Anno Domini

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Is nobody else having trouble with the fire catapaults? I thought I would avoid the issue, by just not building them, but the stupid Illyrians attacked me and I guess there must have been a catapault in their city because when I captured it, I got the fire catapault animation crash again.:sad:
 
Will the Amazons be included in a future expansion pack, perhaps?
 
I have been having fun time playing this as Sparta.
I have not experienced any problems so far except for
the strategic resource problem but that is a c3c problem.
I like the darker terrain - it feels easier on the eyes.

Thanks for all the work
 
magritte said:
Is nobody else having trouble with the fire catapaults? I thought I would avoid the issue, by just not building them, but the stupid Illyrians attacked me and I guess there must have been a catapault in their city because when I captured it, I got the fire catapault animation crash again.
Sorry to hear you're getting a problem with the fire catapults. I'd apparently forgotten to upload them with the mod originally. Have you uploaded the patch, as the fire catapult animations are in that?

P.S.Y.C.H.O. said:
Will the Amazons be included in a future expansion pack, perhaps?
Why not ;) ?

Arturus said:
Any chance that you will be turning more of your leaderheads into epic ones? I would love to see your Roman one expanded with the two you have now used for the middle and industrial eras. The industrial era for Rome is by far the best leaderhead I have ever seen.
Thanks for the compliment. I am thinking of extending the leaderheads at some point, though my immediate work will be to do an expansion of Anno Domini incorporating new civs.
 
Do you have any plans on making the expansion cover more eras beyond the middle ages? I think it would be quite interesting to play up to somewhere around late renaissance/pre industrial. IMHO anything industrial and beyond would ruin the flavor of this mod.
 
I admit the Sea Peoples are problematic for a number of reasons, but so are many other ancient civs. The upside is that they would be fun to play. I haven't seen the list of cities in question but we have the Philistines, who were a Sea People and we have names of Philistine cities:

Gaza, Ashkelon, Ashdod, Ekron, Gath - These were the five Philistine city states

These cities were controlled by the Philistines:

Timnah, Azekah, Jabneel, Gibbethon, Azor, Joppa, Aphek

Some of these are currently cities for Israel but Israel has enough cities listed that it can afford to spare a few. I am sure enough others could be found, and even the names of some of the Sea Peoples themselves could be used as city names. Where there is a will, there is a way.

We know that the Philistines were ruled by "Seranim" which gives a nice title to go with.

The Temple of Dagon, historically in Gaza (and which Samson is supposed to have pulled down) would be a nice SW for the Sea Peoples.
 
Gaias said:
Do you have any plans on making the expansion cover more eras beyond the middle ages? I think it would be quite interesting to play up to somewhere around late renaissance/pre industrial. IMHO anything industrial and beyond would ruin the flavor of this mod.
Not at the moment; I'm going to concentrate on ancient civs first. Who knows how far I'll go up to if I do a medieval civs version :) .

@Hrafnkell : Thanks again for all the info, mate ;) .

@jimkirk : I'm glad you're up and running!
 
Does the installation of this mod require a clean duplicate install of C3C 1.22 to preserve the basic game? Thanks for the info.
 
Stormrage said:
Hey R8XFT, can you tell me which unit are you using for the Hun? Who made it? A link would help alot if its not from CFC, other forum sites confuse me. tnx
I made that unit myself especially for the mod ;) .
 
WEEEEEE.... you did that one too? Kewl! What do you think of my idea of a germanic spearman unit but with an axe instead of a spear? Or mounted? Or both? This is not a request (well, yeah it is, but i posted an official request thread). You`d have to be a copy-paster for that, right? Maybe you can make it in your own stlye, using... whatever you use to make units. I`d put him on a horse (when you learn how to do it), and give him the Goth marauder`s big ol` axe :) Would be great for ancient germans, or for Dolgans in WH. Well, barbarians in general. I love your work!
 
I hope to get conquests in a few months time but until then could someone import the unit stats into a *.bic or *.bix file so I can use the units properly. I would love to try out this scenario, it looks great. Well done R8XFT.
 
