Doto [AdvCiv ModMod]

hi biggie,

sorry, but theres no guide of such kind.

you may look at the first post,
you can see everything i added to the mod,
also, theres a spoiler that showes what was added each version i released,

if you wanna know somthing,
just ask here and ill answer.

enjoy.

Hey Keldath, thanks for the quick response. Here are my questions:

1)Are you only allowed to found one religion? It seemed in a couple of cases I was the first to discover a religion (through the tech tree) but I wouldn't get the pop-up screen. Then a few turns later I would see that it had been discovered in a "far away land".

2)Also, my mercenaries are big purple smurf-looking dudes LOL Is it just me or is there a fix/patch for that?

I have a few more but I'll send them later in bulk to minimize the
back-and-forth.

Thanks again,
Biggie
 
hi no problem, ask as much as you wish :)

1. indeed, you can only found one religion - this is because the inqusiotion mod, i think its more fun this way. what do you?

2.hummm...which mercenary looks "big purple smurf"?.....i dont remmber any smurf in my mod :) hhehe, probably an art bug i didnt notice.
 
hi no problem, ask as much as you wish :)

1. indeed, you can only found one religion - this is because the inqusiotion mod, i think its more fun this way. what do you?

2.hummm...which mercenary looks "big purple smurf"?.....i dont remmber any smurf in my mod :) hhehe, probably an art bug i didnt notice.


Hey Keldath,

1. I agree it makes it more interesting, I just wish I had known before I rushed through the tech tree trying to get all the religions LOL That's Ok, I know for next time. It does offer balance, because someone with 2-3 religions in vanilla BTS can really get a huge economic advantage. i like the inquisitor (sp) unit also.

2. I'll get a screen shot of it and post it for you over the coming days. Maybe I'm missing a graphics file from the install?

BTW, one other bug I think I caught is with GP and the Engineering tech rush. I had 2 different GP and ordered them to research Engineering, but afterward it stilled showed that it was unresearched.

Thanks man,
Biggie
 
Is there a way to disable the inquisition mod?

I tried to find the globaldefinesalt.xml to no avail. I've just reinstalled after a short break so maybe my brain lost the proper directory. Stuff just keeps fallin' out as I get older. :crazyeye:

Thanks!
 
Biggie898 ,

1. glad that you like it
2. that would be very kind of you to do, though, i think i tested all of the units, but, ill wait for the picture.

ill see what i can do about the gp.

Daegan ,
why take out the inq?
well...basicly theres no switch on/off for the inq.

but, you can remove the inquisitor unit its self, from the unitinfo.xml file, and unitclassinfo.xml, and then there wont be any option to remove a religon, if thats your intent.

anyway people,

v.1.4,

well,
i did as suggested here, i confined only some wheeled units to roads and rails, most are free to move as usuall.

what do you think if ill make that all tanks cannot enter hills, forests and jungles? how bout that?

well not i dont have much to add, i did a lot of fixes as you guys reported since the 1.3 release.

you guys have any suggestions of what to add more to 1.4?
 
Thanks for the fast response! :)

My main motive is that I usually rely ( in part ) on temple building to avoid unhappiness in the early-midgame. Thus, I usually try to grab 2-3 religions if possible. Having only one until some foreign missionary happens to stumble upon my cities would monkeywrench that a skosh.

Perhaps I misunderstand the mechanics of the mod though. If you discover religions beyond your first are you still allowed to build temples/ monastries/ cathedrals? Is the only limit that you are allowed one holy city? That would be fine, and more realistic than one nation founding several different religions anyway.

However it works I'll still play through and enjoy the mod. It's been one of my favs for some time now and I'm very happy you're still working on it :)
 
Hey again.
As for tanks/tracked vehicles, ye you could limit them from moving on forest/jungle (without roads or with roads, not sure which :p), as for hills... mm unlike forests hills usually dont pose a problem for tanks in the same extent. Tanks generally cant fight in forested areas cause, well they cant turn their turret :)

There's already the normal movement penalty for hills so I dunno.

