[DOTO] Dawn Of The OverLords

Well, it's not that bad of a mistake. A bit weird, yes. :) But not bad.
 
2240? now thats what i call weird :) try a regular map...maybe it is the p world map.
maybe you started a game in my sotm2 mod.. hehe.
have fun with the new version.

I've noticed this also with the starting and year progression. Didn't think much of it though. But it sounds like you found what happened.

I thought bout ccv, but i read theres some crash there that he cant trace. also theres a lot of parts in that mod and the sdk is probably very full, it will require some time of work to merge the stuff from my mod to his, so i let it go.
but i do know he did some really really good stuff there.
for now , im sure the revdcm guys will do some more versions in the future to better the r bomb.

CCV does have some crash issues, but I think it's more related to his excessive amount of artwork. I didn't have that many crashes with his mod, unless this new version is buggy. It was just really slow as the game moved along. No worries though if yer not going to use it. Was only a suggestion and I like your mods speed and stability. :)


So, your saying i should replace the regular ranged attack for artillery and such to the likes of the archers - it can be done and once i used that - theres one down size to it - the ranged attack this way - always hits - never misses, and the damage isnt changing (%), but the ai can use it...
what do you think? should i use it? maybe ill make it for you so you can tell me how you enjoyed it.

I would like to try this. I'll gladly try to playtest it. It might be a while before I get back to you. Being a married working man doesnt leave tons of time, but I will enjoy the process. If anything, adding this to siege units would give them some more playability and will make using mounted/quick units needed that much more to do hit and runs against them. Perhaps a promotion to cover against collateral damage can be added to reduce % damage from siege/archery etc.

Note: This could be a bit overpowered with opportunity fire, but won't know until we try. :lol:


Adding a unit, well i try to avoid adding more arts cause i think im maxing out the stability with the current build, but maybe i will, or as you suggested just add the archer range attack to some modern gunpowder units.

the promotions doesn't work? interesting - i will see what i can do for next build.

oh and using a promotion with ranged attack - it can be done - i know where i can get a code for it , not sure how easy will it be to merge though.

These were just some ideas I was throwing out there for you. I have no idea what it takes to build a mod so I have no idea how much work it would be for you. If the extra artwork would cause stability problems, by all means, dont add any more units. That would the mean having a new promotion would be the best route. This way, not every archer, gunpowder unit, or siege unit starts with it, but can put that ability on it through the promotion tree. Maybe even give a penalty to combat strength with it for balance purposes.

Just some more random thoughts on this. If you want me to try something out before you make a major change to your mod, let me know and I'll give it a whirl!

Keep up the good work!
 
Another really good mod, but like Rise of Mankind i found it a bit easy to end up way higher than the AI on strength (very rare for me in vanilla as I tend to like building wonders).
Really enjoyed my game but won a cultural victory in the middle ages, looked at the stats and saw that 'legendary' culture meant 5,000 or above. I wasn't sure if that was intentional? (I think in vanilla it is 50,000)
 
That is odd. I don't remember having issues getting to Legendary in this mod, at 50,000.

It's been awhile since I played a cultural victory, but my cities have hit Legendary culture before in this mod, and others, and not before 50,000.

Perhaps, there's a small glitch?
I personally like a Conquest victory. :)

Chessboard + nukes + Tanks = Awesome!
 
hahaaaaaaaaa finaly got the game working!! lol dunno wat it was just did a reinstall and it works wooop thanks for the help tho much appretiated
 
Jennvare,

hey, well thanks i read all you wrote, i hope i can make something up for you to test,
thank you for the ideas and good words my friend.

bhinso,
never played culture victory, maybe you can try another game - since david says its ok, hope it will work for you.

hammeredbythor,
this is great news for the weekend :) have fun!
 
I'm going to start another game but have a higher skill level and turn cultural victory off ;)

by the way i'm trying to get the right map, i want basically two continents with an equal number of civs on each. I've tried the 'continents' setting but it always puts loads of islands on and there's no option to turn them off!
 
After playing a few games on Warlord Level, I decided to try a higher level since all my Warlord games were extreme blowout victories.

When I looked around, the "Play Now" does not seem to have a difficulty setting. I thought this was odd.

