Anno Domini

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@ R8XFT, are you planning to add a europe map in this mod? This would be great with huge sized map...
 
I'm not planning to add any maps to this mod; however, there may be scenarios using the mod's setting which will have maps.

I'm thinking of doing a small, manageable expansion in time for Christmas. I've decided to concentrate on one civ, Troy. They would potentially replace the Isoko in the expansion and have, stats-wise, the same UU as the Isoko, an A2D3M1 unit available with Bronze Working - the Trojan Guard. There would be some nice new units for the Trojans, which I could hopefully use as templates for similar units for other civs. Additionally, I'd like to build in a defensive gameplay option for people playing them; using an advanced set of walls for them - a palisade would be in era one, for example - no other civ has any kind of wall in that era. They would forfeit the war weariness small wonder/improvement in era two for this advantage.

It would be nice to think that if I replace other civs, I could theme them with a specific different type of gameplay. We already have the Illyrians as a pirate-based civ and we're going to have the Trojans as a defensively-orientated civ....can anyone think of other civs that could join this setting and have a distinct style of playing set up for it? If so, which civ could it replace?

In the Christmas release, I'd also hope to update the civilopedia and diplomacy text files as well as any other changes that are deemed necessary.
 
Stormrage said:
Hey Rob, can you please tell me which unit are you using for the European Tool age Spearman? I know I`ve seen him around, but I can`t find it anywhere.
It's one I created for the mod - it's not found anywhere else. It is probably my favourite unit out of the ones that I've done - I threw together props from different sources that probably shouldn't go together, but thought it actually worked ;) .
 
I've made some units with the paper doll and some with Michael 3. I find it easier to do the units using the paper doll, but have such a wide range of clothes/props especially for Michael 3 - which is why I use both.
 
Stormrage said:
Just a suggestion: maybe put a link "My units" to the page with anim. previews of your units in your signature, cause you are not in the artist library...
Any info on Troy? Before Xmas?
Such a page doesn't exist. Perhaps I'll create it when I have time, but I don't have time at the moment.
The info on Troy is in post 222 ;) .
 
Yeah!!Can you also release some of the units here or probably on evo game those units are fantastics:D sad for some (like me) just using dial up to download large files:( anyway looks great work :goodjob: definitely lots and lots of hardwork put in these mod:D
 
What came across my mind: Platonic Governance is way overrated in this mod. In my game almost all civs had it until they discovered empire. In fact, Plato's state was a completely unrealistic, fascistoid totalitarian utopia, that would never have worked in reality (well, Dion of Syracusae actually tried it and became killed eventually). It's a nice idea to have Platonic Governance in the mod, but you should make it more disadvantageous.
 
Rx8ft I have an idea about some civilizations that I miss. What about Etruscans?? And from my country (Spain)?? What about the Iberians, The Lusitanians? The Celtiberians??? And What About Tartessos??? The real first western civilization???
 
Sadly, there was only room for 31 civs. There was a thread running that debated who should go in and who should be left out and the civs changed over time. I admit that the 31 I ended up with were not necessarily the top 31 on everybody's list.

However, I'd like to cover some of the other civs in scenarios.

It would only take the most basic editing skills for people to choose their own civs and replace some in the mod for some of their own. There's plenty of leaderheads available - from myself, Shiro & CivArmy for example.

If I work out how to edit Civ IV when the editor comes out, I've a feeling that we won't be limited by the number of civilizations to choose from in the initial game set-up, nor by the number of city styles. That being the case, I could get to work on a Civ IV Anno Domini with a collection of civs and keep adding to it through expansion packs. I could see myself making more than one leader for some civs, such as Egypt and Rome. I believe it would also be possible for the initial mod to be Mediterranean based and, via expansion packs, grow to a mod with ancient civs from all over the globe. Here's to big plans :crazyeye: :goodjob: !!
 
hello,

is it by any means possible to split the big download in small downloads ? It is just too much for me. Right now I reside in Bombay/India and at the last two weekends I always tried to download the mod in our office. But it takes 18 hours and the connection broke both times. (I can only do it on weekends, as only Sunday in free in India)

Please split the download in something like 4 handy packages, so that it is possible to just download them during the week in the nights.

I am sure that I am not the only one that faces such problems

Best regards
Rudi
 
I've been playing your mod for the last couple of weeks. It's great.

Small thing you may wish to change in the next patch... war chariot is not wheeled but should probably be.

Another question/comment: It appears that most primitive government types have research rate caps of 100% while the more advanced have this set at 50%. This seems contrary to the normal game... what was your reasoning... not that I'm complaining, but having little restriction on tech research takes away many of the reasons to go to more advanced governments... could you mention some of the rational you used for balancing this aspect. Not complaining, just wondering.
 
Craig_Sutter said:
I've been playing your mod for the last couple of weeks. It's great.
Thanks :goodjob: !!

Craig_Sutter said:
Small thing you may wish to change in the next patch... war chariot is not wheeled but should probably be.
That was intentional - I felt the Egyptians needed a boost to what wasn't the best UU when wheeled.

Craig_Sutter said:
Another question/comment: It appears that most primitive government types have research rate caps of 100% while the more advanced have this set at 50%. This seems contrary to the normal game... what was your reasoning... not that I'm complaining, but having little restriction on tech research takes away many of the reasons to go to more advanced governments... could you mention some of the rational you used for balancing this aspect. Not complaining, just wondering.
This was unintentional and something I'll need to address.
 
I downloaded this the other day (only took about 20 minutes) and it is awesome! Excellent job. An amazing amount of work that went into this.

For those having trouble getting this running... I had to do the following... first, I had to download the most recent version of WinRar. Then, when I extracted the larger file, WinRar automatically put them in a folder titled "Anno." It also put the patch files into a new folder. I had to first take the Anno files out of the Anno folder and put them into the "scenarios" folder, then take the patch files out of their folder and put them in the "scenarios" folder. It will promt you that the patch files will replace the Anno files. That is fine.

Now it works! I'm happy. No real bugs to report yet. I agree that the color is a little dark (hurts my eyes after awhile), but I'm too computer illiterate to change that. ;)

Good work!
 
R8XFT said:
Has anyone won via the Trade Victory?

Not yet, but I did try to modify the "trade ship." Actually, it's for a different mod I'm making that uses a lot of your excellent graphics, and also stealing the trade victory concept. It's actually quite easy to edit (cut and paste in PSP) the .pcx files in the "Spaceship" folder to get pictures of the trade victory components. The pallettes off, but I think it fits better than the original spaceship for anicent/middle age scenarios. Anyways, an image of the F10 screen is attached. I'd be willing to help you put something like this together for AD, but I'm not sure I can get the pallettes to mesh 100%.
 

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