A few other things...
National congress costs more then the statue of liberty, yet its a national wonder with minor effect :)
Some things I know have been mentioned but are worth mentioning again incase they fell through the cracks: Guthenberg wonder, workshops not showing up post industrial era.
Change the english UB for bank, Stock Exchange to "London Exchange" or the like, that way you can spell the generic avaliable "Stock Exschange" correctly :P
Oh and I have a personal issue with "Homeopathy" being avaliable as the top end medical civic :P Personally I rate homeopathy right up there with "intelligent design/creationism" in terms of applicable science. So myself I'd prefer something more "realistic" or atleast scientific :)

Suggestions to be used as a replacement: Applied Stem Cell Research (could be placed in the same era of research as the current prereq - ecology
Molecular Medicine (refering to the extended use and manipulation of molecules/substances in modern medicine) could also be placed around the same tech level.

Nanomedicine/Applied Nanomedicine would have to be placed a bit further down the tree.


Some other minor things that could be added: Archery Range
Trait changes:
Aggressive - 1. Allow Naval units to benefit from the combat promo. 2. Add Drill I to the free promotion of combat I. 3. Allow Naval units to also benefit from combat I and Drill I. (Add Stable to "builds faster with aggressive trait", possibly add airport to the list with 25 or 50% faster build time)

Financial: Commerce bonus at 3 base commerce instead of 2 (it is a very powerful trait compared to others)

Industrious: 25% or 33% wonder production, extra hammer on tiles with 4 hammers, faster production of Mill

Anyway... any opinions on the above? :p

Addendum: Any thoughts about implementing the "fallout instead of desert" effect for global warming? I think it was in the 40 civ mod before when I played MarnzMod... can't recall the author Im afraid.
 
Vanchelon
id really like to thank you for all the feed your passing me, i attend to everything you suggest.

ok, as for the tank limitations, ill try to fix somthing logical, no worries.

National congress , will be done.

Guthenberg - what do you mean?

workshops - someone else told me about this one, i goota have a picture cause im not sure which workshops you mean exactley - the land improvments? which one?

Stock Exchange to "London Exchange - will be done...i know..i have missspells sometimes...well atleast no ctds...:)

Homeopathy - well i used that one cause i couldnt think of some other modern thing, you think Applied Stem Cell is more proper? alrighty then, will be done. sme with Nanomedicine.

Archery Range
as a building? where archery?

about traits, one of the stuff in my todo list is to get better and more traits as well as negetive traits like the saints and sinners mod!

i remmber seeing something like fallout, ill try to find it somehow....

bring more feedbacks - this way youll enjoy more from v1.4.
 
Vanchelon
id really like to thank you for all the feed your passing me, i attend to everything you suggest.

ok, as for the tank limitations, ill try to fix somthing logical, no worries.

National congress , will be done.

Guthenberg - what do you mean?

workshops - someone else told me about this one, i goota have a picture cause im not sure which workshops you mean exactley - the land improvments? which one?

Stock Exchange to "London Exchange - will be done...i know..i have missspells sometimes...well atleast no ctds...:)

Homeopathy - well i used that one cause i couldnt think of some other modern thing, you think Applied Stem Cell is more proper? alrighty then, will be done. sme with Nanomedicine.

Archery Range
as a building? where archery?

about traits, one of the stuff in my todo list is to get better and more traits as well as negetive traits like the saints and sinners mod!

i remmber seeing something like fallout, ill try to find it somehow....

bring more feedbacks - this way youll enjoy more from v1.4.

Gutenbergs Print Shop has no stats, its a world wonder requiring 8 libraries but it gives no bonuses other then +1 great people point :)
Archery range, ye avaliable with archery +2 xp, its the implementation Ive seen in other mods anyway.

