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

Isn`t there a rice resource in Conquests? :hmm: I doesn`t look that bad..
I remember there being a saki resource, but I can't remember a rice one. However, I'm not at home, so I can't check.

I know that I've asked this question before, but isn't it the case that as long as I make sure that the bonus resources are in slots 33 onwards, I can have more resources? My thoughts were that if I brought in another culture group into some of the BIQs, I could shuffle along the bonus resources to those slots, add a couple of extra bonus resources and some more luxuries/strategic bonuses (I'd have room for four as I currently have four bonus resources). That new culture group (s), or even one or more of the existing groups, could have access to resources that did something different for them - a bit like how amber works for the Jutes. Whilst amber adds a bit of productivity in its square for everyone, the Jutes get to build special buildings with it.

Resources is definately something I want to do a little more with for the "full" release.
 
Not that I know of.

One thing I read the other day, though, is that the order on the resource.pcx and in the editor have to match (so, if "Horses" are the first entry in the editor, then they also should be icon #0, and if "Bison" was the 41st entry in the editor, then they should be icon #40). Apparently, not doing this may cause crashes.
 
^ Hmmm, odd. I don't see why it should crashes. I mean, they are just a visual representation of the resource and as such do not have to match up with the "actual" resource icon. You could make a stone resource and use a stick for it. The game can't identify it as incorrect. Or did I misunderstand?
 
No idea what causes it. It's just another of those many editor "features". I think that El Justo knows something about it, and Vuldacon might, too.
 
Not that I know of.

One thing I read the other day, though, is that the order on the resource.pcx and in the editor have to match (so, if "Horses" are the first entry in the editor, then they also should be icon #0, and if "Bison" was the 41st entry in the editor, then they should be icon #40). Apparently, not doing this may cause crashes.
In Anno Domini, they're not in the right order. I'm sure that doesn't matter. I think it's a rumour spread by an over-fussy modder.

EDIT: Cross-post with Virote Considon. I am NOT suggesting that El Justo and Vuldacon are over-fussy :cooool: ;) !!
 
Does anyone have any tales to tell from their playtesting :mischief: ?

Following on from my earlier post on the direction of the mod, I'm considering tweaking a few bits and pieces between now and the "full" release. Once I start manually tweaking, that will be the end of the patches for now, as I will have changed the main files and won't be regressing to the old ones.

So what are these tweaks? Well, it's all to do with getting things culturally right and also not using up all the abilities inherent to a trait on one civ. In this potential plan, I would give each group of civs abilities and then each civ within that culture group something to make them stand out from the rest.

Here's an example, looking at the Mongols:

Steppes culture civ (with the Alans, Huns and Scythians):

Cultural:
No resources required for horse units, which cost 20% less and have blitz.
Horse nomad instead of usual nomad - therefore more difficult to found new cities in the early days.
Possibly have exclusive rights to "radar towers," renamed to camps with nice new graphics.
All get cheap upgrade and "heal in enemy territory" small wonders in era one.
Most units would be common to all of these civs.
Era two government is the Khanate, which makes all units free.


Individual:
Ger = free barracks.
Naadam Field = festival requiring horses in city limits, but granting +2 happy in every city.


Please not that this is merely an example; I'm just trying to make the mod easier to slot new civs in and lighter on the number of buildings that essentially do the same thing.

However, you might feel that there's no real need to change anything. I'd appreciate the feedback. The thoughts behind the changes came with wondering, for example, how I could bring in the Mongols without them having similar advantages to the Huns!
 
It sounds good to me, although I don't know about cutting off civ-specific stuff...

I was playing last night as Chola, and I got in a little border skirmish against my neighbors, the Spartans. (they dared to build a city one tile above where I wanted my city!) The battles were generally Tribal Fanatics vs. Slingers, where they'd send a slinger or two out into the open to attack me, and I'd send in my fanatics to defeat them, and whilst they were still in the open, the Spartans would send out a couple of slingers, etc.

