Doto [AdvCiv ModMod]

damn...
it seems that there somthing like choose religion in effect, i couldnt know this cause i test with autoai and also play with limited religion....

ill try to find out why this is happening,
ill post a patch when ill fix it...meanwhile, i reccomend limited religion.


*no need of a save kali....thanks..
 
Yippe! The miror worked for me.
Thanks a milion, can't wait to start playing this mod.
 
PPQ_Purple,
great, the mirror is for you :)
now you "owe" me a report of your impressions about gameplay...hehe...

everyone !!!

heres patch 1

it fixes the double religion founding....


http://uploading.com/files/A6EK6LVQ/patch-1.exe.html

thanks to those who reported this to me :)
 
Will do, firstly, I am surprised at the extent of modern age units that seem to have been named strangely. We have the M3A1 with no history entry. The history entry sais: TEXT_KEY_UNIT_LIGHT_TANK_PEDIA
Why not call the unit light tank? The same with many flavor named units that seem to be avalable to everyone..

Well, you wanted my opinion.
 
Thanks for the patch Kel. I however can't download it. It tells me that the traffic limit for my country was consumed. The file is only 141 kb so I think you can attach it to a post.

One question: why should I wait for Horseback Riding to reveal horses? It makes chariots almost useless. I've been playing as Egypt and just imagine how disappointed I was that I couldn't rush Shaka with a swarm of War Chariots.
 
PPQ_Purple,
well....almost all of the new stuff i added...do not have appropriate text...,
cause its too time consuming for me...

humm..i tnd to agree with the unit naming, makes sense, well heres a new thing for version 2.1 :)

and yeah, most of the techs and units are from modern time to future,
in my next release im gonna stretch the ancient times, wanted to do this on this version, but, again didnt had enough time.
i mainley gonna extent the tech transision of sword units to rifle units, and the first tank units, right now its to short.

Kalimakhus,
mmm....you might be right, i think i made chariot to be a bit more powerfull from the vanilla civ,
i really like this unit and your right that i need to early the horse reveal,
well im sure you have the knowledge to change this,
but i will most certenly add this to my patch -2 that i hope will be subsentual - i depend on player reports for it.


also,
ive autoai play tested tons of tons of games and turns, i had a ctd that apeared really really rarely, not sure why is it...but the most important thing that each time i was able to continue my game from the autosave, so, its not game buster fortunatly.

keep feeding me with anything that comes to your mind :)

kali, really glad your playing my mod...i know your dedication to rom2....cant blame you there...hehehe...

heres the patch as an attachment.
 

Attachments

heres patch 1

it fixes the double religion founding....


http://uploading.com/files/A6EK6LVQ/patch-1.exe.html

thanks to those who reported this to me :)

Yeah, I got a nice screenshot of that (actually founded 3 religions in my 1st city, even before I had a 2nd). Also, however, haven't been able to start without a CTD with any mapscript I tried. (Selecting the Play Now option I got one after 30+ turns as well.) And I have a Vista 32 bits OS on my comp.
 
thanks for sorting out the problem keldath, your mod is a winnar:king:.

the difference between tech advancement and unit/building construction is quite noticable with 1500 turns. not sure yet if this is a problem with gameplay.

had many fatal exception errors trying different senario types - was mainly trying 32 player earth maps. the error occurs right at the start when the game world is loading up.
not a biggie though, large world fractal and 15 civs seems to work fine - fractal ftw woohoo

keldath your mods cop some serious gaming time from me, first visa now this, not enough hours in the day. thnx mate

longshanks
ps - long live jean luc picard
 
JEELEN, hi,
well i think u jnew that map scripts are not ajusted for my mod....
you can always ajust some....hint hint :)

Lukethecruel,
yeah as i said to kali', at the last moment i grealy reduced tech cost in this speed, im currently playing 1500, its not soe bad...or maybe it is?

as i wrote to jellen, using special map sript may cause problems, i dont know how to ajust scenarions and map scripts to overlord...

you played visa...hehe thats brings back memories..

p.s..
treki...me? yeah...:)
 
I have played about 350+ turns (Perfect World 2 - Huge - Revolution and Barb Civ off - on XP pro 32 bit). I've got no CTDs and there is definitely no lag.

I am stating that so if some problems arise from specific settings and/or system config, hopefully they can be spotted.

@Kel

With perfect world script I got no marsh terrain. I actually like it this way (I positively hate the marsh terrain). This is of course a personal preference. Anyway, I know Zappara had the same issue with RoM and he edited map scripts so that they will add marsh terrain. You can look-up his changes and see if they would work for you. I haven't tried all scripts but some may cause a problem in case they encounter a type of terrain they don't recognize.

I am playing my current game with the 2000 turns speed and I still feel the tech rate might not be balanced against units training rate. To explain this further. While I was training a settler for my second city (with horses) - building roads to connect the two cities then improving the horse resource itself, I had researched Horseback Riding before I got a single chariot trained. Same goes for Axes, Swords and Cats etc. The Idea is the whole classical era is about to elapse without any civ had built a suitable force of ancient and classical units. I can judge this as I am currently the most powerful and my standing army is so pathetic I wouldn't take it for a walk in a garden.

I intend to continue with my game and report back my impressions. Balancing speeds depends on analyzing a lot of reports so I hope many others would report their impressions as well.
 
zulu9812,
hi, lag? and fps? wat do you mean? i ran countless games and turns via autoai and had no such thing,
what setting did you try?

kali is able to play normally.

