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

I can write Indian ones for you of course -maybe others with a passion for a particular civ or group of civs could do the same.

I will gladly help with unit entries for the Spartans...and later on when you make an Oriental biq, I'll help where I can as well.

I noticed a mistake with one of the Spartan units in Anno Laxamenti. By researching "Armour", one is granted the use of Spartan Spearman, who are 20% cheaper than their equivalents among other civs. Also, they have the same defense but are granted better attack stats. However, the stats given for this unit are 1.3.1, which is the exact same as all the other Spearman. The attack value for this unit should be increased if the unit is supposed to have an attack advantage over the others.
 
I noticed a mistake with one of the Spartan units in Anno Laxamenti. By researching "Armour", one is granted the use of Spartan Spearman, who are 20% cheaper than their equivalents among other civs. Also, they have the same defense but are granted better attack stats. However, the stats given for this unit are 1.3.1, which is the exact same as all the other Spearman. The attack value for this unit should be increased if the unit is supposed to have an attack advantage over the others.
Zut alors! Pardon my French, but that's obviously something I overlooked. I'll check on it tonight ;) .


I will gladly help with unit entries for the Spartans...and later on when you make an Oriental biq, I'll help where I can as well.

I can write Indian ones for you of course -maybe others with a passion for a particular civ or group of civs could do the same.
Thanks guys - please feel free to either post here or pm me missing unit civilopedia entries/suggestions for change of name from, e.g. "Dacian tool age spearman."
 
Patch v1.06, available in post one, corrects a couple of minor errors and updates the rest of the "games concepts" section of the civilopedia. This will be the last patch for a while, unless there's any important corrections that need to be put into the game (oh, and I'll do a special patch when Plotinus' Indian units are done ;) ).
 
Are you sure you got the Chakra unit .INI problem corrected. It seems I ran into the same problem as Blue Monkey while playing (game crash) because of the missing .INI file. I also had the most recent update prior to the current one and thought that you had mentioned the problem being solved. However, what's strange is that the file is actually in the units folder, but the game can't seem to find it (I saw the .INI file in the unit folder myself, in case someone was wondering). Any thoughts?

(My Spartan empire was developing so nicely too...now I need to start a brand new game. :sad:)
 
You don't need to start a brand new game if it is just an .ini problem, just fix the problem and load from the last autosave! It is only things in the editor which cannot be changed in-game :)
 
I honestly can't find out what the problem is with the chakra thrower. Initially, the unit had a faulty .ini, which I corrected. I've played a game just to make sure it works, double-checked the upload and it is all in order.

Oh, and civilopedia updates don't come into force until you start a new game :sad: .
 
I asked the questions, because if you just want to update the 'pedia descriptions, you can do it in game (although if you have looked at the description before, you have to exit and re load), whereas if it is a 'pediaicon problem, then you may have to either start a new game, or make a "duplicate" entry in the Pediaicons.txt file, where you copy the real entry, and miss-spell it however you did in the .biq.
 
miss-spell
:cooool:

General question: apart from maybe a few extra flavour units here and there and perhaps a few bonus civilopedia entries, do you feel this mod is done?

Also.....I said at the very beginning that I might not be posting updates and that you'd maybe have to do a fresh download when the mod came out properly....well, between now and Christmas/New Year time, I've plans to do some new units for flavour and put in a few tweaks here and there and basically delete some old files in favour of others, rename some files etc. It would be way better for me if I did all this then upload a "clean" version as the mod proper. Therefore, you'd need to download it again and re-install. Are you cool with that? Look at it this way, you'd have the current version of Anno Domini (which is playable as it is anyway), then have a choice to trade it in for a deluxe version ;) !

New units: I'm hoping to do some unit "families" - e.g. Carthaginian hoplite, spearman, swordsman and archer (and maybe horseman as well), all with matching shields and outfits ready for the "full" version. This will mean old units may be deleted to make way for them.

