Doto [AdvCiv ModMod]

Vanchelon ,
hi,
thanks alot for the detailed post.

ill make sure to use everything you suggested,

indeed i made for now the battlecruisers to be endgamers for now, though in recent version i added future era.

ive added along the tech flow,
negetive bonuses acctuall, some to buildings , some to techs,

this was made to make sure that in late stages, happyness is high, science is high, culture, and the money levels are way high,
i wanted to make sure that through out the game youll have to build more buildings and never to get a super city with tons of bonuses...you know to make it a little more micro difficult.

as for aegis by the way, ill re think its position.

some of the bonuses might apear wierd but i tried to do a mixed combat bonuses to extent the strategy thinking - using multible units in battle,
not like most mods that you have a modern tank, and that the suppirior unit to its era, so i made 2 tanks each with his advantage, so youll need them both . this goes for most of the ingame units.

oh, i wasnt sure what the typhoon sub purpose in real life, ill make the amends.

also ill check the missile suggestions.

i decided to indeed work on a semi version, that will not include much stuff, mostly inckude tweaks and unit fixing for better gameplay.

keep feedbacking :)

***********************
zhardan,
hi,
what fighter promotions are no good? that denies aircrafts to use bombardment.
 
a small thing,

i added a modcomp,

that abled me to do, that all mechanized units, tanks and such, can only move on rad or railroad,
i know its not that real and some can sure move on rough terrain,
but,
it will add a strategic value to the game in the aspect of using more infantry to move, more transport vehickle, and off course more use of pillage :)
 
Ye, the typhoon(Akula) is a nuclear missile sub,
http://en.wikipedia.org/wiki/Typhoon_class_submarine
So it should retain that role :)
Other civs should get a ballistic missile submarine aswell tho so, either the nuclear sub or the attack sub :) (and tie the typhoon to the "normal" ballistic sub)

http://en.wikipedia.org/wiki/Los_angeles_class_submarine
Example of a non-ballistic/attack submarine (e.g, mostly torpedoes and tomahawks) employed by the US, sub-hunter/anti-warship sub I suppose, while the Akula is primarily a sub built for carrying nuclear weapons and not for hunting subs.

http://en.wikipedia.org/wiki/Ballistic_missile_submarine

"Ballistic missile submarines differ from attack submarines and cruise missile submarines; while attack submarines specialise in combat with other naval vessels (including enemy submarines and merchant shipping), and cruise missile submarines are designed to attack large warships and tactical targets on land, the primary mission of the ballistic missile is nuclear deterrence. Accordingly, the mission profile of a ballistic missile submarine concentrates on remaining undetected, rather than aggressively pursuing other vessels."

So judging from that, attack submarine ingame should be anti warship/anti submarine and the nuclear sub/typhoon should be weaker in direct attack and defense (should retain equal withdrawal chance).
Maybe 24-26 offense on the ballistic subs and 28 or 30 on the attack subs (and a +50% vs submarines + other bonuses vs warships). Maybe give the typhoon a small defense bonus vs subs (+25% or so) to set it apart, or maybe a +2 attack value.

A little trivia, the typhoon carries 20 SS-N-20 ballistic missiles with 10 warheads @ 200kT each. Ingame I think 4 missile slots is good enough :) Would be nice if it's possible to load missiles other then tactical nukes ingame.
 
hey Vanchelon,

ok, ive done as you suggested,
now the attack sub is mostly agaisnt other ships and subs,

and the nuclear subs, now caryy every type of missule (1) and the typhoon 2 for now,
you suggest 4?
the attack sub power now 24 with 23-35 combat values to ships and subs and the nuclear 26 with 15 conbat - none against subs. the typhoon is 28 .

think i should enlarge the cargo for missiles?
 
A small bug report:

1) the workshop terrain improvement becomes invisible once i hit the industrial and modern eras.

2) the mercenary units don't become obsolete. i'm currently in the modern area but i can still build crossbows.

3) there are two buildable units for the "fasion executive".

Other than that - excelent mod; one of the best i've played in a while.
I especially like the fact that it doesn't slow down the coputer and the turns take litte time to compute (unlike some other mods out there)
 
Nicky21 ,

hi,

1. that weird
2. yeah i know bout the obselete units, gonna fix all of then to v1.4
3. theres a bug that i fixed in 1.4

that very kind to say, happy to know this,
this mod entire goal -is to be fast in late stages, thats why you wont find to much civs,
no text for most units, not too much techs, and almost no new buttons for the buildings and units.

:)
 
so I downloaded it- very hyped btw

I extract it and put it in the mods folder and it has assets, sdk, info&history, the config settings and specialist stacker configs and a PakBuild. (just making sure I have all the right stuff in the mods folder right now)

Once I actually load the mod and play a game, I have a few issues.

when I start a custom game, the game comes up fine but there are no sidebar things- no mini map, no advisor buttons, no tech progress thingie, nothing. even the F keys dont bring me to them. if I go into worldbuilder, the box which normally comes up, shows up empty.

EDIT: I tried play now again and it came up with the right speed options, but I still get the same problems as in custom

if I do play now, the speed options are quick normal etc and not the ones that I see in custom, and in game is plays as if there is no mod.
 
