[Beyond the Sword] Necro Cristi

I just played it, and its good....real good. I'm using the Earth 2 map script on Cheiftain difficulty. I'm sending a few troops to New Sparta with a Settler so I can transport them to the Eastern side of Africa (next to Spring Breeze City or whatever)

I have no idea whats causing it, but pushing the end turn sends me back to desktop Its ticking me off because I've got the best Empire in the 8 civilization game on Huge size map. I have had NO lag or anything, it actually ran very smoothly.

As for the mod itself, Its awesome. Some Civics need something more going for them, and Religions are nothing really. Also, not too many units (I love Junkyard Dogs) but the game is fun. However, zombies are too underpowered.

They are too easy to wipe out. Even though they could turn my units into zombies, it doesn't really bother me. Maybe making it so that if a zombie wins a fight, they get a boost in power, or something.
 
Got a heads-up about this from the Fury Road mod. I've made numerous comments already in that forum that you might find interesting (or not)...

First impressions:
1. When the game came up, I got the new BTS header and not the one you have at the beginning of the forum? I've noticed that happens a lot now after the BTS_3.17 upgrade.
2. My biggest thought is, where are the zombies? I was expecting HORDES of zombies, I was expecting my living units, when damaged might turn into zombies. I was expecting the 'moaning' shuffling swarms from World War Z: Oral History of the Zombie wars...and except for one now and again, none to be seen.
3. Zombie cities? I was thinking that like in WW Z, non-player cities would be 'barbarian' cities filled with cranky Warlords that would send out raiders like you might find in the Fury Road mod. Any cities razed by zombies should, I think, become like the Lairs in Fall from Heaven (FfH) where they'd spawn more zombies.
4. Since I never saw many zombies, and didn't lose a unit to one, are they diseased as many of the critters are in FfH?
5. Not sure if it's possible, but in WW Z, zombies could walk on the bottom of the ocean; making zombies able do that would be awesome. Of course I'm sure it would be some programming trick to have them under the water, but not seen by the player till they come up on a beach.
6. Why where so many resources like crabs taken out?
7. As I mentioned in the Fury Road leaderhead forum, a scenario or alternative set of leaders would be some of the factions from Alpha Centauri to represent that as the world was plunged into war that spawned the Walking Dead, the factions trying to get onto the UNS Unity where a bit more organized (especially doctrinally) so they survived.
8. I think beyond the Fury Road 'barbarians' the zombies should spawn almost anywhere, even in your own territory.
9. The Zombie moan: Also from WW-Z: I think the long a zombie is with a hex or 2 of a live unit, it would cause (if programmingly possible) a larger chance of more zombies being created to represent the 'chain swarm'.
10. Maybe when under Response to Undead: Terror, the undead would cause fear like the Dragons do in FfF so that there would be a decent chance that units would refuse to attack. A 'discipline' promotion would negate this.
11. I think even a unsuccessful attack under Response to Undead: Terror against a city would cause unhappiness.

Again, in the Fury Road mod, I suggested that a tweak on that mod's "Safety" instead of culture might also be the addition of a variant of the Armageddon Counter from FfH. Now in FfH the AC unlock bad things as the counter goes up. I was thinking that perhaps this could be switched to something like the 'Civilization Counter' to represent how much people feel about the world in general. After 9-11, we saw here in America the attitude of "These are dark times and we need to protect ourselves" and so we allowed ourselves to junk a lot of our freedoms. After the Apocalypse, I would think that there would be people who would think we can't "afford" civilized things like "law, order, trail by jury" et al and so some Civ's would regress pretty badly. So instead of civilization growing back, it falls further into Warlordism and Tyranny. In the World War Z, we saw a lot of this.