@ homeopathy etc, they were just suggestions on what you could replace it with :)

@ Stock Exchange: I assumed it was misspelled so that both buildings could exist and not conflict :)

@ Workshops, ye its the workshop terrain improvement. I believe MarnzMod added a new (modern) texture for workshops in the industrial area, makes them look more "at home" in the modern age (it always bothered me workshop graphic wasnt updated late game, you still had wooden/stone house with a chimney with assault mechs walking by it :p).
The issue is that once you reach the industrial age, any square that has a workshop on it will appear empty. The workshop is still there, providing bonuses but it's invisible.
In my current game with 14 AIs (playing solo in MP so I can use simultaneous turns, cuts down soo much on loading time) Im around assembly line/electricity atm so I'll keep reporting things as I find em :)
 
Vanchelon ,
thanks v,

i made all the changes you suggested,
except traits,and the workshop,
but, i hope to do them later today :)


*******update*****

im thinking of removing the corporation unique units, anyone has an objection? do you guys even think they contribute by anything?
 
Vanchelon ,
thanks v,

i made all the changes you suggested,
except traits,and the workshop,
but, i hope to do them later today :)


*******update*****

im thinking of removing the corporation unique units, anyone has an objection? do you guys even think they contribute by anything?

I think there's enough diversity as it is when it comes to units :) I havent used them yet so cant say for sure if they contribute. Might be better to remove em :)
 
thanks v,

they shall be removed,

for v1.4:
i updated super spies 1.22
added city size preqeq for buildings (now buildings need the city size as a preqeq)
made many tweaks.

anymore suggestions?

Just noticed that the world wonder "War Academy" costs less then building a shipyard :) In FX-Mammoth speed its a meager 392 hammers (Eiffel tower is ~2300)

Going through the list a little now, found "Radio Liberty" another WW, only 492 hammers while the tech costs 33000 :)

Personally I nerfed walrus preserve a bit to +1 food +1 hammer (from +2 food), will see how that turns out when I get it :)

Cant find any other issues with the WW's when it comes to production cost.

I did find one odd thing though, "Anti Matter Core". Not sure if it will affect gameplay but it might:
It says:
World Wonder (0 allowed)
National Wonder (3 allowed)

Might conflict?
 
Im having some trouble starting up the mod, i choose my settings and all that, casual speed. And when i start, I have no interface whatsoever i just have a settler and a warrior.
 
Vanchelon ,

ill fix the costs.

well the anti matter, means that you can build 3 of a kind in your enpire,
but ill fix the the 0 world wonder not to be shown. as far as i know it shouldnt affect.

pieman11
hi,
no intereface usually means wrong installation of the mod,
of your not using patch 3.13.

for the mod to work properly:
do not other stuff like:
blue marble terrain
some map script

also make sure the mod folder is like this:

mods\overlord2-1.3\assets

keldath.
Vanchelon
you rock!
 
Hi.
Will this mod ever be compatible with vista 64bit?
The thing is, in a few years most of the computers out there will be running vista after a few sp updates. but still, would be sad if the best civ4 mod wont be compatible
 
ajikan
hi,

bst mod for civ4??? wow thanks!

well in a few years, there will be civ 5...... and overlord 3...

i know v 1.1 works under vista,
i myself dont have vista, so , i dont know how to fix.....

my guess is that one of the componants i added in v 1.2 isnt vista compatible.

i can only say that,
a year ago, i was willing to install xp and win2000 to get warlords to work netter,
i love civ, and its the main reason i got my fisrt cpu years ago, so......i do what ever it takes to play it :)
 
krushyn
ive been offered to add the bug mod, and i reviewed the stuff it adds.

but, its too difficult for me to merge overlprd and bug,

im not so good at python and its tons of python work.
i like the additions they made, but i cant add them alone.

i can add single mods peice by piece, its easier for me to know what to merge.

if i could, i would have added the veritas mod with all the cultoral diversity units, amra mod,
but i cant do all by myself,
so now im concentrating on balancing and adding some small stuff .
 
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