Rob, this is a great mod. I downloaded it and played it for a several hours last night and an hour this morning. Needless to say, I was late to work....

I completed the Anno Incepti period and am well into the Anno Laxamenti period. Here are my initial comments and ideas for the next patch:

* It is too easy to build a huge military force. Change the government stats so that towns and cities support fewer units.

* On a similar note, for balance, the A4/D2 swordsman unit should changed to A4/D1 and it should cost one pop (keep the shield cost the same). I sent huge stacks of A4/D2 swordsmen against the AI's D2 defenders and conquered two AI civilizations with virtually no casualties.

* It was quite easy to improve all terrain tiles around my cities. That gave me large cities (pop 12+) with lots of roads and irrigation and mines so my production and research and treasury dwarfed the AIs'. I suggest decreasing the productivity of the Player's worker units by 33%.

* Several of the improvements buildable in the Anno Incepti period increase luxury by 50%. However, with the burial mounds, shrines, a couple luxury resources, and a couple military units in each city, only very large cities need entertainers. I never raised my luxury rate above 0%. Maybe change a couple of the "luxury" buildings so that they do nothing for luxury but instead increase productivity +25% or commerce +25% or research +25%.

* It would be great if this mod could take place on an Earth map, with the civs starting in the correct place, like The Ancient Mediteranean (TAM) mod.

* Is there a way to increase the number of civilizations? It looked like the maximum number of AI civ's on the map size I chose was based on the civ default. TAM and RFRE each have over 20 AI civs in play.

The above comments are just suggestions, and the issues are minor. All-in-all, this is a great mod and I look forward to playing more tonight.
______

Threadjack - I played a few games of Civ4 over the past couple weeks and as you can infer from the fact that I am posting here, I have temporarily returned to Civ3Conquests. For those of you thinking about buying Civ4, wait for Firaxis/2K to come out with a patch and also wait until some people create decent mods and post them on civfanatics. Civ4 version 1.0 leaves a lot to be desired....
 
Celtic Warrior said:
I hope to get conquests in a few months time but until then could someone import the unit stats into a *.bic or *.bix file so I can use the units properly. I would love to try out this scenario, it looks great. Well done R8XFT.
Thanks for the compliment. You'll find all the unit stats on the Anno Domini website - it's just been updated so that every unit in the game is detailed there.
@gringoesteban : I'm glad you're enjoying the game. There's some good feedback there; I'll have to think about those changes. What do other people think?
 
I've checked out and played RAR, RoCX, as well as AOM.

This modpack definitely stands among these as some of the best work ever seen for Civ 3.

In regard to gringoesteban's comments, I gotta say, I generally disagree. His suggestions all move toward slowing down gameplay. I for one am refreshed by the epic feel that is conveyed so well in this mod, and it is precisely because of the ability to field large military forces and create enormously powerful cities.

I also find the individual unit balance quite good; a focus on offense rather then defense which I prefer, but not to quite the same degree as found in the AOM mod, which is heavily offensive. The idea of each swordsman costing one population is mindboggling to me - this would really slow gameplay down, which I would really attempt to avoid, as it's one of this mod's unique strengths.

I do agree that a world map would be great for this mod - Perhaps at some point in the future.

I'd rather a focus was made on completing the excellent civilpedia; some great information there, though some entries need to be filled, and some need more fleshing out. Some of the governments for example need some work - I had to consult the Editor to discover which governments provided a trade bonus for example.

Further, I'd love to see additional flavour units. Playing as Rome for example, it would be great to see a distinctly Roman medieval infantry and swordsman, perhaps an 'Imperial Legionary' or something of the like. You could even look to the unit work done in AOM and adapt that - their Republican Legionary looks pretty nice.

Anyway, keep up the good work! I look forward to seeing Troy in action.
 
Got a points victory as Sparta on aedile.
This is very good mod. Ha-ha I feel like I have to
be nice to some of the other civs now because they are babes.
And I love how my raftman wacks those barbarian curagh over the
head with the oar :lol: So I try this game again. This time I got Eire.
Thanks for the great mod..
 
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