So (sorry for long post) you could have the 'CC' that would start either in the negatives or at 0 and certain actions by the different Civ's would lower, or raise the CC. I was thinking that certain Civics like slavery would lower the CC as well as raising cities, raiding towns and other 'evil' acts. In most mods, captured slaves can be used as workers, disbanded for hammers toward a project or sold like in FfH for gold. Maybe you could also have them eaten for a boast in happiness for a city, which would lower the CC as cannibalism is usually rather frowned upon. I mean if the world is going to hell, a lot of people would look the other way just as long as they were clothed, fed and happy, no matter that their leader is a a crazy despot.

However, certain things might raise the CC and if the CC got higher, it would cause more unhappiness in 'evil' cultures sort of like Republic does. I think no matter how bad things get, if one Civ is that "Shining City on the Hill" it gives ideas to the downtrodden. Perhaps it would also unlock certain buildings or units and maybe even Wonders like the New League of Nations or something that would allow a Diplomatic victory or maybe something like the Overcouncil in FfH. Plus, I think a lot of the 'pro-zombie' civics you have would cause negative affects to the CC.

I'm sure this might be a lot of work, but it would also allow a bit of "Law" versus "Chaos" in the game and might also be used to unlock events depending on how things go. Sure in a game like this, it can be easy to run your Civ like a bastard, throwing enemies into the fire and the like, but there should be a penalty. Maybe you could have units defect (moral leaders) or units go barbarian, (I should be leader, not him!) and obviously if the CC gets high, the citizens will want more comforts, less war

Anyway, this mod has much promise! My only REAL gripe is that I couldn't upgrade my Survivalist later in the game.
 
There are zombies, and they spawn from cities across the map, however, I rarely see more than 3 at a time and they are too weak for even basic soldiers to be killed by unless they got the defensive bonus or you happen to be weak.

Plus, immunsation to the virus is one of the first promotions you can get. So, even than there's a chance that nothing will happen.
 
Plus, immunsation to the virus is one of the first promotions you can get. So, even than there's a chance that nothing will happen.

What does this promotion do? Does it make it to where it isn't automatic if the unit is killed that it becomes a zombie.

Plus the warrior, cute with the Xena weapon, but the sound it makes is for a fighter plane.

Playing my second game with "raging barbarians" and while it's better, I still think that having 'barbarian' cities with workers is just weird.

Plus, I think you should take some pages from the "Fury Road" or other similar mods in that if this is a post-apocalyptic world, it seems odd that there is no ruins, no highways or anything that showed mankind has been on this planet for awhile. I mean it's one thing if you want to fiddle with the map (especially base Earth map) and extrapolate what it might look like with say 80% water to show Global warming, or maybe with 60% water and Icy to show that at the last, a lot of nukes where used causing a new ice age with humanity hiding out in the tundra since most zombies can't take freezing weather.

Plus, what use is 'scavenging'? I don't see the benefit to outweigh the high cost of it.

Plus, one thing a lot of mods have trouble with is having something for a city to do. In this game I've almost gone broke because at the beginning I get to the point where all I can build is units and more units. It gets to be a real pain when this happens because it makes no sense to just build units and destroy them as you make them.

Plus, I hate not being able to convert survivors into a later unit. I mean survivors are basically almost useless against zombies, but a few survive in stockaded cities and manage to get some upgrades that are nice, but they are still usually to weak to fight a zombie on their own.
 
Honestly, the zombies didn't feel like a big deal to me, they are weak and stupid (in game as well).

I wish that there could be an option that states "The Dead shall rise" where ANY unit killed becomes a zombie unless the unit was killed while defending a city.
 
Honestly, the zombies didn't feel like a big deal to me, they are weak and stupid (in game as well).

I wish that there could be an option that states "The Dead shall rise" where ANY unit killed becomes a zombie unless the unit was killed while defending a city.

Try the game with the "Raging Barbarians" flag set and they become a threat as waves of them attack. What sucks is that you can get a cascade affect if 2-3 zombies attack you in your city, wounding your defenders because the minute one of your unit dies, it becomes a full-strength zombie that gets to attack that turn, usually against a hurt defender who then might die and keep the cycle going.

