (Persia)
  • Brigantia gets the armoury (era one); needs tar in the city limits, but reduces war weariness and acts as a free barracks
  • Per ankh (Egypt) becomes an era three courthouse + 1 happy face for cities with tar in the city radius
  • Al-Ahzar makes an entrance for Egypt in era four, doubling research in its city and making one citizen happy in all cities
  • All the "missing" specialists have been added - e.g. Rome did not have a taxman; extra specialists brought in
  • New culture advisor!
  • Serbia receive St. Sava's Nomocanon, which doubles the effectiveness of all churches (era 4)
  • Magna Carta amended to Dusan's code and given exclusively to Serbia (era 4)
  • Serbia receive Studenica monastery, which doubles its city's research rate and creates three happy people in its city (era 4)
  • Serbia receive the Unknown Archont, which acts like a forbidden palace (era 2)
  • All A3D3M1 units now require copper instead of iron
  • Era three horse units require only horses, not charcoal as well


PATCH v1.02 (03.10.07)
  • Ancient weaponry now requires battle lordship (Anglo-Saxons/Norse/Jutes/Scots)
  • Tool age axeman fixed - it now upgrades
  • Trade victory movie problem solved ("blank" movie placed in as a stopgap at the moment)
  • Gold merchant becomes a trade house required for the trade victory
  • Sawmill becomes timber merchant, another trade house required for the trade victory
  • New wonder: St Bartholomew's fair, available to the Anglo-Saxons, Jutes, Norse and Scots; available with guilds, it produces +1 trade in every trade-producing square
  • Mead brewer now only requires access to honey, not necessarily within the city limits
  • Toft is a new era one tech for the Norse; it allows them to irrigate without access to fresh water and to build the farmhouse, which has courthouse effects without expiring, but requires wheat in the city radius
  • Mathematician's house added (with mathematics); it's a SW doubling research in its city
  • Hipparchus' star catalogue now requires the mathematicians house and its effects are that the civilization gains any advances already owned by two civilizations they've met (obsolete with education)
  • The Great Library now builds a library in every city on the continent, but requires three libraries to be built first
  • "Thing law" government added for the Norse - who are now complete except for the civilopedia entry
  • Meeting hall added for the Norse (lowers corruption SW)
  • Berserk added as Norse UU - taking back the original game graphics from the huskarl
  • New graphics used for the huskarl
  • Illyrian raider/Illyrian swordsman graphics swapped
  • Armies can attack more than once per turn
  • Mandir added for Indian civilizations; it becomes available with Hinduism and reduces war weariness in its city
  • Complete overhaul of all the governments in the mod and the civilopedia now contains correct entries for all of them - including full details of what the government type does as well as which civs it is available to
  • Some other updates to the civilopedia, including the trade victory explanation
  • Manor now does require three armies in the field
  • Metalworking-Medieval weaponry-Chainmail tech flow corrected
  • Porsenna no longer refers to himself as the ruler of Egypt


PATCH v1.01 (25.09.07)
  • Curraghs and their peers upgrade to biremes
  • Iceni outposts mentioned in the civilopedia
  • Athenean broad swordsman issue fixed
  • Varangian guard wonder splash fixed
  • Varangian guard unit fixed
  • Hun rider added - replaces both the cataphract and the auxilia - having the advantages of both - therefore the Hun horse strategy extends to era 3
  • Some horse unit graphics added and swapped around for the Huns
  • Nomad horseman enters the game for the Huns; costs 100 shields and 4 population
  • RedAlert's era 3 and 4 Indian cities added
  • Hadrian's wall now requires stone within the city radius, as it states in the civilopedia
  • Tank and vedi swap places
  • Kushan rider renamed ashvaka
  • Replaced some tech icons with Blue Monkey's icons: Buddhism, Hinduism, Sikhism, Indian masonry, Medicine and Tribal council
  • Anglo-Saxon city names amended
  • Sparta now complete, except for civilopedia entry; Kryptaea is their final tech, leading to the agoge
  • Updated the civilopedia with Blue Monkey's edits (this is yet to be completed though)
  • Added a few extra entries to the civilopedia, describing the history of some more buildings
  • "Boudicca's chariots" renamed "Boudicca's uprising"
  • Gosthi requirement changed to matha, not tank as before
  • Spice route wonder splash fixed
  • Great stupa wonder splash fixed
 
