[BTS] The History of Three Kingdoms

Amazing update!
It's great having more heroes, and I can't wait to see the hero death/ switch leader function!
 
Sorry for double post, but the new version crashes in Vista. I deleted the old folder completely and clicked on the installer.
The only new thing was the Microsoft update from yesterday.
 
Sorry for double post, but the new version crashes in Vista. I deleted the old folder completely and clicked on the installer.
The only new thing was the Microsoft update from yesterday.

Strange, I have Vista and it works fine... the only problem I see is that I can't give my heroes a class upgrade. EDIT: nevermind. It would be nice to see exactly what level the hero must be at to get the next class upgrade though.
 
Strange, I have Vista and it works fine... the only problem I see is that I can't give my heroes a class upgrade. EDIT: nevermind. It would be nice to see exactly what level the hero must be at to get the next class upgrade though.

Now the level requirements are: S-10 A-8 B-6 C-4 D-2:crazyeye:
 
Ok this makes for an interesting out of scenario game, play large map/all civs at war with you option/prince level/no tech trading/no vassels/ civ of your choice. I stayed isolated until late game (seafaring takes a while) and was put on a island but in time once the wars begins its alot of fun but tough, tons of battles so build up as large an army as possible.:hammer:
 
One strange thing ive noticed is Ive built 4 war elephants (nat. unit) and it continues to say I have 2 available, but the max is supposed to be 3. Im kinda glad of this glitch as im playing against all the ais.
 
One strange thing ive noticed is Ive built 4 war elephants (nat. unit) and it continues to say I have 2 available, but the max is supposed to be 3. Im kinda glad of this glitch as im playing against all the ais.

In this Mod, the maximum number of elephant is 5. And you can build two kinds of elephant, so the total number is 10:)
 
OK, thx for the info. I have to say the tech tree for this mod is amazing and the units are fantastic as well, seems very well thought out. :goodjob:
 
Wow, this looks quite interesting. I remember hearing about this earlier on, and totally forgot about it. Just read the list of features, and this is very enticing. Downloading now. :)
 
Haven't heard from the team in a while.
Can you guys give us a peek to what you guys are working on? :)
 
Haven't heard from the team in a while.
Can you guys give us a peek to what you guys are working on? :)

Nothing much, I'm afraid. RL has changed quite a lot for me in the past weeks, so I haven't worked on the mod for some time. And the team is waiting for me.

I planned to start working on the mod today. However, it's very unlikely I would return to the frenzy mode before. In the past I pretty much worked on the mod from getting up to going to bed. So the project will move on more slowly, but more steadily. :)
 
Yeah probably lost a bit of the momentum, but steady pace isn't that bad either. A frenzy pace will burn you guys out, but I'm glad you guys are still working on it. I mean it's such a great mod, and has so much potential.

I look forward to seeing the next update :)
 
Great to hear you guys have settled into a steady pace there, this mod is looking great and the last thing everyone would want to see is one of you getting burnt out.

I too am looking forward to the next update :)
 
I like this mod a lot but I'd like to point out a minor user interface problem I have:
It is not possible for siege weapons with ranged bombard ability (gained from a legion) to bombard city defenses. I have to remove them from the legion in order to lower city defense. This, despite the fact the icons are different (a mix of legion + non-legion siege units shows both icons).
Otherwise, great mod. I wish there was more in the civilopedia about the historical context: It's a bit hard to relate the Three (3) kingdoms to the 20+ factions when you're not familiar with Chinese history.
 
Yeah probably lost a bit of the momentum, but steady pace isn't that bad either. A frenzy pace will burn you guys out, but I'm glad you guys are still working on it. I mean it's such a great mod, and has so much potential.

I look forward to seeing the next update :)

Great to hear you guys have settled into a steady pace there, this mod is looking great and the last thing everyone would want to see is one of you getting burnt out.

I too am looking forward to the next update :)

Thanks guys, but this mod has grown into a huge monster already, and if we keep pouring new features and systems onto it, it would really be a badly huge monster that I myself would hardly want to play it, or even touch it. In fact I don't want to play the mod in it's current status. Maybe I'm just switching my taste to some simple, elegant, lovable games like World of Goo.

Well, this mod could go on to serve as an experimental farmhouse. Maybe there would be some cool gameplay mechanics that we could experiment upon. like a social interaction system.
 
Hello, I haven't played your mod but, deducing from the screenshots I think one of the main things that lack in it is Blue Marble terrain. Vanilla civ terrain just looks horrible in theese screenshots.
 
Hello, I haven't played your mod but, deducing from the screenshots I think one of the main things that lack in it is Blue Marble terrain. Vanilla civ terrain just looks horrible in theese screenshots.

I belive there is a file posted that incorporates some terrain improvements... I don't know what type though. I just play with FfH terrain in my version, I can't stand the really light Vanilla stuff. Even Blue Marble seems a bit dull after playing with the FfH terrain.

Either way, I highly recommend you play the mod. It's amazing!
 
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