Doto [AdvCiv ModMod]

arlnordn,

thanks, ill be waiting, have fun. (and i will like everything you suggest hehehe)

fexfx,
nahhhhhhh thats fine, a mod is condidered a good mod if it has several patches :)
noone gets it right on first release ....

cha dawn,
the hero system isnt with girs old method,
you have to get some other promotions prior to that, ill try to prefect the promotion system for next version, maybe creating buildigng diving promotions/wonders.

:)
 
Hi Keldath!
Well, I'm a doof...I sent you a severely bugged copy of my mod.
Two of the files had some serious oversights...I guess that is what I get for rushing!
So here are the fixed files (just the two).
I feel like a clown for the mistakes that I made!

Uh..Was playingf Fx_abrupt. Any problems with this speed?

Gotta stop playing for today! What can I do hehe.
Tomorrow I finish it!
Jao is gonig to declare war on me -.- Nice SOD in my borders.
 
Keldath,

about field bombardment : Trebuchets got it.
But catapults are without field-b.
Please check this.
 
hey guys,

arlborn, all the speed are fine,
fefx added a small culture fix though - see posts in page 11 (nothing sirious).

cha dawn.
you are currect,
i thought catapults should nt have tange till trebuchet,
but if you think i should add 1 range then i will.

anyway -
i made an awesome tech tree for v 1.5,
every time era of units, will last longer -ww1 units ww2 units and modern and future times,
i added tech before and after them so every unit will have more game time :)
 
I like the ideas Net55 has posted. The main idea of giving each civ its unique strong and weak points is really a good one. One way to do this is to give a civ trait or two. It is simply a trait that you give to all leaders of the single civ so it is unique per civ not per leader.

Something I wanted to see is limit civ access to units that it is known that they never had historically. Now this might be tricky for civs that never actually made it to later eras but some generalizations can do. For instance Egyptian had never had horse archers, actually they never used mounted horses in ancient history. Their war chariots were the best at some time however, They also might use short-swordsmen. Greeks shouldn't rely on swordsmen as their best units for classical era were the phalanx. When projecting such unique preferences of some unit types into some later era the closer unit types can be used.

It might hamper the chances of winning for some civs to limit them to only some types of units. This can be balanced by a mercenaries system. It is accurate historically as well. At some time Egyptians used Greek mercenaries in their wars against Persians. Now I hope there can be a simple way to get mercenaries. Something like a special building that allows building mercenary units of some type. These units can be limited in number (national units with max number). They also should cost more money to keep.

Well this was my 2 cents for now. I will be back after actually playing the mod. (I was somewhat busy). Also I will arrange some thoughts about Religion in the game.
 
I'm just waiting for the next patch or the next update to fix the religion icons. Other then that, I like to see terraforming in this game where we be able to melt the ice attached with a automatic button. I want that so I can change these desert plains, tundra, and ice terrain into good usage. I also want some new improvements that make the tundra and ice terrain useful.
 
Linear tech tree - a branch off of the main tree that leads to a dead end with a series techs that are only useful to certain civs. Tree can focus on units or infrastructure.
 
Kalimakhus,

yes i like net55 ideas too, gonna implement it.

there might be a way to deny certain nations not to build a unit type,
its not that hard acctually, it willrequire more work from me thats for sure, cause instead of say a horse ill have to create another uu for them like a footsoldier...but i must say i like the way this idea goes.

i see you like merc's, well, i tried to have visa 2 mercs inside them, but the merc mod is poorly done, and really unplayble, if it was possible i had mercs in my mod.

i might be able to create a building that gives kinda of a free unit, mmmm.....
this gives me some ideas of how to do. ill check it out.


darkedone,
if you use the added religion file net55 have uploaded in page 11 (or 10),
youll find that the budahism and hindu are fine there.
anyway, someone offered to help me merge the missing icons, im waiting for him to finish.

update on version 1.5:

i added more then 10 techs, some nice buildings,
all the added tech was carefully put in order to expand eras.
it will be awesome!

***net55***
mmmmm.......

that is a very very interesting idea net! i must say. i really interesting one.
ill have to fonish my v 1.5,
and then ill think how to implement this wonderfull idea!
 
Balance issue – Warrior caste +2 experience is a little too strong – I’m the Romans and I’m next to the Mongols, needless to say they are attacking me every 10 to 20 turns – the land between is mostly flat. My Praetorians have lost every battle on flat terrain to chariots like 15 times I haven’t won a single battle – funny thing is against early cav (this name is bad, how about horseman?) and their UU I am better than 50/50. Maybe +1 and -15 research.

I changed writing from producing units with food to 25% war weariness (scholars don’t like war) – It seams to have the effect I wanted – civs are now growing normally and I’m not running away with the game.

Is it just me or is that “discovered Shinto” sound very annoying?
 
The new religions favor the builder/spiritual civs. This has the effect of making 2 normally peaceful type civs go to war or not share techs because they have dif rel. This is making them weaker against the military civs – how about makings these religions more likely to be discovered by military type civs?
 
good good keepem coming net55!!!

youll make this mod way better!!!!!

already started implementing what you suggested, gonna leave the 3uu for last thing in v 1.5 till then ill keep working on your priceless posts!

can you offer me some new wonders and buildings?
also i need something for a new tech named force fields after shielding and before advanced shielding, dont know what to put there yet.
 
National Wonder to get 3 food on water squares.

