Doto [AdvCiv ModMod]

This is a fix for the religious and corporate icons in Overlord 2.
First make a backup copy of the items in the font folder.
Next just extract these tga images to your Overlord font folder.

The path will look something like this:
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\overlord\assets\res\Fonts

Thanks so much.
 
the icons drive me nuts too......i tried to fix it by my own, without success either, i asked for help , but noone helped so far :(.
if you pull it off ill be gratfull.

Is this the fix you mean, look at the religion icons in the city screen. Just a quick fix I did to help on the Dragonia 2 mod.

Civ4ScreenShot0008.JPG
 
The icons are not hard to fix if your a familar with layers and alpha channels but they take a lot of grunt work. You should have a good paint program like PS or PSP - I prefer PSP as it easier to work with but it doesn't have some of the more advanced features and there are way more plugins for PS.
 
What a tease. I clicked my Overlord 2 bookmark saw 1.5 and got all excited only to learn as I hunted for the download link, that I won't be able to play until tomorrow.
Great mod by the way.
Any of you expert modding types know if it would be possible to decimilize the food and production the way culture, money, and spy points are?
There are many buildings that add some % to production which in many cases does nothing, or far less than it should. Many mods have buildings that give +% to food as well, but I've never really seen that those do anything.
 
Arlborn suggestions are a step in the right direction but don’t go far enough.

Why balancing is critical and UU just can’t be stronger than 25% (no promotions) and 15% (w/prom). I don’t care how weak you make a units defenses, if you make an overpowered unit and get a large stack of them the initial attacks will wipe out the opponents offensive units – at least when the human is the attacker – from that point on it’s a cake walk and it doesn’t matter if you have weak defenders because there is no counter attack to defend against, aside from the occasional suicide attacks that the AI does, i.e. attacks on a city with no hope of taking it. Remember the AI is stupid so if you have a stack of vulnerable (defense) units and include just a few defenders in the stack the AI won’t attack that stack in most cases.

It has to cost the attacker many units to take a decent city (7 or larger). This makes better game play and requires long term planning and strategy, it also requires you to use other tools like attack the rear cities first to draw off the defenders from your real target and to use spies effectively to take vital resources – to blockade and to pillage, etc.

Even if you make the super strong units real expensive the AI will waste too many resources in trying to build these units – it won’t understand these units are tactical. It may succeed in building enough to conquer somebody but it will be at a disadvantage with its economy and research

The only exceptions are when one player is so far ahead he is attacking with next age units, i.e. grenadier vs longbow. And of course the 1 unint deal and the Supper UU!

Horse units/ armor (tank type) should always get -10% city or they will dominate the game – the withdraw bonus is enough.

One thing I noticed about the Visa mod was way to many buildings! - I think 50% to 100% more than default is enough - any more and it tends to favour builder civs that haven't had any "real" wars - puts them way ahead. Same goes for world wonders. I think national wonders can be increase greatly like 500%.

I think the sky is the limit on units - as long as there balanced!
I also think events and quest can be greatly expanded.
And the more techs the merry in my view (if you like longer games) gives more time to attack - get attacked with large armies in each era.

In my last game I was at the top in score with several other civs real close - but i managed to build all of the early to early mid game money wonders - this pushed me to a over a 500 point lead and with 500 gold per turn before industrialism - needless to say you have to fix this as it clearly way too much of an advantage!
 
Another thing I’m noticing is the AI tends to use all civic options – costing them much gold and almost no army. I used HR only and on occasion warrior caste if I’m in all out fight with an aggressive civ. You have to fix this or big wars – with massive armys won’t come until late in the game and all the human has to do is look at the AI civics -if he's using all avalable, he is weak– You should give cheap default civics for each category.
 
There are exceptions to some rules but they should be thought out and tactical in nature not strategic!
i.e. let say you give all middle east civs a camel rider – horses are intimidated by camels so you give them a bonus over horse. But you want more to reflect the domination of middles east civs in the desert areas – you give them some desert bonuses as well – this is tactical, as it only affects, in most cases a 1,2 or 3 cities.
 
What a tease. I clicked my Overlord 2 bookmark saw 1.5 and got all excited only to learn as I hunted for the download link, that I won't be able to play until tomorrow.
Great mod by the way.
Any of you expert modding types know if it would be possible to decimilize the food and production the way culture, money, and spy points are?
There are many buildings that add some % to production which in many cases does nothing, or far less than it should. Many mods have buildings that give +% to food as well, but I've never really seen that those do anything.

i'm no expert but yes and +1health bonuses will quickly grow a city, much faster than +1 food.
That's why the khmer are such a good civ - rapid city growth.
 
1 unit combos:
You can group together any 3 UU giving it the traits of all 3! Think of it a practorian, phalanx and a chariot. 8 +melee + defense vs horse and moves 2! Definitely need to limit these to just 1! These combos are endless.

More Modern units:
Freedom fighter – available after you lose two 7 or larger cities in the modern era
Guerrilla – good for those african civs, s American and asian civs with no notable units.
Insurgent – a chance to popup anywhere when you’re switching gov. - attacks you - prefers to pillage
Partisan – think you have this covered pretty well
Paramilitary – weaker cheap infantry - can only build when at war
Revolutionary – pops up in the modern era when you have +2 unhappy in 3 or more cities - prefers to attack your cities -defense +3 city attack
Terrorist – performs spy like missions but you can kill this unit – hidden from most units
Frontiersmen - a 7 musket that starts with woods and can climb mountains upgrades to F1 and 2 - modern era upgrades to infantry (no more frontier left by then)
 
Oh, and the game needs some real pirate types - not what it has now galleys vs frigates and frigate vs destroyers- And they don;t need to be spawned by barbarian cities, they should popup at random based on distance from your palace (civ2 sytle)- the further away the more likely. they get frigates when you get them and get SOL when you get then - they go away with some industrial age tech - and the should get good marine type units to attack your cities.
 
