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[BTS] [Mod Pack] Composite XL - 2.0.01

Discussion in 'Civ4 - Modpacks' started by Ket, Aug 2, 2007.

  1. Ket

    Ket Composite Of A Composite

    Joined:
    Jul 26, 2006
    Messages:
    900
    Location:
    Austin, TX
    Ok, I am locking down the changes to 2.0.2.3 and will be releasing soon after test. 1-2 Days... I'd like to get all my final changes in tonight and test a bit tomorrow and then release.

    This release is light XML changes and MAJOR flavor, UU, Formation Changes.

    This teaser should be very close to what will be in the release....

    Spoiler :
    2.0.2.3
    [Global Define Changes]
    Quick Game Handicap Set To Noble
    Commerce Percent Change Set to 5% Increments
    Barbarian Max XP 25
    Global Warming Chance Reduced
    Globe Circumnavigate +2 Moves
    Non State Religion -1
    Base Religion Anarchy Length 2
    WW Hit By Nuke Changed to 10
    WW Attacked With Nuke Changed to 15
    Max Withdrawal Probability 95
    Combat Experience In Borders 110


    [Technology]
    Tech Traiding At Guilds
    Map Traiding At Astronomy
    Free ICBM At Fission
    Robotics Requeres Plastics


    [Bonus's - Land - Worker Builds]
    Horse +1 Commerce Added (0/1/1)
    Oil +1 Commerce Added (0/1/1)
    Coastal Oil Possible
    Wine Trades At Pottery
    Whale +1 Production +1 Commerce (1/1/1)
    Coastal Whale Possible
    Whale Boats +1 Production (0/2/2)
    Workshop At Machinery
    Workshop +1 Production With Gunpowder
    Pasturizing Sheep Now 1/1/1
    Road In Forest Requires Bronze Working
    Winery Build At Pottery
    Cottage Build At Monarchy
    Deer +1 Commerce (1/0/1)
    Aluminum Trades At Metal Working
    Aluminum +1 Commerce (0/1/1)
    Stone Trades At The Wheel
    Insense +1 Commerce (0/0/2)
    Ivory Obsoletes Plastics
    Silk +1 Commerce (0/0/2)
    Spices +1 Commerce (0/0/2)
    Jungle +1 Production (-1/1/0)
    River Jungle (0/0/1)

    [Building Changes]
    Bunker @ Refrigeration
    Obelisk Obsolete @ Calendar
    Observatory Also Requires Liberalism
    Labratory @ Computers
    Broadcast Tower @ Radio
    Market Health -1
    Great Library @ Alphabet
    Hagia Sophia @ Engineering
    Sistine Chapel @ Theology
    Notre Dame @ Music
    UN @ Fission

    [Units]
    BTS 2UU Included
    -----------------------
    Zulu Ibutho
    Viking Longboat
    Sumerian Chariot
    Spanish Treasure Fleet
    Russian T-54
    Roman Cavalry
    Portugese Blazer
    Persion Tremor
    Ottoman Sipahi
    Native American Brule
    Mongolian Bataar
    Mayan Plumed
    Malinese Vavalry
    Korean Kobukson
    Khmer Phakak
    Japanese Zero
    Indian Elephant
    Incan Elite Quechua
    Holy Roman Arquebusier
    Greek Companion
    German Teutonic
    French Dragon
    Ethopian RPG7
    English Spitfire
    Egyptian Crawler
    Dutch Mercenary
    Chinease Junk
    Celtic Chariot
    Carthaginian Elephant
    Byzantine Dromon
    Babylonian Swordsman
    Aztec Elite Jaguar
    Arabian Ansar
    American Minuteman

