Doto [AdvCiv ModMod]

Keldath,
I played your new mod and I have actually the same éremarks" compared to the old one:
1. I love the religious system and the "special" units" and building
2. I don't like the civics: too much complexity that makes choosing a civic just "random" pic since I can't estimate the benefit of choosing a civic over another. It's even more so if I play with revolution on as in this case the most "stable" civic is very often the first in the list !!!
3. there is a huuuuuuuuge balance to do: some building are so expensive that no one is going to build them (arsenal is worth ten trireme, why should I build it!!!), some WW are also unbalanced: some are dirt cheap (cheaper than a regular building) and some are incredibly expensive for their era and the benefit they bring. I do not put a list because it really concerns many many buildings


3.
 
HannibalBarka,
hi!

always nice to see you here!


1. well - you got me to do them again...maybe ill add some unique religion stuff? wonders, buildings, civics or units?
2. humm, you dont like'm, well they are 85% exactly as in rise of mankind a new dawn, i still got a copy of the older version civics - you think those were better?
3. yeah....i know, im trying to figure them out, but its not easy - maybe as you play you can write notes on a text file? i do that when i play, it helps.

4. on the last few days i played a biot rhyes sword of islam, enjoyed it a lot, ill start a new game with my doto, and do some more balance, i wont add nothing yet, just balance and update the dll.
in the future i hope to add some more stuff.
also i wanna make use of some earth map.

Blue Senshi,
what setting for the game are you using? map size, options, number of civs..


******
hey guys,
im happy to say that i finally learned how to make scenario's,
tomorrow ill finish up the first earth map for dawn of the overlords.
i used standard world size for starter,
17 civs - i know for this kind of a world size its a lot - but most civs will get butchered fairly fast,
cause there's not enough size to grow.
ive chosen the more popular civs, but its easy to change (and reduce the civ numbers).
Also ive chosen my favorite options and victory conditions - also its changeable easily.

im now placing the bonuses manually on the map, i hope im not being too cheap with some and too generous with others - you people can help with feed backs later on.

ill create several versions of earth sizes - from standard to gigantic.
later on i might convert some maps like Europe and such.
i always wanted to do a nice cool scenario for doto - any ideas on the style?

after i will finish with the maps - ill make some massive building balance.

***************************************
Alright!
i have uploaded my first earth map for dawn of the overlords.
map details:
standard map size
17 civilizations on fixed locations.
2 maps types -
one with random resources.
second with my pre deployed resources.
game speed - overlord 1500.
victory type - conquest, space race and mastery.
game options - many.

ALL of the settings of the map can be changed easily by using notepad to edit
the scenario file.
you can change options, game speed units, era and the civilizations them selfs*.
note that changing a civ requires to write the exact details of the wanted civs as listed on the files - leaderheadinfo.xml and civiliztionsinfo.xml, along with changing the capital city name on the scenario file - you don't want to have a capital of another nation right?

i really hope someone will play this - if theres demand - il make more earth maps with other options and sizes, as well as other maps styles(Europe for instance) and maybe even a special scenario that simulates some story - American civil war, modern war (for those ill have to change the tech tree and such but it will use doto basis.

install notes:
extract the file under - dawn of the overlords\public maps

enjoy.
 

Attachments

I'm using a Huge map, 13 Civs, Pangea. So far there has only been the one CTD. Things have been going smoothly for a while since then.

On an unrelated note: The mod is being ruined for me by the ease at which Great Persons are created. They are coming so fast that, between them and certain wonders, it is far too easy to have multiple Golden Ages. Plus all of these Great Persons added to the cities is increasing my research so much that I am flying through the research tree even at higher difficulty levels. It's reducing the challenge of the game too much. I don't think ordinary buildings should contribute to Great Person production. It's better to leave that to the World and National Wonders.
 
glad to know so far so good.

im actually playing now and i had a ctd now after 500 turns - im trying to figure why, i use an updated version though.

great people - humm. i kinda liked having a lot of gg, they help me a lot, but ok i can make the rate higher - its controlled by the speed files, a long time ago i lowered it, now ill raise it.
thanks.
 
I am heaving a blast with your Earth map.... great fun!
...so far no problems.....I am at 1000AD and playing.
Thanks dude!
 
ATTENTION!! CRASH ALERT ATTENTION !!!!

hey people,
as i wrote above theirs a weird crash i found,
if your in a game this is how you fix it - untill i figure out whats wrong (i suspect some error in my merges of a new dawn).
looki here:
get into the world builder (bummer i know),
locate the city of the ai that founded a recent corporation - and use edit city to remove the specific corporation building and its symbols from the city - youll be able to continue - but the game wont have corporation i think.
plz tell me how its goes.

krushyn,
ahh great my friend!
want me to make a huge earth?
 
Keldath,

I seem to be getting MAF errors due to the size the game can get to. Because of this, I'm afraid I am going to have to shelf this mod until I get a new machine. Mine is 10 years old to give some perspective.

One request though, think you could put the Great Commanders in your first Overlord Mod? I like these and would like to see them brought to that mod as well.

Good Luck though. I will still download any patches/updates for later play when I can upgrade.
 
