[DOTO] Dawn Of The OverLords

keldath, I realized that I had blue marble on. I am gonna try running it without and get back to you
 
Hmm I did find one area that needs to be looked at... Promotions.
Some are really.. odd :)
Torpedo promotion for fighters give bonus to counter espionage :p Air-to-Air missile promotions give "detection evasion bonus" etc.
March no longer gives "heal while moving" but something along the lines of "never reveal nationality" for military units.
Same for many other promotions.
I love the spy promotions etc, but if you have time they should be looked at :)
 
Vanchelon
the promotions indeed need a look at at..........

they are the same promotions since visa modpack for walrods, meaning -they are anciant.......

have you played rise of man? history of the world? do they have good promotions? if so, i might use some of theirs.

DarthDave4
well, i hope that fixes it.

i dl blue marble and im trying to why my mod wont work with it, maybeill include some of bm files in my mod itself.
 
Vanchelon
the promotions indeed need a look at at..........

they are the same promotions since visa modpack for walrods, meaning -they are anciant.......

have you played rise of man? history of the world? do they have good promotions? if so, i might use some of theirs.

DarthDave4
well, i hope that fixes it.

i dl blue marble and im trying to why my mod wont work with it, maybeill include some of bm files in my mod itself.

The Promotions included are quite nice, the problem is that they got weird/wrong bonuses, maybe something got screwed up when they were imported to BTS or such. Then again I dunno how to "fix" them either :)

As for the mods you listed, nope, havent played those Im afraid.

As for blue marble, figured I might chip in :)
I played SP successfully with blue marble but had to uninstall it as I want simultaneous turns from MP.
 
Right, now I know why promotions for aircraft felt a bit.. empty :)
It seems the promotions avaliable for air units weren't updated when the different type of aircrafts were implemented (Airplane, jetplane etc) So they only have access to 6 upgrades or so, none of the "vanilla" upgrades they got with BTS, like combat etc.
And as those arent avaliable, many other aircraft upgrades having said upgrades as prerequisites you end up with, well, barely any useful upgrades for air units :)
 
Ok so I decided to take a look at the upgrades in Marnzmod, just to get some reference for myself in my posts.
Aircrafts got pretty much the same upgrades as in Vanilla I believe, with a few additions perhaps.
Fighters had access to Combat 1-5, Range I (+1 range, -10% str), Interception I-II(+10%,+15%), Ace (+25 intercept, +25% evasion, +20% v fighters/jetfighters).

Jet fighters in turn had access to: Combat 1-5, Ambush I (+25% armored), Range I-II(II = same as I), Interception I-II, Ace, Strafing (similar to gatlin gun, -50% evasion chance, -25% vs armored, +50% vs land units), Torpedoes (-2 range, -25% evasion, +100% vs water), Imp radar (+5% intercept/evasion, +20% vs air), Multiple target aquisition I-II (+5% intercept, 10% air for I, +10% air for II).
Air to air missiles I-III, (I had +5% intercept, -5% vs water, +5% vs air, -5% vs land. II had 10% for all of the above, III had 15%)
Chaff (+10% evasion), Electronic Countermeasures (-1 range, +20% evasion -20% strength)

Bombers had Combat I-IV, Barrage I-III, Accuracy (+8% city bombard), Range I-III (III had +2 range -20% str), Chaff and ECM.

Not sure which were added by Marnz or which were in vanilla, but they were quite adequate promotions for air units.

The Gatling gun ingame is a bit overpowered with no downsides to using it :) Its also avaliable without pre-reqs.

EDIT: After going through the promotions file, it seems that the problem MIGHT be solved by giving air units access to Combat I-V, it seems all the other promotions are there with the proper UNITCOMBAT tags, so I'll go try that now.

EDIT2: While in the process of going through the promotions file I had a look at airtoair missiles. The bonus IS correct, but I guess the spy promotions screwed it up. I.e the old aircraft evasion bonus is now spy evasion bonus, I have no idea what the "new" aircraft evasion bonus is tho :p Interception I-III are also screwed ingame atm. 20% enemy spy detection on II, which makes sense if aircraft intercept was turned into spy detection.

EDIT3: Multiple target acquisition isnt assigned to anything it seems :) The "Heal I-III" seems to suffer from teh same problem as evasion, having strange bonuses like "3% bonus unrest from missions" while in all likelyhood it should be heal 3% while in enemy lands, 5% in neutral and 8% in friendly (Atm it has teh spy bonuses tied to it at 3%, 5% and 8% so it makes sense).
So the culprit appears to be the spy promotions as suspected... Dont get me wrong I think they are a great addition, just need to work out how to get them to work in conjunction with the normal promotions :)

EDIT4: The default evasion ability of aircrafts isnt screwed up... The question is, what is the right commandline in the xml to change it? In promotions its called iInterceptChange, the actual unit ability is called iInterceptionProbability. However this is also the case with vanilla files so... I dunno :p

EDIT5: Ok I took the next logical step and downloaded SuperSpies, which I think you incorporated? It has the same promotions anyway. So I loaded it up, as the only mod, and well, it doesn't have any of these issues... So I dunno whats wrong in Overlord...

