Doto [AdvCiv ModMod]

ill check it out man thanks,

need some advice,

well now,
each religion is founded through a uniqe building to a civ (each civ can get up to 2 uniqe religions).

where do you think i should put the religions? at the same distribution as before?
or should i disperse them eaqually in one of the early tech time?

im going for the regular disperse, this will mean for instance,
that if your playing persia,
you can only get islam and say shinto, so you have to wait longer to found a religion then say,
a nation who has buddism as uniqe religion.
but thats nothing that important right?

or maybe i can do this - leave 1 religion - the druidism - so everyone can learn it? a "free for all religion"?
 
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.

:)

Hey Keldath,

FYI, My game of 1.5 is still running smoothly. I just vanquished Germany and America from my continent and its mine, all mine! *Dr. Evil-like villainous laugh*

I think you could limit the cash flow from multiple religions through the civs. That would be the easiest way to code it. For example, if a player chooses to have multiple religions in their cities, bump up the maintenance costs (and possibly the unhappiness levels?) so that there is something to offset the increased revenues. In other words, a player could have multiple religions but it would ultimately become so costly that it would behoove him/her to either have one religion (Org. religion, I think). Or, at the very least, have the cash flow in line with a one-religion empire.

A couple of other observations:
-As some one else mentioned before, I recommend you take out the vicinity effect. While I like the idea that this forces some of your cities to be specialized, it's also unrealistic to think that a country can't transport horses from one city to the other.
-Same for the resource limitation. If I've got oil, it should be assumed that I can build using it anywhere in my empire.
-I think the restrictions on some of the buildings are a little harsh, particularly with barracks and harbors. A couple of these buildings are prereqs for other improvements, and it causes a domino effect that limits a cities ability to expand.

By Cats and Trebs I mean catupults and trebuchets (sp).

Let me know your thoughts and keep up the great work.

An Avid Fan,
Biggie
 
hey biggie,
thanks again for the post,

i agree that religion must be limited, thus ive developed a religion system i named "crazy religion" hehe,
as i explained,
one civ can found 1 of two religions total, meaning religions are uniqe to certain civs.

as for the rest:
i took out vicinity
ive fixed barrackes rest to 2, i will change harbors aswell.
and ill try to get more money negetive bonueses (for instance - ive raised the upkeep values of all upkeep settings and added another - very high upkeep).

next version will be a strong one,
hope to release on the weekend or before.
 
update***

ok,
the religion system is ready,
its kinda awesome how i built it :)
its better then having unlimited religions in your emire,
now its limited to 2,
you have to compete woth up to 8 civs to get a religion - the first to learn, wins it.

theres a chanse that if you play, say only 10 civs, youll have no acces to other religions ingame - religions are uniqe to civs.


on another nore,

i wanna add some more techs, and buildings,
anyone has a suggestion?
i thought of adding some to the anciant era and ww1 era?

i promiss version v.16 will be even more smopoth then 1,5 , hopefully cleaned annoying bugs.
 
At what category did you bind the religions? Civ variable? Civ name? leader variable or leader name?

I'm asking because I'm contemplating about adapting a map for your mod. No use in that if by changing the frex byzantine Empire to hungarian I'd break your religion modification.
 
Incidentally, when I researched Syncretism and founded Druidism, the game crashed. I think it was because it was the last religion to be founded, because in an earlier game I had founded Druidism as the first religion and the game did not crash.
 
Bastian-Bux,

first, i would really appriciate if you can acctually create a map for my mod,
ive longed for this alot.

the religion system, called crazy, cause i based it on graves secret techology,
bascly, religions, are now founded by a uniqe building, that gives you the religion tech, its costs 1 hammer to build.

thus, each civ have two uniqe buildings of religion discovering,
a groupd of civs, share the same uniqe building,
like described on the document pilotis created above.

so i hope you can manage the map for this mod :)!

zulu9812
as i understood, your using choose religion option, which i never tryed,
so perhaps theres indeed a ctd with it,
but,
as i wrote i will introduce a totally redone religion system that at my current testings, works perfectly.

im near complition of v1.6,
gotta do some more stuff first,

after this ill gotta help jellen with modd2civ.
 
OK, attached is a FIRST draft of a map for overlord 2.

Basically it is the BtS world map with 34 civs (credit to marx&engels). I did only did a few things to it yet:

- swapped Englands starting location with the horse NW of it to give England and France a little bit breathing room
- replaced the HRE with Austria and Sumer with Israel
- added the overlords victory conditions and such
- tidied the clutter in the player parts a bit

What I didn't do yet:

- not added any resources yet
- no playtesting

So its not a true overlord map yet, but it does work. If you wanna give it a test feel free to do so, but please give me feedback on the shortcomings.

Oh yes, Europe IS incredibly crowded, but you are free to change that ingame .^^
 

Attachments

wow man really thanks,
offcourse ill credit you,

i thought it will take you more time to make it,

ive added sevo mastery victory, and y guess many will prefer play with it,
so,
perhaps would you like to wait a bit after i release?
also its eaysy to test - cause we can use autoai to play test it :)

thanks alot!!!
 
Keldath

How can I alter the increment by which I increase/ decrease tax/ research/ culture on those sliders top left ?
 
Keldath as postet its not done yet, just "basic playability". Including the resources is what will take time.
 
Pilotis is asking how he can change the amount of that change. So basically he asks how to make 5% steps instead of 10% steps.
 
Pilotis is asking how he can change the amount of that change. So basically he asks how to make 5% steps instead of 10% steps.
Forget my post. It's easy - in globaldefines but I suggest that 5% is the default step-change. Just a bit more useful.
 
as for the rest:
i took out vicinity
ive fixed barrackes rest to 2, i will change harbors aswell.
QUOTE]

Vicinity. K. I know I complained about it - but with a not-too-expensive 'national wonder' that networks the particular resource it may be kinda interesting. Maybe for a later version....? What do your other fans think ?
 
Bastian-Bux,pilotis
oh really!!
ive been wanting to know a long time how to do that!!! sevo had it in his mod!!
and noone changed it!!

where in the globaldefines do i change it??

well pilotis,
thats a great idea,
but youll have to direct it to shqype...
it requires some sdk coding for that,
though i can do somthing else,
leave a unit to need vicinity,
but, create a building that say gives the needed bonues -just like what the geologist does, though im positive none of you guys ever got to build it, cause i fixed this in v1.6....
 
<Define>
<DefineName>COMMERCE_PERCENT_CHANGE_INCREMENTS</DefineName>
<iDefineIntVal>5</iDefineIntVal>
</Define>
 
Well, testing the map I modified I discovered 3 major problems that seem to have to do more with the mod then with the map:

1) tons and tons of CTDs and in some cases even bluescreens
2) the revolution mod is doing its job too well. Its VERY hard to get rebellion following a civic change down even if all your cities have only good modifiers
3) the AI loves to slave whip, even for minor stuff. Actually so much that it becomes hard to conquer cities ... they are always at 1 population.

Any suggestion how to solve those problems?
 
I don't know if K has fixed it 1.6 but he recommends playing with revolution 'off' otherwise many CTDs.
 
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