[BtS] Destiny Mod

If you are looking for the urban planner unit code, it is in the old mod (v.3.17 compatible) available on Atomic Gamer under my files there.

I can add him back to the next version.

Don't worry about it too much, I was just wondering that was all, I mean this mod is already very good by itself. Gives me a bit of challenge and makes it a lot easier to deal with archer Stack of doom in cities
 
I've been working on the mod, a lot.

I've got the urban planner back in along with the colonist unit (basically an immigrant unit).

I've ironed out a lot of bugs. I think its bug free, though I haven't had time to run through games, all the error logs are clean. I've reloaded the cultural city styles and reworked all the cultural units to the VD 7.5 default, I also carefully rebuilt the DLL.

I started loading a 2nd UU for each civ which is what I'm currently working on. I've got perhaps 2/3s of the Civs complete, mostly based on the old (3.17 build) version of the mod. That being said, I'm looking at approximately 20 civs needing UUs. I've also got to go and balance and rebalance the 2nd UUs that are coming in since the mod is now not based on the WolfRevolution units.

@Nitram15: I can upload to another service, what ones do other people use? The mod is rather large ~2gb

I'm looking to complete 2nd UUs for these Civs
Spoiler :

Code:
Arawak
Assyrian
Australian
Brazil
Canadian
Cherokee
Egypt
Goths
Hungary
Hunnic
Iroquois
Italian
Mamluk
Mexico
Nubian
Phoenician
Scythian
Sioux
Tupi


Some of these will be easier than others to complete. There's a lot that goes into making UUs. It takes research to find something appropriate which goes hand in hand with combing the boards for created unit art and then work up the texts, buttons and stats making sure that the new guy doesn't break the game just adds a bit more diversity to the civs.

So it will take some time to complete. I'm open to suggestions for help, in the mean time I'll keep plugging away and once it's done I will post the results.
 
No, mediafire has a max size of 200MB.
I mean it is the best hosting site I know of but if you have to split the archive to 6 pieces, the advantage is nullified.
 
Maybe he could upload it to megaupload or rapidshare if the file is compressed greatly.
 
It's 200MB on rapidshare too, and that site sucks.
Megaupload: 1024MB .. Destiny is 1066.8MB -_-
 
okay...the landscape looks great, considering there is no interface, there is a lot of it :(

guys i need help, i got 3.19, the latest destiny mod but for some odd reason i got problems with my interface :(
 
okay...the landscape looks great, considering there is no interface, there is a lot of it :(

guys i need help, i got 3.19, the latest destiny mod but for some odd reason i got problems with my interface :(

just make an alt-tab twice and it will work fine
 
just make an alt-tab twice and it will work fine

That does work, the problem seems to be part of the BUG mod the mod was based off of. In the next version of the mod that I am working on, it has moved to BUG 4.4 this problem should not exist anymore.

Here's an update on getting to the next version:
I'm looking at updating the mod to the latest version of BUG and I still need to scrub and balance the 2nd UUs I've already put in, along with come up with UUs for civs I still don't have yet. From the list I had before, I'm down to about 5 civs left.
 
Oh by the way, there are two things I like to say about the mod, well 3:

1. you can build culture from start which make the 2cp/city of the creative trait useless; just build culture for the first 5 to 10 turns and you have your first expansion.
2. the Falconer just does not makes sense and in all cases is too "powerfull". I don't see how a human can "explore" with the bird's eyes!! and second, even if that did makes sense, a Falconer having a range of 3 added to the fact that you can relocate it to any city makes it a tool to discover all the world if you have little luck: you explore the coast, "see" new islands/continent, relocate the falconer there and do same wise. I think a range of 2 is more than enough, or falconer shouldn't be allowed to relocate to other civs cities
3. I love this mod :-))
3.
 
Which ones are those five? Maybe I could help.

Also found it abit amusing much of this page's comments on the thread were debating the best place for you to post the download :lol:

Okay...

Here's an update on where I'm at as far as getting the next version out.

Down to needing 2nd UUs for these:
Tupi
Arawak
Hungary
Mongol
Phoenician
Scythian

I'd like to use some sort of cannibal unit for the tupi but I can' find anything that seems appropriate as far as units that are available to download.

Arawak... Meh.. Maybe War Canoe..

Hungary shouldn't be hard, there are several Magyar units/threads out there.

Phoenician... Hmm I found another mod that had the phoenican ship able to do trade trade missions... I'm undecided on that one.

For Mongol... I've attempted to get the Mogol Camp unit (see this thread: http://forums.civfanatics.com/showthread.php?t=268624 ) as their 2nd UU but it didn't go as well as I'd hoped. I'm having difficulty visualizing it actually work in the game without being too strange compared to other units. In the game, you can't have a civ with no cities so it can't just replace their settlers outright. Also had some difficulties getting the python to announce that units were created. Kept crashing... I spent a full day messing with it too.

Scythian.. Hmm.. Probably some kind of horseman. Haven't gotten around to it yet.

Also I'm balancing and refining the other UUs I've put it so it's a pretty slow process.

In order to fix the interface bug that's been mentioned a few times, I tried going to the next version of Bug. And it worked, interface bug is fine now. But... it broke some features of revolution, in particular the main interface with it's revolution button. Still working on that.
 
Oh by the way, there are two things I like to say about the mod, well 3:

1. you can build culture from start which make the 2cp/city of the creative trait useless; just build culture for the first 5 to 10 turns and you have your first expansion.
2. the Falconer just does not makes sense and in all cases is too "powerfull". I don't see how a human can "explore" with the bird's eyes!! and second, even if that did makes sense, a Falconer having a range of 3 added to the fact that you can relocate it to any city makes it a tool to discover all the world if you have little luck: you explore the coast, "see" new islands/continent, relocate the falconer there and do same wise. I think a range of 2 is more than enough, or falconer shouldn't be allowed to relocate to other civs cities
3. I love this mod :-))
3.

The falcon is from Chiyu's Extra mod (from FFH). I can look at it to lower it to 2. I like it in principle.. There is really nothing like it in the early game for exploration and it's somewhat true to history in that falcons were used by ancient peoples (mainly for hunting I guess).


:)

Glad you like the mod.. I think you'll love the next version.. Hopefully I can get it out soon...
 
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