[DOTO] Dawn Of The OverLords

Bastian-Bux

thanks for the ideads, i shall use them - casue i didnt like the build of the current tecjs of religions, thus ill make the change.

zulu9812
mmm.....
short time basis, thats interesting ,
its possible indeed to raise the support cost -currentlymost of the mercs are on1 - soem are on 2,

what do you think it should be? 5-10?

say zulu,
have you noticed on your games,
does the ai build alot of mercs??
 
Hey!

I just tested your mod and i liked it. I was was just quick test, but i noticed that Howitzer doesnt have ranged bombardment, i think they should.

I gonna test it more when i got back home.
 
Can you give the mercs a max number of turns to be in the game when being unused? Or maybe have their individual support cost go up each turn they are employed?
 
GyroLeader, hi,

if he doent have rbomb, then its a mistake! ihope the rest of my units have rbombard' , ill fix it for next release.

woodelf hi,
im honored that you play my mod :)

i wish i could do somthing like that that would limit the use of each merc you but, raising the upkeek cost say in a small presentge each turn can be a good idea, so it will limit the time of use.

but im affraid i cant code sdk or python,
the codes where written for me by ther people by reqaust.

but a paradox mght be created,
say the mercs cost raise each turn? how can you avoid this? by re buying the unit after a few turns...

thanks everyone for the nice suggsetions,
ill try to get them all into my next release.

edit****

i accidently disabed ranged bombardment - you can enable it in GlobalDefinesAlt.xml -set the ranged bombardment to 1 instaed of 0.

i tested my code without rbomb and forgot to switch it back on...
 
zulu9812
mmm.....
short time basis, thats interesting ,
its possible indeed to raise the support cost -currentlymost of the mercs are on1 - soem are on 2,

what do you think it should be? 5-10?

say zulu,
have you noticed on your games,
does the ai build alot of mercs??

5 sounds like a good number to start off testing with, certainly.

With regards to the usage of mercenaries by the A.I., I took a look in the World Builder and the AI civs were using mercenaries, but not excessively. They just seemed to treat them as they would regular units.

Can you give the mercs a max number of turns to be in the game when being unused? Or maybe have their individual support cost go up each turn they are employed?

It's just my personal preference, but I would rather that this was not the case.

===================

I believe I have discovered a bug. When you build Arcology Shielding, it removes Arcology from the city. You then have the option of building Arcology again, which results in 2 domes over the city, like so:

http://img176.imageshack.us/my.php?image=arcologyshieldingze3.png
 
hey zulu,

well the dome thing, it was reported to me along time ago,
ithought i fixed it....ill take a look again.

glad to know that the ai doent build mercs much, i inserted a fix that reduce the ai usege -and never got to test it, in my frist version of it, the ai built mostly mercs.

ive noticed you build units very fast,
what do you think about the speeds 1500, 2000 1200 and so on,
im not sure if they are probably set :)

thanks.
 
ive noticed you build units very fast,
what do you think about the speeds 1500, 2000 1200 and so on,
im not sure if they are probably set :)

thanks.

Not totally sure what that game speed - I think it's the slowest or 2nd slowest. The reason for the fast build times is that I tend to prioritise buildings like factories, war academies, manufacturing plants, hydro dams, etc. My personal preference is for long research times and short unit build times - it gives me more time to use those units before they become obsolete.
 
Incidentally, I don't mean to be rude, but some time spent polishing the veneer of the mod would be time well spent. Incomplete 'pedia entries, spelling mistakes, untextured models (e.g. the sea farm), etc. significantly detract from my enjoyment of the mod.

