Doto [AdvCiv ModMod]

Why is this topic dead? :( That's sad.
I finally get back into playing this, and everyone up and dies in a fire. :(
Blue Senshi, you have any bugs with map generation on your end? Try making an inland sea map, it turns the ocean into peaks.
 
hey david, its not dead,

just delayed.

i thank for the great feedback and you back at playing.

ill make an update according to the feed backs here soon enough.

im playing league of legends so much that civ work is being pushed aside.

but i promise ill make an update.

again thank you all for the posts, havnt read all yet..
 
Why is this topic dead? :( That's sad.
I finally get back into playing this, and everyone up and dies in a fire. :(
Blue Senshi, you have any bugs with map generation on your end? Try making an inland sea map, it turns the ocean into peaks.

I haven't had any map errors, but I always play Pangea. I did come across a bug regarding the barbarian civs. A few of them suddenly ended up with mega stats in all categories. Their score was 10 times mine and their research was ridiculously advanced. And they kept gaining 30 to 50 points each turn. All this while they still hadn't discovered writing and had only one city.
 
Haven't run into that Barb issue yet at all. Thankfully.

To Keldath, stop playing League of Legends then. :)
I saw the game, I don't see the appeal.
Maybe it's because I don't like online games that much.

Hope you liked my giant wall of text. :)
Hope you at least fix some of the weird map generation bugs.
And the fact that Technocracy doesn't make sense at penalizing your research. Since when would a government run by Albert Einstein, Freeman Dyson, Robert Oppenheimer, Steven Hawking, and Carl Sagan be bad at science? :)
 
But you don't want to address them like you used to. :(
I'm sad.

But I am glad that the hero/Exceptional/etc promotions are all buyable with experience. Thank you for that!

Now if only Golden Age gave random promotions like it did in Visa and Sevomod. I know, i know, I annoy you about that all the time. :)
It's your fault for making this mod so awesome, and Visa.

And I do hope the map generation gets fixed. Also, oh, dear, I'm about to get tanks before 1200 AD again...Better start playing on Extended map speed.
 
HEY ALL,

ive added all the suggested notes from you guys up till now.

ill release a new patch,

if theres any more things yould like me to do, plz tell me in the next few days.

thank you.

p.s,
what is the problem with inland sea? ive ran it saw it creates a sea as it should.

i think i found the errors in the barbarian civs.
 
you still need to fix the Mobile artillery , it cannot attack , and also it cannot promote to city raider.( should have 90% max damage not 0%)

a small exploit might need a fix , explorers promote into Mark 5 tanks , and thus you have tanks with guerrilla and woodsman

also , on maps where you start as modern or industrial , you can build monks and hyspapists untill you get a sulfur mine... and if you use multiple production (and i do - faster missionaries , workers and spies), you can make 10 units/turn/city ... also the AI spams them as well - and neither can build archer units.
(for a fix , make it so that once gunpowder is discovered , one can build archebusiers by default and make all others units obsolete.)
 
Pef,

huh, thank you for this, ill fix that.

****
tomorrow im gonna release patch 3.


also - im gonna put some work now onto my song of the moon mod, maybe realese a new version.

plus, im having strong urges to make a new mod, one very old ambition i had a long time ago. a mod set in ancient time, kinda like pie ancient Europe, medieval mod , but with my style of modding.
will see about that.
 
I am getting a recurring python error:

Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "Revolution", line 624, in onEndPlayerTurn
File "Revolution", line 1064, in updatePlayerRevolution
File "Revolution", line 2313, in checkForRevolution
File "Revolution", line 2802, in pickRevolutionStyle
File "Revolution", line 3825, in chooseRevolutionCiv
NameError: global name 'RebelTypes' is not defined


Any help is appreciated.
 
Hi. I noticed you have enhanced espionage and advanced diplomacy in your mod from A new Dawn I believe? I have found it hard to isolate the source code for those because the commenting just provides dates often. Any tips?

