Doto [AdvCiv ModMod]

Shaiten,

****
i will upload a patch that fixes inquisitions and some other reported stuff you guys suggested.

i hope you remember the only 1 religion bug\design flaw.

Goodluck anyhow. :)
 
tuxu,

ill see what i can do, i hope its not revolution originated bug.

HannibalBarka,

the costs and city growth - well it seems from what your saying is that ive made the game speeds too slow on production and growth (growth is a thing i intentionatly wanted to go slow, but not that slow..)
so ill fix this, by lowering the time a city takes to grow - and also - maybe ill make food res give 1 more food unit?


about mercenaries - i think i will remove this function from the game since the ai is stupid and waste all his money on those, what do you say guys?

religion:
well ill fix the barb founding religion..that is an unforseen error...


also - im not sure why they ai wont concentrate on founding religions,
is there players among you who played the previous version where religion was founded by a building? do any of you recall if that system for religion founding was better used by the ai?
if so - ill reuse it.


ill try to make an earth scenario .. not sure how but i will give it a try.


i hope you guys can write me some pointers on what i asked here and some more,
cause i want the patch im making on Friday to contain all of those .

thanks everyone.
 
tuxu,

ill see what i can do, i hope its not revolution originated bug. thanks.

about mercenaries - i think i will remove this function from the game since the ai is stupid and waste all his money on those, what do you say guys?
what if the AI could spend only a predetermined % of it revenues\economy on mercs? maybe the % will change according to its civics? it's standing to reason that monarchies, police states and despots will need more mercs to uphold the peace while "citizen army" civic or the "Global suffrage" one will need less, so we're talking mainly about Military civics and Government civics, maybe you could leave the units in the game and the civics will determine the probability of a random event of this type:

"300 spartan Superman and their angry leader are showing at your city gates offering to join your civilization for a modest sum of two cookies:
* kick them into the pit while shouting "this is $CITY_NAME!"
* Hire them (-2 cookies)
* Show them our hospitality (-15 cookies, unit gets 1 free promotion)
"


religion:
well ill fix the barb founding religion..that is an unforseen error...yea, it seemed to mee like a garbage-can city to all unclaimed religions :\


also - im not sure why they ai wont concentrate on founding religions,
is there players among you who played the previous version where religion was founded by a building? do any of you recall if that system for religion founding was better used by the ai?
if so - ill reuse it.yes it was - but there was a con to that system! if some of the religions were not researched up until a certain point in the game a barb city would claim them, so some times you would see a world with 7 religions all spread evenly and a random barb city would claim the remaining (5) religions to itself.
I'm just pointing that out so you'd know. personally it felt a bit awkward at the beginning but then you would see 4-5 empires bashing and fighting over that city, in one of my games it so happened that the city had occupation unrest from ~600bc to ~1300ad(can't remember)



ill try to make an earth scenario .. not sure how but i will give it a try. having scenarios would be sweet but i think it would be a shame to make a scenario now and discovering that it doesn't work in the next versions, that would just double your work, can I help? what files do you edit and how do you access the scripts? I wish i knew how to make units spawn in a certain turn on a certain grid location. :(

I've added what i had to say inside the quote and its coloured blue.
keep up the good work.
 
I was playing it and it stopped randomly, just like before. However, I started again from an autosave point, and I guess it was far enough behind to change whatever made it glitch. But then it happened again. Now the save point isn't far enough behind, I guess. I would attach the savegame, but I can't figure out how to do it...
 
LoserFry,

hi,

adding a file is easy - just press on you go advanced button near the "post quick reply",

youll be able to see below manage attachments, there you can add a files.


can you please write me what ever options did you play with? and which map exactly?

cause i never had a single crash in my games.


tuxu,

thanks a lot buddy, i read and i shall implement.
 
I looked at the "add file" option, and I couldn't find any save games except for only one or two autosaves. I've attached files before, so I don't know what the problem is.

It was four players, all randomized.

I just did simple pangea, Low sea level, normal everything. I only had revolution and inquisition mods. No barbarians. My victory conditions were conquest and domination.

I tried it again with just two players, and it seems to be doing fine.
 
LoserFry,

hi,

adding a file is easy - just press on you go advanced button near the "post quick reply",

youll be able to see below manage attachments, there you can add a files.


can you please write me what ever options did you play with? and which map exactly?

cause i never had a single crash in my games.


tuxu,

thanks a lot buddy, i read and i shall implement.Yey, i've made a contribution :cool:

I looked at the "add file" option, and I couldn't find any save games except for only one or two autosaves. I've attached files before, so I don't know what the problem is.

