Doto [AdvCiv ModMod]

Another thing you should add is static units for scenario building - just make these a required tech that can’t be researched so a scenario build can add them. Some good ideas are entrenched infantry, fortified bridges, bunkers, command bunkers, radar, radar bunker, minefields, fuel dumps, industrial complexes, airbases, lookout towers, towers, disable tanks, heavy water research center, hospital, coastal batteries, rail guns ( there’s a great big bertha in the units section).
 

Attachments

  • foxhole.jpg
    foxhole.jpg
    30.2 KB · Views: 83
This is a fix for the religious and corporate icons in Overlord 2.
First make a backup copy of the items in the font folder.
Next just extract these tga images to your Overlord font folder.

The path will look something like this:
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\overlord\assets\res\Fonts
 

Attachments

its better to get this combo units via great general type uniot...

but.....i dont no codng in python or xml,

so well have to stay with the xml for now - 1-3 buildble unit per civ each era.

ok i implemented most of you uu suggestions -on the 2uu types you suggested, id love to hear more,
most of the values ive made - is high but it one against the other,
id love to some more suggestion on the values.

anyway each day im getting closer to finish v1.5.
i have some more building tweaks, for now and the combo units.

You should take a look at random events there's a lot u can do with just xml. Theres also a good tut by solver(?).

Wish I had more time do stuff----but is either build or play...I prefer play!
 
its better to get this combo units via great general type uniot...

but.....i dont no codng in python or xml,

so well have to stay with the xml for now - 1-3 buildble unit per civ each era.

ok i implemented most of you uu suggestions -on the 2uu types you suggested, id love to hear more,
most of the values ive made - is high but it one against the other,
id love to some more suggestion on the values.

anyway each day im getting closer to finish v1.5.
i have some more building tweaks, for now and the combo units.

I think you have to follow the values I stated - these are built into the way firaxis built the game- as I stated the only exceptions are the super UU and this combinded arms of just 1 unit....

Here are some generic combined arms units ones:

Temple guard 5– requires a holy city – cant move 1 spear, 2 horse promotion – 1 axe – 2 melee promotion – 1 archer 3 city defense can’t move – upgrades to cathedral guard – requires cathedral – pike, mace, longbow, - upgrades to 2 mus– 1 cru – upgrades to normal rifle.
Holy warriors 7– requires a shrine 3 city attack +3 all terrain defense and horse 1 – swordsman type unit.
Gladiators – 8 requires a coliseum +3 melee +1 horse
Elite Hunters- 6 +3 wood and hills +2 all terrain defense +ranged attack
Visigoths mercenaries 7 +4 + 2 march + use enemy roads
Lydian Raiders 5 – 3 types of chariots +2 melee +2 city +2
 
change this on the first page:
-no city icons for resorces - i dont know to work with the fonts
I'll eventually add them.
 
This is exactly why you should make this mod modular - so everybody can flavour it as they see fit.

That is the entire idea behind modular XML....that and making it easier for modders too.
 
net
look at this , rad what i asked,
if what i wrote in my post can be done,

i might b able to buid a merc system using the event like you said!
http://forums.civfanatics.com/showthread.php?t=234527&page=9

firehawk,
as i said, its aint hard to module the mod i belive,
but first i wanna reach to a level of this mod so it wil be more or less a balanced gameplay and clean from bugs and neat.
i really want to see my work in woc you know...:)
 
wow net!!! you rock dude!!!

ill test the icons first thing on the morning!!

awesome suggestions to combo unts!
how about some modern combos?

net, wgat would i have done with out you....
you gonna really like the new version!!!

Thanks,

Here’s some more:

Galleon armada or UU Spanish Armada
7th fleet – Iowa class or Yamato class battle group.
Wolf Pack –subs
Ice breaker fleet – carries 20 units that can pass through the ice -----A big shock to a player thinking they are nice and safe protected by a ice filled ocean

event: carrier tactics your carriers can now carry 4 bombers and 6 fighters - like the bombing of Japan a few months after PH -B-17's where put on carriers
 
And in a side note, I liked the balance of osme units you made, lik the coyote warrior, the humvee, desert crawler and etc.

