Doto [AdvCiv ModMod]

hi maxbjr,

thanks for te post,

perhaps il tweak the corporations more, matbe do some more stuff with them,
for v 1.6, im gonna add another corporation.

about the civs, well, for the time beig im not gonna add more civs, cause, mor cis means more units and mre buidinds, and
im trying to avoid overload on the mod, cause the more stuff the mod has the heavier it goes - long turn times and such.....
im putting more emphasise on the gameplay for now, but perhaps for future version il add more., i thought about it.

*********forv 1.6****

for v1.6 i hav decided to limit the religious unit up to 6 per player, the corp units up to 4per player.

i wanna add more combo units, for see and ocean also, they ar very cool unit right?
 
I haven't actually gotten around to using it yet. The one game I had where I needed it for oil the AI got explosives first. I still think it's a neat idea, just one I haven't had the opportunity to utilize.

When I get to around that area in the tech tree I usually research ahead to combustion before coming back and getting explosives. So most games I don't get the geologist.

Maybe have a geologist from an earlier era tech that can only build iron or copper mines. Not sure if that's possible to code in. By the time I can get the geologist I've usually got my own supply of iron or copper through war.
 
i might early a bit the geologist apearrnce.

there are 4 combo units for now:
assullt team - valble onidustrialism if i can remmber - its graphics composts of a tank an armored unit and 2 infantry,
this units have a bit more powerfull values then other units and against most unit type of its era,
you can build only 2 at a time.

theres a uniqe assult team for the axis contris,

but in later er, theres one type of combo unit, one for 1960 era and one for modern era.

im gonna create more combo units for ancient medevil and future era,
s well as sea and air units.
 
I HAVE BEGAN WORK ON THE MERCENRY ADDITION TO MY MOD,

i need some pointers people,

the merc system is a lenear "tech tree" seperated from the main tech tree,

for now the mercs im gonna create, will be a combination of two unit classes together - example:
an swordsman+ axeman in one single unit, its values will be not more power full then the regular unit, but it will consist a little of both units.

ALSO - THE MERC UNITS WONT REQUIRE ANY RESOURCES.

i would love to hear more suggestions!
 
Hmm, maybe make UUs avaible as mercs. Mercs should be rather cheap to build, but very expensive to hold (maybe double or even triple their value when it comes to unit upkeep?).
 
humm....
you mean making some uus as a merc for all civs?

yeah i thought about this one too, mke them not too expenssive, but high upkeep,
but as i said, i wanna raise the cash level in the game so it will be possible to have some more money to spend on mercs.

so fr ive mde two mers - axeman+swordman unit, and a crossbow+longbow unit. going up with the tech tree.

im gonna need alot of feedbck upon releasing the first version.
 
Hmhm. Cavalry and later tanks aren't feasable for mercs, aren't they?

You might consider making mercs more of "spec ops" in the later game. Mercs usualy where better equiped, and importantly, much better trained then their "soldier/drafted peasant" counterparts. Add in a good amount of ruthlessness and you get to the conclusion that merc units usualy where able to take on significantly larger troops or "regulars".

Still in the late game, mercs usualy don't have access to the more expensive, or better most restricted kind of equipment. Or did you ever hear of mercs having access to SOTA tanks, fighters or even nuclear weaponry? Might happen, but usually not even the CIA is stupid enough to hand out that kind of equipment to mercs.

I'd do it this way:

Mercs

- do not benefit form barracks and similar buildings
- start with 2-3 specialized promotions anyway
- count triple for upkeep, or even have a growing upkeep with growing xp
- cost just a symbolic amount of hammers
- are limited to "light" units (merc knights where possible but unlikely)
- have access to very specific promotions (to make the AI able to use them)
- will become more like spies/terrorists in late game

If you make a new unit class "mercs" they will not benefit from the buildings. Another effect is that they "dodge" the counters completely. Thus they don't need to be that impressively strong, to be very usefull. If they on top of that have access to a very limited, but also rather strong asset of promotions, they'll quickly be worth their money. Maybe you could also design a line of "canon fodder" mercs. You know, like the "wannabe hero" jerks the CIA hired in the cold war to fight the proxy wars in Africa. Hire them, and send them on a one way mission -> no need to pay them. Might be handy sometimes also.
 
hey bastian

your ideas are very good,
i agree that the upkeep should be high, also that they should not get exp, i thought of this, but it cant be done without sdk work - which im not good with, same goes to benefit from barracks and such, also the acsses to speciphic promotions.

if i had a codder thats dedicated to this mod id be excited to getting this fine ideas.

i have indeed made the cost of hammers very symbolics, mercs should be built in a turn or two.

and i wanna make the merc special, not too powerfull,
for now, i dont want to overpopulate the mod with units, cause i already have tons of classes, so the merc units as i said - will be a combination of two-three units with the combined traits, only a bit weakened. so it will be able to serve a multi task unit, so they will be valuble though they will be a little weaker in general.

also the promotion start is a good idea. ill do so, maybe a uniqe promotions for the mercs even - thats doable.

for game variety, i will add mercs paralle to the tech tree, meaning for each unit "section" in the tech tree -like the rifleman era, the fisrt tank era,
there will be an appropriate merc, thought some may not historicly corrected.