It was four players, all randomized.

I just did simple pangea, Low sea level, normal everything. I only had revolution and inquisition mods. No barbarians. My victory conditions were conquest and domination.

I tried it again with just two players, and it seems to be doing fine.

i had a few crashes myself after i modified a few units, building leaders and traits.
these crashes did not happen on the first turns but only when my empires grew, so the map was created, the game launced and played ok at first.

I played with all the civs in the game(single leader each) and revolutions on. that was on the previous version though.
Again - it happened after i modified some *.xml files and made a super civ.
a cookie to the first guessing which one. ;)
 
hello to you good people,

i have completed the first patch - 2.3.1,


i have tried to answer all the stuff you guys reported on the last posts, hope you enjoy this,

plz supply more feedback's.

change log:
-removed mercs for now
-added +1 food to each food resource
-lowered growth speed to all speeds
-lowered wonder construction to all speeds
-fixed some missing tags on the tech tree.
-barbs cannot found religion anymore
-inquisition now suppose to work ( with theocracy and another civic - cant remmber which..)
-fixed merkava uniqe tank
-reduced range archer damage
-removed some game options that may cause problems
-removed some dcm options that may cause problems
-added some value to religion techs for ai
-fixed maps scripts -though not all were tested


links for patch - 2.3.1
http://uploading.com/files/52ab4m39/...-to-2.3.1.exe/
mirror
http://www.mediafire.com/file/ztkf3q...h-to-2.3.1.exe
 
You said : Ai tweaks:
* totally changed leader ai personality - more inclined to declare war
* handicap setting are a bit more difficult - ai is more aggressive war declaration probability raised

Even before this mod version I would run into situations where unless I was very much ahead if any AI lost 1 city they would all declare war on me, and conversely if I was ahead they would want to be vasals. Something was changed that made them change their opinions faster or saw certain actions as threats to be defended against.

If you can tell me what files and where you modded that I could set back to more like the original BTS play where I didn't have this problem.

Thanks.
 
e quick feedback: much much better balance, very good game play. I played monarch yesterday (Qin of China) with rev on, it was good. no more barb religions, AI develop well and even manages revolution (i was surprised). archery range is maybe still too powerful since the AI does not know how to use it.
 
okay again i am going to to my job being a pain in the ass but there are a lot of issues:

first, i reinstalled bts, everything new, didn't keep any mods, deleted everything at first.

starting the game, np (cheiftain difficulty to get back in the game) everything peechy until round 500,
suddenly the progressbars blinking (my first thought: odd) okay, i can live without that.
then a combatsituation, the chances of the batteloutcome are not shown anymore..... damn okay can live without that too, i am playing civ. since civ 3 came out, back to the basics. okay in the same round i had to decide what to build in a city. the compete interface is f.u.b.r. , no progressbars on top, no specialists are shown, basicly everything besides the upcoming project, the available projects and the plots worked on is, well NOT THERE! My bts was stable i installed everything the right way, something is really wrong in your mod. some small issues, like the symbol of the druidism (the triscel) isn't shown in the dialog, it says something like TXTKEY_..... whatever.
well anyhow great mod otherwise!
 
One remark: I always start "Starting Minor Civ" and cannot change that in the options, is that intended?
 
hello to you good people,

i have completed the first patch - 2.3.1,


i have tried to answer all the stuff you guys reported on the last posts, hope you enjoy this,

plz supply more feedback's.

...
...

Epic as ever, Keldath, great work buddy! :D :goodjob:

Suggestions & Ideas:

-barbs cannot found religion anymore: A while ago I had a fun game in which the barbs founded a holy city(shinto, i believe) but it was deep into their continent, so I had to carve my way through hordes of them in order to get the city, that was a sort of a quest for the holy Grail which was fun enough and, in a sense, turned yet another random civ game into what could have been a grand campaign scenario.
I understand and support the thought behind the current decision to omit religions for barb leaders however - I think that the game will be much more interesting if the AI civs (Barbs not inclouded) will have a higher priority twards conquering Holy Cities while the Barbs *will be able* to form such cities.

EDIT: I managed to run it and all but the religion bug still stands(RevDCM: Holy City Relocation-on | Limited Religions-on) and no religion except of mine was established, I suspect that we are getting this bug because of the fact that the barbarian are actively researching and that I play on a Barbarian world(alot of barb cities=alot of barb research). I think that there should be a special rule regarding the barbarians, they will get new techs only through tech defusion and not by reasearch(regardless of the "TechDefusion Mod" status). The rest of the civs will get techs in the normal way(reasearch) unless the "TechDefusion Mod" option is on and then both way will be optional.
Just to make a point - Barb got Liberalism around turn ~50 while the rest of the world was still trying to figure out how to cast metal. :\
The Barbarians, as a civ, has to be taken somehow out of the global scientific progress equation.

