Doto [AdvCiv ModMod]

Hi, keldath, I've encountered some more issues.

The Greek Spartan unit could do with having a more golden shield. It's not a bug, just an aesthetic preference.

The A-Bomb can accumulate XP (e.g. at build, from Warlords joining the city as great people) - what's the point?

HeavyKeshik unit - comes with Divine Right, req. Manhatten Project, can nuke enemy lands - is this right?

By the way, if you recall, we were discussing the possibility of a Renaissance-era warlord (to slot in between the sword-armed medieval one and the peaked cap-wearing industrial one) but were hampered by the lack of suitable graphics. But I found one!

leader_59r.jpg


Additionally, I noticed that quite a few units are without accurate or unique buttons, so I hooked you up with these from my collection. FK2006 made these buttons, I hope you can incorporate them into the next build. File contains replacement buttons for 26 units.
 
hey zulu,

thanks alot for all the excellent tips man! its really important and usefull!!!

really really appreciate your loyalty!!!

a bomb and keshik.....hmmm...probaply something i forgot in the xml.

and yes i recall you spoke of the g general of Renaissance era, ill do that, and thanks im familiar with the lovely model.



as for the buttons.....well, again thanks alot,
but the reason i didnt dd buttons is cause im tried to make the mod weight to be small - the more graphics i add the larger the mod - the slower it gets on late stages....
so thats the logic behind the mess....
though i might consider of doing a general button for each type of unit, that can be nice.


im still wating on dale code - not the one xenomorph updated - cause dale will prob include some more fixing and stuff...and besides....i barley have time to myself,
but, overlord 1.7 will be a blast :)
 
as for the buttons.....well, again thanks alot,
but the reason i didnt dd buttons is cause im tried to make the mod weight to be small - the more graphics i add the larger the mod - the slower it gets on late stages....
so thats the logic behind the mess....
though i might consider of doing a general button for each type of unit, that can be nice.

Well, once you unpack the rar, the total size of those buttons combined is just over 100 KB. But if that really is too much, perhaps you could have it as an add-on patch?
 
Incidentally, the reason I ask is that I've made an add-on for your mod. I'm a little tentative releasing it now, since I'll likely have to redo it shortly, but what the hell - I've had fun with it.

EDIT: updated to new version - see post 1284
 
holy cow!

youve made an addon???? you rock zulu!!!

im truly amazed.

ok, then, the 3.17 is indeed only sdk changes, but ive added in revolution dcm stuff, with the new updated versions, also, im gonna change the name to overlord 1.7 - which will change some python files.

ill try to upload this version very soon.

great stuff zulu!
 
decided to release 1.7 !
ive made it compatible with 3/17,

updated revolution to 1.61 (maybe there wont be any ctd?...?)

added the unofficial patch + better ai.

no other tweaks what so ever where made, cause im suprized cause i didnt think ill have time to do this one,

anyway,
for 1.8 ill includes tons of new stuff, techs, units, new game options and of course all of the tweaks suggested by you guys,

have fun.
 
Mmm, I'm in the process of updating the MOLE for Overlord 1.7...and I've encountered something strange. None of the units that I've added display the model. I don't think it's a pathing issue, as the new leaderheads display correctly, as do all of the buttons (including those for the units!). The unit scheme or art defines unit schema don't appear to have changed either. Did you have to change anything for your units?

 
hey zulu,

i know what your refering to, i worked really hard to find the cause to what you describe,

this is the solution:
pack your art into an fpk file...:)

it suppose to fix this.

if not try to unpack my fpk, add your files ito the unpacked art,
and then repack a whole new fpk file.

but option one should fix it.

let me know.
 
OK, all the unit is showing correctly. My silly mistake!

I have updated the MOLE for 1.7, but I'm gonna hold off releasing it until I a)do some more testing, and b) added in diplomacy infos for the new leaderheads.
 
great to know zulu,

say,
ive been working my ass off to find a solution for the no religion icons on the miniscoreboard,
the only thing i can do, is to take out bug mod.....
but maybe i can add the bug mod stuff, without the buig mod itself...

meanwhile im leaving it inside - i like it too much.

*****
alltight! succesfully fixed the scorebar option,
but now you cant change it through bug mod,
it shows:
attitude icons and the rest,
im gonna try to set it to show also research icons instead of the tech name -
all those will be permanent....thats the only way i had.
 
Hi K.

Hinduism is broken. In buildinginfos, change prereqtech to 'polytheism2'.
(We fixed this in 3.16 didn't we......... hmmm)
Uh Oh. Looks like none of the discover_religion buildings have 'obsoletetech'......
Caravans ?

K. What gives? Do I need to re-fix all this stuff ? Let me know. PITA but no worries.

P.
 
*****
alltight! succesfully fixed the scorebar option,
but now you cant change it through bug mod,
it shows:
attitude icons and the rest,
im gonna try to set it to show also research icons instead of the tech name -
all those will be permanent....thats the only way i had.

Actually, the icons for various treaties (open borders, etc.) don't show either. Perhaps you could talk to the BUG mod people about it?
 
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