Doto [AdvCiv ModMod]

no worries guys - i know why theres no numbers now,

it will e fixed in a coming pach :)

thanks aot guys!!!!

and thanks alotviniloss!!!


*****i will upload patch b later this day -
it akes the ai more in for war,
also many many changes in unit require resources that i forget
and some more minor tweaks - a very important change.
 
*****************patch - b uploaded*******************

-fixed israeli numbers issue

-fixed many unit resources for units

-mercs now cost around 100 gold and can are limited to 4-8 units max

-all merc's upkeep is now +1

-ai now much more aggressive and war mongering (i hope)

-reduced cost for hypaptsit

-fixed civilopedia ctd (very rare thought)

-tweaked the 2000 spead to be better built

-olives apear less ( i hope)

this is a very improtant patch for gameplay,

i played multiplayer with a friend, and wrote notes as i wnet through,
turns out i forgot to do this stuff i changed in the patch,

also - seems that the ai build alot of mercs - so i limited its access to them - limit number - mercs need resources and mercs cost alot more,
the ai bought many mercs - reducing its economy and stayed behind on the tech points, thus i tweaked it this way - and tested - now the ai is much better using mers.

enjoy.
 
I just found that infantry cannot be loaded on any type of transport. calvery, cannons, & artillery can load on transports. not sure if this effects only infantry, or if this effects more modern units also.
 
I'm trying to umprove the AI on buying Gold units.

what about the folowing formula:

Code:
                            // Fanatic Demon
                            if (GC.getUnitInfo(eLoopUnit).getGoldCost() > 0)
                            {
                                if (AI_isDanger())
                                {
                                    if (GC.getGameINLINE().getSorenRandNum(GET_PLAYER(getOwnerINLINE()).getGold(), "How much does the AI want to spend") < GC.getUnitInfo(eLoopUnit).getGoldCost())
                                    {
                                        iOriginalValue *= 1 - (GC.getUnitInfo(eLoopUnit).getGoldCost() / GET_PLAYER(getOwnerINLINE()).getGold());
                                    }
                                }
                                else
                                {
                                    iOriginalValue = 0;
                                }
                            }
                            // Fanatic Demon

In short , this will make the AI build mercenaries only when it feels in danger and feels rich
Then the change of changing the change of ordering a mercenariy unit depends on its total gold.
And finally when it is changing its value, it will decrease it depending on how much total gold there it relative to the unit gold cost
 
nice mod, ive had it for a few weeks so i think my version might be out of date and you may have fixed some of these problems already, ill get the latest version now, but ill list these problems, so please disregard them if they have already been fixed. glad to see its being constantly updated.

taoism is horribly overpowered, giving 4 gold per city with a shrine, having spread taoism to half the citys in the world i can hurry production for every single thing and still be making more than i spend, zoastrianism shrine doesnt seem to give anything, even though the religion gives 1gold per city with state religion so this may be some kind of balancing thing im not sure but the shrine makes it seem weak to me, the religion is one of the best however imo.

mongol heavy keshiks, i cant build these for some reason, they require the manhattan project as they are able to nuke things? however by the time the manhattan project is done, they will be obsolete for a while.

there was one wonder that just gave 10culture and 1gp, i think it was guttenburgs print shop? kinda sucks.

the defense and attack promotions are pretty damn messy when i hover over units, especially since the ai spams the promotion, seeing +15% strength but then -15 for about 10 things is quite alot, maybe someone can make some kind of mod which either gives a flat +15% when attacking or somehow a flat 15% defense.

some civs seem to start with very weird civics, like they have economics civics for their religion and so on, which means you have to put them to default (barberism despotism etc) on the first turn, giving you a huge anarchy time i persume.


thats all i can think of atm, love the mod so far, best one for BTS. looking forward to see it becoming even better.
 
maxbjr,

i must have missed this one, i wnet through almost every unit to set them to betransorted right, thought - i didnt looked at the transport unit, i will check this out.

thanks.

drakt ,
thank you first for you complinebts :)

guttenberg - ill fix it.

the civics thing - if you can further explain to me whats need to be done - ill do it .

the promotions - i agree - some of the promotions needs to be chnanged, one of my future plans - is to work heavily on the promotion part - which is the same since i started modding visa mod.

all the rest you reported, im glad to say - they are fixed for version 1.6 + patch b.

best mod? thats so kind :)

fanatic demod,

your plans sounds right, will the ai will refer to its income per turn?
cause it needs to know - not to get below "0" - -like i think it did in the current setting. - or try to work towards having a +1 without damnaging tech/science
 
the civics thing - if you can further explain to me whats need to be done - ill do it .

im downloading the newest version, im going to try and search for this bug and get you a few screenshots to show you what i mean, it only happened to a couple of civs so might take me a while.

