Chronicles [modmod]

Game crashes within a minute of start after I added Chronicles and Hotfix. Does chronicles work with the most recent update?
 
I haven't checked it yet but I will do it ASAP.

I think im using the AVN version with the updates. I think its a beta thing maybe thats why it didnt work? I know theres like the stable version and the version for testing. How can I be sure which one I have?
 
this doesn't work anymore.

Error recieved:

Tag: SPECIALIST_PEASANT in info class was incorrect
Current XML file is:
modules\Chronicles\Chronicles_CIV4BuildingInfos.xml

also getting them for SPECIALIST_DOCTOR and others as well
 
Try re-installing Chronicles. There are some files that over-write original AND2 files so when updating AND2 those changes are gone.
I'm working on a new version that will avoid such problems that will take some time to complete.
 
New Compatibility Patch for rev1075+
  • Should fix bugs caused by techtree changes in rev1075
 

Attachments

I'm getting a couple errors while trying to play, the main one seeming to effect the tech tree. I have applied the hotfix.

I get this 3 times while starting the game
Capture2.PNG


I get these while starting a new game, during the map setup phase.
Capture1.PNG
Capture.PNG


And this is what greets me when I click through those errors and the game begins. I also have no interface for a while, I have to wait a bit before alt-i brings it back. And the tech tree looks like this.
Civ4ScreenShot0056.JPG


Is Chronicles not working with the rev1079?

Edit: now I'm getting those errors while staring a game and the tech tree thing even with the modules turned off.
 
It looks to me like you have a bad install of 1079 before adding Chronicles. INTERFACE_TECH_RESEARCH is a new part of ArtDefines_Interface. I think that file may be in error.
 
I get the tech_fire error too and pink icons for Chronicles items. Rev1079 + 2.0.3. mod + MCP 2.0.1

I also have some concerns regarding Spiritual based on my playtime of Chronicles on earlier revs. Only one turn anarchies (and +50% to religious stability which is huge) when the mod adds so many civics that you'd normally have to slog through so many turns of anarchy it's not funny as non-Spiritual.
Moreover, I think all of the traits require further balancing regardless.
 
Unfortunately I cannot do anything right now. :( My PC is broken :cry:

I agree about Spiritual. I suggested long ago to change the "Max X turns Anarchy" to "X% shorter Anarchy" but it was never debated.
I think I will start with changing it to "Max 5 turns of Anarchy".
Any other ideas, suggestions?
 
I'd limit it to max 3, maybe, although I'm not sure what would be a balanced amount. A percent reduction would be more consistent though for different speeds.
I'll try and think of trait change proposals later.
 
I play on Normal speed. So a percent reduction to anarchy length would be the way to go for Spiritual.
 
I play on Normal speed. So a percent reduction to anarchy length would be the way to go for Spiritual.
I've got an idea :)
...and no PC to do it :undecide:

Anyway I think -50% would be just fine, right?
 
My thoughts on trait changes. I've been playing RoM on-and-off since 2010 but I'm not as good at Civ 4 as I am at Civ 5, hence, feel free to take my opinions with a grain of salt. :)

Agricultural
I've always felt like it needs some more oomph to it. Sometimes you don't even get to exploit the +1F bonus for tiles until later when tile yields raise, depending on your start. That means you only have the building production boost from Agricultural.
A simple buff could be an added 15% food storage on growth, or maybe +0.5F to Citizens/Peasants/Slaves. I prefer the latter for variety's sake.

Aggressive
I personally despise it. When I'm warmongering I'll take Charismatic over it any day. I'm not knowledged enough to know whether or not it's balanced, though.
If I had it my way, I would just merge Aggressive and Protective into an entirely different Militaristic trait. But if we wish not to re-invent the wheel, what about -20% unit maintenance? Helps the economy, I think that's needed.

Imperialistic
+50% settler production is nice but the culture bonus is really meh if you play with realistic culture spread on since it often only amounts to one or two extra tiles. Overall not that desirable compared to the top traits.
I would give this -15% maintenance costs for city distance and city amount.

Protective
The Great General emergence bonus can create a scenario where Protective is actually better at offensive war than Aggressive. I would drop that from this trait and replace it with a reward for building your defensive structures. +1 commerce for defensive buildings?

