Chronicles of Mankind

Heh, wait until those barbs turn into rifles and have SOTL's.
You can adjust barbs in the BUG menu.
 
Yes as happened in real life with the Spanish/Aztecs. I believe Smallpox killed more Aztecs than any Conquistadors!
 
Hello there, VERY good job on this one.

Is there any guide on how to play this mod? There is a ton of stuff, and i would like some basic stuff explained.

Like what gameplay changes the mod brings etc.
 
Hello there, VERY good job on this one.
Thank you! :hatsoff:
I hope you will enjoy the mod.

Is there any guide on how to play this mod? There is a ton of stuff, and i would like some basic stuff explained.

Like what gameplay changes the mod brings etc.
No, there isn't any thorough guides but you can read some highlights > HERE <

In a few words:
  • Slower, extended ancient era with more things to do, like hunting and gathering. You will build fewer cities initially but you will still have more things to take care of.
  • Founding a religion is different than in BtS. It's no longer the tech leader founding the religions. Instead some religions are found in "historically accurate" locations (e.g. Hinduism requires rivers and Cow), while others (Buddhism, Christianity, Confucionism, Islam, Judaism, Taoism and Zoroastrianism) require a great prophet. These are also often founded a little later than the previous ones.
  • Exploration is also made slower with Movement Limits option ON. You no longer have the whole map discovered by the end of the Classical Era.
  • Mod is designed for LARGER MAPS AND SLOWER GAMES.
  • It is reported, that the AI is good WITHOUT Revolutions but not so much with it ON.
These are some general thoughts :)
 
Thanks for the quick answer, you trully have done an amazing job the more i navigate through civilopedia to see changes etc.

So as there is no guide of some sort, maybe you can give me some help on what to focus on each era ?

More like what the differences between vanilla civ 4 and this are, as of goals. For example in vanilla, you focus on balancing happiness and health, creating an army, build many cities.

Now i see in your mod, there are some more gameplay elements, such as crime for example.

So i would like some tips, with few words or more, to understand the way it meant to be played.

Generally speaking not focusing on some specific civ and leader of course.
 
Thanks for the quick answer, you trully have done an amazing job the more i navigate through civilopedia to see changes etc.

So as there is no guide of some sort, maybe you can give me some help on what to focus on each era ?
Ancient Era: Strugles of Life
Compared to BtS this is not yet the time to expand. You rather focus on hunting animals and every few turns decide which tile to send your Gatherer to build gathereing. Hunting and gathering is your main source of yields.

Classical Era and onward: Path to Glory
From the classical era onward the game should feel very familiar. There are a lot of changes of course but the mods (RoM -> AND -> CoM) always had the goal in mind of keeping the game easy to learn.


More like what the differences between vanilla civ 4 and this are, as of goals. For example in vanilla, you focus on balancing happiness and health, creating an army, build many cities.
One of the biggest diffrence I'd say is the complex Civic system. I tried to make all civics to be useful. Some are meant to be useful only for a limited time, while others throughout the whole game.


Now i see in your mod, there are some more gameplay elements, such as crime for example.
Well, Crime (at this point) is only another form of Maintenance that increases with population size and you can counter it with some buildings.
I'd like to have more effects with it - mainly events - but it's further away.


So i would like some tips, with few words or more, to understand the way it meant to be played.
The way it meant to be played? The game I have imagined is a complex simulations game that's more than just fighting rival civs. I want to have greater emphasis on satisfieing your own people's needs. This is my set goal.
 
Hi :)

Question about the CoM_PerfectWorldS map generator. I guess the "CoM_" it is because it is a specific adaptation of the script PerfectWorld for the CoM mod. But, what does the "S" mean?

Also, in the options there are the PW2 and PW3 options, which I guess they are the generators for PerfectWorld version 2 and 3. But, what is the option "PerfectWorldS"?

What is the difference between PWS and PW2 or PW3.

I have check the CoM_PerfectWorldS.py itself, but I don't see much information

Thanks in advance :)

1758812209168.png
 
Question about the CoM_PerfectWorldS map generator. I guess the "CoM_" it is because it is a specific adaptation of the script PerfectWorld for the CoM mod. But, what does the "S" mean?
The mapscript was adopted from... errr... RoM_PerfectWorldS? Or was it C2C_PerfectWorldS? I don't even remember. And I didn't care about the 'S' in the name. Honestly, I didn't even notice it :blush:

Also, in the options there are the PW2 and PW3 options, which I guess they are the generators for PerfectWorld version 2 and 3. But, what is the option "PerfectWorldS"?