When I went to the Custom Game screen, I noticed that there was a "Noble" level and that there is a "Noble-War" setting. What is the difference between these two? Just curious since your civilopedia is incomplete and doesnt cover these things.
 
hey guys ,

i likr tough games, so i pumped up the war occurrence - a difficulty level with the sign "-war" means that i raised war declaration y the ai - by 30%.

i promise i gets really hard on prince level...

play only via custom game option to see all the stuff i added = which is not well seen on the "play now" option.

bhinso,
not sure on the maps - try a few map combination's, maybe you'll get it - i always use archipelago.
 
hey guys ,

i likr tough games, so i pumped up the war occurrence - a difficulty level with the sign "-war" means that i raised war declaration y the ai - by 30%.

Why not make this a user-selectable option?
 
Keldath,

First off, I have to say that the "War" setting is indeed tough, even at Noble Setting. Being an empire builder, this is quite the challenge for me. This would probably be nothing for those who are true warmongers. I will probably lose due to cultural victory of a far away opponent, but thems the breaks.

My wife has come across a very frustrating situation early in her game. She is playing the Celts and got off to a real great start with alot of techs out of goody huts. She build many of the early wonders very quickly in her capital.

However, her Holy City is also her capital city. When she finally got a Great Prophet, she could not build the Holy Temple for her religion because it is considered a "Wonder" and you have it coded that eight wonders per city is the maximum. Since you cannot move a holy city, you may wish to recode some this.

National Wonders present the same problem. When I play games, I usually have one city that produces the best of my elite units. The Heroic Epic, West Point, and all my of my great generals usually go into one city to make high experience troops. You have other national wonders as well as world wonders that grant exp bonuses to the cities they are made.

Perhaps you should change the Holy City Temples to National Wonders (after all, no one else can build one since it doesnt have the holy city), and remove the "Only two national wonders" per city limit. This way, these temples will always be built.

Speaking of national wonders, you may wish to revisit how you have the banks, grocers, and markets set up. The Wall Street National Wonder requires six banks if I remember right. However, each bank requires six grocers (I'm going off the top of my head here). In essense, to build Wall Street, you need to have 36 grocers to even be able to build it. Was this intended?

The Great Geologists and Great Statemens - I really think these should be removed. The Statement, as super specialists do not contribute very much to a city and they only produce a few national wonders which come very late in the game. The Geologist is useful for the resource buildings that he can produce, but has no real use as a super specialist. I think you should do away with them entirely and grant thier "special building" capabilities to the Great Engineers and/or Merchants. (This will have the added effect of removing some units from the game)

Just some observations or thoughts for you.
 
Keldath,

First off, I have to say that the "War" setting is indeed tough, even at Noble Setting. Being an empire builder, this is quite the challenge for me. This would probably be nothing for those who are true warmongers. I will probably lose due to cultural victory of a far away opponent, but thems the breaks.

My wife has come across a very frustrating situation early in her game. She is playing the Celts and got off to a real great start with alot of techs out of goody huts. She build many of the early wonders very quickly in her capital.

However, her Holy City is also her capital city. When she finally got a Great Prophet, she could not build the Holy Temple for her religion because it is considered a "Wonder" and you have it coded that eight wonders per city is the maximum. Since you cannot move a holy city, you may wish to recode some this.

National Wonders present the same problem. When I play games, I usually have one city that produces the best of my elite units. The Heroic Epic, West Point, and all my of my great generals usually go into one city to make high experience troops. You have other national wonders as well as world wonders that grant exp bonuses to the cities they are made.

Perhaps you should change the Holy City Temples to National Wonders (after all, no one else can build one since it doesnt have the holy city), and remove the "Only two national wonders" per city limit. This way, these temples will always be built.

Speaking of national wonders, you may wish to revisit how you have the banks, grocers, and markets set up. The Wall Street National Wonder requires six banks if I remember right. However, each bank requires six grocers (I'm going off the top of my head here). In essense, to build Wall Street, you need to have 36 grocers to even be able to build it. Was this intended?


Just some observations or thoughts for you.

