Chronicles of Mankind

Not to be that person, but do you still have an earlier version with Connectedness available? I think that removing trade routes in the first place was one of Afforess' most genius ideas.
 
Not to be that person, but do you still have an earlier version with Connectedness available? I think that removing trade routes in the first place was one of Afforess' most genius ideas.
The base archive still has connectedness.
I think I still have the earlier patches on Dropbox or home or both. So if someone really wants that version than I can make it available for him.

Connectedness was truly a genius idea but I grew to feel that it did not serve us as well as it could/should. Like if it was half finished. From a modders viewpoint trade routes offer so much more possibilities than connectedness.

I am very happy that AND2 has both so I could use them for different purposes :king:
 
Thank you.
 
I am not 100% happy with 2 trait buildings, namely Eureka and Muse. The current +:science:/:culture: bonuses to Scientists/Artists is just... boring in my opinion.
How about this instead:
Can turn 1 to Great Scientist / Great Artist with a +1 increment per era. So it would mean 1 GS/GA slot in the Classical, 2 in the Medieval, (...) and finally 6 slots in the Trans-Human era.
I think I would also increase their national limit from 1 to 3.

What do you think?
 
And there's an other idea I have:

I am somewhat obsessed with implementing Civ5/Civ6 City-States thing. I really don't want secondary civs unable to grow bigger than 1 city only so it would be a boost to City-State civic.
New wonders would be added that provide special resources that aren't accessible in any other way. The wonder provides 3 copies of the resource (on Normal size) so the SC can trade them to others too. These special resources could represent some famous historical professions, like Woodcutters of the Lebanon, Catalan Grand Company, The Varangian Guard and so on.
However I could use some help with research: What could be these "professions"?
 
It's not the city-state that matters: Any civ could play this particular goal when running City-State civic (including America, Russia, China, ect.)
What matters is the special resource they should provide. There should be a good number of unique resources spread out through the eras.
My initial idea of these were some sort of "mercenaries" and other "specialists". So it wouldn't Silver or Rice that the C.State can trade but people, some experts in certain areas.
But I'm very short with that list :-/
 
Hey Zeta,
I haven't played CoM in a while but got an itch to do so yesterday. I'm using a different computer so I had to re-install Civ 4 BtS (from GOG) and the modpack (from MEGA). I didn't initially apply the newest patch or hotfix and ran the updater as usual. When I tried to start a new game there were two anomalies. First, after the game loaded, but before the intro blurb with the leader portrait came up, I was taken to what seemed to be the tech advisor/tree screen, except the field where the actual tech tree was completely blank. I was able to exit that screen by clicking "exit" as normal, whereupon I encountered the second and more significant anomaly: absolutely none of the interface displays and only the map and units are visible. It appears that I can still execute commands via hotkeys, and the main menu even displays if I press escape, but after several attempts to troubleshoot, including installing the newest patch and hotfix, I still can't get the interface to come up. Do you know what might be going on and how I might fix it?
 
So I poked around in this thread and found that KardienLupus was experiencing a similar issue. In response to the issue, another user posted a bugfix here. I didn't notice the bugfix until I had already decided to go nuclear and uninstall both the mod and Civ IV to do a fresh install, which is currently under way, so I can't tell you if it'll work or not. However, I'm optimistic that this bugfix will address the issue; if you don't hear anything else from me you can assume that the issue has been resolved. You may want to consider incorporating the bugfix into future patches or releases of the mod so others don't have to comb through the forums to get it to work.
 
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I checked it and that fix was added.
So you mean to say that the fix should have been present in the base release/patch 1.0.3 when I downloaded it? That's strange, because applying the fix did seem resolve the issue even though applying the patch did not.
 
Here are a few things:

1) I'm a huge fan of the civics system in this mod, and it's probably the main reason CoM is my favorite way to experience Civ 4. The civics profoundly impact how the game is played and allow for far deeper strategy than what is available in vanilla Civ. The depth of the civics system also goes a long way toward making the game feel realistic: running a slave society should feel very different from running a libertarian socialist utopia, and CoM's civics deliver on that front.
2) There are, in general, too many buildings, and too many of the buildings aren't really buildings. I don't feel the excess of buildings necessarily throws the gameplay balance out of whack, but it doesn't feel as gratifying to build things in CoM because so many buildings (apiaries, wheelwrights, etc.) seem like they're not supposed to provide meaningful bonuses in themselves, even in their appropriate eras. This is a problem a lot of Civilization (i.e. not just Civ 4) total overhaul modpacks suffer, but still.
3) The most recent edition of the mod crashes... a lot. I don't recall the mod crashing this much before. Most crashes seem to occur either when I load a saved game or when I end my first turn after loading a saved game. Notably, the crashes aren't reproducible: if the game crashes and I start it back up and do exactly the same things I did before, it doesn't seem like the game is any more likely to crash than in any other circumstance.
4) All of the AND map generators seem to not generate very many sea-based resources. I know this because I have a habit of regenerating maps until I get a start with a lot of fish etc.. Using the non-AND map generators seems to rectify this, though I don't know if I should be doing this. Is this intentional?
 
1) Thank you. I had a lot of research and work with civics.
2) I sort of agree but I think it's better to have "a little more than necessary choices" than "no choices". I also try to remove the "non-buildings" from the list, e.g. Myths are auto-built.
3) If you cannot reproduce it than it can be a local problem (bad install or pc). I don't know.
4) I didn't notice that.
 
I installed Chronicles of Mankind about a week ago. Though i think the concept of the mod is really good and interesting it's unplayable to me. Let me clarify; the mod runs without any errors or crashes, but the ai is broken. During my first game on turn 672 i noticed that the ai barely built any improvement. The Egyptians for example (who is one of the more powerful civilizations) had a capital of size 2 with only the neighboring stone and gems being improved. No farms, no villages, no lumbermills. They ai got plenty of idle workers and it builds roads and new cities just fine.

My guess is a faulty installation, i used the download links provided here https://forums.civfanatics.com/threads/chronicles-of-mankind.643052/, are they the most up-to-date? I installed both the patch and the hotfix. If none of you recognice this problem i will simply try to reinstall the mod.

Thanks in advance for any help you can provide.
 

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My guess is a faulty installation, i used the download links provided here https://forums.civfanatics.com/threads/chronicles-of-mankind.643052/, are they the most up-to-date? I installed both the patch and the hotfix.
Yes, that is the most recent version.

Well, that behaviour is strange. Actually I did see that kind of behaviour long ago caused by Labour civics. The design was bad, making the AI even more stupid so I had to change it.
Are you sure you have properly patched the mod? Do you see "Trade Routes" and "Tourism" or is it still "Connectedness" only?
 
I can see both trade and tourism. As far as i know i patched it correctly. If nothing else works i guess a reinstallation is in order.
 

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