In addition, I've tried to add salt flats to my mod and get upside mts. Any tips?
 
stolenraysm hi,

yes you are correct,
im using a new dawn,

it will be difficult for you to extract the source for both parts, the easier will be to get is diplo.

but - if you want afforess released the diplo mod as a stand alone, long time ago - working very good, but the code in a new dawn is more up to date - so what i suggest is first to add to your mod the advance diplomacy stand alone (look it up under mod components), agter you finish (and compiled to be sure you merged right), compare your new code to that of a new dawn and youll be ale to update the diplo code from a new dawn to be up to date.

that sounds complicated but its not, just might take a while.

as for espionage - ell thats more tricky - the spies mod is commented with "tsheep" marker, and the added afforess might not be all marked - but not sure.
you should search for both a "super spies" mark tag and both "tsheep" mark tag, and merge those parts.

i never tried to extract the spy code as a stand alone, but if you go step by step its doble.
plus if you want - theres a stand alone of the super spies mod for bts 3.19 - also look it up.
but it lacks many of the great code from afforess.
a third option - is to extract the super spies mod from dune wars mod - there it was also heavily modded and added with new cool missions.

i would suggets to you to move and use the a new dawn core as a basis for you mods, as i did, its much more easy to make future updates. and safer.

but if you prefer to do a stand alone - youll have to go through the code with the stuff i told ya, im 96% sure that all the super spies code are marked with what i mentioned.

the secret to this - is pure patients and trial and error.
dont give up if the first compile wont work look for the problems. and u can use a lot of people to help you track bugs in the sdk that you dont understand.

im sorry the other part - salt flats, im not familiar with, and mts means?

*********
oh silly me just saw you updated the super spies to bts hehehe didnt read your sig....idiot me,
even better - by comparison youll find the code needs to be updated (there are some python additions in the files - look them up).

if you need me to help, more id love to.
 
Basically the slat terrain looks like an upside down mountain, a crater.

Dune wars and A new Dawn both have some interesting missions as well, which would be good additions to Super Spies. I can't seem to locate the Dune wars source code though. I'm not sure what you'd be interested in doing, but it should be trail and error like you said. I was going to get started on it later and just focus on polishing my mod updates right now.
 
I don't think there is too much units, I think there is too little diference between them. How to change that? I can give some ideas:

Visibility: more units could be invisible or have diferent line of sights so scouting becomes more important

Kamikases: odd units that do collateral damage, like fighters ( and maybe airliners) turned into a missile unit, a burning frigate,a suicide bomber, etc.

Paradrop, and anfibious velhices: lots of your mod’s armored units are airdropable, anfibious or both, even wwII one’s

Movement: “ignore terrain movement cost”and “commando” could be used in unusual ways to create different speeds, like a very slow catapulp with one movement plus ignore terrain, or a chariot with one movement plus commando

Defensive units: immobile units and ones that can’t attack, can be cool in formulating stratagies, like defensive canons, tower arches, or machine gun nests…

Bombard and ranged bombardment: Artilery could use it diferently and other units too, I would give bombard ability to granadiers, and change others unit’s ranges in range bombardment.

In all ,I realy liked your mod, great work! I would like to see stealth fights and maybe A-10 thunderbolt added to it.
 
This is annoying, I got busy with other games, came back, got the Patch 3, and Rom_inland sea still never spawns ocean, and technocracy is still mutilated. :) With it's culture and research at low levels, and 2 unhappiness in every city, and it's +10 to hammers.
That's not Technocracy, that Hammerocracy. :) A civilization run by Engineers. :)

Do I not extract the patch to the Dawn of Overlords directory?
 
Hey
First of all is this mod still alive?
Because I hope it is as it's really awesome! :P

And another question is there any way to do something about Plagued Smog?
As I had a little accident with a plague bomb to close to my own borders and it's running out of control. :nuke:
 
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