Chronicles of Mankind

I really need to work more on the mod :blush:
I'm patient, take your time.
Do you mean that HRW is superior in AI? Or some features?
I'm just curious what you mean. I'm always looking for ideas and stuff to borrow from other mods.
In some things. Xanth oopsied on an update and the diplo with the AI just tanked. AFAIK, he hasn't done an update since then. Which is fine, peeps should be able to just chill :D. I just don't have the time to go through the issues and fix them.
As far as superior? Hmnn, I wouldn't say superior. His mod concept is just different from yours. The AI might be a smidge better in city placement, and resource management, but not to extravagant. The biggie I like about HRW is how Xanth created his ideas for religion and culture. Definitely something a bit different. While HRW doesn't have a Trans era like CoM, the future era is pretty fun ( at least IMO), and the AI ( before the oopsie) was able to use the tech, as well as come up with some pretty good tactics.
Well... AFAIK AND2 AI is not aware of 2/3 of its military. I think that's a big thing.
I don't recall the other improvements that Inthegrave mentioned. I could dig up our 10+ pages PMs if I really wanted...
Didn't you have all your patch notes up? Could have sworn I saw them when I did my last DL. Granted, that was earlier this year, so could be wrong.
 
Didn't you have all your patch notes up? Could have sworn I saw them when I did my last DL. Granted, that was earlier this year, so could be wrong.
Well, I am always writing a change log about MY OWN changes but those are from others.
 
Hello. Long time passing and i installed chronicles again. Great mod. But i found a bug that food processing plant gives negative food and shrinks cities with 50 population till 1. I tried to demolish building, but it says i need "cheat-mode" to do it.
How i activate cheat-mode?
 
Hello. Long time passing and i installed chronicles again. Great mod. But i found a bug that food processing plant gives negative food and shrinks cities with 50 population till 1. I tried to demolish building, but it says i need "cheat-mode" to do it.
How i activate cheat-mode?
CheatCode = chipotle
in CivilizationIV.ini file
 
Hello. Long time passing and i installed chronicles again. Great mod. But i found a bug that food processing plant gives negative food and shrinks cities with 50 population till 1. I tried to demolish building, but it says i need "cheat-mode" to do it.
How i activate cheat-mode?
Maybe try to recalculate: CTR+SHIFT+T
 
Maybe try to recalculate: CTR+SHIFT+T
Thanks. that helped. I have to admire your commitment.. lurking here to help people during Christmas for ages old game that NOBODY plays anymore (gosh..i have played this game 15 years every week).

Kiitti (if i remember you were finn too)
 
Thanks. that helped. I have to admire your commitment.. lurking here to help people during Christmas for ages old game that NOBODY plays anymore (gosh..i have played this game 15 years every week).
🙂👍
Kiitti (if i remember you were finn too)
Jó napot! 🙂 (I'm Hungarian)
 
happy new year

always thanks 4 your great mod

this mod is great

i enjoy it so great

just thanks

but i want to do just one siggestion

archer bombardment is so OP

in anicent era
i need only 6 slingers stack to destroy enemy

in classical.era

just need hosre acher

it works even in medivial era

it is in immortal difficulty

but it is not good to turn off archer bombardment system.

because it is really good system

it reminds me civ5 good system.

so if it get nerf

mod will be more fun

in today

archer bombardment so op

so it make game to easy

im foregin so my english is not good sry

once again

happy new year

and god bless u
 
always thanks 4 your great mod

this mod is great

i enjoy it so great

just thanks
:hatsoff:

but i want to do just one siggestion

archer bombardment is so OP

in anicent era
i need only 6 slingers stack to destroy enemy

in classical.era

just need hosre acher

it works even in medivial era

it is in immortal difficulty

but it is not good to turn off archer bombardment system.

because it is really good system

it reminds me civ5 good system.

so if it get nerf

mod will be more fun

in today

archer bombardment so op

so it make game to easy
Thanks for your feedback.
I'd like to hear the opinion of other players too.


im foregin so my english is not good sry
I is understandable 🙂
 
:hatsoff:


Thanks for your feedback.
I'd like to hear the opinion of other players too.