    Air Forces Mod Flavor Units
    ---------------------------
    A6M-Green
    A-10
    Amiot350
    B17g
    B25
    Campini Caproni
    De Havilland Vampire
    Dewo520
    Eurofighter
    F4
    F5E
    F5Even
    F15
    F18
    F86
    F117
    FlatG55
    FockeWulf190a
    G4m3
    G4m3 Japan
    Hurricane
    IL2-Shturmovik
    JA-37
    JU87
    JU88
    LA-7
    Macchi_MC 2002 Folgore
    Me262
    Mig3
    Mig15
    Mig15r
    Mig21
    Mig25
    Mig29
    Morane Saulnier 406
    Nakajima Kikka
    Ouragan
    p40-China
    p47
    P51 Mustang
    p59
    Rafale
    Rafale A
    Savoia 79
    Su7B
    Su25
    Su25 Russian
    Su37 Blue
    Su37 Desert
    Su37 Russian
    Su47
    t-50 Sukhoi
    Tu95
    Tu95r
    Tu-22m
    Tu-160
    Tupolev TB3
    Val
    Vickers Wellington




    AA Gun Unit

    [Promotions]
    Air Force Promotions
    --------------------

    [Mods Added Or Updated]
    Gedemon Regiments Version .01
    Updated to Version 1.02 Avians Keymod
    Unaltered Version .11
    BTS Flag Mod - Thorn 1.0
    2nd UU Compilation
    Air Forces Module .02 Gedemon








    [Temp Removed]

    [Game Speeds]
    Game Speed Year Adjustments for Flow Of Game (----------
    ***IMPORTANT*** MARATHON (1170 turns) speed is SHORTER than EPIC (1865 turns) AND NEW BALANCE (1196 turns) speed, as I have not mooded that speed. Again, the speed this mod is DESIGNED for is NEW BALANCE- make SURE YOU SELECT IT!
    ----------)
    Major date changes. Begin game at 10,000 BC with 250 year advances. This more accurately reflects when Pottery/Hunting/Agriculture and stuff like that was first used, as far as we know. The years quickly (at 4000 BC) begin to flow the way you expect.









    2.0.2.0
    - All Changes Backed Out Fresh Release
    Merged In .10 Unaltered Gameplay [CTRL-ALT-O For In Game Menu]
    Merged In Keymod 1.1
    Merged In Fix's of Keymod from Ethnic Art Style 1.1
    Merged In Actual Quotes V4.00
    Merged In Solver and Crew's SDK Fixes
    Skytale/saw192837/Tweedledee Small Europe Map 64x40
    Synterra 15 Civ 52x32 Terra Earth