EDIT6: Right.. Im getting closer to the truth, I believe :) It says you incorporated version 1.11 of his mod, however in 1.2 of his changelog I read this:
"Fixed - Graphical display error for promotion effects"
Could that be all there is? A display error? I'll go find out :)

EDIT7: Well... It was just a display error :p GODDAMNIT! Ok so while the effect may SAY something screwy it actually does increase interception/evasion... Well thats a relief, will save you a lot of headache trying to fix something thats not really broken ^^
Now we just gotta balance the promotion bonuses :p
 
Right I figured I better make a new post, not sure what the character limit is :)
Im unsure if the Heal promotions give the proper bonuses ingame as it doesnt show up in the unit stat window on the left.
The info in promotioninfos should indicate that it is just another display error tho.
<iEnemyHealChange>5</iEnemyHealChange>
<iNeutralHealChange>6</iNeutralHealChange>
<iFriendlyHealChange>7</iFriendlyHealChange>

Also, any special reason there are 2 Civ4UnitInfos in the /Units folder? Im assume its "Civ4UnitInfos" and not "2Civ4UnitInfos" thats used :)

I hope you've taken a look at the aircraft bonuses too, some are a tad odd... For example, the "Close air support" craft doesnt actually have any bonuses associated with close air support :p Some are a bit unclear as to what their role is supposed to be.

Aaanyway... How is progress on 1.4 coming along overall? Balancing etc. And do you have an ETA on release? Considering this latest bunch of things Im bothering you with ^^
 
Vanchelon
no no no! you are feeding me with important info! no bothering!!! dont even think that! shame on you :).

thanks to the detailed posts, ill go through on everything you noted me.

as for v.1.4,

i think i dont have alot of stuff to do:

add/change traits
fix promotions
rearrange the text files - theres alot of mess there.

eta - around the next two weeks could be this one if i put my self to work.....

:)
thanks v.
 
krushyn
ive been offered to add the bug mod, and i reviewed the stuff it adds.

but, its too difficult for me to merge overlprd and bug,

im not so good at python and its tons of python work.
i like the additions they made, but i cant add them alone.

i can add single mods peice by piece, its easier for me to know what to merge.

if i could, i would have added the veritas mod with all the cultoral diversity units, amra mod,
but i cant do all by myself,
so now im concentrating on balancing and adding some small stuff .

Fair enough - hard to have everything in one, sometime assimilation do not go right ;-0 . :coffee: ....... it is still so great mod that it can take me away from the living for a week or so ..... It just so dame good that it became a crime! We, people of Earth do need to go to work and play with the dog sometime! .... not even mention girlfriends and wifes (I will definitely have pay for the order here.... soon)
..... are you a Borg of some kind? :assimilate:
Great work..... :bowdown:
 
The mod crashes while loading the XML files. Any suggestions? What i read so far seems great, but now I'd actually like to play it :p
 
swinesteigersir
hi,

check this out:

reasons the mod wont load:

1. you have blue marble installed

2. you downloaded wrong version

3. you dont have 3.13 installed

4. your using some map script

5. you did not extract the mod right - make sure the folders are like this:
(your civ 4 folder)\(your bts folder)\mods\overlord2-1.3\assets

6. you have vista.............

if its none of the above....that can be a problem.
 
swinesteigersir
hi,

check this out:

reasons the mod wont load:

1. you have blue marble installed (what's that?)

2. you downloaded wrong version (1.3, so I think that's ok?!)

3. you dont have 3.13 installed (I do have it installed)

4. your using some map script (I don't think so)

5. you did not extract the mod right - make sure the folders are like this:
(your civ 4 folder)\(your bts folder)\mods\overlord2-1.3\assets (that's what I have)

6. you have vista............. (that's also what I have... it's not gonna run under vista??)

if its none of the above....that can be a problem.

So what can I do to solve it?
 
No blue marble (to my knowledge), correct version, right patch, no mapscript, correct installation, and am running vista. As I said above. So what could I do to solve the issue?
 
I've been going through the UniInfos and civpedia a bit more, looking for errors :p
There are a loot of em :S
A few new ones I found, incase you havent fixed em:
Howitzer: No collateral damage
Mobile Artillery: Massive collateral damage, up to 20 units, 100% accuracy on ranged bombard (and its supposed to be superceeded by the howitzer:p)

The Stryker class of vehicles, their cargo data is insufficient. Lacking cargo domain and limit to footsoldiers.

Wickes class ship seems useless :) its an ironclad, upgrades to destroyers, but isnt avaliable until far after destroyers. Move it or remove it I guess
Bomber ship: in my opinion it feels sorta out of place... I'd remove it having a ship with city attack doesnt really make sense, there are enough bombard capable units and land units to attack cities with as it is :)
Typhoon had faulty cargo specifications (incase you havent looked at it) says Domain_Land when it should be Domain_Air, it also lacked AI script for missile_carrier.

While I havent tried mechanized infantry or strykers yet, at a glance the +60% defense bonus seems waaay high :) They already get city defense bonuses + defense bonuses from terrain. I lowered it to 30 myself, will see how it works.