Which goes with my above comment: to defend yourself early in the game, you need a LOT of survivors. However, later in the game your stuck with them since as the zombies get stronger the later the game gets, they still are weak. I think they should have be able to be converted to archers or warriors.
 
Not Archers, because zombies should stay melee creatures only.

I haven't tried Raging Barbarians, so I'll try it now. It would be cool if the Revolution Mod had an addon on this mod
 
Plus, I think you should take some pages from the "Fury Road" or other similar mods in that if this is a post-apocalyptic world, it seems odd that there is no ruins, no highways or anything that showed mankind has been on this planet for awhile.

Colin, I know you said you would not be able to do much on this mod for a month or two. However, you may want to investigate using the Fury Road mapscript. It does a lot of things you may want, plus one or two things you may not want. For example, it puts on ruined airbases and such you probably do not want. If you are interested, you should just be able to copy the one python file into your local area and get it to run, so you can play NC with a FR map. Then if you have some specific problems or requests, we can discuss about modifying the mapscript. It would be a good "intermediate level" python programming project.
 
Man, I must say, I salute you Colin!
It's my first message in this forum, I mean I registered here because of your mod, because your mod is truly awsome. I think the post-apocaliptic setting is phenomenal, and the leaders, the story and the music are not far behind.
I just want to ask a few questions: when will you resume your work on the mod, and what are you thinking to do with the Homeland Security faction, I mean, the backstory, that sort of stuff? If someone other than Colin knows the answers please answer me. Thanks!
 
Hi there. A quick status update both good and bad now that I've finally returned home.

The good news is that I've been in contact with a very talented musician/sound engineer who is going to create some original music and sound for the mod. Have a look at his myspace page and listen to some examples of his work:

www.myspace.com/ventdouest

Music and sound are very important to the feel of Necro Cristi so this is a really awesome development.
The less good news (from a mod point of view only!) is that I am changing job/house/country in the upcoming weeks so unfortunately modding is low on my list of priorities. I would hope that when I get settled again I can get stuck into working on a new release, but of course given the circumstances this is not something I can give a timetable for. Again though, thankyou for all the constructive feedback - it is all being noted and will be useful for future development.

best,
Colin
 
Remember Dimitri's problem (GFC Error: Failed to initialise Primary Control Theme)

Unfortunatly, he must have given up.

I have tried clearing the cache, using the My Documents location (however, I have moved it back to the Fireaxis Games/Sid Miers Civ 4/Beyond the Sword/Mods section after that didn't work).

I had this problem with FFH II, but that was because I had the folder in the wrong section... but this time I had double checked... there is NOTHING in the My Documents location.

Finally, I am running 3.17 with no mods, or add-ons... so it SHOULD work... Why doesn't it? :(

[Edit]All the art files, etc. are in that folder... and it is in the same location as the Charlemange mod etc.

Its probably something blatently obvious :P

[/Edit][Edut]Found the problem: I hadn't moved ALL the files and folders to the mod... I hadn't waited for the files to finish extracting, so I missed out on half the resource folders >.<)
 
I'm hoping that this mod isnt dead, because it is one of the greatest ones I've played.

With that said, it's not without its issues. Especially crashing.

I've played six games, using the Atlanteas for three, then the Fabians, Garden, and Pale Hand. One of the Atlantean games and the Garden game were Advanced Start (10K Points)
For all of the atlanteans, It was around turn 120, when I had just discovered the ability to create Betas after tech-sprinting for Humanism (And therefore, the Florentine School) And created one. That was the result of the first two crashes.

With Fabians, it was when one of my cities, Arcadia, was taken out by the Zanzibar Dynasty.

With the Garden, it was right after I founded the Gaia Hypothesis religion (Turn 40ish)

With the Pale hand, it was also after I founded the Flesh of Voudoun religion, right at turn 63.

No error message, just a standard Vista message saying "This application has stopped working, please wait while we find a solution." After that, it simply closes out and shuts down.



