Doto [AdvCiv ModMod]

hummm...
indeed i havet seen the new post pilotis....

alright...so ill nerrow the vicinity limit to early eras...?

some units can be built without vicinity and some cant (different types of tanks for example...)

ill make sure next version wont include much vicinity then,
meanwhile buddy,
if you wish to disable it:
just look for vicinity tag in unitinfo.xml,
and delete the lines.

hum...want me to clean that lines for you?....?
 
hummm...
indeed i havet seen the new post pilotis....

alright...so ill nerrow the vicinity limit to early eras...?

some units can be built without vicinity and some cant (different types of tanks for example...)

ill make sure next version wont include much vicinity then,
meanwhile buddy,
if you wish to disable it:
just look for vicinity tag in unitinfo.xml,
and delete the lines.

hum...want me to clean that lines for you?....?

Hey Keldath,

Now that I've played version 1.5 for a couple of days, here are my thoughts:

-I really enjoy the new layout, especially the "GP Watch" at the top of the screen. The GG watch is very useful also.
-I'm glad you took out the ranged attacks for archers. I could never get that to work with any success.
-I miss the one-religion-per-civ limit. For me its creates a balance issue. I've in year 1845 AD on a Noble game and having discovered three religions, I'm making 200gp/turn mostly from "tithes". Makes you wonder how realistic that is.
So far this seems the most stable of the versions I've played. I've run into major bugs on 1.3 and 1.4, but none yet in 1.5.

Question: Do cats have the same range as Tribs? Sometimes I can get cats to bomb city defenses, and sometimes not.

Keep up the good work.

Biggie
 
hey biggie, thanks for the feedback.

glad you enjoy it so far,

i disabled the rattack for archers, along with some other dale mods, cause they caused crashes...

i also, desperatley want a limited religion..............its a major setback that i couldnt het it inside v1.5
the thing is, i tried to merge limited with bug mod (the whole screen added stuff), but i couldnt do it!
im no python coder, wish i had someone for that!
im gonna try again to add it...but it upsets me that i currently dont have limited religions.

bout the money...well...im trying to find ways to make the cash flow really low, but its not easy at all,
i thought of rasing the upkeep for some key units, what do you think?

what do you mean by cats? tomcats fighters? and tribs? not familiar with this term...

my next version will be even more bug free, each time i get a new one out, i clean it more and more.


i might do s second version of ol2, with the older layout - so we will have limited religions.

:)
 
starsky,
add thyes mod? well isnt it a anciant time mod? what features does it have?

thyes mod??? what mod in that?
I was asking if it is at all possibly to add Rhye's mod "Rhye's and Fall of Civilisation" It came with BTW. It's the mod that mimicks world history.
Thanks for considering it.
 
Would someone please clarify something for me? It seems like the game is set up for cities of size 3... the AI suggested cities very far away from my capital, and the blue overlay for city squares when you have a settler selected went out to three squares. However, I could not work the extra squares. Is there a technology I need to discover, or an improvement I need to build? How do I work these squares?

Or is it something else entirely?
 
K.

Vicinity. Thanks. I think limiting 'vicinity' to early eras is a good thought. Maybe somewhere around 'civil service' tech - when a civilisation starts to get organised. (Civil Service = organised ?) I was gonna suggest 'railroad' but that maybe too late.
There's an alternative but more complex idea. You could leave the vicinity constraint in place until you build a national wonder "<resource_name> distribution network". Thoughts ?

Thanks for the pointer to the vicinity tags. I can do that.

'cats' = catapults. The way it works for me in OL is that catapults can't bombard, but all seige weapons above 'cats' can bombard. Seems fine. I can't figure out why Biggie898 sometimes gets catapults to bombard. Never have for me.

1 religion per civ. I do agree with Biggie898, but suggest you don't try to re-balance with unit costs. Could get complex (?) Why don't you keep at engineering it in to a later version - the rate you work it won't be too long.