ALL MUUSKETMAN UNITS AND RIFLEMEN = TAKE OFF THE BONUSES AGIASNT MELEE UNITS! LOL, how can you put 70% agaisnt melee in a musketman? A human will beeline to gunpowder and byebye AI with maceman! You want it to be realistic no? So put 10%agiasnt melee for musketman ONLY!
OK, CAN YOU PUT BACK ALL THE UNITS OF VANILLA(rifleman, kngiht, cavalry, infantary and etc) TO THE SAME AS IN VANILLA???? Because it is a bit of a mess! Leave only the bonuses agiasnt your new units, like the cmonk , dark crusader and etc!

Dark Crusader = Only 15% bonuses agaisnt longbow is quite enough man, if a CIV has no musketman ye, it will be pretty easy then to conquer...
.....................

Now, UU's:

Ansar = take off the bonuses against axeman and war elephant. +1 strengh(as it is. I am not saying to put +1 strengh, it already HAS +1, understood? lol) than its substitute(+ the 15% hill attack it has) is enough for an UU IMHO.

Aztec Elite Jaguar = take off the city defense and city attack bonus. Also lower the attack bonus on crossbow to 10% only!

Order of Daggon = Put only 20% of withdraw chance!

Carthagian War elephant = I think you made a mistake here by the way, because he can only upgrate to cavalry, not curaisser...So balancing: Take off the bonus for city attacking and the -defense i hill, and put +1 moviment! That is a hood unit then!

Celtic javalyn = Put only 7 strengh, not 8.

ninja = Put 50% vc. melee only, and leaeve him at 8 strengh, not 9! And no bonus for city defense!

Dutch regular = Put EVERYTHING exactly the same as the marine, just leave the 2 moviments and put +15% city attack(not 23%)! That makes it really strong in amphibious attacks already!

Tiger tank = take off all the bonuses over the unit it replaces(so only leave the bonuses of the unit it replaces, notihng else). +3 strengh is enough hehe.

Greek cavalry = NO city attack bonuses and NO hill bonuses!!!!! The negative in city defense is good. Now, put -10% attack agaisnt melee units and -25% defense agiasnt melee too. That sounds nice with the 18 strengh it has xD

Vatican(?) guard = TAKE OFF EVERYTHING, and then, when it is like a normal cavalry unit, adds +1 moviment(so it has 3 moviment) and +10% agaisnt melee units!

Eagle warrior = put only 10% attack agiasnt longbowman, not 25%!

Why India has 3 UUs already? lol! Anyway:
India war elephant = No bonuses for city attack PLEASE! 10 attack + bonus for city attack so early is death! put -10% agaisnt archery units and -10% agaisnt musketman too!

Striker is a nice unit! Unless I missed something, but it CAN NOT infiltrate in a enemy city I guess, because it is not invisible!!! So, if you didn't test it, I would say it is broken! It needs to be invisible and has no attack >.< No?. Anywyay it is so cheap for 3k of EP? I dont know..I am not sure how to balance it..Maybe make 350 hammers to produce and infiltrates only 500 EPS?

Israeli Air base(ye, it is a UB): Just, do NOT forget the "+4 unit capacity"added in BTS ot is will be ACTUALLY WORSE than normal airport!!

Mekava Mark IV = I think that YOU MADE A MISTAKE HERE LOL! 0% in attack? how does that makes sense? xD

Rahgasta = 50% vs melee unit is too much!!!! Put only 10% if you want to have it! Taht is enough to kill most swordmen.

Mali grenadier = OK, a simple and rational question: ARE YOU INSANE?!?!!?@!?@?!!?#21$246???!? xDDDDD So, delete ALL EXTRA BONUSES from the unit. So now that it is just lik a normal granadier, put moviment 2 and +10% city attack. Tan-tan, great unit and balanced! LOL xD

Mayan Brutal(weird name, and I guess mayan didn't have cavalry..? Ah well, this mod is not historic lol xD) = NO BONUSES AGIASNT MELEE and only 10% city attack.

Modern grenadier = No hill strengh!

Native American cavalry = No city attack bonuses!

Ottoman Infantary = I think that again you made a mistake! 0% dmg in units while attacking?? Just leave it like the normal infantary but with 22 strengh and +10% city attack!

Immortal chariot = Why did you change the immortal?? the old immortal was so nice!

Spiked tremor = OK, what is it with this maximum 0% dmg??? I saw it again, it must be on purpose! WWhat is it for?? Anyway, if you take off this 0%, then put 10% only for city attack..