What is the difference between PWS and PW2 or PW3.
I have no idea. Actually, I never touched those options.
I guess one can only find the difference by try and test.
 
Hi :)

Question about the CoM_PerfectWorldS map generator. I guess the "CoM_" it is because it is a specific adaptation of the script PerfectWorld for the CoM mod. But, what does the "S" mean?

Also, in the options there are the PW2 and PW3 options, which I guess they are the generators for PerfectWorld version 2 and 3. But, what is the option "PerfectWorldS"?

What is the difference between PWS and PW2 or PW3.

I have check the CoM_PerfectWorldS.py itself, but I don't see much information

Thanks in advance :)

View attachment 743443
That was my adaption of the PerfectWorld specifically for COM
 
Status report:
I'm making slow but sure progress with Natural Wonders. I have modified the appearance of many. Also modified the python code, so they appear less random. E.g. Mount Everest is always placed on top of a peak that is surrounded by other peaks; Auyantepui is placed on top of a Hill that is in a jungle heavy area; etc.
There are still some things to do:
- wonder movies
- finding a good effect for Grand Canyon and the Rainbow Mountains
- figuring out how National Park/Preserve improvement should work


And while I have relatively little time at home to work on the mod, sometimes I have time at my work place 😃 But the above mentioned things I can't really do at work. However I have started experimenting with ai written/aided events. While it is often full of bugs it still is a huge help in doing much of the tedious designing and coding of events. I already have 13 halfdone new events, which is a very small compared to the already existing 200+ events.
So I'm trying to come up with more. If anyone has some event ideas, and especially quest ideas, please share it
 
I was experiencing some silent crashing lately and decided to investigate with a fresh install of 1.3.2 (since I mod the mod). I wasn't able to re-create my issue (so something I changed is causing it), but I did keep a log of all the issues I saw on my fresh install:

# Bug list in 1.3.2

* Failure to load mod due to errors caused by this line in CvAppInterface.py:
```
64> # ENABLE_UTF
65> sys.setdefaultencoding('utf-8')
```
unfortunately removing this line (although fixing the loading issue) causes this python error (I assume):
```
Traceback (most recent call last):

File "CvScreensInterface", line 964, in handleInput

File "CvMainInterface", line 6690, in handleInput

File "BugOptionsScreen", line 42, in showOptionsScreen

File "BugOptionsScreen", line 142, in interfaceScreen

File "BugOptionsScreen", line 149, in createTabs

File "ANDAutomationsTab", line 285, in create

UnicodeEncodeError: 'ascii' codec can't encode character u'\u2123' in position 17: ordinal not in range(128)
```

* Python error on game start:
```
Traceback (most recent call last):
File "BugConfig", line 110, in unknown_endtag
File "BugConfig", line 334, in endChild
File "BugConfig", line 337, in end
File "BugConfig", line 318, in process
File "BugConfig", line 547, in handle
File "BugUtil", line 655, in callFunction
File "CvEnhancedTechConquestEventManager", line 19, in __init__
AttributeError: CvEnhancedTechConquestEventManager instance has no attribute 'onWindowActivation'
```
I assume it is due to the fact that this method was commented out for some reason?

* Lynx animal produces light? Causes strange graphics when one exists in your view.

* TXT_KEY_EVENT_PRECIOUS_STONES_X -> missing text on event
 
I assume it is due to the fact that this method was commented out for some reason?
I'm not very good at fixing deeper bugs and too tired at the moment to even partly understand all the above but if you have any suggestion I listening :)

* Lynx animal produces light? Causes strange graphics when one exists in your view.
I always knew (saw) that there is something wrong with Lynx but I don't know how to fix it. Asking for help with it. THX for the reminder.

* TXT_KEY_EVENT_PRECIOUS_STONES_X -> missing text on event
Will fix it. THX for reporting.
 
I'm not very good at fixing deeper bugs and too tired at the moment to even partly understand all the above but if you have any suggestion I listening :)
I can look into this one, may just be as easy as uncommenting the method.

For the encoding one, I am a bit confused by it, since it seems to have worked before for me, but now my python is complaining about it. But the python engine is hosted in the game, so... not sure.

I'm not a graphics guy, so can't help with the lynx :)
 
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