    Detailed Change List
    [SOLVER AND CREW SDK]
    * Fixing a possible infinite loop problem with unit movement.
    * Poison Water and Foment Unhappiness missions now have the same effect, duration and cost on all game speeds, to mirror the official patch.
    * AI now more likely to promote siege units with Accuracy to better handle the changes to bombardment in BtS
    * AI understanding of what is an "early Wonder" now correct for non-Normal game speeds.
    * AI civs that are close to reaching a Domination victory recognize that and are more likely to declare war, in particular with Aggressive AI.
    * "Dead unitgroup walking" crash fix as per Dale
    * No-conscript colony crash fix as per Gyathaar
    * Another colony crash fix as per myself
    * Fixed the bug allowing Forts in foreign territory, which would result in Forts overrunning useful rival improvements.
    * AIs close to domination population will have a high priority for health buildings in cities that are unhealthy.
    * AIs close to domination population will put a high priority on researching Genetics and will like other health techs better.
    * The AI will be less reluctant to raze cities that have its state religion if it doesn't have the shrine for that religion.
    * Corporation maintenance is now exempt from inflation, so the costs don't blow up so much.
    * Added possible workaround for a crash bug.
    * Fixed an infinite loop problem with city attackers (thanks Gyathaar)
    * Blockade code rewritten so that blockading is now much faster, as per Gyathaar
    * Fixed Quick-speed crash (whoops)
    * Auto-explore change per Bhruic.
    * Auto-explorers will heal when wounded.
    * Advanced start population selling fixed per Gyathaar
    * Fixed the AP-conversion hammer bug
    * AI will use espionage to destroy non-resource terrain improvements - such as Towns.
    * AI may destroy improvements through espionage just because it hates you, with no war plan
    * Increased likelihood of the AI stealing techs - hopefully it will do so now
    * Fixed AI airstrike bug
    * AI now only capitulates to the team which has done them a majority of the damage.
    * On non-aggressive AI, the AI's are more aggressive early in the game.
    * AI trains more units early in the game.
    * AI SHOULD do a better job of bribing other AI's (this may or may not work)
    * The cost to Bribe AI's into war now uses a new algorithm, it better reflects the impact of the bribe (ie a large AI charges a lot more to be ordered around). Generally bribing will be more expensive, especially cases where it used to be excessively cheap.
    * AI's tell you to sod off if you try to bribe them onto a victim with an intact nuclear arsenal.
    * AI brags about it's nukes more.
    * Always Peace now suppresses AI militarism (with some barb awareness).
    * AI spends less on Espionage.
    * AI trains spies with lower priority.
    * AI better aware of Free Market / Environmentalism corporation impact.
    * Exploring units should now heal.
    * Possibly fixed exploring "YoYo" issue.
    * Fixed a puppet strings exploit related to naval invasions.
    * Fixed some issues which hampered or stalled AI early game expansion.
    * Tweaks to Governor, particularly "Emphasize Food"
    * Fixed an undefended cities issues.
    * Destroying Towns through espionage will turn them into Villages, etc.
    * Slight tweak to the AI selection of HQ city when founding a corp
    * Splitting off a colony no longer tends to create the same civilization

    [INTERFACE]
    CTRL-ALT-O Brings Up Interface Menu!!!!!!!
    •Option Switching Core by ruff_hi and EmperorFool.

    •Main Screen Interface
    *Not Just Another Game Clock TheLopez
    *Remove Dead Civs from Score by TheLopez
    *Power rating in Score by EmperorFool
    *Attitude Icons by Porges

    •Pop-up Game Messages
    *Civ4lerts by Dr. Elmer Jiggle
    *Reminders by Eotinb

    •Advisor Screens
    *Better Espionage Screen by Almightix
    *Sevopedia by Sevo
    *Great Person Tech Preferences by ruff_hi

    •City Screen
    *Specialist Stacker by TheLopez
    *Raw Commerce by Sevo

    •Unit Modifications:
    *Unit Renaming by TheLopez
    i.Roman Numeral Naming by sen2000
    ii.City Naming by Porges
    iii.Random Names by TheLopez
    iv.City Naming and Numbering Porges
    v.Borg Naming by ruff_hi

    [GRAPHICS]
    EDU/CITY Styles Civ Flavor Units


    [Partial Credits]
    [Mod COmps Borged]
    Chiyu - Extra/Expanded Mod
    Dearmad - New Balance Mod
    Ganarts - Extended Mod
    Gir - Sevo Mod Add Ons
    Sevo - Sevo Mod
    Houman - Total Realisim
    GRM - Nyomod
    Zappara - Epic Mod
    Hephaistion - HephMod

    [SDK Borged]
    Solver - Multiple SDK Fix's
    Dale - Ranged Bombardment (2.0.3.0)
    The Lopez - Route Pillage Mod (2.0.3.0)

    [Graphics Borged]
    Rabbit White - EDU
    GeoModder - CityArt
    Avain - Keymod
    Regiments - A whole host of people (Gedemon)
    BTS Flag Mod - Thorn 1.0
    Airforces Mod - A whole Host OF People (Gedemon)
     
  2. Kaenash

    Kaenash Warlord

    Joined:
    Nov 13, 2001
    Messages:
    121

    Do I need to turn modular loading back OFF for other mods?

    What does modular loading do?