I love this mod. The only changes I want are one's you are already planning for v1.4. Keep up the great work, I look forward to its release.
 
hey Vanchelon,

ok, ive done as you suggested,
now the attack sub is mostly agaisnt other ships and subs,

and the nuclear subs, now caryy every type of missule (1) and the typhoon 2 for now,
you suggest 4?
the attack sub power now 24 with 23-35 combat values to ships and subs and the nuclear 26 with 15 conbat - none against subs. the typhoon is 28 .

think i should enlarge the cargo for missiles?

Might aswell make it 4 missile slots for the nuclear sub (missile cruiser also has 4). As for stats, I'd suggest 26 power on the attack sub, +50% defense and attack vs subs, rest of the bonuses should be attack only, 1 or 2 more moves then the ballistic subs.

26 on the nuclear and 28 on the typhoon sounds good, slightly higher cost then the attack subs, +20% or so and as you suggested +15% attack or so vs surface ships.

Another small balance change I'd suggest, the marco polo embassy. Have it give +2 global trade routes instead of 3, even 2 is quite powerful :)

"Well" appears with a duplicate in the buildings list (disappears once built)

Can't think of anything special other then that :)
 
Have you considered including the PerfectWorld map script with this mod?

It generates some beautifull maps and i tried to include it myself but for some reason the game crashes every time in under 100 turs into the game. On other mods that map scrit works ok.
 
DarthDave4
hi,
theres a few reasons that what you dexcribe can happen:
1. your running a different languge from english
2.you did not installed the mod right - should be: civ 4 bts folder\mods\overlord2 = inside you should have assets and sdk...


guber32 ,
thanks alot :)

Vanchelon,
again i thank you for you insightfull posts,
i will make the changes as you suggested. keep feeding me :)

Nicky21 .
hi
i always thought of having one of the major map scripts,
smart map or perfect world,
thought i never looked at those mods, and i guess that the crash comes because in my mod i added some resources which probably needs to be updated in the prefect world files.
maybe ill take a look there.



anyway guys,

i wonder , what do you think of the idea that tanks, wheeled vehicles and such can only move on roads?
think youll like it ? (it will give more startigic aspect to the game - use of pillage, more use of infantry, and stratigic planning)

yours,
keldath.
 
DarthDave4
anyway guys,

i wonder , what do you think of the idea that tanks, wheeled vehicles and such can only move on roads?
think youll like it ? (it will give more startigic aspect to the game - use of pillage, more use of infantry, and stratigic planning)

yours,
keldath.

My only concern about this is if the AI would be able to handle it? It could become most damaging on naval invasions if the AI load their ships with a lot of tanks, IFVs etc and not able to unload them. As Im not a modder myself Im not sure how the AI would react, and if it could be modified to adapt to this.
If it can, and the idea is put into place, it would be good to have some form of infantry unit being able to build roads, maybe a bit slower then workers/clones, again, if the AI could handle it.
 
hey vanchelon,

well, ihavemt thought of the ai use of this......interesting,

i guess ill have to tun some tests, but, as we all know, the ai mostly build roads on every tile, and it pilages enemy imporvments, thus taking roads out also,

but....testing is req.

:)

bout the subs....
also....
test test test :)
 
keldath-

I am running it in english, so we can rule that out.

and when I listed my files I was at BTS folder\MODS\OverLord2-1.3



about the tanks/wheeled vehicles only on roads- I think roads should let them move normally. plains without roads make them move something like 3/4 of the normal rate. hills with roads at also 3/4, hills without roads at 1/2. and they would need jungles/forests to have roads to get through them and would still be at 1/2. I just think that it should be more of a burden to get them through but still possible.
 
forgot to mention this. when I try to go to civopedia (sp?) from the main page, it kind of stutters for half a second, flashes and brings me back to the main page without the pedia
 
keldath-
about the tanks/wheeled vehicles only on roads- I think roads should let them move normally. plains without roads make them move something like 3/4 of the normal rate. hills with roads at also 3/4, hills without roads at 1/2. and they would need jungles/forests to have roads to get through them and would still be at 1/2. I just think that it should be more of a burden to get them through but still possible.

IMHO: If you get into refining this aspect of the gameplay then you have to recognise that 'tracked' vehicles can obviously go across terrain that 'all-wheel' can't.... then what about half-tracks ?
 
hi keldath :) a few things.....

- the spoiler for a more detailed version history does not open, at the top of the first post.
- I'll download your mod soon and give some feedback. Should I get v1.2 or v1.3?
- Do you still need your gamefonts modified? I could do that.
- If you have some other stuff for me to work on just PM me.

Shiggs
 
DarthDave4,
hey,

well, im not sure why you have this problem.
maybe need to update you video card to newer drivers?
maybe you should post another thread in the main chat forum,
i have not idea why you have this, its very unfortunet, i hope you find a way cause,
im sorry i have no solution buddy.

Pilotis ,
hi,

i know its a grey area, not sure what to do then, on one hand, i like to limit the "heavy" weapons to roads, though tanks are built for rough terrein,
im thinking of giving limitations only to wheeled units, but then again...theres bearly any...
bummer.

Shiggs713
hi
1. ill check the spoiler
2. use v 1.3 - its well working
3+4 will be done :)

kel
 
Hey All,

I'm enjoying my first game of Overlord 2. Is there a manual or guide that has all the rules or game changes in it?

Thanks
 
hi biggie,

sorry, but theres no guide of such kind.

you may look at the first post,
you can see everything i added to the mod,
also, theres a spoiler that showes what was added each version i released,

if you wanna know somthing,
just ask here and ill answer.

enjoy.
 
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