Anno Domini Classic

I was looking ahead a bit to see what direction I should take and read the Roman Road entry. It says you can make rails, once you learn Steam Power. However I cannot find Steam Power in the tree and the hyper link is empty.

Is the link missing or is Steam Power not really required? I am too lazy to look in the editor and in any event a correction is needed one way or the other. Please tell me I can get rails at some point.

Steam power shouldn't be mentioned...and I am going through the civilopedia to sort all that out tomorrow (I hope). The equivalent is Roman Roads, accessed via the tech of the same name in era three. I think they require tar to be built, if memory serves...
 
I figured it was not required, which why I did not look in the editor. It is still a ways off.
 
I have mentioned the terrain was hard for me to spot BG tiles in the early game. I also have fallen victim to irrigation recognition issues. I move workers to a tile that looks like a grass tile with no water, only to find it is a plains tile that is irrigated.

Some plains have yellow and green patterns when irrigated and others have the grass look. I know I could slap in stuff from other mods to suit me, but I want to leave your mod alone. I also want to offer my feedback, in case you hear from others and decide to alter some things.

The thing is I view mods as a change of pace and not as a replacement for the default game. IOW I am going to play a mod from time to time, but mainly will play unmodified. If I were to go with a mod all the time, then I would change to suit my taste.
 
One other thing that I would have liked to see in the pedia is a reference to HP bonus. I was looking at several units upgrade and wondered, why would I want to upgrade?

Icenti Chariot is 5/2/2 and upgrades to AC that is 4/2/2. I see it can move on mountains, so that may be worth it. So manybe I do some and not all. Then I realize a vet Icenti is 4HP, while an AC vet is 5HP. Now I see that as a huge plus.

It looks like a number of units get more HP than the unit they replace, even though some are not direct upgrades.

We have a base of 2 for conscript, 3 regular and 4 for vets and 5 for elites. If a unit does not follow that convention, we should be told. If the convention is scrapped, then we need to know what the new convention looks like and when units have a bonus HP.
 
One other thing that I would have liked to see in the pedia is a reference to HP bonus. I was looking at several units upgrade and wondered, why would I want to upgrade?

Icenti Chariot is 5/2/2 and upgrades to AC that is 4/2/2. I see it can move on mountains, so that may be worth it. So manybe I do some and not all. Then I realize a vet Icenti is 4HP, while an AC vet is 5HP. Now I see that as a huge plus.

It looks like a number of units get more HP than the unit they replace, even though some are not direct upgrades.

We have a base of 2 for conscript, 3 regular and 4 for vets and 5 for elites. If a unit does not follow that convention, we should be told. If the convention is scrapped, then we need to know what the new convention looks like and when units have a bonus HP.

I have actually referenced the HP bonus for units that recieve one, such as the Ancient Cavalry; this is referenced in the text on the front page of the unit's entry in the Civilopedia.

What I wouldn't do in the Civilopedia is point out that a unit has a conventional HP system but can upgrade to one that doesn't follow that convention.

Also, what I can't do is put something in the unit stats at the bottom of the the front page of the unit's entry in the Civilopedia; all that is hard-coded.
 
Ok, thanks for the scoop. One thing that many scenarios seem to have in common is that you retain the culture border. I don't know, if that is locked in or not. It is too strong for humans as now I can get to the next town in one turn.

Often on the same turn I captured their last town. It also makes their counter attack harder as they will not have armies and will need an extra turn to attack.
 
On an equally serious note there shouldn't be any reference to the Pentagon....the mod ends about 400-500 years before it was built. I'll need to look into that!! I'll check up on War elephants as well.


I won by the VP, I wish I had realized it was not something you had enabled. I saw it, but figured that was part of the BIQ. I am playing on to see some more of the mod.

I have started research on Manor. It says it is essentially the Pentagon, the reference I pointed out could be change to it. I don't have it yet, so I do not know, if it in fact does work.

Am I going to run into an MA replacement in one of the techs?
 
I won by the VP, I wish I had realized it was not something you had enabled. I saw it, but figured that was part of the BIQ. I am playing on to see some more of the mod.

I have started research on Manor. It says it is essentially the Pentagon, the reference I pointed out could be change to it. I don't have it yet, so I do not know, if it in fact does work.

Am I going to run into an MA replacement in one of the techs?

In my (unreleased) version, I have amended references in the civilopedia to lose the reference to the Pentagon. By MA do you mean Military Academy? The answer in that case is no, but it would be a good idea to maybe have one as a unique building for Sparta, for example....but I'm all out of buildings at the minute, having "maxed out" the 256 limit. I'll look into that though ;).

I'm not aware that I'd enabled a VP victory, so maybe that's a hangover from the previous mod you were playing?
 
