Doto [AdvCiv ModMod]

The Revolution components cannot be played by LAN?

Even if both computers are loaded with exactly the same BTS game, Overlord 2 mod?
 
Hi Keldath,

I've been trying out your mod in single player mod and its been wonderful. Thanks for your reply above. I'm looking forward to getting it to work in MP mode. Maybe this weekend.

I take it with your interest in a Medieval mod, you won't be updating this one any longer? Or do you plan to incorporate it into Overlord (just with an extended Medieval period)? Would be nice if both were possible. :)
 
Oh, one other question: Where can I find information on the leader traits included in Overlord 2? I tried looking at the readme files and the civopedia, but I can't seem to locate them.

I did notice that Ragnar's traits were changed and Maria (Austria) seemed to have the same trait twice. I'm still exploring the mod, but its looking pretty stable so far. :D
 
Okay, after crawling through the xml coding, I found the leader trait info. For some reason, some of the new leader trait abbreviations are not showing up correctly. "Xpl" shows up for Explorer, but like I mentioned Science doesn't show up (it looks like "Chm") - which is why Maria Theresa looks like she has Charismatic twice. ;)

Suggested change in leader traits for Israel:
Historically, wasn't Solomon peaceful? I mean, during his entire life, there were no battles fought, no invasions, no wars. Wasn't he know for industrial work (building "Solomon's Temple" and lots of palaces throughout his domain)? I would think Industrial/Organized would be a better historical representation.

I do notice that several of the unique units for Israel are "aggressive" in nature. So if its important to keep that trait for at least one leader, wouldn't David be a more likely choice? Aggressive/Spiritual perhaps. Although personally I would think Protective would be more characteristic, David did do quite a bit of fighting (so I suppose either works).


Fixing Overlord 2 for Multiplayer:
Am I correct in assuming these changes need to be made for Overlord 2 to work in a multiplayer LAN game?

Tune the DCM components --> go to globaldefinesalt in the Overlord xml folder.

De-selected (0):
civ customiser
civ changer
air bombing
battle effects
ranged bombardment
archer bombardment
fighter defense
stack attack
opportunity fire
active defense

In the custom game screen, de-select revolution and dynamic names.

Then play?

Any chance there will be an Overlord 2 Multiplayer edition (keeping two copies, one for single player games and one for multiplayer games)?
 
hey, i love this mod, its great
one thing though... is there a way to disable a unit?
the jumper unit is awesome, but i think its kinda overpowered... transportation is a important aspect of the game, but the jumper.. can't say it removes it, but changes it.
 
ive tried almostr every mod on here and yours is one the best. i almost forgot what it was like to play civ without a MAF or CTD.thanks to everyone involved for making such a great mod that is as stable as the retail version.
 
hey, not to sound rude or anything, but why don't you put the file on FF, or something? I tried DL it, but i have to wait 15 mins between DLs, 15 minutes that could be spent playing this awesome-sounding mod!
 
erm...
i must admit it probably is the best mod of all that i've played.
one thing i dislike about it though, is the new way cities grow, some buildings cannot be built until the city reaches a certain level of population and vice versa - the city won't grow until some buildings are built.... even though it does add a new component of some sort in the game, it slows it down in a way - i personally prefer to focus on other aspects, like military.

So i was wondering, is there anyway to disable this feature of the mod...?
thanks for response in advance.
 
downloading 1.8 and the patch now, gonna get back into playing it for a while.

absolutely love this mod and what you have done with it.

got one question, are the earth maps that were posted awhile back compatible with 1.8?
 
hi all... sorry for not replying,
im really busy with real life this year,

so i wont do much modding for the month to come (university..)

but, im still here for quastions and such.

i think i hit the jackpot with version 1.8 and its stability issues.

Rone
hummm..good quastion -i forgot to write what are the new traits ive added,
if you wish you can get in the trait,xml file withing the folder civilizations to find out.

ih just read your second post...
well...i might have made a mistake there, if youll post a fix file ill add it...:)

as for multi -
those intructions are currect for mp,
no mp stand alone will be made - dont have time ...

by the way - ranged bombardment should work under mp - so does airbombing.

coreybowman,
thanks alot!

mechaerik
ff wont lod on my current explorer - i need to format my cpu....

he11dwe11er
hi, thanks alot fisrt of all,

well you can turn off growing cities -
in the civ4culturelevel.xml - withing gameinfo folder,
you can search for the line that define city size - cant remmber its full name - but its easy to find, there you can set which level of culture gives which size the city will be.

as for city size building req - in the buildinginfo.xml within buildings folder,
search for citysize preq line - somthing like that, and you can change the size number - or delete the entire line.


