Anno Domini Rise of Cities edition

Anno Domini: Rise of Cities edition (latest version dated November 9th 2016) 27

Thanks! I'm aware that there's some text stuff that needs changing. As RL has now kicked in, it was a case of getting the mod out there even without these minor amendments.

I am surprised about the Mercenaries, I thought that was working okay. I'll need to look into that.

@Asterisk Rage - Anno Domini should be played with no other mods. I've heard that, for example, that editor can sometimes clash with the Community Patch, a version of which is in Anno Domini.
 
@Asterisk Rage - Anno Domini should be played with no other mods. I've heard that, for example, that editor can sometimes clash with the Community Patch, a version of which is in Anno Domini.

Oops! IGv39 is in the folder but never activated (only turn 1) I know the issue between CP and IG. Anyway, my concern was more about Condensed Promotion v15. (Mandatory for me)

Below, two pics about minor issues
 

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1. most serious problem. It seems that in AD, a city can be captured directly if it has no garrison, and some unit have the "retreat" ability. So, if a garrison unit retreat from the city during the enemy's attack, the city would be captured directly. Which make city siege in AD become extremely easy.

2. When selecting Dido's Carthage in the civ selection screen, the interface then disappear, as the screenshot below shows:
Spoiler :
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3. TXT_KEY issue:
Spoiler :
35A78DE306B7AA08C85B8C3CC770F18361148673


4. modern embarked model:
Spoiler :
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5. The Castile Rodelero now using 2h swordsman's unit model.

P.S. A suggestion, is it possible to make the religion system available while starting the game in later eras?
 

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Thanks for the information. Do you have Carthage normally, i.e. do you have Gods and Kings? If not, that would be the reason for the issues with Carthage.
 
Really fun mod. Did a quick first playthrough just to see the mechanics. I must have been suffering from luxuries that unlock later in my initial location, I was struggling to build a third city (it seems the AI was able to get 3-4 in my area; I looked at their yields and it seemed they got lucky with earlier luxes)

Had to restart at a lower difficulty on epic speed so I can enjoy all the new mechanics and mess around a bit (building unnecessary wonders, units etc.)

The only bug I encountered had to do with the Advisor Panel. Immediately on pulling it up (from the menu drop-down) or the hotkey "v" causes immediate CTD. It's simple enough to work around but I don't know if this was a known issue.
I did a clean install of the Complete game, and no other mods except yours.

Thanks for all the work on this, fantastic new way to play Civ5!
 
@gilliebillie, I have v15 but I cannot guarantee it works 100% perfectly. Havent played it in a while.

@Rob, how many civs in the game now? :)
 
@gilliebillie, I have v15.

@Rob, how many civs are in the mod now? :)

Sorry for double post :(
 
One suggestion I have, instead of having the woodcutter as a building to provide 3 lumber, a better way of implementing that would be having lumber mills produce lumber, but not able to be built adjacent to other lumber mills. The guns, germs, and steel modpack has that feature, and I enjoyed it immensely.
Apart from how that modpack handles strategic resources, yours is way better (~'.')~
 
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ADv26 / Francia / Marathon

Turn 1287 and no major crash so far. I'm amazed

- I noticed some weird behaviors when I take a CS occupied by Barbarians. Sometimes it doesn't give me the choice between Liberate, puppet and so. I "must" take the city.

- Currently at Anno Superator Era and I can't select settler or colonist any more. Not sure how long both disappeared.

More reports below
 

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Thanks again for the heads up. I had put the settler to demise at some point around Astronomy, but the colonist should have still been working. I'll look into it of course.

Great that you've got so far without any crashes. I had worked through all the issues that could cause a crash and thanks to the help of other Civfanatics, particularly LeeS, I had eradicated all that I'd come across.
 
Interesting mod (even VERY interesting) but, hmmm unfortunetry im lacking some icons (top right corner, thoose in circles) i have diplomacy button but it doesent work(cant be cliced). I disabled all my other mods but nothing works so far, hmm im puzzled.

Edit:
Deleting all (other)mods didnt work.
 
Interesting mod (even VERY interesting) but, hmmm unfortunetry im lacking some icons (top right corner, thoose in circles) i have diplomacy button but it doesent work(cant be cliced). I disabled all my other mods but nothing works so far, hmm im puzzled.

Edit:
Deleting all (other)mods didnt work.

¿EUI?
 
Amazing looking mod, it made me download Civ 5 again.
However the dropbox link seems dead (says "This account's links are generating too much traffic and have been temporarily disabled"). Can anyone post an alternative link or any other mean to get the mod. I jut cant wait to try it out!
Thanks.

P.S. Btw, someone above mentioned EUI, is it included in this mod or can I download and enable it separately? It's kid of a must for Civ 5.
 
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1. most serious problem. It seems that in AD, a city can be captured directly if it has no garrison, and some unit have the "retreat" ability. So, if a garrison unit retreat from the city during the enemy's attack, the city would be captured directly. Which make city siege in AD become extremely easy.

Which version of Community Patch is included? Is it an older version? I ask because this was happening to people who played with movement and combat animations on about two months ago.
 
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