    I once had a start icon that cleared my cache so that I could try different mods. (I've since lost it). I am wondering if you can provide one that sets this to 1 for us, and back to 0 again or something along with the mod, so we don't forget?

    Also, what is .7z format? I renamed it to lhz but it would not open.
     
  3. Ket

    Ket Composite Of A Composite

    Joined:
    Jul 26, 2006
    Messages:
    900
    Location:
    Austin, TX
    There is no reason to set it back to 0...... As far as I can tell.

    7z is 7-Zip It compresses much better than .ZIP
    http://www.7-zip.org/
     
  4. Tunch Khan

    Tunch Khan King

    Joined:
    Jun 19, 2005
    Messages:
    805
    Location:
    Williamsburg, Brooklyn
    The Keymod v.1.2 is out. Will you add that one too? :blush:
     
  5. Ket

    Ket Composite Of A Composite

    Joined:
    Jul 26, 2006
    Messages:
    900
    Location:
    Austin, TX
    Yes the features of keymod 1.2 will be in it...

    I'm having issues with the modular system with files over stepping other files. So I'm merging all the modules back into the main mod i think...or at least some of the modules....

    Yay!!!!... Err... boring tedious work.
     
  6. Kaenash

    Kaenash Warlord

    Joined:
    Nov 13, 2001
    Messages:
    121

    I registered my zip program though. ;(

    not sure I want another zipper. So I guess I will wait and see if this gets posted with zip or lhz or something.

    thanks for the explanation.
     
  7. Ket

    Ket Composite Of A Composite

    Joined:
    Jul 26, 2006
    Messages:
    900
    Location:
    Austin, TX
    Its freeware... No need to register it.
     
  8. Ket

    Ket Composite Of A Composite

    Joined:
    Jul 26, 2006
    Messages:
    900
    Location:
    Austin, TX
    B.T.W. the reason we use 7zip is its free and it compresses better. But it has issues with compatibility on a mac. I could consider a streight zip of it at this stage, but the pre-release version of the old composite was over 150megs...

    I expect we will get there soon.... :)
     
  9. Ket

    Ket Composite Of A Composite

    Joined:
    Jul 26, 2006
    Messages:
    900
    Location:
    Austin, TX
    For 2.0.2.4 Adding In Elements Of The Modern Warfare Mod From
    -Snafusmith
    -Asioasioasio
    -Baal_Isidro
    -Jamesmcnamara

    This is more just a note to myself
     
  10. Tunch Khan

    Tunch Khan King

    Joined:
    Jun 19, 2005
    Messages:
    805
    Location:
    Williamsburg, Brooklyn
    Do you have any good news for the weekend? ;)
     
  11. Gedemon

    Gedemon Modder Moderator

    Joined:
    Oct 4, 2004
    Messages:
    9,342
    Location:
    France
    same here, trying to keep regiments & ethnicity modular won't be easy :(
     
  12. Ket

    Ket Composite Of A Composite

    Joined:
    Jul 26, 2006
    Messages:
    900
    Location:
    Austin, TX
    Right now the biggest issue is the modular system, trying to get all of Gedemon's Air Force changes in with everything else is requiring that for sake of simpleness I need to remerge all the mods back into the main system. Which is fine, but updates are gonna be a . .. .. .. .. ....

    Possibly tonight....
     
  13. upstart

    upstart Warlord

    Joined:
    Oct 4, 2005
    Messages:
    145
    Sweet....can't wait till this mod combines all the greats....especially ranged bombardment and solver's. Great going!
     
  14. Ket

    Ket Composite Of A Composite

    Joined:
    Jul 26, 2006
    Messages:
    900
    Location:
    Austin, TX
    Ok where we are...

    Gedemon just updated regiments and airforces so I was waiting on that, now I need to get that working with the second UU then I need to do a .dll complile of the latest solver fix's... Of course then I need to sync up to the latest version of unaltered as i'm about 5 versions behind.