EDIT

46511960ka9.jpg

37625247md2.jpg


i found this happens to gilgamesh and survayaman II, others may have it too, i didnt check all the leaders(most of them)
as you can see they start with the wrong civics, this isnt that bad but the AI will then convert back to normal, putting him into a huge anarcy period, and you can get some weird combos like double "rouge" (spelt rogue btw) for 2 free units :p.
 
Has someone made a worldmap for the Overlord mod including al the rescources?

I am already busy building rifleman and so on. But i can also still build all kind of mediaval units. I find that a bit strange. I think that after the invention of gunpowder and rifling the most old units should be obsolete. Would that be possible?

Like the mod very much. Keep up the good work.

Madfox
 
drakt hi ,

thanks alot for the screen, i now understand whats wrong,
ill fix it.
i would love if you can tell me which civic start.


Madfox,

hi,
noone made a world map yet, id love to have one in :)

i agree , but i dont know how to obselete units, they only way i do know - is by unit upgrage - if a unit can be upgraded to another - it wont be avalble for build later.

perhaps all i need to to add an upgrade tag to units thats still shows in
the gunpowder.


glad you like it.


***quastion***

guys,

i wonder -what do you prefer - that i will release patch as i go,
or you prefer a new complete version each time?

maybe ill release patchs that only fix current things but not adding stuff?
 
Hi!

This mod sounds very good. Found it just after installing the new BTS-patch, so I'm voting that you release patches as you go - otherwise I have to get back to work instead of testing this mod (I'm too lazy to uninstall the 3.13 patch). :)

Go Keldath, go, I'm cheering for your progress! The work done so far sounds very good. I'm a tech- and civic-addict, so these additions make me excited! :clap:

Civisist - the new guy in the community
 
hehe welcome civisist to the community :)

no worries, as a matter of fact,
im very close to finish the 3.13 version, so no worries, it might be up even tommorow.


**patch C ***

released = fixes some important stuff -
like traspotation issue with transpiorts, chinoks, freight.....
and some more stuff like the civic issue reported above.
 
I have another question. Why don't you use the bigger modern ship units. I stummbeld upon very tint Wickes Class ships.

greetings Madfox
 
Another remark about ships. I find it a bit strange that my Aegis cruisers are constantly been beaten by dreadnought and Wickes class destroyers. I think there strengh values should be change in something like this:

Aegis cruiser: 34
Dreadnought: 24
Wickes class: 28

That would been more historicly accurate.

greetings, Madfox:cool:
 
sure madox,

ill take it under considiration for the next release,

im now 800 turn in multiplayer game,
and i have to change there some important stuff.

im really not happy with the speend of overlord speed - havmt tried the 2500 speed - but i need to decrease the tech flow alot, also the growth of the cities, with the unit and building xost im rather pleased.

would love to some more suggestions,
the next release will give a fix for ai usege of mercenary - wont build them all the time - also i think ill increase cost of the mercs after merdivil times.

would love for more suggestions.

my v 3.13 development is currntly stopped, due to the dla ecovertion to 3.13.
all the rest things are done - except dale, so once i get dale mod fixed, ill also merge the unofficial patch.

then release.
 
I will be looking forward for this mod to be converted to 3.13, this is a great mod and it's one of my favorite mods for BtS (fall from Heaven is my top favorite). I am wondering, what new features will be introduced in this mod once you have converted?
 
darkedone02 , hi

thank you imglad you liked my mod, as it said, it wouldnt be possible without some important people i thanked in the main page.

for now, i acctually have a working v 3.13 - but, one thing is missing - the dale ranged b',

without it, i cant release my mod yet, im waiting for fanatic demo to create the code.

for next release, hteres a fix for the ai usage of mercs,
aso ill improve their values ajust them.
more speed tweaks, ai attitude (more wars, more fun and challange),
more tweaks.

for new additions im gonna insert the fanatic demon construction mod - it demand a realy step by step integration cause it will change all unit costs to be more realistic.

for the release date, im sorry to say i dont know yet,
my academic year has began so i have less time to work on civ.
but i wont abandon it in any chance, i will take time but it will be worth it.

:)
 
Keldath-
Hope the academic year goes very well for you. I know it will cut into your time on developing this incredible mod. I sure hope you're working with Fanatic Demon on his Ultimate Ranged Combat mod - it already adds so many more options than even Dale's great mod that it can significantly change combat for the better. And his plans for continuing to enhance the combat system are absolutely incredible.
Thanks again for all your hard work - yours is the base I use for all my civ games now.
 
Back
Top Bottom