Here is the list of Anno Domini Classic civs with their traits:

Anglo-Saxons (Industrious/Organised)
Athens (Seafaring/Scientific)
Brigantia (Agricultural/Industrious)
Byzantines (Industrious/Spiritual)
Carthage (Organised/Seafaring)
Celtiberians (Spiritual/Stable)
Chola (Seafaring/Warlike)
Corinth (Organised/Philosophical)
Dacia (Organised/Stable)
Egypt (Industrious/Spiritual)
Etruria (Seafaring/Stable)
Florence (Seafaring/Spiritual)
Gauls (Agricultural/Spiritual)
Goths (Stable/Warlike)
Harappa (Agricultural/Organised)
Huns (Organised, Warlike)
Hyksos (Spiritual/Warlike)
Iceni (Industrious/Philosophical)
Illyria (Agricultural/Seafaring)
Jutes (Industrious, Seafaring)
Kushan (Organised/Spiritual)
Macedonia (Philosophical/Warlike)
Maurya (Philosophical/Spiritual)
Nabataea (Organised/Religious)
Norse (Seafaring/Warlike)
Nubia (Agricultural, Warlike)
Persia (Philosophical/Stable)
Rome (Industrious/Stable)
Serbia (Agricultural/Stable)
Scots (Agricultural/Philosophical)
Sparta (Industrious, Warlike)
 
Units required

  • Golden archer and Golden warrior for the Indian civs. A matching spearman would be nice.
  • Indian chariot (with parasol cover).
  • Chakra thrower.
  • Generic swordsmen/spearmen to be used for Macedonia and Illyria (Rob will do these).

India_Infnew.jpg


IndianChariot.jpg


Please don't post that a unit available on these forums will pass as one of these suggested items - I've already scoured the unit forum and if I've posted a request here it's because I genuinely would prefer a new unit - even if I end up making most of them myself ;) .
 
Where's the download? :)
It's at 3ddownloads; currently, I'm waiting anxiously for the file to be approved :) . Obviously, that might happen overnight when I'm asleep; if that's the case and you're on 3ddownloads and see it in the "latest mods" or "latest demos" section - get it!!

It might just overwrite the old demo, which I've asked to be removed. Both files were named scenarios.rar. The location of the old file is http://www.3ddownloads.com/Strategy/Civilization 3/Mods/Anno Domini Classic/Scenarios.rar - but be careful, you might end up downloading the old version. You'll know if it's 174MB or there abouts. The new version is 274MB - so if you're trying that link, check on the size of the file.
 
Dang, not like the last thread where I posted too early (though I did manage to get the first post then). :mischief:

But I will be trying this, as soon as I get on a computer with a decent high speed connection (the ones in this lab suck).

You'll know if it's 174MB or there abouts. The new version is 274MB - so if you're trying that link, check on the size of the file.
So we can expect juuuuuust a few additions (what with the 100 megs extra ;))?
 
Corinth (Organised/Philosophical) : Missing tech leading to peltast in era one; missing tech in era four, which will probably lead to St. Pauls letters GW. No UU; might be the missing peltast?
I wouldn't give them a Peltast for a UU, because the Peltast is Thracian. I would actually give that unit to Macedonia rather than Corinth, too...

For a Corinthian UU, how about either some form of Hoplite or some form of Galley? I've given them an all-round better Galley in my Greek scenario.

Norse (Seafaring/Warlike) : Missing tech in era one; missing tech in era two - that normally leads to civ-specific government and a unit. No UU - how dare I? Please help!
The UU could be a Berserker or a Longboat, could it not?

Persia (Philosophical/Stable) : Missing tech in era one; missing tech in era three. Possibility of extra library-type building available from the start (not in the game at the moment). Should maybe Spiral Minaret (available in era two) should be shunted to era three and have a tech of it's own?
How about their Era 2 tech could be something representing Darius' reforms in Messenging(if that's a word :shifty:)/Postal Serveses? It could give a wonder (Persepolis Palace? Or just plain Darius' Reforms?) that places a "Traveling Inn" in every city, which gives the city a small defensive bonus, and allows Persian units to "airlift" to each other via the "Veteran Ground Units" flag? I think that would be a good way of representing the Persian mobility!