    So thats what I'm working on... I'm thinking sunday night release if not...monday night.

    2.0.2.4 will be out shortly after I finaly get .3 out and it will be a sdk update with...

    Ranged Bombardment
    Route Pillage
    Solvers Events
    M.A.D.

    Im thinking wednesday on this one.
     
  15. Ket

    Ket Composite Of A Composite

    Joined:
    Jul 26, 2006
    Messages:
    900
    Location:
    Austin, TX
    Final Changelog 2.0.2.3

    I'm in testing now...
    Spoiler :

    2.0.2.3

    [Interface Changes]
    Updated Base Inferface To Unaltered .15 (CTRL+ALT+O For Options)
    Tech Window 1.g1 Roamty
    Modern Flags - Roamty
    America --> Flag of USA
    China --> Flag of China
    Egypt --> Flag of Egypt
    England --> Flag of England
    Germany --> Flag of Germany
    Greece --> Flag of Greece
    India --> Flag of India
    Mali --> Flag of Mali
    Mongol --> Flag of Mongolia
    Russia --> Flag of Russia
    Spain --> Flag of Spain


    [Global Define Changes]
    Quick Game Handicap Set To Noble
    Commerce Percent Change Set to 5% Increments
    Barbarian Max XP 25
    Global Warming Chance Reduced
    Globe Circumnavigate +2 Moves
    Non State Religion -1
    Base Religion Anarchy Length 2
    WW Hit By Nuke Changed to 10
    WW Attacked With Nuke Changed to 15
    Max Withdrawal Probability 95
    Combat Experience In Borders 110


    [Technology]
    Tech Traiding At Guilds
    Map Traiding At Astronomy
    Free ICBM At Fission
    Robotics Requeres Plastics


    [Bonus's - Land - Worker Builds]
    Horse +1 Commerce Added (0/1/1)
    Oil +1 Commerce Added (0/1/1)
    Coastal Oil Possible
    Wine Trades At Pottery
    Whale +1 Production +1 Commerce (1/1/1)
    Coastal Whale Possible
    Whale Boats +1 Production (0/2/2)
    Workshop At Machinery
    Workshop +1 Production With Gunpowder
    Pasturizing Sheep Now 1/1/1
    Road In Forest Requires Bronze Working
    Winery Build At Pottery
    Cottage Build At Monarchy
    Deer +1 Commerce (1/0/1)
    Aluminum Trades At Metal Working
    Aluminum +1 Commerce (0/1/1)
    Stone Trades At The Wheel
    Insense +1 Commerce (0/0/2)
    Ivory Obsoletes Plastics
    Silk +1 Commerce (0/0/2)
    Spices +1 Commerce (0/0/2)
    Jungle +1 Production (-1/1/0)
    River Jungle (0/0/1)

    [Building Changes]
    Bunker @ Refrigeration
    Obelisk Obsolete @ Calendar
    Observatory Also Requires Liberalism
    Labratory @ Computers
    Broadcast Tower @ Radio
    Market Health -1
    Great Library @ Alphabet
    Hagia Sophia @ Engineering
    Sistine Chapel @ Theology
    Notre Dame @ Music
    UN @ Fission

    [Units]
    BTS 2UU Included
    -----------------------
    Zulu Ibutho
    Viking Longboat
    Sumerian Chariot
    Spanish Treasure Fleet
    Russian T-54
    Roman Cavalry
    Portugese Blazer
    Persion Tremor
    Ottoman Sipahi
    Native American Brule
    Mongolian Bataar
    Mayan Plumed
    Malinese Vavalry
    Korean Kobukson
    Khmer Phakak
    Japanese Zero
    Indian Elephant
    Incan Elite Quechua
    Holy Roman Arquebusier
    Greek Companion
    German Teutonic
    French Dragon
    Ethopian RPG7
    English Spitfire
    Egyptian Crawler
    Dutch Mercenary
    Chinease Junk
    Celtic Chariot
    Carthaginian Elephant
    Byzantine Dromon
    Babylonian Swordsman
    Aztec Elite Jaguar
    Arabian Ansar
    American Minuteman