Culture group changes: I might develop some cultures ready for other civilizations to come in with other BIQs. This could be, for example, renaming the Nubian units so that they'll suit for all African civs, having a generic African advantage that the units don't require resources and some individual bonuses (so it might be that Axum will get trade advantages on top, but Nubia gets extra military advantages). I want to make sure that the Huns have all their units sorted out, so that I can develop the Steppes cultures in future BIQs and have generic advantages - eg, cheaper horse units. That way, it will be easier to bring in the Scythians and Mongols, for example.

Building changes: There may some savings that I can make in the number of buildings that are used in Anno Domini - one example is in the different walls that essentially do the same thing - but the way I've set it up at the moment, different walls are needed (as the flavour techs automatically given at the start of the game leave the same "holes" in the tech tree that require filling). Therefore, I need to give this serious consideration, as there's potential for me to set myself up properly, given that there are going to be other BIQs in the future. Again, this will involve deleting old files and replacing them with new ones.

Resource changes:Having recently changed "pigs" to "iron ore," the next resource in the firing line is salt, which doesn't really do much at the moment. I'm thinking of replacing this for saki and having that unique to the Asian cultures I'm going to develop over Christmas/New Year for a new BIQ.

Anyway, as ever, please let me know what you think!
 
Definitely just make the final deluxe version now rather than lots of small updates. I want to be able to play the final version...and to answer your question, this definitely feels like a complete mod.

About the revisions, etc., I'll leave that up to you, but the suggestions you made all sound solid. Just do that which you had planned on doing anyways.

For the Asians, you might want to replace sake with rice in general. Some people jumped down my throat for wanting to use processed things as resources rather than "raw", unprocessed ones. ;)
 
Error.png


Anybody know what this is? I tried loading up my already started Spartan Empire game (like Virote said), but this error showed up with the new patch added. I should note that starting a new game with the new patch does not show this error, though it may be because I haven't reached the stage at which it occurs. Might want to check this Rob.
 
Thanks, checked it and it's alright. What you're trying to do is load a game started when the sawmill was part of the mod with an update that takes the sawmill out of it. Hence the loading error. Sorry, but you'd need to start a new game (or enter a "dummy" pedia icon entry for a sawmill, by copying and pasting one of the other improvements and naming it "sawmill" which should work I think).

In fact, I've done it for you - try this:

http://forums.civfanatics.com/uploads/20480/PediaIcons.rar
 
Will Huns/Mongols be getting a flavour spearman and an archer? :bounce:
Kinboats figures are a gem, they can even have different hats :)
They might be ;) . However, I don't want to give too much away and also don't want this to turn into a request thread :sad: .
 
I agree with your choice to hold back further patches in favor of a "gold master". I'm enjoying playing as the Indian civs so much that it's actually frustrating to update at this point. We've got something stable enough to effectively "bug hunt" & notify you (like about the capital "I"s that appear erroneously on some Indian cities). You can take your time & thoroughly polish the mod.

I also support GR about rice - it's also an important crop on the subcontinent.

If you give me a list of any of the Indian pedia decriptions (like UUs) you want to add or edit I'll happily do that work for you.
 
I agree with your choice to hold back further patches in favor of a "gold master". I'm enjoying playing as the Indian civs so much that it's actually frustrating to update at this point. We've got something stable enough to effectively "bug hunt" & notify you (like about the capital "I"s that appear erroneously on some Indian cities). You can take your time & thoroughly polish the mod.
Thanks. In terms of the capital "I"s - they appear in the city lists in your bazaar - I simply cut and pasted them from there. I thought they looked odd and will remove any capital "I"s that appear before another capital at the start of a city name.

I also support GR about rice - it's also an important crop on the subcontinent.
Ok. I only cited saki as an example really, though I could never find a good resource icon for rice. I made one myself ages ago and never liked it.

If you give me a list of any of the Indian pedia decriptions (like UUs) you want to add or edit I'll happily do that work for you.
No more 'pedia descriptions have been done over the version you have. If you see a missing description that you can supply, I'd be most grateful!
 
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