[BtS] "Extra"

@bmarnz:
Don't you think that would make armored units too powerful?

Well, there is no tag for unitcombat production modifiers, only a domain produciton modifier. In my mod I'm going to try Having it give armor units +3 exp, but like cathedrals, have it require 3 barracks for every Vehicle Factory.
 
Looks a very great "little" mod! Gratz! Im downloading it and i ll play it in next FDS.

Anyway, i have a request! (Cmonnnn! What a boring guy! :D It was not a "very great 'little' mod"??? :O) In fact, i have 3 requests. :P

Can you (please, please, please???) add this 3 things (for most importants to less ones):

1º - Route pillage with bombers, for exemple. Its easy acordinly with "Grave" and "TheLopez" (but i cant do!!! HaHa!), take a look:

"If you want to use the Route Pillage Mod in your mod I have tried to make
things as easy as possible for you. In the SDK files I have added
/*** ROUTE PILLAGE MOD 30 July 2007 by Grave START ***/
and
/*** ROUTE PILLAGE MOD 30 July 2007 by Grave END ***/
in all of the places
that I have made changes."

And the link is: http://forums.civfanatics.com/downloads.php?do=file&id=6278

2º - Dunno if you kept the possibility of play with 40 civs. If, yes, you can pass this one. If you not, here it is another good mod just with this modification: http://forums.civfanatics.com/showthread.php?t=234779

and the last one:

3º - Dunno if you have this one already, but i would love if i could generate a "gigantic map" to play with the 34 civs... and more 6 colonies, like in the mod "Rise of Mankind". Im just talking about the size of the map, not about all the mod! :)

Im done! :P

Anyway, if you can incorporate this mods or not, thank you for the hard work and gratz for the improvements you already did! Just keep the good work!!! :)

See you!

Thank you for your atention! :)

Vini
 
:hmm: I'd suggest making the Vehicle Factory similar to the Drydock.
+25% armored unit production speed
+3 experience for armored units

As Chiyu said, it might make tanks a bit too powerful, but how about increasing the base cost of all armoured units by 25%, that would offset some of the increased power of having that building.




Again, thanks for all your work on the mod! :goodjob:
 
Very eager to play this mod. More content without losing the feel of the original game it seems.

One thing prevents me from doing so though. I have grown attached to the unique civilization graphics from the Varietas Delectat mod.

Right now you have 5 art styles for units which is great. Having 30 is even much better though. Perhaps you could consider merging Avain´s mod in yours.
 
I'm still not satisfied with some of the new wonders... Especially Plato's Academy, the Leaning Tower and the Theatre of Dionysus. Can anyone give some feedback about those?

I am playing your mod for the first time now. Actually, I think your new wonders are pretty balanced! They aren't as crazy as, say, The Pyramids, and seem to be on par with other wonders. I like em!
 
I am enjoying your Mod. I would like to report a minor bug though, I got a CTD when clicking on the civilopedia entry for the unit from the stable, Raider, on the tech that first enables the stable. I was able to view the raider unit later when the unit was unlocked through the tech that it needs.
 
1 bug olives are not forcing your workers to wait for calander as they say u can build the tile upgrade before you have calander even though the wording says otherwise.
 
1 bug olives are not forcing your workers to wait for calander as they say u can build the tile upgrade before you have calander even though the wording says otherwise.

It's supposed to be like that according to the 2.9 notes, "I finished the job and put the Olive Press in Extra, so you won't have to wait till plantations to make use of those fine olives!"

Maybe he hasn't updated the civpedia notes I guess
 
@Sword of Geddon/SinkingDutchman:
Hmm, I like those graphics. Implementing them should be possible. But give me a week or two, because I'd have to make a few different versions then - a lite version with no flavour units at all, a medium version with flavour units organized by the six cultural groups and a full version with flavour units for every civilization. After all, not everybody is willing to download a 100MB file ;).

@Viniloss:
If you want 40 civs, you can simply replace the current Solver's .dll with another .dll that allows more civs :). And gigantic map is a fair request, sure, I'll add it in! The pillage thing is no good though as it would alter the gameplay..

@mariocerame:
Thanks a lot for your feedback on the wonders :). I'm glad to see that somebody likes them. Maybe I'll keep them after all...

@smeagolheart:
Hmm odd, it works fine for me.. I'm not sure if I can help you :(.

@bmarnz:
Thank you very much for pointing that out! I'll add the Sopwith Camel as the English replacement for the normal Fighter. As for the Mark V Tank.. Well, England already has flavour tanks in the game so I'm afraid there's not much I can do with it (although the model is awesome). It's a bit too early in comparison to the other tank models too.

@Dajet24:
Yeah, the Olives are meant to be a monarchy thing. ^^
 
Thank you for your atention and orientation, Chiyu!

Have a good day there! ;)

See you!
 
Hey Viniloss, could you give me link me to a good mod (comp) with the Gigantic map option? One that did it through XML, not through Python, preferably, since that makes it easier for me to implement it.
 
Hey, I released a small "tweak" patch that fixes various things from 2.9. Before I release a patch that will have new content, I want to have this converted to BTS 3.13, that will save me work later. Here are the changes:

- You can now build 3 raiders instead of 2, as is the case in the mod where it's from.
- Flavian's Amphitheatre has been buffed a little: it's effect now works for Musketmen as well.
- The Leaning Tower has been buffed as well: +100% great people instead of +50% great people in the city (after all: the Parthenon gives +50% great people growth in ALL cities!!).
- Plato's Academy has been nerfed. I thought it was too powerful in it's current form (+25% research in its city AND +1 beaker for every specialist!). Now it acts like Angkor Wat, but then for scientists: +1 hammer per scientist specialist, and allows you to put three more scientist specialists in the city).
- The Supply Train has been pushed to Feudalism because it costs too much to build early on anyway and because it suits the Middle Ages.
- Desert Adaptation promotion no longer accessible for Siege and Mounted units.
- Put Kasimierz at the right place alphabetically in the list of leaders.
- Fixed a few text (pedia) errors, like one with the Theatre of Dionysus and one with the city of Kecskemet.
- Removed the Vehicle Factory since it doesn't really add anything except frustration and AI issues.
- Implemented the model for the English plane (the Sopwith Camel) from Civ4 Vanilla as a flavour replacement for the Fighter.

Download links will be in the first post in a few minutes!
 
Hey Viniloss, could you give me link me to a good mod (comp) with the Gigantic map option? One that did it through XML, not through Python, preferably, since that makes it easier for me to implement it.

Hey Chiyu! :)

I found this one:

http://forums.civfanatics.com/showthread.php?t=183746

Dunno if it is the easy one to you use, but its the best one! ;)

I found too a tutorial about generate a gigantic map editing the .XML! I think i can try generate a giga map by myself. Infortunelly, im at work in a distant city of my home. So i ll just try it in the weekend. Other thing is that the tuto was made in 2005, so maybe doesnt work with BtS. If u want check, here it is:

http://forums.civfanatics.com/showthread.php?t=134418

Good luck and good work!

See you around! ;)

Vini
 
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