I LOVE the archer bombard - works fine for me with no CTD - it saved my bacon on a number of occasions. (But is a bit strange - not quite 'daft' - when I get to gunpowder and blow away riflemen with an archer stack. Maybe the discovery of 'rifling' should disable it for everyone - would that work?)

"Rhye's and Fall of Civilisation" is a MAJOR redesign of Civ with lots of specialist features. I'm no designer but my guess would be that it would be a huge 'ground-up' re-coding effort.

Did you see my comments on choosing religion ?

Please can cavalry and tanks have flanking bonuses against all seige weapons up to 'artillery' ? (but not 'mobile artillery')

I really like the 'healthy/unhealthy' balance in the game now. Very frustrating but very realistic in the industrial era to get 'clean' high production. Good stuff!

Doompigeon. The area that a city can 'work' increases with culture. I can't remember the levels but it takes a while for a city's 'sphere' to grow.
 
hi all, during later phase of game i got interface/graphic bugs - when I move cursor over any field, there are no info about it + no info about number and types of enemy units + i cant see combat chances when attacking + one graphic bug - left and right panel from city screen remains when i switch to world map (see attached picture). anyone knows solution for those problems??
thanks for answer

PS: for keldath - thanks for great mod :thumbsup:
 

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Hi Imrahil66.

Are you using 1.5.? I thought keldath had fixed this prob.
 
doompigeon ,

hi,
as pilotis said, the city size grow with the cultural levels, basicly you can get up to 4 radius cities, but it will take a while.

you can ajust it if you like to play the entire game with 3 radius cities, ill explain if you wish how to.

Pilotis
well, cats, i didnt gave then ranged bomb cause they are the first siege weapon so, i though its proper to give trebu' the bomb'.

vicinity, i cat cencel/obselete it with a building or a tech im affraid, once i put it its there for all eras... so ill have to limit it for early eras.

the archer bomb works? well good to know.

thyes...well that will rq a lot of work and time...and i cant do it alone...right now im just refinining the mod, and adding small stuff one by one...so ill have to pass on rhyes for the moment.

flanking for cavalry..alright ill try to add it for next version.

thee unhealthy, yes, most mods, in late stages....theres high levels of happyness and health, so, i gave most if the industrial techs, unhealthynes - for realism and difficulty :) i like a challange :).

and i didnt see your comment on the religions..

Imrahil66 ,
this problem is known,
and its fixed in my current version that i havent released, ill add a patch that fixes this problem by tonight, cause its indeed an anoyying bug.
meanwhile -save and reload the game.


thanks for the feed guys.
 
ya I am using 1.5. I fixed my problem few mins ago in BUG mod - I choose GP bar types : one; not maximum - works on Vista now. I need to try it on my second PC on WinXP.

keldath : when i saved and reloaded game, it doesnt help me. it helps only for graphic error with city screen (alt+tab works too).
 
Imrahil66
your saying choosing one bar will fix it??
perhaps thats why i didnt see this bug before i released 1.5...

thanks alot buddy!!


hope to hear your opinion on the mod.

I dont know if this solution is right for everyone or for rest of my game. we will see later if it works.
 
Druidism. Druidic temple.

I can't build a druidic temple at all - even in the city that founded it.

Hi Keldath.

This was my religion thing.

And re Imrahil66 - I'm sure there was an earlier post about this. Yeh. You need to stick the GP bar at 'one'; also cured my problem (my PC is running XP)
 
Good 'un !!

Keldath,

There's a bunch of 'TXT_KEY_........' errors that I haven't really catalogued. Do you want me to collect 'em together and let you know or are you already on it....?
 
Hey Keldath.

Just noticed you still got 'passableroute' stuff still in the xml for (e.g.) 'mobile artillery' but not 'artillery'. Thought you got rid of that.... If you need me to do anything simple but tedious let me know.

EDIT: I've edited 'em ALL out of my OL civunitinfos xml file and now my 'freight' can get on a boat ! Yay!

(By the way: I never did get an option to build a caravan unit - did I miss it or is there a bug ?)
 
Sorry K. You're too fast for me. See my edit above. So my answer is - IMHO get rid of all the passableroute stuff.
 
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