Anno Domini

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Thanks for all the comments!
I have had reports of the odd small bug here and there, so I'll be placing a patch in post one.
The Anno folder is something I put in so that everything could be uploaded properly to evo-games. You need to place the Anno Domini folder and Anno Domini biq into the CivIII/Conquests/Scenarios folder.
@joejoeisbest : I'm not sure why you're having those problems. It must be something to do with CivIIIComplete.
@Varlin Saliptor : Queen Woodworking eh? Mmmm...I checked the diplomacy file and it was set up ok; I've encountered her in the game and she called herself Queen Dido; I can't explain why you've had that error.
@Robopig : originally, there were some Asian civs, but as the mod evolved, I concentrated on Africa, Europe and the Mediterranean; they became a little "out of flavour." There are still some remnants of them - some of the graphics didn't get taken out :mischief: . The "missing" leaderheads can be downloaded from evo-games.net in the Anno Domini corner. It is a possibility that I'll do some scenarios based on the Anno Domini ruleset in the future; one of these could be an Asian scenario ;) .
 
Ok, after staying up nearly all night with the Picts...I have 2 issues...

1 the swamps are too bright(this is a superficial complaint...GREAT MOD)
2 My girlfriend wants to play as bad as I do

Thanx for what is obviously alot of work RX8...my only real problem is the Swamps?? thats barely an issue...Great Tech tree...excellent units...Brilliant LHs...BRAVO!!
 
Your only real problem is the overtly bright swamps? Boy I think you got it wrong. I would definitely have to say that Number 2 is the greater threat to you enjoying this mod. No.2 definitely has... umm... "supernatural persuasive female abilities" that is a threat and danger to all male hardcore civvers! :lol:
 
When I said
Spacer One said:
my only real problem is the Swamps??

It was in a "mocking" tone...meaning that the swamps was the only issue I had with what RX8 has created(and as it is so minor, I was mocking even bothering to mention it)

as For the second issue...yeah...Im gonna need to buy another Civ disk so I can play it...she's been going at it for nearly 14 hours(you caught her on her day off)
 
Why do I have the impression that AI doesn't need 3 pop. to build a nomad ?
I and another AI start on an island, me with grasslands, he with deserts. I haven't build my first nomad yet (I made a mistake and forgot to research Irrigation first so I'm stuck at pop.3) and the AI spit out 2 nomads out of its starting city. I checked, he doesn't have irrigation. :-?

Edit: Hehe, I captured one of his settler, escorted the captured workers back to my city, join them, and here you go, enough pop to build my nomad ^^
 
Supa said:
Why do I have the impression that AI doesn't need 3 pop. to build a nomad ?
I and another AI start on an island, me with grasslands, he with deserts. I haven't build my first nomad yet (I made a mistake and forgot to research Irrigation first so I'm stuck at pop.3) and the AI spit out 2 nomads out of its starting city. I checked, he doesn't have irrigation. :-?
Is it possible that the AI civ is agricultural? Honestly, nomads require 3 population whoever is building them.
Brightly coloured swamps? They are the C3Conquests default. Hopefully someone like Pounder might create some especially for Anno Domini now that the mod's out...
 
It's the Normans, militaristic and expansionist.

Bug and error feedback: Apparently, the Clay has a erroneous civilopedia entry.
Edit: It's not the Clay that has a faulty entry, but the Strategic resources box in the City Screen.

Edit 2: When I right click on a built improvement in city screen, the game crashes without a single error message.

Edit 3: Horseman doesn't require Horse. Zebra Rider too.
 
I noticed they have 2 oasis. I only saw one at the start o_O. Perhaps it's the cause. But in a previous game (that I have already abandonned due to my stupidity ;)), the various AI civs were building their third cities when I build my first nomad.
 
The horsemen and zebra raiders aren't meant to require horses. This is due to flavouring - there's camel riders and elephant riders. At some point in the beta testing, it was decided that only the horse units that every civ built required horses - ie the chariots and knight units.
Re. civ crashing when you click on improvements in the city screen. This happened to Hrafnkell in the beta testing and it turned out to be his set-up of C3C; reinstalling it did the trick. No-one else suffered this problem during beta testing.
I'll check out the resource civilopedia entry.
I can't explain what's happening with the AI civs being super-efficent with their building of nomads; they honestly cost the same for all civs.
The terrain is the European terrain. The beta-testing team decided upon that terrain from the outset. If you prefer a different terrain, fine - change it ;) .
 
R8XFT said:
The horsemen and zebra raiders aren't meant to require horses. This is due to flavouring - there's camel riders and elephant riders. At some point in the beta testing, it was decided that only the horse units that every civ built required horses - ie the chariots and knight units.
Re. civ crashing when you click on improvements in the city screen. This happened to Hrafnkell in the beta testing and it turned out to be his set-up of C3C; reinstalling it did the trick. No-one else suffered this problem during beta testing.
I'll check out the resource civilopedia entry.
I can't explain what's happening with the AI civs being super-efficent with their building of nomads; they honestly cost the same for all civs.
The terrain is the European terrain. The beta-testing team decided upon that terrain from the outset. If you prefer a different terrain, fine - change it ;) .

Horseman and zebra: Oh ok. I might want to fix their civilopedia text also. It says "A city must have horse gna gna gna" ;)

Crash: I wonder why it happens only with your mod so far. :confused: It's not crucial, I can live without clicking there.

Oh, and I'm enjoying your mod. It's very good. :)
 
Yes, I know, nobody is going to believe me. I WAS THE FIRST ONE WHO SAW THIS THREAD! I saw with my eyes the screen:
"Anno Domini. Replies:0 Views:1".
Please, believe me!!!!!! I don't really care about this mod (since I don't have C3C)but what I saw it's fantastic! I was so angry, I saw written: Please do not post! So I didn't. But then I saw someone who didn't read posted. I got so mad! After that, in a few seconds there were more and more posters. I'm so sorry I missed the occasion to be the first who posts here!
PLEASE BELIEVE ME!
 
I believe you, Mirc :) .

Thanks for the heads up on the civilopedia; I guess that now that I've released the mod, things like this will become noticed. I had a choice of going through everything with a fine toothcomb, which would have delayed things even more or releasing it and letting people spot stuff. I chose the latter. I don't think I missed much, but accept that there's the odd thing here and there.

With respect to the terrain, I'm sorry that some people don't like it. If you delete everything but goodyhuts and railroads, you'll be able to use Firaxis' default terrain with Roman Roads (and appropriate goodyhuts). Most people here know how to add a terrain of their choice - please by all means change it. I just want you to have fun and have some new graphics to play with in your own mods; who am I to tell you what terrain to use with Anno Domini?

Incidently, there's no need to send me pms asking if you can use the graphics (or for that matter any of my work). I'd be honoured if you use anything in your own mods ;) .
 
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