It is a good mod, though. Thank you for your hard work. I only complain because I care ;).
 
hi zulu,

you feeling is important for me,

i agree, incomplete pedia, text errors, are a pain, i try to do it right you know,
but its hard for me to do t all alone, and as you probably see, my mod development is slow...cause my real life is realy busy, shool and work,
and modding civilization is an addiction of mine,so when i get an error i fix it.

untextured models is somthing then i defently wont agree to paas it by,
i must have missed it, ill be sure to fix,

i developed this mod moslty, through the replys and feedback i got, most of the balance f the civics unit strength, are ll from some nice guys around here,

so keep complaining , and point me to what ever error you even if it seems insignificant,

i fix everything i get a report on :) this is the only way i can polish the mod, cause, to tel the truth,
i never finished one game,heck, i never even got to gnpowder era in civ4, cause i only mod this game, never have the time to play, not even my own mod.

so thanks again and keepfeeding me with your thoughts guys :)
 
About that dome thing, btw, it happens with Adv. Shielding too. So, you build Arcology, Arcology Shielding, Arcology, Adv. Shielding, Arcology Shielding and again Arcology, leaving 3 domes on the city.

The shielding looks very nice on the map, btw :)

I love the Automatons and Cyborgs. Great concept, and the Cyborg unit is superb. One wee criticism would be the animations of the Cyborg. Both the Automaton and Cyborg units move in unison, i.e. each figure in the unit does the exact same action at the exact same time. This looks great for the Automaton, which I gather has no independent thought. But i thought that the Cyborgs were just regular soldiers with bionic enhancements, i.e. they have free will and therefore probably should move a bit more freely?

This is the best mod out there, keep up the good work.
 
Haha! Druidism will be good for me, as I like to play as the Celts. Great addition, thanks.

Fixing the dome bug is quite a high priority for me, it just looks ugly at the moment, IMO. But from what I can understand, it appears to be quite a tricky one to fix - so I'll understand if it's not done right away.

Eventually, I would like to see the Future era expanded with more techs and units. What I'd especially like to see are sea cities and sea roads, like in the Genetic Era mod (or, indeed, CTP2!).

I'd like to see mounted units upgrade to tanks, not helicopters.

If you plan on incorporating other modders' mod components, 2 I would like to see are:

[BTS] M.A.D Nukes Mod - this has already been updated for BTS 3.13
[PYTHONCOMP] Specialist Stacker - this needs to be updated, but would be useful

Additionally, I'd like to see the nuke explosion animation replaced with this - it's much cooler ;)
 
Hi Keldath,

maybe you could clean out that gamebreaking bug, where a saved game will end loading with an empty scientist advisor screen and then lack an interface. It's neither possible to call back the Interface nor do all keycombos work -> savegame broken.

Probably it has to do with game size. Both wrecked games where huge maps with 34+ civs and 2000 turns. Btw, it plays perfectly fine up to the point where you try to reload a save game, you know, after taking a short nap for the night and such unneccessary things. ;)

A first example (without the increased citysize) is attached on my post a page or two ago. I'll attach here a wrecked game that does use the citysize addon.
 
zulu9812,

il try to fix that dome thing for next release.

i also really wana to redone the upgraded units! thats on my list!

i like mad nukes, ill might add it indeed.

the nuke animation, is also on my list,

and the specialist, ill think about it.

and yeah sea cities, i wish i ha those....
but its a way to complicated mod for m to add by myslf.



Bastian-Bux ,

wierd, im not familiar with this bug.
ill be sure to see what i can do.
thanks!


edit***
fixed arcology bug.
added full content of druidism.

going to do a redone of reigius techs according to what was offered in a post a page backwards.


i need an idea for a new great person - somthing to do with fashion. any ideas? and what will be his traits?
 
Question.

Does version 1.1 fix the City screen? Version 1.0 does not list hammers or food on the top bar. Also the Right panel top does not list any info save in the lower right where the different type Specialists reside. The religions don't list and the health circles with red cross are missing as well.

Otherwise has been playing fine. I can live with out this city info if it's just a matter of tweaking.

JosEPh
 
when the savegame file is larger then 1MB the game crashes upon saving.. it obviously makes the end game not playable. Anyone having similar problems ?

cheers
 
Top Bottom