Jennvare,

a maf.. well then, there was a maf in an early version of a new dawn, but its fixed for a while now.

i have an old cpu as well - 2 rams, antique athelon, thats why i play window mode, low/medium res, only standard map sizes.
overlord mod and dawn of the overlords are the same, the only difference is that the last uses a core basis of the mod a new dawn and the latter uses revdcm.
a new dawn includes many game options and an undated code for revdcm and more, you could say that doto have all ol2 had and more.

i once used great commanders in ol2 - but it want working with multi player so i removed it,
i can say this for ol2 revdcm basis - it might have been a little better with memory.

thank you, hope youll come back.

krushyn,
oki doki, ill make one -
do you have any preferations for the map?
options,
selected civs.
?


*****
im currently working on the new version, so far a lot of changes, lots of lots of balance issues.
also got a fix for the ctd by koshling.
heres the change log so far - got few things to do till next release:
Spoiler :
fixed some cargo issues.
redid the all the speeds.
removed some city size buildings limitation for early times.
kings saga - reduced cost
fort knox - reduced cost
moai statues- reduced cost
great bath - reduced cost+added area health and happiness tp the city.
granary - gave extra health for wheat and oat.
edited bonuses a bt more.
changed all speed values - more balance.
espionage - reduced all spy missions costs + added a lot of espionage commerce bonus to many buildings
- time for spy missions to take more affect in the game!
added - war institute nd war chambers abd edited school of war - all buildble through great general.
more civic balance.
fixed ctd of corporation - thanks to koshling.
corporation executives now require corp hq in city (theres a civic that changes that).
Garrison and city raider promotion has been adjusted a bit + added a garrison 4 promotion.
metal casting cheapened.
Chariot is now +50% against maceman and warrior mon - i want it to serve more!
added a few more free units per handicap level - i want more unit without damaging the costs for a human.
Added a Promotion that allows unit to lead other units through peaks - only through leader promotion.
made more leaders to accept vassal state when les fond of who ever demands vassal.
made reduced leaders "refuse to talk" time - if you play ruthless ai this will be better for you.
changed All roads art and style:
1. path. 2. road 3. railroad 4. HighWay 5. electric railroad.
all movement values changed, bonus requirements, build times and costs have been reworked.
i think by removing the art of the futuristic roads from final frontier will
ease on the gam e memory cause its a moving heavier art.
Added swamp Feature
removed peak3 Feature.
added standard size earth map with prefix civs and options.
changed many bonuses deployment.
adjusted marsh level on the map.
changed some improvement build times.
make explorer earlier and limit to 2 units.
add + 2 food for shaft salt mine
add +2 hammer -1 food for quary salt.
slope mine on mountain copper are the same - change one


anything anyone wanna add?
 
Well... You can surprise me ;)
However if You could make some of the mapscripts to work with the mod e it would be even better!!
 
I don't think Barbarian Civs is working in this version. I know it worked in your previous version but I haven't seen any barbarian cities turn into full-fledged civs in my current game, and I did not turn off that option. Also is assimilation working? I admit I only took over one foreign city so far but I don't see any difference from my normal cities. The conquered civ has unique units that aren't showing up as units I can build in my captured city. I know some units are limited but they should still show up (though shaded out) shouldn't they?
 
Blue Senshi,

hi,

well - both assimilation and barb civs are a new dawn part that i havnt touched, if its not working then something i wrong there - ill check this out - maybe in the updated version i have its better - im currently playing it,
i take notes as i go,
im already in modern era, wow i gotta do tons of balance, costs, great people, money, wow.
but im having fun,
from 8th position civ, ive become numer 1 after taking the one civ that was friendly to me, well, expansion is the key huh?
 
Blue Senshi,

hi,

well - both assimilation and barb civs are a new dawn part that i havnt touched, if its not working then something i wrong there - ill check this out - maybe in the updated version i have its better - im currently playing it,

It (barb civs) was working in Overlord 2.4.1, so something must have happened to prevent it from working in Dawn of the Overlords. Is it (and assimilation) happening in the version you're currently playing/working on?
 
Blue Senshi,

i havnt turned on these options in my current game,
i will check then, its probably some python thing.

i like barb civs, i must fix this.


***************
ive been starting to think about units in the mod,

do you think i have too much unit classes? the mantra of the units as it is, means - that you have 2 unit class to choose from in the tech tree, ive been getting the feeling in my game that there's too much.

maybe you guys can help me redesign the unit tree? maybe write your suggestions here?
what unit classes do you think i can remove?
i would really appreciate your thoughts on the matter.
 
I don't think Barbarian Civs is working in this version. I know it worked in your previous version but I haven't seen any barbarian cities turn into full-fledged civs in my current game, and I did not turn off that option. Also is assimilation working? I admit I only took over one foreign city so far but I don't see any difference from my normal cities. The conquered civ has unique units that aren't showing up as units I can build in my captured city. I know some units are limited but they should still show up (though shaded out) shouldn't they?

Didn't play BarbCiv but definitely Assimilation works, at least I can build units..... to busy to check buildings... just giving them what they want! :king:
 
It looks like flank attack against siege weapons isn't working. I would think a successful knight attack against 3 lone catapults would have given me a flanking result.
 
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