EDIT 2: I have just tryed to play with [RevDCM: Holy City Relocation-on | Limited Religions-off], without the Barbarian world option and religions seem to work. So it's either that the problem is in the barb rate of research or in the Limited Religions script, or it's a combo of both... idk.

EDIT 3: I've continued to play the mod in various configs and I suspect that the real culprit is the "Limited religions" modifier that can be found in RevDCM tab that's in the bug menu.
Limited religions+fast researching civ= fail.
A fast researching civ make the religions tech effect obsolete for other civs(because it's the first to research the tech) and thus prevents the religion script from kicking in for other players\civs.
I'd solve this my making the religions\holy cities appear only after building a national wonder\special building(like you once already did) but I'd make a limit of "N"* and would create one building for each religion(with a high AI priority).

On another note, the leaders are agressive enough to my taste and if someone wants more aggressiveness there is always a possibility to check the "Aggressive AI" box but I had a though about Epoch\Era transition techs that I wanted to share with you that may have something to do with leader aggressiveness;

After increasing the amount of research point required for techs like Astronomy**, Chivalry**, Gunpowder** and more strategic techs I notice that I enjoy more from each of the eras since even though I could broker techs, at the end, it only made things easies and didn't really changed the strategic picture.
Sure! you can let the huge empire of montezuma research astronomy for you and then trade it for tons of techs\money\whatever after ten turns - but do you really want that nutty aztec cruising the oceans before you and colonizing? I think not. So you ussualy get tipped that some empire is researching some dangerous tech and then you rile the guys up against him\her through diplomacy***. A war starts which compel the leading empire to shift its economy towards unit building rather then reaserch.
Seeeing all that will be nice but the main idea is that stratigic techs will cost more.



*
Spoiler :
N equals 3 or 4 or 0 for no religion or any other number up to 12, maybe players could change the "N" in the religion options menu? maybe there could be two values; one value for how many religions can an AI civ have and one for how many can the player himself have?


**
Spoiler :
Astronomy - which leads to better see vessels and practicaly opens the ocean front.
Chivalry - Which changes the mobility of the main forces of your armies.
Gunpowder -Which changes the power of your city defenders, thus making defence cheaper to maintain, also making landing detachments defences (build a new city on a new continent and launch your attacks from there) nearly impregnable.

***
Spoiler :
Is it possible to make the AI worry about other civ that is reaserching advanced techs? I don't mean the current "We are affraid of your huge empire" diplo minuses, im talking about a situation in which a civ is researching Chemistry for ships before everybody else and the rest of the civs are ganging up on him(If he wins- he gets them as vasals; If not- he becomes one and shares his techs?). So the tech that you are currently researching will affect your foreign affairs. This idea is maybe a sound compromise between making all the leaders more warlike and leaving them as they are, but that's for you to judge.



Happy and tasty Shavuot! :D
 
Everything is all good now, I suppose. Except there are many spelling errors and a lot of icons and descriptions of researches are messed up.

Also, how do I do the patch?
 
edit: okay now i'll give you guys something to laugh at... :D

While playing civ my computer crashed several times, each time faster.
I wondered what happend opend the thing up, my cooler wasn't working (not cpu, but bios) i tried to touch the cooler, and burned myself badly, after shuting the computer of and taking everything apart i realised what happend.
one of my hair decided to get wrapped up inside this god damn cooler. why it was that bad?
i am a metalhead with 50 cm long hair.
:):):):) well i guess since i'd have to buy a new computer anyway i'll just buy it sooner :D
 
@donschmiddy, not funny. this is serious business!

<Funeral>
<holding a candle>R.I.P. donschmiddy computer, may you go a place where defrags are never needed... :cry: </holding a candle>
</Funeral>

@Keldath, I hope you didn't miss post 1936, i've put tons of effort in writing it. :\
 
well bad, but i thought something like that would happen, my computer i kinda :):):):)ed up, my harddrive was practical broken anyway. In addition to my motherboard now being totally damaged and having a geforce 6600 le on it I'd say this is not all that bad....
I still hope il see my computer in my afterlife... and talk about all the great memories, like our first lan party, our first civilisation game, about all the wins in civ3 and later 4. I'd say we had a great time together.
(ok seriously now... this wasn't a post for real :) )
 
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