Then, horror of all horrors- the Spartans sent out their champion, who was said to be invisible. This was definitely no ordinary slinger. Out in the open plains, he (a regular at first), only lost one hit point at first. He was said to be seven foot tall, so naturally our boys were completely morale-less. He had a friend on his tile who was dispatched with ease, but then one of our heroic warriors decided to bite the bullet and attack him. Needless to say, although he wounded this immortal warrior a second time, it was to no avail, as not only did he succumb to the furious slinging, but the slinger gained a hitpoint!

With two men down to this one man, I had to do something! Unfortunatley, I had no more slingers within a turns range. I did, however, have a Chakra thrower, newly recruited using some copper that I'd stumbled across in a little peninsula that I owned.

The war ended with me gaining two cities and plenty of gold. I needed the peace, because my people weren't happy with the war...

Anyway, there's my bad storytelling abilities telling showing what happened last night.
 
Glad to hear someone else is trying out an Indian civ, Virote.

I've been trying to get the flavor of the Indian civs. I'm a slow player & the patches meant I had to start over a lot. I also had trouble at first learning to take advantage of the Mauryan "border forts" (a criticism of me, not the mod). So I don't yet have a lot to report. For the Indians as a group, I'd like to see the cultural importance of archery somehow emphasized.

Granted, most of my games haven't progressed about half way through the second era, but I've never had a golden age. Did I miss that you made them rarer than normal?
 
Granted, most of my games haven't progressed about half way through the second era, but I've never had a golden age. Did I miss that you made them rarer than normal?
If you read the civilopedia ;) :p , then you'd have noticed that the only current way to get a golden age in Anno Domini is to have a victory with the UU. I'm not saying that it's a good thing, though.

In terms of the flavours at the moment, I'm only musing at the moment what would be best. I might just leave it alone, but add new culture groups in the same way as I added the Indian culture group. However, the one thing that grates me a little is that they can build churches and that the specific religion in era two comes after the tech "Religion," so you can, for example, have a temple followed by a mosque.
 
If you feel that they need to be flavored more Rob, then by all means do so! While I haven't noticed any flaws with the current system thus far, I also haven't played enough civs to actually be able to make an opinion on this matter. I could definitely see how the act of building Christian buildings by non-Christian civs could be a bit of a stumbling stone in the way of flavoring.

I have a request for the Spartan unique unit...don't you think he should have some kind of statistical advantage over his contemporaries? He's a Spartan, he needs to be able to hand every one on his "same" level their asses with whipped cream! I was thinking a 4.3.1 would be in order to make him a bit stronger than the 3.3.1 contemporaries' stats (note: I do realise that he has a reduced production cost, but those are also in effect in the second era and are more of a Spartan civ advantage rather than a UU advantage).
 
Nevermind what I just said about the Spartan Officer (or rather posted). Was this fixed with the last patch or am I just beginning to see things? I could've sworn I saw him with 3.3.1 stats somewhere! Gotta lay off the tea...
It was changed in the last patch; as far as I can remember, I made the Spartan Hoplite the UU and made the Spartan Officer A3D3M1. It made sense given your earlier feedback ;) .
 
Well, as long as I'm not going mad... :D

I wasn't sure if this was a mistake or not, but the civ entry for Gilgamesh' Epic says that the wonder is made obsolete by two things. First is the Republic and second Philosphy. Is this purposely done? And is it even possible to have two things make something turn obsolete?

Error2.png


BTW: I'll post some screens of my Spartan Empire tommorow. I'll wait until I've done some conquering of the Athenean kingdom! :evil:
 
Thanks for feeding in that civilopedia error; initially it was the Republic, but when that became a Romans-only tech, it was shifted to philosophy. I'll amend the civilopedia.
 
Patch v1.07 has been uploaded and a link is in the first post. This updates the Gilgamesh civilopedia entry and adds Plotinus' three excellent Indian units.

This will be the last patch; work to change various bits and pieces takes place this weekend :) .
 
Is Hanno's Voyage meant to require timber, and is Noah's Ark not? Also, Florence doesn't have a wonder that pays for trade installations, as it's pedia description states. Does anyone know if the changes made to the Training Hut affect Raising the Clans?
 
Back
Top Bottom