Beyond the errors, I'd like to give some advice to make this mod a bit more balanced.
One: Survivors should be able to upgrade into new units. I was left with around 15 survivors that I had no use for, as other units became avaliable.
Two: Reduce the variable strength of zombies. I've had zombies with ungoldy strength that would just tear across my units, leading to my city going down. 5.65 base+20% woodlands+20% Hills+10% Combat 1= Nothing can take it out.
Three: Give Zoroaster a boost to culture. Every time we started near eachother, I would culturally dominate him and reduce him to his capital, thereby making him my vassal state. However, I was playing as the Cre/Org leader of the Atlanteans both times we crossed paths.
Four: Ki's female leader always becomes the worst enemy of five other civs, no matter what she does. Its rather irritating when I try to maintain peace. Is it just the AI, or the way I play however?
Five: MODERROR FIXED. Folder-in-a-folder problem.
Any Hotseat games also tend to freakout around turn 80 or so. Two, Four, Five, and Nine player games were atempted, all clunked out between turn 70 and turn 86.


Problem also occurs with Civics. Whenver I manage to achieve Worship, Technocracy, or Information Gathering, the game clunks out. Not only that, but Eudemonia (Allows the Pleasure Civic) is also crashing on me.
 
In the spirit of this mod... NECROMANCING!

Is this dead? I just downloaded it and, despite the few CTDs, I love it! I hope it's not over...
 
*bump*

If anyone is still reading this, I know the reason for the crashes. It has nothing to do with water maps or things like that, but rather with certain civs.

I played as Homeland Security on the Post-Apocalyptic North America map and actually finished a game. The only civs left besides me were the Fabian Society and the Zanzibar Dynasty. The Pale Hand, New Atlantis, and the Foundationalists had all been wiped out, and I had no crashes during the entire game.

I would try to find the problem, but I'm not that great at coding/knowing where to look to figure out the problem.

Anyone?
 
Hey. Like everyone else I really love this mod.

In my free time I've been modding it a bit myself lately. Besides adding content I've condensed the tech tree somewhat and updated some of the building graphics. I don't know if it'd be appropriate to post my fan mod, and I don't really know how, but I just wanted to let it be known that there is one.

~Afgnwrlrd
 
It is certainly appropriate to post "mod-mods". The easiest way to do it is to use "winzip" to make a zip file which contains *only the files you changed or added*, and then attach the zip file to a post on this thread. Choosing only the files you have changed reduced the file size. That way, people who already have the mod installed, can unzip your zip on top of the original zip, and try out your changes. It helps to have a "README" file, which lists all your changes, or at least include the changes in your post.
 
Cool. The mod i made was before 0.2 so I'm in the process of updating it now.

In the meantime the xml fix to build umbrella corp. with a great scientist is done by putting it under academy in <forcebuildings>, not just <buildings> in Civ4UnitInfos

<ForceBuilding>
<BuildingType>BUILDING_CORPORATION_5</BuildingType>
<bForceBuilding>1</bForceBuilding>
</ForceBuilding>
 
Hi guys.

At this point my involvment with civ4 has effectively ended. Having moved country (Mongolia!) and left behind my desktop I have no practical way to mod, or even run civ4 on my rickety old laptop. I'd like to think that in the future this is something I'll get back into but you just never know in life. In terms of the mod's status this means that anyone who wants to keep it alive should feel free to expand, edit and generally play around to their hearts content - just please credit me somewhere as I put a lot into it!

I would also recommend to anyone who decides to continue the project in a large scale way that you get in contact with the composer I mentioned a few posts back, as a unique industrial soundtrack would be awesome and he was prepared to donate a whole load of songs from his catalogue.

Good luck and thanks for all your useful and kind comments. I'm sorry I didn't get to implement half of what I wanted with this, but I'm sure there are those out there with the ability to continue and improve on what I started.

Colin
 
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