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Civ 5: Echoes of Ages

Discussion in 'Civ5 - Modpacks' started by Cyrinno, Oct 31, 2010.

  1. LetMyPeopleGo

    LetMyPeopleGo Prince

    Joined:
    Jan 20, 2008
    Messages:
    434
    Thanks,
    my interest in
    Units - Galleon (v 2)
    Units - Naval Upgrades (v 8)

    is more for the upgrade chain and to have an intermediate naval unit between Caravel and Frigate, Trireme upgrades to Caravel, Caravel upgrades to Galleon, Galleon upgrades to Destroyer and Frigate/Ship of the line to Battleship.

    These two mods don't deal with changing anything about the units, only prerequisite & obsolete technology and introduction of a new unit, do you think I'll have a problem with it?

    The other two naval units related mods:
    Units - Sub Upgrades (v 1)
    Units - Super Carrier (v 1)

    which nerf and buff some units I'll leave out.
     
  2. Cyrinno

    Cyrinno Warlord

    Joined:
    Oct 20, 2010
    Messages:
    253
    Version 54 Release

    Frigate Obselete with Combustion
    Ship of the Line Obselete with Combustion
    Electricity CivPedia Fix

    Special Thanks LetMyPeopleGo for pointing out these bugs.

    www.cyrinno.com for the latest version or the ingame downloader.
     
  3. lord_graywolfe

    lord_graywolfe Wolfman

    Joined:
    Jun 7, 2005
    Messages:
    717
    Location:
    Washington
    This looks like a really cool mod but i had a couple of questions about it. does it allow more than one unit per tile and does it get rid of the silly unit embark and actually use transport ships instead?
     
  4. Cyrinno

    Cyrinno Warlord

    Joined:
    Oct 20, 2010
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    253
    None of the above.

    This mod is designed to keep the normal civ5 game intact, it just adds improvements and makes adjustments for a better experience.
     
  5. spider1

    spider1 Prince

    Joined:
    Mar 29, 2006
    Messages:
    569
    Cyrinno, what are your plans to merge Echoes of Ages into Gods and Kings?

    Currently you have religions giving certain bonuses and GPs. Can you keep that structure in place and just call it something else? I've really gotten used to building Taoism for that GE. :lol:
     
  6. Cyrinno

    Cyrinno Warlord

    Joined:
    Oct 20, 2010
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    I will try to merge it the best I can, some features may be cut like religions for a moment while the rest of the stuff gets easily ported over and get out a new version as quick as I can. Then I'd probably go back and get religion stuff back in, but I really have to play the new expansion a few times before I can even port it over. I expect there to be many balance changes.
     
  7. LetMyPeopleGo

    LetMyPeopleGo Prince

    Joined:
    Jan 20, 2008
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    Hi Cyrinno,

    I second spider1 in the sense that your mod should be kept as a whole as much as possible besides all the rebalancing and tweaking you would need.

    @edit - I just called to say...:king:
     
  8. Mars83

    Mars83 Warlord

    Joined:
    Jun 13, 2011
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    273
    Since GnK is out and more based on religion is this mod still able to work?
     
  9. Cyrinno

    Cyrinno Warlord

    Joined:
    Oct 20, 2010
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    I think it launches but the balanced would be all out of wack so I don't recommend it.

    I am going to convert the mod over with the religions disabled. The functionality will be kept but they will need to be converted into something else, I do have some good ideas.

    I am also going to work on an Echoes of Ages: Classic Edition which will keep the religions in for people without the expansion pack.
     
  10. thadian

    thadian Kami of Awakened Dreamers

    Joined:
    Sep 27, 2006
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    2,288
    Location:
    Indiana, USA
    Guilds?
     
  11. Cyrinno

    Cyrinno Warlord

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    more like the religious capital buildings that civ4 has :p
     
  12. LetMyPeopleGo

    LetMyPeopleGo Prince

    Joined:
    Jan 20, 2008
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    Glad to read about your intentions about porting your mod to G&K, I've played several games with G&K, I think it needs some reorganization, before, we had gold, science, happiness and culture, and policies to enhance our path, now with religion it's quite a mess, the pantheons together with followers belief and faith and enhanced faith (I hope I'm not confusing things) I get the feeling that some faith mechanism much like the policies, has been introduced, which interweaves faith happiness culture and science in a very unorganized way, IMHO, policies need some redoing to help clear up the mess a bit and definitely the faith mechanism could benefit from some face lift.

    Regardless of the above, we could use your balancing part or your mod which made civ v much more interesting.
     
  13. thadian

    thadian Kami of Awakened Dreamers

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    2,288
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    Indiana, USA
    Well, to be honest, i hate having to spend Beliefs to be allowed to have Pagodas, Monasteries, etc.

    I can't wait for this mod to be ported over so i can play a "normal game" again because even with g+k the game is "lite" on terms of "what i like" that mods provided me (government buildings, palace additions, etc).

    While i am "satisfied with the expansion" i am "unsatisfied" that i can no longer play in a way that satisfies me. Without those 2 mods, i can't even bring myself to get more than 100 turns in before i just feel dull and quit the game.
     
  14. Cyrinno

    Cyrinno Warlord

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    I like faith being spent on things other then a few missionaries and inquisitors. I am still deciding if my converted religious buildings will use faith to buy or constructed as normal.
     
  15. Gh0s7

    Gh0s7 Chieftain

    Joined:
    Jun 26, 2012
    Messages:
    3
    Hi there!
    I've downloaded your mod and I'd like to play it but there's a problem with my localization!

    I'm using Italian language, so I don't see the actual mod strings but just their ID.

    Is there any way to use your mod even with Italian?

    I don't want to translate it, I just want to use your english strings even in my Italian game!

    Thanks :)
     
  16. Cyrinno

    Cyrinno Warlord

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    It should automatically default back to english when there is no Italian language. This was put in, in Civ5 Classics second or third patch.

    Otherwise I have no helpful information. :(
     
  17. Gh0s7

    Gh0s7 Chieftain

    Joined:
    Jun 26, 2012
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    Got it, thanks.
    Since I cannot update now, can you tell me what's your version number?
    Maybe I already have the update and the problem has some other causes!
     
  18. Cyrinno

    Cyrinno Warlord

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  19. LetMyPeopleGo

    LetMyPeopleGo Prince

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    Well it doesn't really matter as long the game is interesting and has some consistency to it's logic, right now you have policies that enhance faith production and everything else too as before, you have faith "policies" that enhance the culture of faith producing buildings and the faith of culture producing buildings and also modifies science and happiness (I hope I didn't mess up things too much).

    Following the above, it would only make sense to use culture for similar actions like buying buildings or some other stuff that would only be available for culture points, I'm not saying it's a good idea, but at the moment faith seems to be kind of a parallel policies system combined with some unique features as to purchasing specialists and building and with a twist of "race me to the best policies and/or buildings otherwise you lose them and the remaining leftovers will cost you much more"
     
  20. spider1

    spider1 Prince

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    Cyrinno, I'm glad to hear you are going to work on porting this over to G&K. I got used to getting that GE fairly early in the game by converting to Taoism. :)

    When you make your changes, will you have something in your new version that allows to build something that will get you a GP or some sort? I liked the way your religions worked, in that you could only pick one, so you had to make a choice of what you needed most at the time. Since your religions came fairly early in the game, I always went with the one for the GE.
     

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