Kalimakhus,
hey man,
glad to know your still playing and no ctds,
and ill do the map chceck you suggested, ill also leave the perfect world with on marsh and a second with marsh :)

as i said the speeds are my greatest weakness,

if you get tired, perhaps you can take the speedfile from ol-1.9 if you still have it, and see what it does.

basicly, your saying, i should reduce the unit cost drasticly?
or should i raise the tech cost??

the thing is , my logic says, you need to get to finish all techs in optimal sonditions in the length of the speed thats chosen, 1500 turns - need to finish all techs - right?

i count on your reports, they are very important to me,

id like to get a patch really fast to get the speeds and some other stuff fixed.

thanks for anyone whos playing and reporting !
 
@Keldath

I had a look at Civ4GameSpeeds.xml. I noticed that the research rate is considerably low for all speeds. There should be some reference speed that actual costs of items are balanced for it. Other speeds will derive from this one. In vanilla the reference speed is Normal. You will notice that almost all rates are set to 100% for this speed. When going to slower speeds most rates will be close to num turns of speedX/num turns of Normal. For instance epic speed is 750 turns long so it is 150% compared to Normal. Most rates for Epic speed are around 150%. In case of Marathon the ratio is 300% and accordingly rates are around this figure. Research rate specifically should stick to turns ratio. Training, construction, build, etc. rates can go lower than this ratio to keep the game from becoming dull. You will notice in vanilla that while research rate for marathon is 300 it is lower for units training this allows units to be trained slightly faster compared to the general pace of the game.

In OL currently the normal speed research rate is 70%. There is nothing wrong with that if it is required for fitting all techs within game time. But for the 2000 turns speed the tech rate is 170%!! This actually should be 280% (in case normal =500 turns--> 2000/500 * 70 = 280). Other rates can be kept as they are and they should work well with the new pace of tech research.
 
getting a weird problem, 1st turn I get

Your land area: 6(0.26%) exceeds the Domination Limit 0 (0.00%)
Your population: 1(9.09%) exceeds the Domination Limit 0 (0.00%)

I don't know why or how these are set to 0 or how I can change this. The game doesn't end or anything, but obviously my land area keeps going and I get a warning every turn. If no one can figure out what the problem is, is there a way to turn off domination victory in the .ini file?
 
@bongorider

You don't need to turn off the domination victory. You can get rid of the messages by openning the BUG options dialog (ctrl-alt-o). Go to Alerts tab and look for the check boxes for population and land domination warnings. You can either disable the warning altogether or ust change the values from 0 for both to something that makes sense.
 
thanks Kalimakhus, changing the conditions to 50% for both didn't fix it. (I got the exact same error), but turning the alerts of seems to have worked. I'm just hoping tyhe game doesn't suddenly end since I am constantly over the dominination limit.
 
bongorider,

i also turned off the alerts...its anoying.

and the game wont end..dont worry :)

kali, havnt fully read the speed post ,
but, ireally hope i can do somthing with it...i really need any ideas you have on this subject, thanks.


***
kali!

youve really pointed me on the spot!!

i now can canculate the speeds attributes efficiently!

ill make the proper tests, and post in a new patch.
 
Can't get patch to download, site keeps saying at limit of downloading but I haven't download anything!!! :(
Please put patch on another site, one that doesn't keep asking me to update to paying side!:goodjob:
 
@David Smith

Get the patch from the attachment to this post http://forums.civfanatics.com/showpost.php?p=7933547&postcount=1606.

@Keldath

I changed research rate for the 2000 turns speed to 280% (considering that it is 70% for normal speed). I started a game on a standard size map and so far things look better balanced though I am in classical era for some time now and it is just 1200BC (historically classic times start at 500BC and last till around 500AD) So I guess there is still a space to experiment with a higher value for research rate (i.e. Slower research).

On the other hand I like the way you changed some tech requirements so the ones that used to be left over in vanilla can't be neglected now. This can actually justify making techs less expensive because advancing to the next era requires researching more techs.

Anyway, my suggestion is that you need to play a couple of games on normal speed and record the time you advanced to each era and whether you were able to finish the whole tech tree by the end of the game or not. You should set research rate for normal speed to 100% before that so according to your findings you should adjust the nominal costs of techs until they are balanced for the normal speed. After that it should be easy to balance each speed comparative to normal speed.
 
hi kali,
yes, once you showed me how to canculate the speeds, last night i did that to all of thes speeds, and all of the attributes, i used the normal speed as basis, and the 300 turns for the research, iran 300 turns saw that 40 in the research is enough to get to future tech, and then did the 2000/300 * 40 for each tech, i think its working for all of the techs, did that for the other attributes aswell, now im testing, and so far sso good :).

you are currect that i made the preqeq tech tobe more interlaced, techs require more preq to advance then in the vanilla.

ill post the speed file later this day along with some more mini fixes.

David Smith,
thanks Kalimakhus for the link, as i wrote ill change the link there.


***
anyone uses the mercenary addon? do you think that removing the mers and making it as an addon was a smart move guys?

thanks , kel.

*********************************************************************************************************
patch-2

hy again everyone,

ive uploaded patch-2,
i think it will greatly normalize the speeds and gameplay,
availble on this link: http://www.speedyshare.com/405586293.html

readme of the patch:
Spoiler :

extract this patch inside the overlord2-2.00 folder, and overwrite.

this patch does:

fixed all speeds, now everything should cost normally.

changed all bonues appearnce values

added marsh to all public maps - fix from rom2.6.

added some lines to mapgenerator from rise of mankind 2.6.

moved horse to animal husbundry

fixed 1 text of a civic.

includes patch 1

- fix double religion founding.


have fun people.
 
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