Doto [AdvCiv ModMod]

:) Great!

Definitely need the Hessian…

Lots of cool new units on the home page:
* 11 Babylon Units by danrell
* 11 Japan Units by danrell
* 10 Khmer units and 5 Chinese units by Bakuel
* 11 China Units by danrell
* 3 Native Units by danrell, Chugginator, sepamu92
* Grenadiers Galore by bernie14
* 11 Industrial Units by danrell
* Ancient Greeks by bernie14
* WWII Gun pack by FuzzyWuzzyBunny
* Z.P. Khmer Industrial Units by Zerver
* 3 Rhun Units by Zerver

Lots of good info here:
http://en.wikipedia.org/wiki/Mercenary
 
Few bugs and other oddities to report:

1. When your at war with another civ the armed_spy will move the other civs units when they occupy the same square. So when you move your spy into a city it moves all the fortified units over a space and lets you capture the city.

2. When I built an assault mech and had it near other units those units animations would start blending with it. I'm not really sure how that happened or why, but in one funny instance when I attacked an enemy city with a fighter jet, the mech's animation got stuck onto the fighter and started circling round and round.

3. After you build an arcology shield and an advanced shield it will allow you to build an arcology again even though it's already built in the city and then build the next building in the line so that it was sort of a loop effect. It was kind of weird I'm not sure how to explain it.

Otherwise great mod. Keep up the good work :goodjob:

Look forward to the new updates
 
Some remarks about my current game:

playing as the Koreans i could not build Hwacha (not ven catapults) with the tech construction.

comments about the civics :
org religion : I think +25 for buildings (with state religion) is better than the bonussus and costs for units in 1.5

I think authoritarian and parlementary are too weak.
Perhaps a little research bonus or free specialist for parlementary.

For later in the game you could think abot the urban planner from visa, starting a new city with 3 pop.
 
Keldath, I have an idea for your awesome mod.

Exhaustible resources (iron, oil, etc...).
It can be done as events.
Or another hard way (but more interesting): One iron mine or horse pasture can support 10 (for example) units that need this resource to be made. So if you have two iron resources and one horse you can produce 10 knights (1 iron + 1 horse) and 10 pikemans (1 last iron).
Can you make it? It would be GREAT!

P.S. I'm not native English speaker, so don't be severe
 
hi segrix,

that a very good idea, as many others that i was offered to add.

but im no codder, and i only do xmls....
im currently begging for someone to write me a mercenary mode...

wish i had a partnet for this mod for sdk work...

im no english native either..heheh alot of parts in the mods are misspelled....
 
English is my native tongue...and I can't spell...where does that leave me? lol

When selecting the Warrior Monk, the group command is not available.

The ZOROASTRIAN UU is a bit weak compared to the other religions - but I like its stats! – Its not to powerful.

The DARK CRUSADER is to strong when attacking cities – and as I’ve said a few times bonuses against basic defense units should be avoided or very minimal – the AI or human for that matter may not have anything to fight with other than “Basic Defense” units. Even if you counter the high attack value with a poor defense it doesn’t matter as the AI won’t mount any serious counter attack after the initial one. So having units that are “weak” defenders and “high” attack may sound good in theory, but in practice it just doesn’t work.

I like Cha Dawn (SMACX! Favorite Game!) Idea for the Urban Planner, it will make a nice addition – I don’t like the migrant, I don’t think the AI uses it at all or a least it doesn’t exploit it like the human does.
 
Another small bug I noticed... state religion does not give the 1 point of culture it should when using zoro. I included a screen shot I am only getting 2 culture per turn. 1 from the monument (via stonehenge) and another from a temple.


Civ4ScreenShot0012.JPG
 
hey fellows,

i like the urban planner too - its nice, ill add it over too.

as for the state culture, ill look into it :)

as for v 1.6 - ill beging work next week i think.
i need to get the speed of the game balanced again, cause of the added techs, this wont be fun i assure ya, i hope fexfx will help :)
 
Hello everyone!! :lol: :lol: :lol:

How can i reduce the religion's spread?

It would be useful add "inquirente units" to cancel "no state religion"..... that 's the only thing that need this beautiful mod.
 
Diplomatic victory doesn't seem to be working for me. When you get enough votes the game doesn't end it just does nothing. Anyone else having that problem?
 
An impressive collection of additions, keldath. I will download it, but the spelling and punctuation errors are jarring. If English is not your first language, you should have someone edit the text for you.
 
I noticed the problem with diplomatic victory also, I had the votes for the win but didn't get the victory until a few turns later with a domination victory.
 
deleted scenes,
there isnt tht many spelling errors in the mod.
hope you play the mod even so, and i wish indeed someone could have helped me, as i got up through the version i fix whatever errors people report to me...

maxbjr,
wierd, i have o idea why the diplo vitory doesnt work,
i suspect a certain wonder though, ill take a look t it.

gonna start work on v 1.6 on this weekend.
 
Excellent work Keldath. This is awesome mode. Here are some suggestions:

if it possible to add some more benefit to original civics, because in my opinion there are weak comparing new ones,

please add or change some civic to decrease more maintenance for corporation because is so high

if it possible to add Sevo Mastery Victory in 1.6
 
hi,

tbhanks grbjanin,

id love to here more about wht to add to the orig civics.

and also i thought about sevo mv...dont know yet.

people, i need your help!


i need some feedback on the corporation units, what do you think of them? too powerfull? do you use them in game? does having them in the ame helps? matters? and how do you think they should be availble - throght the crrent tech corporation rivalry or should i spread them across some more techs?


another thing - the game speed? how does the game flows? is the speeds rather balanced? if not which and where balance shoud be made?

thanks in advance, i hope you replyto my quastions, it will help make the mod better :)
 
Corporations could use some help, tweaking, ajustments, etc. I use the Corps that give me added food production, or increased gold. The corps that give extra hammers I don't bother with much because I don't usually need the extra production bonus for their expense. However with the new corporate units you've added, and the new coporate tech, I'll try them to see how that works. But I'd wait untill you get the rest of the mod filled out how you want it, so you don't have to keep ajusting the corps everytime.
The time flow seems fine right now, again I'd wait untill the last updates to fine tune time flow so you only have to do it once.
I'm hoping you'll include more civs soon, (prolly not release 1.6), It gets boring replaying the same civs time after time. But I realise adding 15+ civs will take time :)
 
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