DonMartyMod

Love this mod - I played a whole game through as the Songhei and won by Domination. The tech speed is a bit low though - I won with Riflemen and Artillery against an AI that never fielded more than Longswordmen and Trebuchets. And this on Emperor setting!
What I found is that the tile yields are a bit overpowered. I had several cities maxed out with Specialists - some had over 20 specialist slots filled and were still growing like crazy. Of course, this was with the SP that gives the bonus of half food eaten by specialists. At the same time, I was making money hand over fist, over 2000 GPT even w/o a Golden Age.
Far too easy for Emperor...
What I really liked is that I played a whole game through with nary a crash! Very stable mod, congrats!
Anyway, I decided to try a new game on Deity as the Siamese. This one is more of a challenge, but I'm now experiencing a recurring hang on the AI's turn. Tried it several times, and it always hangs up. Here's a game save of the turn before - maybe you could take a look? Thanx
 

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Hi DonMarty, finally got around to trying your mod again.
Incredible work, I salute you! The pacing is much more, shall we say slower? But i mean it in a very good way, I don't like the "rushing" feeling that i get from vanilla civ, and your mod really hits the spot. Unfortunately I haven't been able to move past my second city because i've found a little nasty bug, that maybe has been reported, maybe not.
Anyway, I can't seem to trade luxury resources with any other civ: when I strike a deal, clicking "accept" will crash to desktop. Also, the same happens when an a.i. player will ask for a resource (gift or demand may it be); clicking accept, same crash to desktop.
I'll attach a save file from my game, just trying to trade should repeat the bug.

To complete the report, I'll add that I'm using only your mod and the perfectworld mod/mapscript. I also have the separate folder for the citystatediplomacy mod (of course not activated) should that be an indicator of any problem.

Thanks again for this great mod, and please keep up the good work! :goodjob:
 

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Love this mod - I played a whole game through as the Songhei and won by Domination. The tech speed is a bit low though - I won with Riflemen and Artillery against an AI that never fielded more than Longswordmen and Trebuchets. And this on Emperor setting!
What I found is that the tile yields are a bit overpowered. I had several cities maxed out with Specialists - some had over 20 specialist slots filled and were still growing like crazy. Of course, this was with the SP that gives the bonus of half food eaten by specialists. At the same time, I was making money hand over fist, over 2000 GPT even w/o a Golden Age.
Far too easy for Emperor...
What I really liked is that I played a whole game through with nary a crash! Very stable mod, congrats!
Anyway, I decided to try a new game on Deity as the Siamese. This one is more of a challenge, but I'm now experiencing a recurring hang on the AI's turn. Tried it several times, and it always hangs up. Here's a game save of the turn before - maybe you could take a look? Thanx

When i try to load the game it say that i dont have all require mod.

What other mod do u use ?
 
Hi DonMarty, finally got around to trying your mod again.
Incredible work, I salute you! The pacing is much more, shall we say slower? But i mean it in a very good way, I don't like the "rushing" feeling that i get from vanilla civ, and your mod really hits the spot. Unfortunately I haven't been able to move past my second city because i've found a little nasty bug, that maybe has been reported, maybe not.
Anyway, I can't seem to trade luxury resources with any other civ: when I strike a deal, clicking "accept" will crash to desktop. Also, the same happens when an a.i. player will ask for a resource (gift or demand may it be); clicking accept, same crash to desktop.
I'll attach a save file from my game, just trying to trade should repeat the bug.

To complete the report, I'll add that I'm using only your mod and the perfectworld mod/mapscript. I also have the separate folder for the citystatediplomacy mod (of course not activated) should that be an indicator of any problem.

Thanks again for this great mod, and please keep up the good work! :goodjob:

When i try to load it say require DLC not available :(
 
When i try to load it say require DLC not available :(

Ops, sorry forgot to say i have the digital deluxe version.
So the only possible dlc is babylon, since the mongols are for everybody right?
Hope you can take a look at that, I started a new game meanwhile and didn't get the same problem now, so definetely something odd in that savegame..
 
Hello DonMarty,

I'm going to load your MOD, got the hunger for playing CIV5 just from reading this thread, didn't bother playing for the last two months, the vanilla is very boring.

Two questions pleas, can I play it with R.E.D modpack?

Your last version "only available here", where is here?