Sordani
thanks to you too,
sorry but no maps where made for 1.8,
only for 1.7 im affariad.


thanks for all the compliments people.
 
Hey all,

been fiddling away with trying to get the GEM maps working for myself for 1.8, was having no luck kept running into the "you have been defeated" message right from the start. Not being a modder or a mapmaker I did spend a little time and came up with the following map. All credit for adapting GEM to Overlord 2 goes to Bastian-Bux.

There is still some issues with fog of war, don't believe the new resources are included and the number of civs is lower than BB's last map, but it does appear to work.

Sordani
 
GEM is made by Genghis Kai, I only adapted it to OL. ^^
 
Hi keldath,
I've played your modpack some days ago and was very impressed, espacialy from the religion system.
I'am working on my own mod and want manage the religion like in your mod.
So, how did you get these specific Techs ?
I've searching a little and see that the secific religion buildings have a special Tag that lead to the religion Techs. "FreeSpecificTech"
Do you use SDK for these Tags ?
Can you release these components ?

Sorry for bad english
 
hey jounk33,

d you like what ive done.

ok,
you are currect on the freespecific tech line,

its an sdk code,

its basicly really easy to merge - if i remmber currectly it is tagged - "montezuma"
in the sdk,
that ive added to the modpack - look inside you overlord folder and youll see 2 files of sdk.exe
and sdk-no spies.exe,
both contain the code,
the only annoying thing youll have to do is go throuch each sdk file and check if the tag is there, i suggest using winmerge for the search.
i dont remmber which files contain the codes, if its not tagged montezuma, and my memmory deont serve me currectly - look for the line - FreeSpecificTech until you do find it - and then see
under what tag is it - somthing like this : // ________ start //

the system works like this -
you can set buildings to give tech,
so i did each of the buildings of the religion as uniqe ones, so i can choose which civs can have that rel',
and then gave that building a free tech that founds religion, that simple.

no need to be sorry for the bad english......my mod is filled with missspellings :)

and if you need more help dont hesitate to ask for it here.
 
Thanks for help,

Yes it was Montezuma. There are some files, the info.h and info .ccp and other, the tag is listed in.
There is no problem to find them, but how I have to merge them in my mod ?

I think I need to create a dll, or merge the modifided dll in the dll of my mod.
Is there any tutorial do learn how to merge dll ?

In Civ4BuildingsSchema.xml I have to add some entries too, is it right ?
 
Jounk33
hey,

well you do need a dll , you can use mine, if you want to create your own,

theres a guide to visual c++ express on the tutorial section that will teach you step by step how to create your own dll file.

and you are currect,
you need to merge 2-4 lines that belong to the free tech in the Civ4BuildingsSchema.xml.

good luck,
kel.
 
Hello, first off let me just extend my thanks for the mod - quite the ambitious package.


That said I have a couple of questions, and the doc's are so spread out I can't seem to pin anything down.

1.) The new row of icons across the bottom of the screen. When I hover my mouse over any of them they all come up with a "XML TXT_KEY..." missing. Is this normal? How can I fix it?

2.) When the game starts and says which options are on or off in the revolution mod - I can't seem to find a place to change that. ie I turn "stack attack" on in the main civ options but it still comes up as red/off in that initial window.


Any help would greatly be appreciated, thanks!
 
illsyn
hi, sorry for the late reply...

you can change the settings in the globaldefines.xml on the xml folder of the mod.

the missing text will be fixed,
they all arragne the display of units you select above them


**************************
hope my fans still visit this thread..
but,
i got mod sick, and i merged revdcm 0961,

and basicly im calling it version 1.9 for now,
ill add some more minor things and ill release.
:)
 
OverLord 1.9 Has Been Released !​



not much updates though:

-bug 3.5
-revolution 0962
-revolution inquisition
-assimilation mod by kael
-mastery victory by sevo
-2 new merceneries - mechs



for 1.10

im gonna add up to 10 tech - will be added in between rifle man to markv era - i wanna extend the use of rifle man unit era and extend the time of usge of the first tanks - mark v,
right now, you barley get to use those cause they get obselete by better units pretty fast.


have fun y'all.
 
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