Chronicles of Mankind

I blame Steam for that, the CD version is much more simple IMO.

But I'm happy you succeeded :goodjob:
Please, let me know what you think of the mod. A patch is also coming soon.
I'm slow, but I get there eventually. I do think that it would help other newbs to have the instructions at the top of the thread. Having figured it out, I'd be happy to write the Steam portion.
 
I blame Steam for that, the CD version is much more simple IMO.

But I'm happy you succeeded :goodjob:
Please, let me know what you think of the mod.
I don't know whether this is the mod or the settings, but the biggest impression so far is that the barbarians are absolutely out of control. Hunters cannot survive more than about five turns outside borders due to running into 4-5 animals at once. My four city civilization is currently being invaded by a stack of about 40 barbarian warriors and javelineers. Right now, it isn't even playable.
 
Hunters cannot survive more than about five turns outside borders due to running into 4-5 animals at once.
Promote them with Hunting and research Weapons for +1:strength: (it's also a vital tech for Autocracy civic).
Hunting I and II give +50% vs. Animals and Hunting III is +100%. They also increase the chance of subduing animals.
Some buildings can also help with free Xp and Hunting I promotion: Blood Dance, Myth of the Beast.

Hunting animals is thoroughly tested and is rather balanced. Of course bad luck is still a factor if you always meet only Elephants, Rhinos and Comodos.

My four city civilization is currently being invaded by a stack of about 40 barbarian warriors and javelineers.
Now that's more curious. What settings are you playing with? I suspect Raging Barbarians is on :think:
 
I want to give 2 Promotions:

Hit'n Run:

  • free for Deciever leaders
  • +1 First Strike
  • +10% Withdrawal Chance

Bandit:
  • requires Hit'n Run (so it's exclusive for Decievers but not granted automatically to all units
  • +1 First Strike
  • +10% Withdrawal Chance
  • Hidden Nationality (like Piracy)
I decided not to do this because it would be very unbalanced. Rather, I want to give Deceiver leaders a new spy unit, that has some free promotions, 3:move: and is a National Unit of course. Courtesan seems to be a good name/concept.
 
Promote them with Hunting and research Weapons for +1:strength: (it's also a vital tech for Autocracy civic).
Hunting I and II give +50% vs. Animals and Hunting III is +100%. They also increase the chance of subduing animals.
Some buildings can also help with free Xp and Hunting I promotion: Blood Dance, Myth of the Beast.

Hunting animals is thoroughly tested and is rather balanced. Of course bad luck is still a factor if you always meet only Elephants, Rhinos and Comodos.
I've started six different games, and the only conclusion that I can come to is that we are talking about different mods. What you describe bears zero resemblance to what I have played. Hunters with Weapons, and Hunting II last, maybe, ten turns out in the wilderness. Archers with Warfare and Hunting I last about the same. The problem is that the number of animals is overwhelming. Being attacked by multiple elephants and something else in the same turn happens frequently. Even if the unit survives the first attack, it is damaged and the constant attacks never give it a chance to heal.

Another problem is that which terrains cause damage by sitting in them is both expansive and highly variable. Sometimes, forests cause damage. At one point, a unit on a grassland/hill tile was taking 25% damage. It seems as if, once a unit takes damage, there are very few terrains on which it can recover.

There is no way that the mod I'm playing was thoroughly tested for hunting animals and was found balanced, unless "balanced" means that you can't explore until you have horse archers, and even then, they had better travel in packs.
 
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Another problem is that which terrains cause damage by sitting in them is both expansive and highly variable. Sometimes, forests cause damage. At one point, a unit on a grassland/hill tile was taking 25% damage. It seems as if, once a unit takes damage, there are very few terrains on which it can recover.
Ah! Looks like you are playing with Movement Limit ON without understanding it. Let me explain than:

Movement Limit
is a new mechanic to prevent players from exploring the whole world right in the Ancient era, thus making the game more realistic.
It sets a distance how far your units can travel from your cities. When playing with Terrain Damage OFF this is a hard limit, like a wall you cannot pass.
With Terrain Damage ON there is no "invisible wall" but your units will take 25% damage per turn outside this range. Your units can't really heal outside this range. This range can be expanded with new cities and some technologies, roads or by entering into the area of another civ (even ones that you are at war with).

It's no surprise what you experienced was "unplayable". You either have to start a new game with Movement Limit OFF and/or Terrain Damage OFF, or adapt your play style: Keep your units inside this range; bring them back to your cultural area to quickly recover before the next hunting season; strategically place your cities to expand your movement range. This mod is harder than BtS.

But just in case, could you please send me some save files? One where you feel like giving up and the initial autosave of the same map from 4000BCE.
 