National wonder to get +1 food and +1 commerce and +1 hammer on desert squares and + 2 food for oasis – Salt Flats.

National wonder to get +2 food and +1 hammer on tundra squares – Caribou Farms.

Other ideas for national wonder – Walrus Preserve – +1 food +2com – requires ice – or use King crab.

Haven’t gotten past industrialism yet but the amount of buildings and wonders are just fine until then.

Current game if you wan't see - It's a real good one if you like war!
 

Attachments

EXCELLENT!

i try not to over flood with buildings, asfor my new techs aswell.

i will make the new religion flavored by civs, its done through the leaderheadsinfo. already started on this,

i need to know more about the modern era balance - chopers, tanks so on,

any idea for a name besides early cavalry?
 
Something about improvements just came to my head. Some resources lend themselves to both economic, and food supplying, think olives, lemons, etc. The idea is to have two types of improvements for such resources one can build an improvement to get health bonus and food yield, or build another to get happiness (maybe through some building) and commerce yield. This have the side effect of giving extra instances of the same resource some value.

Upgradeable improvements is something else that I find it to be fun. Just more of the cottage upgrades like. It is done for mines in Rise of Mankind. I think other improvements can take some tracks as well. Improvements over desert and tundra can sure evolve to symbolize the more work needed to make such terrain types productive. Towns can use extra levels of upgrades (with more turn numbers) to symbolize the productivity boosts with industrial revolution, then commerce boost with modern era electronics industries.

My idea of mercs is different from the known modcomp. I think of buildings that you can have a limited number of them that allow the city to build merc units. I actually thought of conditions like contact with some civs allows a building that in turn allows merc units specific to this or that civ. Think that meeting Greeks can allow you to build Greek embassy that through it you can build (=hire) greek units that you can't build yourself. This hoever needs some Python. (CvGameUtils.py ---> cannotConstruct -- if met civ so return false == allow to build building X) I would mentioned canConstruct but I know that cannotConstruct is already used so better not use another function for performance and it can do the job (return false when you mean true that is it).
 
Keldath..

Guess you did see this http://forums.civfanatics.com/showthread.php?t=237975

Can be used very creatively. Especially the idea hrochland posted requesting it. Buildings depending on improvements in city radius or workable tiles.

You also mentioned secret tech modcomp. Can make civs really unique with specific tech pathes. Think of all the civs that discover techs that actually conradict with their historical development. This can be fixed by making such techs inaccessible for them while replacing them with others that fit more into their history. More unique buildings and units. I mean really unique and not just a version of a building or a unit that everybody else has. Just make such UUs and UBs require a tech that only one or more civs have access to.

To make civs even more unique give them workers UUs. Make them build different improvements for terrains that a civ is known to have affinity with. It is already done in FfH and in a simple manner requires only some XML work.

Just think how nice it would be if playing each civ (or civ type for simplicity) is really a different experience with different challenges and possible strategies for winning.
 
OK, seems I am not gonna sleep any time soon so here is some of my thoughts about religion.

First I am fed-up with Isabella founding Buddhism and actually staying Buddhist throughout the game. I don't see leader's preferred religion tag in BTS making a difference. One thing to do is force a conversion to the preferred religion once it spread to your lands.

Religions have their factions. Very important that they caused more fierce wars than those among countries with completely different religions. Having religions split to their factions can give the game a nice turn. One way to do it is to use the secret tech mod. Build a wonder (Martin Luther Bible) (Translation I mean). Get tech Reformation and found Protestantism founded and maybe allow some building or unit or both.. The wonder can be limited to civs with the parent religion as state-religion. Can't think of Hindo Gandhi founding Protestantism just because he built some wonder!!

Side note.. wouldn't it be better if religions are founded using wonders you build. Allow you to aim at a specific religion while keeping that competitive. Also allowing to prevent some civs from founding some religions.

Judaism might suffer as only one civ would seem suitable for founding it. It is actually good that you have Israel in this mod in the first place otherwise in vanilla Judaism would be out of luck if such modification is applied. Anyway it would seem quite natural for Israel to be the only civ that can found Judaism and also if it can't found any other religion. Give Judaism some bonuses through its buildings to compensate for the gold others may get fro spreading their religions and give Israel unique trait of no-non-state religion spread in its lands. Quite historical as I see it.

once again working on religions in this and in other ways can add to the uniqueness of civs.
 
Some other aspect of making religions unique. In Total Realism religious buildings give different bonuses (you already did that I think). They also can give some negative effects. Something like Islamic temple will give unhealthiness with bigs. In their last release they needed to make it +2 unhealthiness so to give net -1 health with the +1 originally given by the resource. Well in BTS buildings can remove access to some resources from the city. Simpler and more realistic. Muslems (and Jews for this matter) don't get sick because of bigs they just don't eat them so they won't get the benefit.

Now a religious building can also boost some improvement in the city fat cross because of some extra value the religion directly or indirectly attach to the resource. Islamic temple can boost the yield of a sheep resource. Christian temple may boost fish resource yield (Fasting). Adversely temples can lower the yield of some resources. Islamic temple will lower the yield of a winery.

It would need some thinking to balance such things. Or should they be balanced in the first place? I mean it can be part of the cons and pros of a civ.
 
I had less time to play today than I though. So report comes up tomorrow(really)!

But I can spoil one thing: Civics. They need re-balancing! And they igve the same effect too many times...
Anyway, why did you change the vanilla religious civics??? They were well balanced IMHO! Now they all give you great people 0.o
 
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