Lusitanians = No city attack bonuses please!

Italian tank = Again tihs 'maximum 0% damage on attack'sh!t...

SU-85 = again 0% bug(?).

Cortez Follower = Again 0% bug. I think that you did something wromg in the last units lol.

Sumerian Taimed(taMed?) Elephant = 14 strengh?? Put 11 and only 10% city attack.

Hammerhand = Again 0% bug. And put no bonus agaisnt maceman, and only 10% agaisnt lonbowman

African modern infantary = again 0% bug(?).
 
OK, it is done. Look 2 posts ago! Sorry for the caps there, but I didnt have the option to put the letters darker where I was writing it! hehe.

On a side note, I think(sure) that the attack and defense promotions are too strong and should be 5% less than they are now. And would be lovely if you could do that = If promote to attack I promotion, +10% attack, but -15% defense in everything! Same with Defense promotion, but then in attack, always -5% attack in everythnig. Taht would be cool and more balancing, because you would have to specialise units, don't you think? I am jsut not sure how th AI will hande it, because I only saw AI with attack promotion, I don't recall any AI unit with defense promotion!

And by the way, when you are done balancing, it would be lovely to do a historic research and actually use the RIGHT NAMES in UU's!


And, THIS 0% BUG IS ANNOYING LOL!
 
thanks alot arlborn,
im starting right ion it now!!

the o% ....yeah...i already fixed it in most units.
i now finished the first combo unit - assult company for ww2 - 2 per civ

2 per civ? I want to know in which tech it comes and its strength and bonuses! :p
 
I can help you with historic names(as much as I can) for the UU's if you want. Just not for some days :p
 
ok dude heres the statistics:
2 unit - axis assult company(germany-aurtria-japan-rome-holyrome) and assult company: for now its under industrialism

axis:
immune to first strike
ignore defence buildings
ignores terrain cost
2 moves
28 combat
15% to city
againt infantry: 20%
againt tank: 20%
againt m3a1: 20%

asuult company:
immune to first strike
ignore defence buildings
ignores terrain cost
2 moves
28 combat
25% to city
10% city defence
10% to hills attack
-10% to hills def

againt infantry: 30%
againt marine : 20%
againt m8: 10%
 
ok dude heres the statistics:
2 unit - axis assult company(germany-aurtria-japan-rome-holyrome) and assult company: for now its under industrialism

axis:
immune to first strike
ignore defence buildings
ignores terrain cost
2 moves
28 combat
15% to city
againt infantry: 20%
againt tank: 20%
againt m3a1: 20%

asuult company:
immune to first strike
ignore defence buildings
ignores terrain cost
2 moves
28 combat
25% to city
10% city defence
10% to hills attack
-10% to hills def

againt infantry: 30%
againt marine : 20%
againt m8: 10%

Does not sound bad :)

Maybe you can put +x% for ALL units in the era that are stronger than it also, so in total it has the same strength? XD For example, modern armor is 40 attack, no(I guess)? So 28 strength has to go to 40 strength if facing modern armor! So the bonus must be 18(?)% against modern armor! Just do it to all units that are stronger :P
But then, it may be too overpowered, dunno. Although you can only have 2 each time...
Maybe if you put a lot of hammers(like a modern armor for example) to build it.. :P


Naqh probably i am just being silly :)
 
no your idea is good,

but i can just maje a modern era combo unit.....thats my intention - and then the assult can be upgraded to it :)

th 0% bug...damn......it damages the entire v1.4....!

i made somthing realy stupid while merging the overlord to bts - and almost everyunit i added to overlord, i used an ariel unit to its basis xml section, thus aeriel units dont have combat...thus 0% cobat max....
your the fisr to point me to that.....
so i now went through every single unit and got rid of it.

i think v 1.5 is almost ready,
i implemented everything you reported to me, with nets suggestions.

you sure theres nothing more about the civics? buildings?

waiting on your approval net and arlborn my loyle friends.

geres a photo of the two combo's
 

Attachments

  • combo.JPG
    combo.JPG
    108.5 KB · Views: 98
Not for now, no more to balance(maybe some new buildings, but let's see it next time)! But I would love to see any feedbacks about the new balance of the civics and UUs when the next version is out! :)

And the new units look cool!
 
Back
Top Bottom