Doto [AdvCiv ModMod]

-In 2.3.6, which I just started playing, Galleons became obsolete once I acquired Compounds (spelled Compaonds in the game). I was even building one while I acquired the new technology, and I received the "cannot build Galleon" message at the city and the project was canceled. Sadly, there are no marine transports I can build at all right now.
 
-The last time I posted here was probably a few years ago, but I've long since forgotten that account. Anyway, thanks for all the great work. As an aside, I'm finding the revolution system so frustrating that I'm likely to turn it off. I think I'd rather just turn it *down* a bit. I'm not complaining about its existence, though; rebellion was a staple of history. Below is the total list of bugs/errors I've noticed in 2.3.6. Again, no pettiness intended-- I just want to make you aware (though I think all but one of these has already been covered in the thread).

-Minor misspellings in English
-Several mistaken icons (ie: the icon for Ceremonial Burial is of an astronaut on the moon)
-Cannot bombard, except walls (perhaps I have to enable something, but when I opt for the modified bombardment system I get the replacement cursor and a green square representing where the shells will land, but if I click, the cursor simply reverts and nothing happens)
-Galleons seem to become obsolete with the advent of Compounds.
-(possibly not an error) The AI builds cities as aggressively as in vanilla, with little regard for the inevitable revolution. The result is that I still end up boxed in very quickly, with no hope for the future, save through conquest. One aspect I liked on huge maps in vanilla was the sense of open country in the middle and even late game. I'd enjoy a similar sense even on standard maps, if possible.
 
I love this mod, but at turns 200 it's taking almost 10 seconds per turn. I have revolutions turned off (not a fan of that mod). Are there any other options I can turn off to speed this (awesome) mod up?

Running 2.6GHz Pentium Processor
4GB Ram
Windows Vista

-- Vanilla game runs very fast.

Thanks,
Joe
 
Nosferum,
hi,

thanks for the feedback,
english errors are known to me, i try to fix whatever im reported with.
icons/buttons - also known - its just that im saving on art size, so i replecate most buttons.
bombard = well that is a bug from revdcm, although - i have it working in my end - you just need to turn it on manually (using the confing files and global defines).

galleons - thanks ive fixed it now.

joe_44850,
hi and welcome.

funny - it was never reported that overlord is slow....its suppose to be one of the "fast" mods out here,
compared to vanilla, every large scaled mod - is "slow", that is a known isue with civ4, but, its rather ok speed to play with.

i bet my money that you started a game on a huge map with a lot of civs, what is recommended for this mod, or at least i play with - is standard size map, civ4 isnt good with handling large mod - see rise of mankind 2.9 - you barley can play on huge maps, although its an awesome mod - with countless additions to the game.


as for revolutions - i ever play with this part on, some people like it, and its a part of the rest of revdcm , so its their, i like having a lot of stuff optional so each can play what he likes.

the settings im using are barbarian civ and world, random seed, brokoering techs, and the new addition advanced diplomacy.


*****

im doing the final work for version 2.3.7, ill release on Friday.
 
I'm playing on BeBear's earth map (tiny) with 14 civs. Are private maps problematic? I'll try using a Civ map, small; maybe the map is the problem.

Over-all, good work, this mod has all of the right elements.
 
VERSION 2.3.7 READY !

here is the changes for this version:

added automated orders - 1.34 by afforess
added titanium mine to g-geologist
RAISED A BIT SOME bonus appearance and ai trade modifiers
added 3 buildings:
2 world wonders (7 per game) that triggers golden age one of the wonders are at modern era.
school of war - available at construction - build-able by gg, reduces upgrade cost by 50%.
changed some improvement values - like watermill
added afforess advanced diplomacy 1.03- new trading options like trading units, embassies and more.
added ai raze city fix by cybah
fixed art of several resources to cope with a grove (before - once grove was built - you cant see the res itself).
added bbai 1/02
apprenticeship - lowered 25 for growth to 10
knight, axe knight and CUIRASSIER now have city defense minus
changed many of leader personality properties - attitude attributed where changed (a bit more +), changed declared war on friend to less memory.
made some ai leaders to be softer - brought some of the vanilla values for them, but still - most are hostile.
reduce maintenance from num cities and distance by 10 % less to all handicap levels.
RIFLE manif' - give 2 EXP - only to GUN UNITS
brought back religion buildings - need to find a way to make the ai build early.
rebuilt the events - added overlord content, extended length of events, now they should be proper.
moved slope mine to engineering
galleons now obsolete with radio.
added "build a" to names of the new improvement before - can slope mine - now can build slope mine
made lighthouse obsolete in democracy, moved a trade something "troyes" to syncretism.
moved sphinx to ceremonial burial.
fixed a weird crash with 1000 speed - changed now to 1100 speed - also note the the time line is not right at the moment with it.
salt can use query, slope and shaft mine - all have different +.
tweaked some of the resources bonuses from improvement.
SHAFT, slope, mine, windmill, lumber-mill - all gain currency from road types.
remove immigrant units - the ai didnt use it quite right , plus - its an mp game buster.
religion techs are none trade able - also 2 none trade able techs were fixed.