    Air Forces Mod Flavor Units
    ---------------------------
    A6M-Green
    A-10
    Amiot350
    B17g
    B25
    Campini Caproni
    De Havilland Vampire
    Dewo520
    Eurofighter
    F4
    F5E
    F5Even
    F15
    F18
    F86
    F117
    FlatG55
    FockeWulf190a
    G4m3
    G4m3 Japan
    Hurricane
    IL2-Shturmovik
    JA-37
    JU87
    JU88
    LA-7
    Macchi_MC 2002 Folgore
    Me262
    Mig3
    Mig15
    Mig15r
    Mig21
    Mig25
    Mig29
    Morane Saulnier 406
    Nakajima Kikka
    Ouragan
    p40-China
    p47
    P51 Mustang
    p59
    Rafale
    Rafale A
    Savoia 79
    Su7B
    Su25
    Su25 Russian
    Su37 Blue
    Su37 Desert
    Su37 Russian
    Su47
    t-50 Sukhoi
    Tu95
    Tu95r
    Tu-22m
    Tu-160
    Tupolev TB3
    Val
    Vickers Wellington




    AA Gun Unit

    [Promotions]
    Air Force Promotions
    --------------------
    Ace
    Air To Air Missle 1
    Air To Air Missle 2
    Air To Air Missle 3
    Chaff
    Improved Radar
    Interception I
    Interception II
    Strafing
    Multiple Target Acquisition 1
    Multiple Target Acquisition 2
    Multiple Target Acquisition 3
    ECM
    Range 1
    Range 2
    Range 3
    Torpedoes




    [Mods Added Or Updated]
    Gedemon Regiments Version 1.01
    Updated to Version 1.02 Avians Keymod
    Unaltered Version .15
    BTS Flag Mod - Thorn 1.0
    2nd UU Compilation
    Updated To Latest Solvers Fix's

    Solvers BTS Unofficial Fix's List OF Changes
    --------------------------------------------
    * Fixing a possible infinite loop problem with unit movement.
    * AI now more likely to promote siege units with Accuracy to better handle the changes to bombardment in BtS
    * AI understanding of what is an "early Wonder" now correct for non-Normal game speeds.
    * AI civs that are close to reaching a Domination victory recognize that and are more likely to declare war, in particular with Aggressive AI.
    * "Dead unitgroup walking" crash fix as per Dale
    * No-conscript colony crash fix as per Gyathaar
    * Another colony crash fix as per myself
    * Fixed the bug allowing Forts in foreign territory, which would result in Forts overrunning useful rival improvements.
    * AIs close to domination population will have a high priority for health buildings in cities that are unhealthy.
    * AIs close to domination population will put a high priority on researching Genetics and will like other health techs better.
    * The AI will be less reluctant to raze cities that have its state religion if it doesn't have the shrine for that religion.
    * Corporation maintenance is now exempt from inflation, so the costs don't blow up so much.
    * Added possible workaround for a crash bug.
    * Fixed an infinite loop problem with city attackers (thanks Gyathaar)
    * Blockade code rewritten so that blockading is now much faster, as per Gyathaar
    * Fixed Quick-speed crash (whoops)
    * Auto-explore change per Bhruic.
    * Auto-explorers will heal when wounded.
    * Advanced start population selling fixed per Gyathaar
    * Fixed the AP-conversion hammer bug
    * AI will use espionage to destroy non-resource terrain improvements - such as Towns.
    * AI may destroy improvements through espionage just because it hates you, with no war plan
    * Increased likelihood of the AI stealing techs - hopefully it will do so now
    * Poison Water and Foment Unhappiness missions now have the same effect, duration and cost on all game speeds, to mirror the official patch.
    * Fixed AI airstrike bug
    * AI now only capitulates to the team which has done them a majority of the damage.
    * On non-aggressive AI, the AI's are more aggressive early in the game.
    * AI trains more units early in the game.
    * AI SHOULD do a better job of bribing other AI's (this may or may not work)
    * The cost to Bribe AI's into war now uses a new algorithm, it better reflects the impact of the bribe (ie a large AI charges a lot more to be ordered around). Generally bribing will be more expensive, especially cases where it used to be excessively cheap.
    * AI's tell you to sod off if you try to bribe them onto a victim with an intact nuclear arsenal.
    * AI brags about it's nukes more.
    * Always Peace now suppresses AI militarism (with some barb awareness).
    * AI spends less on Espionage.
    * AI trains spies with lower priority.
    * AI better aware of Free Market / Environmentalism corporation impact.
    * Exploring units should now heal.
    * Possibly fixed exploring "YoYo" issue.
    * Fixed a puppet strings exploit related to naval invasions.
    * Fixed some issues which hampered or stalled AI early game expansion.
    * Tweaks to Governor, particularly "Emphasize Food"
    * Fixed an undefended cities issues.
    * Destroying Towns through espionage will turn them into Villages, etc.
    * Slight tweak to the AI selection of HQ city when founding a corp
    * Splitting off a colony no longer tends to create the same civilization
    * Governor fills the food bar better.
    * Governor should work hamlets over cottages.
    * AI offers larger bribes to other AI's, and doesn't care how much it "overpays" to bring another party into war.
    * The vassalizing thing should work now.
    * Fixed bug where defensive units idle.
    * Hamlets WILL be preferred over cottages.
    * Fixed independence-loving colonies
    * AI will prefer to run Foment Unhappiness in cities that have been hit with Poison Water and vice-versa









