I am new to this mod and it looks great, I don't quite understand the reason for 3 food per citizen, production cities are hard to have because most tiles produce 1 food
so you have compensated with farms +2 food and cottage and the like +1 but still no solution for many hills and a problem for specialists.
Is it hard coded or I can change it back myself if I wish ?
I know I'll have to change cottages +1 etc. and farms too.
Another question, Spiritual max anarchy length increased from 0 to 2, any compensation instead ?
There's plenty of stuff that adds more food production and later techs will increase the yield rates for most improvements. It's hard to grow cities in the beginning of the game but once you enter medieval times, food should be minor problem for your empire.
Mod file GlobalDefines.xml sets the base food consumption.
Spiritual was set to have anarchy length because it was too powerful to allow player to change civics instantly - as RoM has plenty of new Civics, you'll have often 5+ turn anarchy lengths on Civs that do not have Spiritual trait. But if you consider Spiritual now too weak, how would you increase its beneficial bonuses?
Last post for today (It's a new mod for me hence the nagging)
1.On giant map I battle alot for a long time with barbs.
any chance of implementing a mod that allows for getting experience as against AI opponents, there is no sense in fighting a lot more against barbs at least until A.D without promotions after level 4 if I'm correct.(I don't remember if it's an added mod or you can do it with any mod)
2.On giant maps I need to build a lot of cities for domination, 3 Squars city size mode makes it mush easier,
less cities to fill the same area. I think World of Civilization implemented this feature very nicly.
3.WilL it be possible to add dale's great mods like:
Ranged Bombardment
Combined Arms Stack Attack
1. There's strategies against barbarians. First of all they appear early on plots that you or any other civ can't see (fog of war) so the tactic is to spread out scouts/warriors around your empire to make bigger area visible. I usually put them on hills so they can see 2 squares. Having scouts in this way gives me about 5-6 more turns to prepare my cities for incoming barbarian troops. Also early game, use slavery to hurry some fighters
2. I probably won't be adding 3 radius cities to this mod. I prefer to have some things still the same as in normal Civ games.
3. Addons will be updated once other modder's have updated their mods to BtS 3.17. This might take some time.
hey quick question, will you be updating the rev, dcm, idwm, and other addons to version 2.2?
i hope so!
Well, like I said, it probably gets update once the other modder's have updated their mods to 3.17. I haven't made this addon (Kalimakhus made it) so it will be up to him if we get eventually update to this addon. I don't do SDK modding myself so I can't make those new DLLs. Be patient, it's not simple task to update any mod to new BtS version, especially if the mod has DLL changes, it could take months before they have new mod version ready.
Where do I load it from? It's in the folders containing the other BtS mods, but I can't find it on any of the menus, either on Load a Mod or under Scenarios.
It should appear on the list when you click Load a Mod. Check that the mod is unzipped correctly and that the path for it looks like this: '..\Beyond the Sword\Mods\Rise of Mankind\Assets\'
This mod looks awesome. How do you combine the Extra Civ Addon Pack? I unzipped both the 2.2 and addon to my desktop. Then I moved the 2.2 to the BTS Mod folder like any other mod. I figured that you just move the addon into the same folder and it would insert the new files, but I guess not because the mod wouldn't launch. So I must be doing something wrong. Any help?
You were doing it the correct way. Extra Civ Addon is just inserted on top of main mod and there's like 5 files that get overwritten from main mod files when you add the addon (sound defines / new diplomacy entries). Make sure that the addon is correctly on top of the main mod ie. there must not be folder paths like this: '..\Mods\Rise of Mankind\Rise of Mankind\'. If you find such folder there, then the addon is installed incorrectly. One other thing that might have something to do with this is Modular loading, even though addon changes Rise of Mankind's ini and enables modular loading for it, you might have to enable it from Civ4Config (file under Beyond the sword folder). In that file set option: ModularLoading = 1. Loading up the mod with extra civ addon pack might take some minutes due to huge amount of xml files that need that need to be loaded during start up.