**a special note***
a dear dear friend, fanatic demon, has and keep creating for me new awesome tags:
a quantitive iron resources - NOW IRON IS LIKE GOLD - you can accumilate it - and make units require amount of iron!!!

food cost - from city reserve just like hammer cost!

im still not sure how to implement this great idea, without creating imbalance,
i thought of making strong units, heavy units, require higher amount of iron - like heavy tanks and such,
i need more suggestions that will help me with implementing this
 
i am playing this nice mod
Grats for it :goodjob:
i noticed a little bug, when i trade with a civ and they have a resource i just ask them what you want for it, and they give me it free if i dont have other resource to trade. they didnt ask money for it.
i am now in 1504 monarch level, huge world, terra style, i just colonized new world, grats for the perfect speed, i made my first galeon 1492 wow, perfect time syncro.
I discovered all religion from Judaism and all my city are plenty of them.
I am First with 100 points over all ai and with most of culture and all new techs.
I am waiting if the mod will have a way to stop me, i have 838 turns to do.
The game runs really smoothly, no slow turns even with 24 civs.
really a great mod. you are a masterpiecer :goodjob:
Dark knights are a little too dark hehe make me feel bad so i use normal knights, are more lightly :lol:
i miss templars knights :)
If you need some movies for your missing 3d wonders i will gladly make some for you, you can see my movies and my 3d animation at http://civ.org.pl/ww2/
Thx for the fun, really a so great mod.
 
hi bergrar,
thanks for the lovley compliments, appricited.

im really gad to here that the speed is synced!

i will look into your repors,

for next version more gliches will be fixed,
plus - great aesome addition:
a mercenary mod - unique for my mod only - made by fanatic demon.
though version 1.6 will take so more time to work o cause i need to create many baanced mercenaries, with varius setups.

thank you again :)
 
Hi Keldath
Why mercenaries are so important? are cool for sure, but perhaps some more implementation about religion will be cool.
When i play civ i feel that religion is a little undervalue always.
We dont have even percentage of diffusion of religion in cities.
Is my point of view and i can talk little about the rest of the mod because im in 1600 only.
I am a defensive player perhaps i like more what make a civ tech and culture stronger, less units more power :)
thx for your kind answer :)
 
Hi Fanatic Demon
Thx for your answer :)

I think that religion have to count more, more dedicated units and more dedicated building and connected wonder, likewise the sistin chapel connected only to Christian religion or Western Wall for Hebraism.

The religion wars were a lot importanf during the medieval age,
like Catarism or knights orders. Schisms broke empires more then knights, so a carefull use of religion will be need during the starting ages.
Some percentages on the city to show the penetration of religion, and some religion wars event will make the game more real, adding problems to management of bigger cities during the starting ages.
i saw some religion starting mod in civ but is not the number of religions that make them more real, is the behavior connected to them that can change the game.

Are only some personal thoughts i am more a addicted player from civ1 then a modder, but i understand the problems connected to wishes of players.
I like when a mod runs smothly and is well done like this. is a always discoveries game, make me feel so happy to play.
 
hi,
i figured that most people like to have plenty of unit and strategies to attack (ell i can say it about my self),

i agree that the rligion is indeed undervalues, thats why i tryed to give it more meaning: religious uu's, religious victory,
and different values between each one(only in v 1.4 - most didnt like it).

if you have more ideas like fanatic demon asked, we would love to hear them and try to implement.

:)

***edit**

well, i see you point, conncting more stuff to the religion, doable, but neds more thought.

- m intention with this mod is not to over populate it and make it to be very slow and slow delay between turns, by keeping it smll and fun, i think ill get to a point of no further devel;op once i get it to a great baanced and rich stable mod :)
 
Hi Keldath
i think our answers where out of sync :)
my fault for sure because i edit always my answers to control my errors:
I tryed to explain in the last answer some starting points about religions.
are only thoughts that i fell when i play civ perhaps are important only to players that play defensive.
But for me defence is the best form of attack :)
ty for possibilty to tell my thoughts anyway.
thx again for the fun, i am 1700 now and my privateers rule the seas :)
 
You like bloody realistic holy wars? What about the idea that when a Civilisation with a 3th Generation religion (like Islam) capures a city with a rival religion (like Christianity), 50% will be put to the sword (killed) 25% will convert to the new religion, and the remaining 25% will become dhemis. How is that for Religios Holy war? :mischief:
 
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