also in this version:

now the religion system is based on unique buildings.
but,
i have added a patch that removes all religion limitations - just extract and overwrite.
 
Hi Keldath.

You won't remember me. But I'm back. You know what, K. I HATE the way you never give us any real clue about how things WORK in OL, and how you never FINISH anything properly and how you can't SPELL !!! But I just LOVE your gdmned mod because I'M BACK.... AGAIN !!! What is this POWER that you have over me...? So - give me a clue. I love playing Hatsheput and I recalled (from when I helped you a bit with religions) that discovery of polytheism let the Egyptians build the 'Discover Hinduism' building. But not today. Give us a clue, K ! Love you !
 
Is 'right of passage' reciprocal? If so, the Americans are cheating in my game !
 
hi there pilotis!

whats up? of course i remember you man, i remember everyone who helped me!
your in the credits...

hello, im keldath, and i cant spell in engligh, we love you keldath :)
yeah i know its my weak spot...

your also right that im not always fully explain whats what in the mod, im doing my best though...im putting more time on the content.

my power... well i try to do a stable mod with extra everything in a logical set and exciting game play.

right of passage allows you and yur enemy to pass via territory - but, only to non combat unit like settlers, scouts, workers - its a light version of open borders.

the advanced diplomacy is a bit buggy here and there - since from when i uploaded it - a new version is out with some fixes - so its to you if you wanna play it - i know i do.

anyway - im very glad your back in my mod, and looking forward to hear what you think.

hope you have fun !


krushyn!
whats up ???? how your game going on so far?
 
I started a new game with 2.3.7

Advanced Diplomacy it's cool but must have a problem.

I started a RFC Earth map with 27 civilization. When i have some gold all turn all civilizations try sell me contact with another civ. It's so boring. Sometimes it's more than 10 civs asking every turn. I played Advanced Diplomacy with Rise of Mankind: A New Dawn, never happened this before. I dont know if is a new version or on overloards don't works very well, but something is wrong.
 
Canabrava,

hi thanks for the feed, as i said, theres a newer version of a diplo', that ive merged in ol2.3.7,

right now i think i spotted another bug, and im waiting on afforess to check it out, after that will be attended, i will upload here a newer version since a diplo is a really cool part!
 
Please answer the religion question. Why can't I discover 'Hinduism' as Hatsheput ? How do I find out how to discover any religion ? (I'm sulking now...)
 
oh sorry forgot to answer,

well if you take look at the civilopedia - you can see a green part - verlord2 stuff - there - the first test - also green, "unique civ religion" - you can see a complete list of all the religion distribution...

since you last played the mod i addded amon ra religion - and i replaced hinduism with it to the egyptions.

also - theres a document in the mod folder that shows you the religions.

also you can see what religion belongs to each civ simply by watching eacj civ unique buildings.

:)

have fun, dont sulk.
 
Hi. I am playing quite fine.... just didn't have much time. One random CTD but after reloading save nothing happened again. So as usual this version is keldath-rated "S" for stability. I'll keep posted.


Did You optimized PerfectWorld2 in mod for O2?Resources wise of course.
 
K.

Right. I'm playing Egypt. In the xls table you've added Amon Ra to the ones we originally tabulated. Now Egypt can have Islam and Amon Ra. Thing is when you build the 'Discover religion' you get 'Hellenism' and everything is 'Hellenic' so when I get a Grt prophet he (or she!) can only build 'The Pantheon' and the Shrine of Amon Ra is greyed out: 'can only be built in the * Holy City'. And I treble-checked I definitely built 'Discover Amon Ra'. If you want me to help sort this out direct me to the right files in carefully worded English sentences.

X
 
Wud anyone bother explainin me steps of installation for this mod? i just extract it in BTS/mods/ but no way tis gonna work, keep havin game crash while tryn to load it.
 
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