What else... hmm, well destroyers shouldnt have attack bonuses against battleships :)
This is what I gave the destroyers:
<UnitClassAttackMods>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_CARRIER</UnitClassType>
<iUnitClassMod>25</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_SUBMARINE</UnitClassType>
<iUnitClassMod>35</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_ATTACK_SUBMARINE</UnitClassType>
<iUnitClassMod>35</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_NUCLEAR_SUB</UnitClassType>
<iUnitClassMod>35</iUnitClassMod>
</UnitClassAttackMod>
</UnitClassAttackMods>

I changed them to upgrade to Aegis instead and lowered the combat value to 32 (34 for the UUs).

Aegis got attack 35 and the following bonuses
<UnitClassAttackMods>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_CARRIER</UnitClassType>
<iUnitClassMod>25</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_SUBMARINE</UnitClassType>
<iUnitClassMod>35</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_ATTACK_SUBMARINE</UnitClassType>
<iUnitClassMod>35</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_NUCLEAR_SUB</UnitClassType>
<iUnitClassMod>35</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_DESTROYER</UnitClassType>
<iUnitClassMod>25</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_STEALTH_DESTROYER</UnitClassType>
<iUnitClassMod>25</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_BATTLESHIP</UnitClassType>
<iUnitClassMod>25</iUnitClassMod>
</UnitClassAttackMod>
</UnitClassAttackMods>

Battleship bonus is in there to indicate that its far ahead of the battleship technology wise, Ive also given the missile cruiser an attack and defense bonus vs battleship to set them apart.

Stealth destroyer got lower combat values then the aegis but higher withdrawal (35%) and 9 movement.

The anti-ship submarine (atm its the nuclear sub as that was the easiest to modify :p it should be the attack sub really, anyway)
<UnitClassAttackMods>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_DESTROYER</UnitClassType>
<iUnitClassMod>25</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_STEALTH_DESTROYER</UnitClassType>
<iUnitClassMod>25</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_AEGIS</UnitClassType>
<iUnitClassMod>30</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_CARRIER</UnitClassType>
<iUnitClassMod>50</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_BATTLESHIP</UnitClassType>
<iUnitClassMod>35</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_MISSILE_CRUISER</UnitClassType>
<iUnitClassMod>35</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_ATTACK_SUBMARINE</UnitClassType>
<iUnitClassMod>25</iUnitClassMod>
</UnitClassAttackMod>
</UnitClassAttackMods>

Also gave it a defense bonus vs the missile subs, 25%.

Anyway, destroyers/aegis should be more escort oriented and anti-air defence oriented then say, the battleship or missile cruiser. To quote wikipedia:
In naval terminology, a destroyer is a fast and maneuverable yet long-endurance warship intended to escort larger vessels in a fleet or battle group and defend them against smaller, short-range but powerful attackers (originally torpedo boats, later submarines and aircraft).

Anyway keep up the good work, after going through the unitinfos file I can see you have so much work to do (if you havent done it already with the balancing etc). So I wish you the best of luck and I'll keep trying to come up with good ideas :)

Oh and potatoes aren't generated upon map generation :p

EDIT1: Mobile arty and howtizer lacked bombardrate data and thus could not do ranged bombard (howtizer had bombrate instead), both can also fully kill units unlike previous siege weapons (should stick to the same philosophy I think?)
 
hey v,

well thanks again,

i dont rember if i changed the howitzer in v 1.4,
but i will swwitch the values like you said.

well, youll come to see that most of the changes you suggested -i implemented,

what will you sya if ill send you the unitinfos,
and you change what ever you think is wise?

acctually i would really be greatfull for any help, but the feedbacks are also great , its just that, what you report me, i do , so why not shorten the process...it will be faster :)

hummm i always knew somthign is wrong with potatos, cause i never saw them on the world builder..hehe...i think i know why.

about the air promotions,
well i found out why some promotions did do nothing - they are "relics" from visa 2 - that contained lopez air force mod,

i think i found a bts version of it, i had a problem merging it, but ill try again tommorrow.

progress on v.14:

i reduced the text files size, also fixed a civilopedia ctd that i had with mercs, apperently - its because of the text mess i had....

i added dynamic uu, i didnt get to test it yet - but if it works - it will be so cool -
ill make techs to give uu's! who ever get the tech - get the unit ! awesome game play right?

also i thought of adding fual mod, but i suspect is incomplete for ai use.

and offcourse made the changes Vanchelon suggested.

v.14 is getting closer and closer, the more i stall it, the better it will be :)
 
Aight, I sent you a PM with an email adress.
Also found some more bombard related things.
Some aircraft has bombardrates aswell as bombrates, which doesnt really do anything :p So I'll set those to 0 to clean up the unit info ingame.
Also, some ships (mostly late game) had insaaaaaane bombardrates, up to 80% on the destroyer (means that if the city had 100% defense, after just one destroyer bombards it, it'll have 20) which is nuts :p in vanilla it was about 15 or so, so I'll go with that.
 
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