Many thanks


EDIT: Somehow I got the leaders list twice in size, the list just repeats itself and adding R.E.D to the installed mods list cause the list of leader to triple itself. Unticking the mods from the mods list didn't help, removing them completely restored the normal list of leaders.

I haven't started playing yet, I wonder if my Elizabeth will meet the other two? have I done something wrong?


EDIT 2: The problem with the list of leader has been solved just by clearing the cache directory, and playing with R.E.D crashes the game.

About the game's difficulty, four to five barbarian camps spaced 4 tiles apart, my Cro-Magnon were consumed in no time. After building two warriors, somehow managed to cross the barbarians just went south, triggered ruins just to get a map of nine (9) more barbarian camps well spaced 7 tiles to the south of my city, then I remembered reading that playing on prince is much harder than on vanilla's prince.

Exiting back to the main menu to start a new game with possible better location just revealed to me that I was playing on Chieftain, well, if on Chieftain my 30XP warriors can hardly beat the barbarians, what should I expect on Prince? Can you tell me where to tone down the density and distance of the barbarian camps?

Many thanks for a challenging game, but the first game which is needed for familiarization myself to your mod must be somewhat easier.
 
Your last version "only available here", where is here?

I uploaded it after reading your post :)


About the game's difficulty, four to five barbarian camps spaced 4 tiles apart, my Cro-Magnon were consumed in no time. After building two warriors, somehow managed to cross the barbarians just went south, triggered ruins just to get a map of nine (9) more barbarian camps well spaced 7 tiles to the south of my city, then I remembered reading that playing on prince is much harder than on vanilla's prince.

Exiting back to the main menu to start a new game with possible better location just revealed to me that I was playing on Chieftain, well, if on Chieftain my 30XP warriors can hardly beat the barbarians, what should I expect on Prince? Can you tell me where to tone down the density and distance of the barbarian camps?

Many thanks for a challenging game, but the first game which is needed for familiarization myself to your mod must be somewhat easier.

I am planning to make it easier for no raging barbarian option.

Barbarian option can be set in my xml\define.xml
look for <!-- More Barbarian -->
 
Hi DonMarty,

Despite my "complaining" I gave it a start on Warlord and I'm having the time of my life, got my first settler at 1500BC, you are so right to say "hard is good".

I've two suggestions though, the first two Cro-Magnon are very weak in general, so maybe they could do some work as well (if you're bad at fighting at least do some home chores), maybe at a rate of 25% to 33% of a real worker.

My second suggestion is to excuse the very first buildings from maintenance fee, maybe only the first one to grant science, without it there is no research, and without taking over barbarian camps there is no gold, especially with two warriors and couple of buildings.

Two question I've got, what exactly are the camps the chieftain or war-chief can build as an improvement? are they meant to be some kind of defense for a Cro-Magnon inside them to defend a tile? can they be build on an existing improvement?

Are Cro-Magnon and Shamans not upgradeable? maybe later on the game with some technology the Cro-Magnon could upgrade to Explorer or with barracks to warrior, and shamans to Medics or a full archer with the medic promotion with barracks and some tech point on the tech tree?

Last but not least, DonMartyMod is a refreshing breeze to a very dull and poorly developed Civ game.:goodjob:


Edit: just found out I can't build more then 2 workers?! I can build slaves, I've read they are upgradeable to workers, at which point? Do I get to build more workers later on? I have three more cities besides my capital, one of size 2 the rest of size 1, no options for workers in their build queue either. Does a city need to reach a certain size to get workers in it's build queue? Are workers capped per city? Can you leave some notes about the changes regarding workers pleas?

And finally what is the purpose of slaves? to overcome the workers cup? Do they take 1 food as workers?(I think I read it in UnitChange.xml that workers take 1 food but I don't understand the definitions very well)
 
Hi DonMarty,

Despite my "complaining" I gave it a start on Warlord and I'm having the time of my life, got my first settler at 1500BC, you are so right to say "hard is good".

I've two suggestions though, the first two Cro-Magnon are very weak in general, so maybe they could do some work as well (if you're bad at fighting at least do some home chores), maybe at a rate of 25% to 33% of a real worker.

You can use them to to defend your city or exploration.

My second suggestion is to excuse the very first buildings from maintenance fee, maybe only the first one to grant science, without it there is no research, and without taking over barbarian camps there is no gold, especially with two warriors and couple of buildings.

I think that the need of war for gold is fun.