Even if You need 6 groceries to build the bank you only need 6 initial groceries to start building banks in general , not 6 for each bank. The number 6 is a breaking point for availability to start building all banks. I am not sure about building requirements in terms of numbers but it has always been like that. You do not need 36 for wonder.... just 6 to start banks and then finish 6 banks to place the wonder. Just like that.
Everyone can adjust the max number of any wonders in globaldefines file in XML catalog. Simply use notepad , find the line with wonders and change 8 to -1 to get unlimited.
 
Perhaps you should change the Holy City Temples to National Wonders (after all, no one else can build one since it doesnt have the holy city), and remove the "Only two national wonders" per city limit. This way, these temples will always be built.

good idea, i like.

The Great Geologists and Great Statemens
well i like those - maybe ill remove the statesman huh? ill think about it, interesting idea.

wonder/building limitations - you can easily change these settings - its in the file - globaldefines.xml - look it up.

im very glad you think war difficulty is hard :) mission accomplished :)
if you want you can reduce the level a bit - the current level is 30% more to war - you can do 15% or something.

oh hehe thanks krushyn - just noticed you wrote about the globaldefines...

bout the money buildings - im open to suggestions...write what should be and ill change it accordingly.

keep these reviews coming - the more you write and notice - i will make a better patch for you guys.

kel.
 
Up ...up to the top....
Happy Valentines Day to me....200 more turns before next interruption....;)
 
Keldath,

Just noticed something with the industrial age and upgrading troops.

Now that finally have a game that goes into the industrial age, I finally got the ability to train infantry. As with any troops upgrades, I try to upgrade them as soon as possible. When I clicked on my rifleman to upgrade them, it gave me a negative cost to upgrade; essentially, upgrading them was going to make me money!! It was the same with the grenadiers, I got money back for upgrading them!!

The third thing was also the cavalry and curissairs (sp?), when I upgraded them to the Mark 22 tanks, I got money back as well.

My wife also made it to this period as well and she said she had to pay normally to upgrade to infantry with her troops.

You may want to look at Leonardo's Workshop as well as the School of War wonders and see if they are causing "upgrade refunds". I usually have both in the same city. Not sure if there is anything else that reduces (or increases) upgrade costs.

One other thing I noticed; I was attacking a revolutionary civ. They actually had troops that spawned all the eras, warriors up to gatling units. I just had to laugh. However, when attacking this city, the gatlings always came up as the last defenders to be attacked. Hell, even the warrior came up to defend before I could finally hit the gatling units.
 
Got to the classical age and have been having a few problems.

1. Revolutions happen way too often, it's really annoying to get notifications about them every turn because the AIs don't know how to manage them. Plus it slows down the games by tripling the amount of empires on the list. This makes war impossible in the ancient and classical ages, even though it happened quite often in history. My suggestion is to turn down the revolution chances please? (or show me how to) :)

2. Production is extremely slow... I don't know if this is just my opinion, but I've been playing on epic speed, and it takes 40+ turns to build a granary and all the special buildings you added, it really defeats the whole purpose of building them. Plus I would turn down the production costs to some units, for example the celtic swordsman(I forget the name) because it took me 19 turns to build one of them. This also makes completing those missions impossible because it would take extremely long to get a horse resource and make 10 chariots. xD

3. In the beginning all the AIs go for founding the religions. They seem to follow default bts' way of founding religion which is to rush for them as fast as you can. This is unpractical imo, they should only found a religion if it would benefit them, because otherwise you have tons of people adopting the religious civics. And the early religious civics increase the revolution chances quite a bit, thus causing more trouble.

4. For some reason my game started in 2190AD or around that time... not 4000BC. It's very distracting to notice you're in 10000AD and you don't have robots and alien technology. :(

What do you think? :p
 
xarver,

hi and welcome ,
glad you chose to play this mod.

ok:
1.i never played with revolutions - i use the defults of the core mod - revdcm - maybe ill take a look on the settings you noted.

2. i havnt played all speeds, so some may not be well balanced - i mostly tested with overlord speed - and the 1000+ turn speeds -try to play overlord - its the best. but thanks for this tip - ill check it out.

3. well thats the ai of civ4, theres not much i can do bout that.

4. known problem..ignore it - i mixed a date from another mod of mine by mistake, ill fix it next in the next version.

Jennvare,
thanks, weird although - very weird - ill check the upgrade related buildings,

krushyn,

:)

no reports form you?
 
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