I agree completely(almost..not the part of 7 units. I think it should depend a lot of the situation!) with you about the UU net55! But I didn't want to push too much yet, I prefer one step each time! I want to hear feedbacks, after the update, from other players to know which UUs and civics are not balanced yet!
 
Skirmisher Units – mobile light infantry or cavalry that is more of a harasser/disruptor than main battle troops –they should have a high withdraw possibility and a low attack max damage and maybe they should get more gold for pillaging as they where used behind the enemy lines often.

Upgrades throughout history.

Tech None - Stone – Rock thrower 1
Tech (Or close to) Archery – Slinger 2
Tech (Or close to) Iron working – Lead Slinger 4 moves 2 (from this point on all foot moves 2 and horse moves 3)
Tech (Or close to) horseback riding – light horsman 3 and moves 3
Tech (Or close to) Feudalism - horse auxiliaries 4 and moves 3
Tech (Or close to) guilds – Skirmisher – light swordsmen 5
Tech (Or close to) Rifling 2 types Voltigeurs 8 (french light skirmish infantry) and Dragoons 11
Around ww1 era - Light Calvary 13
ww2 era – light infantry 10 – and Modern Light Calvary 13 – or scout car or jeep with a machine gun – ever see the show Desert Rats?
modern – Recon (Humvee –Stryker -) 17 a nice looking unit was the German Psw 231 although its ww2 it looks cool.
 

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ok dude heres the statistics:
2 unit - axis assult company(germany-aurtria-japan-rome-holyrome) and assult company: for now its under industrialism

axis:
immune to first strike
ignore defence buildings
ignores terrain cost
2 moves
28 combat
15% to city
againt infantry: 20%
againt tank: 20%
againt m3a1: 20%

asuult company:
immune to first strike
ignore defence buildings
ignores terrain cost
2 moves
28 combat
25% to city
10% city defence
10% to hills attack
-10% to hills def

againt infantry: 30%
againt marine : 20%
againt m8: 10%

This is the combo unit? If it's not it's to strong. hate the name use a real german name like the Brandenburgers Kompanie or generic Jäger Kompanie. All axis powers are not created equal - Itlians = to germans -hmmm, hard to swallow. same for allies British tanks where much better than the american tanks until very late in the war. I know civ is not historically correct but in my opinion you should stay as close to history as possible whenever balance and game play permits.

If this is a standard unit it should be something like this: 2 moves -10% city - no city defense or even -10% tanks are poor in cities -same with hills/forest att/def
against infantry: 20% ok
against m3a1: 20% ok (Stuart tanks are little more than armored cars -should be M4A1 - better early tank or use a Grant tank if you can get the graphic - it realy depends on what graphic you use - if i see a PZII - I ain't buying it - if I see a PZIII - about equal to the stuart so maybe only 10% - better tactics -If I see a tiger - much higher)
I'll wait to look at all of the units to see what you for 1.5 - still havn't gotton a game past industrialism been tweaking my own version,
 
Here’s another idea civ specific national wonders that provides 3 Great Generals – give less for early uu civs like Romans and maybe more for the Germans 4 GG

Or make a few world wonders no culture bonus or GP points just provides some GG’s – reduced cost for imperialistic civs.
 
hey guys,

just came back form a party and im pretty wasted, though, im waiting to my upload to complete so i cam supply a link for you.

net55,
you give me such good ideas,
for v 1.6,
im gonna create mor combo units with you suggesetions, for all eras of the game,
also ill use the events system to give this combo units, the options are unlimited as you said.

also, im gonna expand more the tech tree,
for v.15 ive made a 1960 era time - between ww2 to modern armor era,
next i wnna expand the time of the rifleman era = meaning adding 3-5 tech between getting the first markv tank, so you can play more with the american civil war era.
also gonna add some more tech in ancient/medevil era to create the same effect,
and, gonna expand the future era time, the jump from modern armor is to fast till you can buy a freadnaught and a mech .

and offcourse i need more balance ideas and you opnion on the 3uus ive made according to nets suggestions.

and net, dont worry, illchange the naes for the combo units, my mod idea is to be as close to history as i can.


*****version 1.5 is on!!! lonk on the front page and here*****

enjoy guys, dont forget to report

link:
http://rapidshare.com/files/55796740/overlord2-v1.5-ready.exe
 
Downloading the new 1.5 as write this. Unfortunately I was too busy lately to play Overlord and provide my feedback. However I am so glad to see that Net55 and Arlborn have provided such excellent suggestions for improving the mod. I see that you worked hard and some new promising features are taking their place in Ovelord. I can't wait to see how all this will affect the gameplay.

Hopefully, I will have enough time to test the new update and make myself a little useful by providing feedback. I would also be happy to help with the modifications you need in the SDK. Sadly I have the knowledge, and tools but so squeezed in time.

Good luck Man, and keep up the good work!
 
Hm, something that needs to be fixed with civics, is that the overall civic upkeep cost be dropped drastically. Otherwise Organized has a huge advantage.
 
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