I is understandable 🙂
Oh sorry
forgot it

now, i'm trying deity difficulty.

balance is good lol

but just one,

if AI use works more good,

it will be good.

i check often world builder and check AI,

their tiles are empty many times.

thank you!!!
 
Newbie to the mod here...
1.) When I just founded my second city (captital plus settled the first settler), there was a surprise regarding the science calculation:
Before settling the city the math worked out. The tech required X science, I produced Y science and it took X/Y turns to research the tech. Now afterwards the formula seems to be modified by something. Can this something be named, explained and seen in the advisors? The research suddenly seems to take approx. 2.5 times more time. In my perception the time should be slightly less long instead since the new city makes a small contribution to science.
2.) Is there a newbie readme somewhere, to just see the main points for starters at a glance? (I know I could try to check out all the contained mods and try to collect the info from that but is there something more easy?)
 
1) Post a save file, please.
2) You can read the change log, if that helps:
 
I'd like to hear the opinion of other players too.
You should implement Vokarya's unit adjustments, ranged strike is too strong. AI doesn't understand it needs a splash of flanking units and multiplayer doesn't exist.
1.) When I just founded my second city (captital plus settled the first settler), there was a surprise regarding the science calculation:
Before settling the city the math worked out. The tech required X science, I produced Y science and it took X/Y turns to research the tech. Now afterwards the formula seems to be modified by something. Can this something be named, explained and seen in the advisors? The research suddenly seems to take approx. 2.5 times more time. In my perception the time should be slightly less long instead since the new city makes a small contribution to science.
Can be that maintenance is huge and possibly you were already pushing it with too many units. Or you didn't get Code of Laws yet and losing 50% commerce screwed you (that's how it works currently without slider enabled).
 
Can be that maintenance is huge and possibly you were already pushing it with too many units. Or you didn't get Code of Laws yet and losing 50% commerce screwed you (that's how it works currently without slider enabled).
Thanks for this reply
Yes, maintenance in the second city is very high, but I did not care about maintenance yet, since it normally affects money only. So, in this mod maintenance affects science, too? So apparently there is a major change in this mod and the displayed values of science and money do not fit the real numbers. And indeed I do not have code of laws yet. The money rate is 50 %, but the other 50% go to science then, I thought, but now I doubt that I understood it correctly.

@Nexus, thanks for the reference, which I had already seen. There are many interesting aspects in this mod. Now I think understanding commerce and maintenance (modded) will be helpful.

Edit: Ok, now with this hint about maintenance I can see that maintenance has a huge effect, especially with city state civic. And all that information was initially hidden to me since I was anaware of these important changes.
 
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You should implement Vokarya's unit adjustments, ranged strike is too strong. AI doesn't understand it needs a splash of flanking units and multiplayer doesn't exist.

Can be that maintenance is huge and possibly you were already pushing it with too many units. Or you didn't get Code of Laws yet and losing 50% commerce screwed you (that's how it works currently without slider enabled).
agree!!

ranged strike is do OP

i try immortal difficulty.

if i save my country till classic era,

balista archer slinger or horsearcher invade,

ai country dead

ranged strike is too OP!!!
 
what is this bug? even when my gold decreases, the next move is always +100 gold.

and i have some errors:

P.S. I ran the game in Russian, got even more errors, after changing to English, most of the errors disappeared
 

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And indeed I do not have code of laws yet. The money rate is 50 %, but the other 50% go to science then, I thought, but now I doubt that I understood it correctly.
In this case you pay maintenance from 50% commerce originally dedicated to science, since other half is just lost.
And all that information was initially hidden to me since I was anaware of these important changes.
It's not intended, but it hasn't been fixed since implementation either. You can move slider unlock from Code of Laws to an earlier tech like I've done in modmod.
what is this bug? even when my gold decreases, the next move is always +100 gold.
Likely a wonder effect to gain % from stockpiled gold which is not counted as income.
 
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