Scots (Agricultural/Philosophical) : Missing tech in era one; no UU. I'm thinking about using the Highlander unit somewhere on the forum as a replacment for the Medieval Infantry in era four.
I'd say go with the Highlander!

Sparta (Industrious/Warlike) : Missing tech in era one (the one used in the earlier demo was given to Athens). Suggestions please!!
Missing techs could be:
-Gerousia (the "republic" part of Spartan government, but only for about 30 people who met certain requirements)
-Agoge (The same, but for everyone who was both Spartan and over 30)
-Krypteia (A sort of cross between a Spartan initiation ceremony and a Secret Police service. Could perhaps give Sparta a Small Wonder that allows them to operate Espionage?)
 
Thanks for the info, Virote_Considon. I think you'll be suggesting quite a few changes to the four Greek civs when you have your hands on the mod ;) .
 
Rob if you don't mind me askign why did you name it Anno Domini. Especially because a lot of the scenario takes place before A.D.
 
Sounds cool.

And hurray! I can't wait :D

(i'll have them bits for you soon enough :blush: Sorry for the delay but i've been having family... stuff.)
 
Virote_Considon said:
I'd say go with the Highlander!
Gallowglass. That should be the UU for the Scots. Info below:

Wikipedia.org said:
They were noted for wielding the two handed Sparth axe (a custom noted by Geraldus Cambrensis to have derived from their Norse heritage) and broadsword or claymore ("claíomh mór"). For armour, the gallowglass wore chain mail shirts over padded jackets and iron helmets; he was usually accompanied by two boys (like a knight's squires), one of whom carried his throwing spears while the other carried his provisions.
http://en.wikipedia.org/wiki/Gallowglass

And though it is a bit of a stretch, you could have the kerne as their UU as well, though I am under the impression that they were more Irish then Scottish, whereas the Gallowglasses could be a bit of both. I could be wrong though, as this is definitely not my area of expertise, I'd probably ask Plotinus or perhaps Ares de Borg. They would know quite a bit more than I about this subject.
 
:banana:
I'll be concentrating on play as the Harap/Kush/Maury, trying to give you feedback about if they "feel right"; you can better determine game balance issues, etc. I promise again to do the mandir 'pedia tonight. I got off a couple of quick posts, but can't yet sit and compose; I'm dealing with recalcitrant plumbing (commode) and a plumber who can't find "antique" parts.
 
Sounds cool.

And hurray! I can't wait :D

(i'll have them bits for you soon enough :blush: Sorry for the delay but i've been having family... stuff.)

Thanks a lot...I'll sort them out when I come home from work tonight; there's a patch already in the making!! However, it's to add stuff, not correct anything ;) .


Rob if you don't mind me asking why did you name it Anno Domini. Especially because a lot of the scenario takes place before A.D.

I just thought it sounded like a cool name for a mod. Whilst much of the action takes place in the time before Anno Domini, it's where they're destined for.


Gallowglass. That should be the UU for the Scots. Info below:


http://en.wikipedia.org/wiki/Gallowglass

And though it is a bit of a stretch, you could have the kerne as their UU as well, though I am under the impression that they were more Irish then Scottish, whereas the Gallowglasses could be a bit of both. I could be wrong though, as this is definitely not my area of expertise, I'd probably ask Plotinus or perhaps Ares de Borg. They would know quite a bit more than I about this subject.

I really feel that the gallowglass is an Irish unit - but thanks for the info. Perhaps I'll use it in a future version of the mod.


:banana:
I'll be concentrating on play as the Harap/Kush/Maury, trying to give you feedback about if they "feel right"; you can better determine game balance issues, etc. I promise again to do the mandir 'pedia tonight. I got off a couple of quick posts, but can't yet sit and compose; I'm dealing with recalcitrant plumbing (commode) and a plumber who can't find "antique" parts.

It's great to have you as an advisor :) .
 
I just thought it sounded like a cool name for a mod. Whilst much of the action takes place in the time before Anno Domini, it's where they're destined for.

That is true. Most latin words sound like good names for mods.
 
I just thought it sounded like a cool name for a mod. Whilst much of the action takes place in the time before Anno Domini, it's where they're destined for.

That is true. Most latin words sound like good names for mods.
 
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