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Lol, glad I read another patch is coming soon. Nice New Years present. Think I'll wait for the update :D
 
As someone who has been playing CIV 4 on and off for over a decade I would like to thank you for all the work you have done for this awesome mod :)!

Last time I played with the chronicles of mankind I couldnt progress my game because I was having the memory allocation failure. Back then, I was playing with almost 100 civs and on a very big map. I was wondering if you have any tips to avoid that error.

I've already updated the Civ4BeyondSword.exe using the 4gb patch (https://ntcore.com/?page_id=371) and Im playing on low graphical settings. Is there anything else I can do?
 
As someone who has been playing CIV 4 on and off for over a decade I would like to thank you for all the work you have done for this awesome mod :)!
:hatsoff:
Last time I played with the chronicles of mankind I couldnt progress my game because I was having the memory allocation failure. Back then, I was playing with almost 100 civs and on a very big map.
Well, in the newest version you can no longer play with 100 civs (at least at the moment) but thanks to @Inthegrave we have a new dll that brought a lot of bugfixes, performance improvements and some new features (and also some new bugs :crazyeye:).
I was wondering if you have any tips to avoid that error.

I've already updated the Civ4BeyondSword.exe using the 4gb patch (https://ntcore.com/?page_id=371) and Im playing on low graphical settings. Is there anything else I can do?
You can try playing on a smaller map but... with the recent improvements and the fact that you can no longer exhaust your computer with 100 civs I think you should give a try with your favored settings.

And a new patch is coming soon, so stay tuned!
 
Speaking of which, have you had the time to think about what we spoke about the last time? I am referring to the fact that wining a war is more ruinous than loosing it on account of the :c5angry: you get from conquered cities to the point of it gutting your own core.
 
Speaking of which, have you had the time to think about what we spoke about the last time? I am referring to the fact that wining a war is more ruinous than loosing it on account of the :c5angry: you get from conquered cities to the point of it gutting your own core.
Yeah, I had some thinking, some modding and even some testing.
I'll upload the patch soon (in minutes, I hope) it will make cities keep more buildings after conquest so they are more useful.
I am running a game on largest and slowest map, and I am happy with the results.
Regarding the :c5angry: piling up: I'm in the middle ages now and see no big problem here. You need to plan ahead. Don't stretch it too much. Conquer only what you can hold. If you cannot keep the extra cities, than pillage their surroundings or liberate them as vassals.
At least that's what I can say now but I haven't played a full game yet...
But I hope that whit this patch you will find the game more enjoyable :king:
 
Can you liberate cities as vassals if they are on the same continent? And like if I am in the middle of a war and keep liberating cities will they all go to the same new vassal? Can I make my vassal accept cities I give him? Etc.
 
upload_2022-1-19_23-42-0.png


Chronicles of Mankind patch 1.2.4.rar


Change log:
Spoiler Patch 1.2.4 :


General
=======


Raze probability set to 0 for all leaders (temporarily)
iConquestProb (chance to keep after conquest) is incresed/rebalanced for most buildings (75% or higher for regular and 33% for military buildings)
Fixing Great Engineer ability to turn land into coast if there is a route on the tile.
Priest gives +1 :) (was +0.5)
Fixing 'Dock Workers Strike' event (gold values were unbalanced).


Traits
=====


Creative: Muse (unit) is replaced with Muse (building).
Deciever: Bandit (unit) replaced with with Courtesan (unit), which is a new espionage unit that comes with a unique promotion line (Seduction I-III).
Industrious: Builder (unit) is replaced with Architect (building).


Buildings
========


Boatyard, Pen and Ploughland (Agrarian civic buildings) reworked, rebalanced and are no longer mutually exclusive.

Fisfarm:
+1C per seafood in city vicinity
upgrade replacement of Boatyard

Poultry upgrades to Pen, Pen upgrades to Cannery

Cannery:
+3C

Food Processing Plant:
+5C

Plughland:
+1C per resource in city vicinity added

Greenhouse:
+1F, +1C per grain resource added

Hydroponic Farm:
+1F, +1C per grain resource added

Farmscraper:
yield bonusese increased to +15F, +5C
health increased to +5

Walls and High Walls:
removed Culture bonus

 

Attachments

Also, did you ever get around to the city razing bug?
 
Can you liberate cities as vassals if they are on the same continent?
Okay, maybe not. I just tried it in my game I couldn't liberate any city.

And like if I am in the middle of a war and keep liberating cities will they all go to the same new vassal? Can I make my vassal accept cities I give him?
I'd rather try gifting the cities to vassals. I don't really know liberation works :undecide:
 
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