Two question I've got, what exactly are the camps the chieftain or war-chief can build as an improvement? are they meant to be some kind of defense for a Cro-Magnon inside them to defend a tile? can they be build on an existing improvement?

Camp give 25% defense bonus.

Are Cro-Magnon and Shamans not upgradeable? maybe later on the game with some technology the Cro-Magnon could upgrade to Explorer or with barracks to warrior, and shamans to Medics or a full archer with the medic promotion with barracks and some tech point on the tech tree?

Cro-Magnon are upgradable to warrior.
Shaman will upgrade to a new unit eventualy.

Last but not least, DonMartyMod is a refreshing breeze to a very dull and poorly developed Civ game.:goodjob:


Edit: just found out I can't build more then 2 workers?! I can build slaves, I've read they are upgradeable to workers, at which point? Do I get to build more workers later on? I have three more cities besides my capital, one of size 2 the rest of size 1, no options for workers in their build queue either. Does a city need to reach a certain size to get workers in it's build queue? Are workers capped per city? Can you leave some notes about the changes regarding workers pleas?

And finally what is the purpose of slaves? to overcome the workers cup? Do they take 1 food as workers?(I think I read it in UnitChange.xml that workers take 1 food but I don't understand the definitions very well)

In my mod all humanoid unit cost food. So when you build a warrior your city doesn't growth.
Slave are cheaper but they work a bit slower and give unhapiness.
The worker cap limit give the game a performance boost.
 
Hi DonMarty,

I've played a bit more, 250AD now, I can build slaves and upgrade them to workers but no more workers in the build options. I assume an upgraded slave and a worker are the same unit, if so, why not to leave the option to build one in the build menu? Am I missing something?

BTW, what is the slave market for? I can build as much slaves as I want anyhow? is it for cheaper slaves?

What is a fishery for? I can build it in any city, regardless of water tiles, what does it do? and a fishmonger gives me 2 slots for specialists, what kind of?

Another question\problem regarding mining, I can't construct more then two mines per city? I've several hills I want to build a mine upon, and on the workers construction menu the mine is grayed out and it happened to me in cities that already have two mines.

I'm not sure if my last problem is due to your mod, if I construct a pasture on a hill, I can't change it to something else later, no building options in the workers menu.

Thanks again for a great mod.


Edit: after browsing the thread I found out about 'Build cost', it might be the reason for not being able to build a mine.

EDIT 2: I still can't build a third mine on an empty hill, got the money 100G - Build cost, the option to build a mine is grayed out. Any advice?

Edit 3: I've 110 gold and a mine Build-Cost is 100, can't build. I reduced the cost to 20 in BuildCost.xml and voila
no problem building a mine. So why 111g cash is not good enough for a 100g? are there some calculations made behind the scene? I'll set it back to 100g and play a little to see what happens

Edit 4: Had 740g, placed a worker on an iron resource, clicked on constrict a mine, 740g -> 440g, so the action actually deducted 300g instead of 100g, I've verified by building farms roads and so on, its X3 the base gold, is it a factor of difficulty, map size or alike?. For now I'll disable BuildCost.xml and continue playing. I hope there is a solution for the problem.

Edit 5: Each time the construction of a Monument is ended, I am informed I've finished building a Plantation House. I don't have a plantation house in my build list, yet.

I'll try uninstalling the mod, clearing the cache and reinstalling.
 
Hello DonMarty, I'm not flooding your thread, I just need a little help experimenting with your mod:

I'm playing a bit with the different parts of the mod, changing some, just for fun I'm not a modder.

I did very little reading about the fileinfo file, if you can explain to me in two words, why some lines in the <Files>...</Files> section have the import="0" others have the import="1" and others without the 'import' at all.

All of those files are included in the <UpdateDatabase>.....</UpdateDatabase> sections so they are obviously loaded on game start so what is the purpose of the IMPORT= ?

I wish to try some changes like bringing back the normal worker and maybe some more.

Many thanks in advanced, and thanks for the nice mod.

(I've posted a similar post on Thalassicus's Balance - Combined but with no reply so I hope it's not against forum rules to ask again)
 
Hi, I am experiencing a crash every time I try to play. As soon as I click start game, the game crashes to desktop. The only thing I can think of is because I don't have the latest version.
 
I still play it from time to time and it still seems to work for me.
Still a great mod and I am still hoping you'll jump back into modding sometime. If not then thanks for the great games
 
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