Here is an Anno Domini based scenario for your consideration

Anno Domini Angevin

A single player game ala Alexander's Conquests and The Rise and Fall of the Roman Empire. The player is the leader of the Angevin Empire, a coalition of the Kingdom of England and the provinces of Aquitaine and Normandy. Can you do better than the English Kings did, or will France and Burgandy do better than they did historically. And what of the minor powers of the time? Play going from the 10th century AD to the 15th century with an emphasis on diplomacy and conquest.

Would use the Anno Domini engine and cover the area of France and Britain. Civilizations would include ...

The Angevin Empire
Burgundy
France
Scotland
The Irish
(and my recall has failed me, but I'm sure there are more factions that could be added in)

Conquest, domination, or diplomacy victory
 
Here is an Anno Domini based scenario for your consideration

Anno Domini Angevin

A single player game ala Alexander's Conquests and The Rise and Fall of the Roman Empire. The player is the leader of the Angevin Empire, a coalition of the Kingdom of England and the provinces of Aquitaine and Normandy. Can you do better than the English Kings did, or will France and Burgandy do better than they did historically. And what of the minor powers of the time? Play going from the 10th century AD to the 15th century with an emphasis on diplomacy and conquest.

Would use the Anno Domini engine and cover the area of France and Britain. Civilizations would include ...

The Angevin Empire
Burgundy
France
Scotland
The Irish
(and my recall has failed me, but I'm sure there are more factions that could be added in)

Conquest, domination, or diplomacy victory

It's a nice idea for a scenario. Perhaps what I should do first is concentrate on the more generalised BIQs, but I'll look into the Angevin empire, Burgundy and France as possible civs within one of those BIQs, so they can then be utilised in a scenario.
 
The Manor is the same as the Pentagon, so I would think that the reference should change names not be eliminated. I was allowed to add a 4th unit to the army.

Yeah, I think I had just played CCM, so it was a residual effect. No big deal.
 
The Manor is the same as the Pentagon, so I would think that the reference should change names not be eliminated. I was allowed to add a 4th unit to the army.

Yeah, I think I had just played CCM, so it was a residual effect. No big deal.

I've done this already on the version on my pc - actually, I did it the first time you mentioned it. Please do post any civilopedia anomolies, but also be aware that I'm going through it as well.
 
I've been wishing there was a scenario involving the Occitan culture as one of the civs. I'd be willing to do what I can - similar to my contributions to AD:DD if & when such work begins. And think about Eleanore of Aquitaine as a LH. :groucho: But I agree that the more generalized biqs are a higher priority.
 
I've been wishing there was a scenario involving the Occitan culture as one of the civs. I'd be willing to do what I can - similar to my contributions to AD:DD if & when such work begins. And think about Eleanore of Aquitaine as a LH. :groucho: But I agree that the more generalized biqs are a higher priority.

Eleanore of Aquitaine is already in "A different dawn". I'll have to look up other civs in the Occitan culture and will see what I can do ;).
 
Rob,

I'm going great guns as the Anglo-Saxons when all of a sudden...

attachment.php


And I'm not even playing the Celtiberians.:confused:

Update: Nope, no Celtiberian Settler entry in the PediaText. should I just add it, or would you rather fix the PediaText and have me download it again?
 

Attachments

  • CeltIberian.jpg
    CeltIberian.jpg
    201.8 KB · Views: 487
Hi mythusmage; thanks for reporting the error - however you did mention that back in post #105 of this thread, so it was recitified in the latest patch. For your game at the moment, it is probably simpliest if you amend the pediaicons file yourself, adding the relevant lines.

Incidently, it doesn't matter if you're playing the Celtiberians or not; if the unit graphics are called upon at all, it will report the error if it can't find what it's meant to be displaying.
 
I forgot. I do that, forget, thanks to my Aspergers.

I have made the correction and we'll see how it goes.
 
I finished playing till I had all techs last night and did not run into any errors. I had already killed off all the others, so some race specific things never took place. I missed espionage. A final age tech to introduce it would be nice. I mean spying as been around forever.
 
I finished playing till I had all techs last night and did not run into any errors. I had already killed off all the others, so some race specific things never took place. I missed espionage. A final age tech to introduce it would be nice. I mean spying as been around forever.

I'd saved espionage (rightly or wrongly) as a Roman-only tech....can't remember off the top of my head if I added it for the Qin as well in "A different dawn." I will give it some thought though.
 
I just like to be able to see what the unit counts are and types, even if I too strong or too weak. It is part of the things I like to track a bit. F3 and see wow they have 800 cavs and 400 infantry, now what? Later ok, they only 300 cavs and 100 infantry. Making progress, that sort of thing.

If it was put off till near the next to last age or very early last age, it should not impact the game much. Anyway that was a some work you put into it. The AI actually did fight in my game, once they allied.

Serbia in fact stay on the other guy after I had made peace some 25 turns later. They finally killed the last town. Of course nothing can be done with the AI and it poor land management.

Large areas did not have road, jungles not cleared and lots of trees. Does not seem to matter, if you play the lowest or the highest levels, they must be lazy. :D
 
Back
Top Bottom