    [Temp Removed]

    [Game Speeds]
    Game Speed Year Adjustments for Flow Of Game (----------
    ***IMPORTANT*** MARATHON (1170 turns) speed is SHORTER than EPIC (1865 turns) AND NEW BALANCE (1196 turns) speed, as I have not mooded that speed. Again, the speed this mod is DESIGNED for is NEW BALANCE- make SURE YOU SELECT IT!
    ----------)
    Major date changes. Begin game at 10,000 BC with 250 year advances. This more accurately reflects when Pottery/Hunting/Agriculture and stuff like that was first used, as far as we know. The years quickly (at 4000 BC) begin to flow the way you expect.
     
  16. Ket

    Ket Composite Of A Composite

    Joined:
    Jul 26, 2006
    Messages:
    900
    Location:
    Austin, TX
    2.0.2.3 Is Live and available for download see first message for the link.
     
  17. WGW

    WGW Warlord

    Joined:
    Feb 27, 2006
    Messages:
    214
    when i try to use ctrl + alt + o i get in the Additional Options Menu.
    but when i try to exit it, it wont work!
    i can press exit as much as i can but it wont do a thing.

    the only way i can get to the game again is use ctrl + alt + delete and quit the program and start it up again!

    please help :)
     
  18. Ket

    Ket Composite Of A Composite

    Joined:
    Jul 26, 2006
    Messages:
    900
    Location:
    Austin, TX
    I can not duplicate this issuse on my side. What I sugest is to delete the old install if you used it and then re-install the mod.
     
  19. avain

    avain (key)

    Joined:
    Jul 29, 2006
    Messages:
    2,770
    Location:
    Budapest, EU
    Cool!! I'll download as soon as I get home!
    Great success! :goodjob:
     
  20. moverred

    moverred Warlord

    Joined:
    Feb 26, 2007
    Messages:
    102
    This is probably not relevant to the development of this mod as it is probably just a personal taste issue for me, but the unit scales seem to be too small. It is probably because of the formations, which I did not play long enough to see. Everything else was/is beautifully done and I look forward to playing a full game! :goodjob:
     

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