Doto [AdvCiv ModMod]

only early fighters have the double image problem, the others run smoothly
 
A quick report before you release version 1.6

bugs for the Koreans : They cannot built hwatcha, catapult and cannonsand trebuchts.
I am now in 1840 and reseaching indutrialism.
For the second time i played this mod i founded about 6 religions and go for a cultural victory.
I think the ideas about religions some post posts ago about shrinking minor religions is a good idea.
Because i had no cannons and catapults i loved the hindu cavalry because of the city attack.
Please make the civic org.religion back to +25% for buildings with the state religion and no extra costs for every military unit (I already modified this civic myself as an ex web-designer as hobby)
 
hey guys.

cha dwan,

tahnks,
i already fixed the hawacha, and ill take care of the or religion.
i like the small religions, but, i cant do it myself, if someone will get this one for me it would be a great addition.

the main thing on v 1.6:
mercenary system !!!!!!!!! wooohooo!

oh and i need an idea for a 9th corporation...
 
Are u planning on adding the flavor units such as the graphic mod component "Varietas Delectat"?
 
alot of the units there, i have in my mod, alot of them....

on version 1.6 i added 20 or so unit graphics.

i wish i saw this mod two days ago.

i will include units from there for vertion 1.7.

thanks.


*********** i need your help guys*********

I am getting ready to get version 1.6,

and im not sure what to do -

fanatic demon created several codes for me,

i want to know what you guys prefer:

a code that makes the iron and some more resources to get accumilated - just like gold - shows on the left screen near gold.

this alows to have units that require more then just having iron for your empire - like a swrodman that needs 2 iron for build.

for now im not sure if i should include this for version 1.6 cause it require a new system of costs for units,

so id like to know what you guys think,

should i implement this on v1.6 on some units? so you see how it goes? or should i leave it for next version? which might be delayed alot because of this?

thanks for those who answer :)
 
Before you update the patch, i will like to give you some advices about the turns.
After 1900 the game becomes unbalanced, result at 1980 we have the tech of about 1930 with some little flavor of 1980 like globalization.
i think you could to add some turns in 1900 2000, or make the techs less expensive to balance it .
i am not expert in programming but i fell the game really unbalanced after 1900.
I am leader in techs with big advantage so i cant grab any techs from others, and my vassals are to slow in research.
the game is really fast with 25 civs huge world in 1980, and no bugs to report.
hope it helps :hammer2:
 
thank bergrar!!

i reduces all tech costs after 1900 era by alot,
i noticed that my added tech to 1960 era - was way to expenssive compared to the other techs,
now its set,
and in addition - i reduced speed of the reserch - m4aning it wil be faster reserch in total.

ill upload the v1 .6 around later on today - i finished it !!!
 
gratz Keldath for your new patch, and thank for all the work that you do for our fun :)
I will before finish the old version till end i want to see the full mod till last day :) but i will do fast :)
The Dday started in 1972, the world is mine soon...i hope :)

thank for the patch on the speed after 1900, is the only part out of syncro.
 
bregrar

In most cases colonies over the long hull where a drag or (even crippling) on the parent.
There where some gems West Indies, East Indies, etc. but for the most part the benefits of a colony where to control resources and territory and to project power. A similar thing is being done in Iraq today. Iraq is not a colony, the Bush administration is trying to make it an American sphere of influence. To control a resource and project power in that part of the world…It costing the Americans big money to do this…so is it a drag on the economy? You bet! Is it worth it? If this was a civ game and you had no access to oil, you bet!

Your right, defensive games require different strategies.
Since the game only allows 1 colony per continent you need to modify your map type i.e. lots of islands or lots of small continents.
Sometimes you need to go to the scenario builder to get what you want and set the map up to suit your desire.

A really nice mod would be to have trigger to add a news civs at certain times of the game like 1200ad, the new civ would be placed on an empty continent and would not have time expand to whole continent before you arrive with your settlers, you act nice and peaceful –give some techs and resources and trade…then Napoleon arrives and attacks or is threatening to attack and the new civ asks to become your vassal. You could simulate this in the scenario builder by giving the new civ a really bad start – like in a dessert and cut off from the main continent…add some barbarian cities on hills with , barracks walls, fort and duns to stop the AI from getting an easy city – also give some workers.

Hope that helps.
 
Before you update the patch, i will like to give you some advices about the turns.
After 1900 the game becomes unbalanced, result at 1980 we have the tech of about 1930 with some little flavor of 1980 like globalization.
i think you could to add some turns in 1900 2000, or make the techs less expensive to balance it .
i am not expert in programming but i fell the game really unbalanced after 1900.
I am leader in techs with big advantage so i cant grab any techs from others, and my vassals are to slow in research.
the game is really fast with 25 civs huge world in 1980, and no bugs to report.
hope it helps :hammer2:

I agree but in my games tech is way slower, I had rifles in my last game when most civs still had not hit all the middle age era techs.

I suggest making alphabet a requirement for calendar to get the civs trading techs quicker. For whatever reason most civs don’t research this until very late.
 
oh god.......and i thought ill have the weekend off.......................

the 3.13 have changed tis of stuff,

i have to merge my mod to it, hopefuly ill do it all in2-3 days.

im not sure though if il be ble to merge the city rt stys -wont be easy thats for sure guys.
 
For the second time i played this mod i founded about 6 religions and go for a cultural victory.
I agree founding religions is unbalanced. It doesn't make sense that the civilisation that researches techs faster get all the religions. Instead it should somehow depend on culture which is the main foundation of any religion.

what about the following Ideas:

Every player will have a total religion culture accumulator which get filled with culture generated from cities. Every religion will have a accumulated culture cost which has to be paid with accumulated culture to be found. The first player that researched the required tech and have enough cumulated culture will found the religion. However, when no civilsation can pay the required culture cost, every culture which has the enabling technology, will gain an X% of the total required culture cost each turn. THe first player that can meet the culture founding cost, will found the culture and lose all religion culture.

This will result in religions being evenly distributed over players over time and will improve the importance of culture in game.

This system is both simple, fair, balanced, elegant and easy to implement.
 
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