Spiritual
Replace 1 turn anarchy with -34% anarchy length and I think it's good to go.

Seafaring
I don't know about this one. But I feel like it needs something passive.
 
You'll have to do DLL editing if you want Spiritual to scale. The tag is <iMaxAnarchy> and whatever number you put in is the limit of how many turns anarchy lasts when you have that trait.

I also agree with preferring numbers that scale with gamespeed and map size rather than hard caps, but to get that if it's not already programmed in takes more work.
 
You'll have to do DLL editing if you want Spiritual to scale. The tag is <iMaxAnarchy> and whatever number you put in is the limit of how many turns anarchy lasts when you have that trait.
I know it's not that simple, otherwise I had done it already (and I guess you too). So I came up with a little tricky but I think nice solution.

I will add a new Module called Enhanced Traits.
I want each trait to be truly unique, useful and tempting to use.
Each trait would receive one or more unique components (just like civics).
So here goes what I have in plans to add or change regarding traits:


Aggessive
Warmongering

Hoard (Trait building) moved from Raider civic which I ax/replace anyway
generates :gold: for defeated enemy units (but first I will have to understand how Lascaux Caves / Carhange python codes work)
+25% maintenance (you go to war or lose money)

Agraricultural
Cities grow larger and faster

Barn
(Trait building)
stores 20% :food: after city growth​


Charismatic
Moral booster

Festival (Trait building) moved from Proletariat civic which I ax/replace anyway
+1 :) per 20% :culture: slider (so you can easily get your people happy)

Creative
Peaceful conquest

Add +10% :culture: in all cities (flat +2:culture: alone is meaningless)​

Muse (Trait building, NW)
grants Inspiration (special tech) which enables Flood Culture (converts 100% of :hammers:s into :culture:, instead of the regular 50% of Build Culture)​


Deceiver
Shadow play

Bandit (trait unit, national limit is 5)
1:strength: (it is no match to any military unit but it doesn't have to)
invisible (like espionage units so it can be thwarted rather than defeated)
hidden nationality (it's purpose is to pillage rival lands and kill civilian units)​


Expansive
Set up new cities quickly to run

Settlement (trait building)
a free specialist in the city
city requires 10% less :food: to grow
an Engineer slot

Financial
Money-maker

Vault (trait building, national limit is 1)
generates 5% interest of :gold:, max 100 (World Bank is 2% and 250 max)

Humanitarian
Cities grow larger

Foundling Hospital (trait building) from Church civic, that will get Healing Temple instead
city requires 20% less :food: to grow
+20% :) and :health: in cities
(no longer a NW and original bonuses are deleted)

Imperialistic
Empire builder

Triumphal Arch (trait building)
-25% war weariness

Industrious
Builder

Builder (trait unit, national limit is 5)
a better Worker that can build improvements much faster and can Hurry :hammers:s in cities too​


Nomad
Well... nomad

Worker and Settler units start with Mobility
Can upgrade units outside borders

Tent (trait building)
a free specialist in the city​


Organized
Stability, effectiveness

Worker and Settler units start with Speed

Civil servants school
(trait building) - since Bureaucracy civic building has a new name and effect it fits here
-20% maintenance​


Philosophical
Great persons collector

Lyceum (trait building, NW)
doubles yield and commerce bonus of all settled great persons
+50% Golden Age length

Protective
Strong defences

Free Palisade in newly settled cities (and probably other free buildings in later eras)

Outpost (trait building)
+20% defence
+20% espionage defence

Scientific
Researcher

Eureka (trait building, 1 per era)
a free technology when built

Seafaring
Naval supremacy

Worker and Settler units start with Amphibious

Free Port
(trait building)
an extra Harbor to generate money from sea trade

Admiralty (trait building, NW) moved from Naval Supremacy civic which I ax/replace anyway​

*Seafaring is still a very problematic trait since it's usefulness depends on start location and map features


Spiritual
The religious leader

remove the max Anarchy length altogether
add 100% training speed to Missionary units
Missionary units start with Speed

Prelacy
(trait building, NW)
decrease Anarchy length by 33%
+1:commerce: from Priest specialists in all cities

What do you say? :)
 
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