Doto [AdvCiv ModMod]

Hmm keldath, did you nerf corporations? :)
Creative const. gives 0,07 hammer per resource, think it used to be 0.5
Mining Inc gives 0,17 hammers instead of 1. (Mammoth map size)

Edit: Right, that explains it. Last time I played it was on a Huge map where mining inc gives 0.5, I assume its tied to corp maintenance variable in worldinfo.
Going from 50% to 17% seems kinda harsh to me :)
Gonna see if changing it works on ongoing games, doubt it tho :(

Edit2: Actually it did work ^^ I'll set it to 33% for now and see.
I understand it needs to be lower cause there are more resources around. But with the more aggressive AI (and using aggressive AI setting :P) You don't really make a lot of friends^^
And for some reason, the AI always wants an arm AND a leg for Iron... E.g. Russia, who I have +12 relationship with, has 7 iron. And he wants my only coal and marble + 30gpt for 1! :) (copper etc seems to be valued "correctly")
 
Commander Bello,
thank you for the post and link,

at least you got to fix it,
thanks.

my v 1.5, will be vista compatible, not to worry, tommorow ill start working on it, if everything goes well and fast....imight even finish in less then a week.

vanchelon,
i havnt touched the corp stuff besides taking out corp units,

ill look into the ai setting, also the iron and pother resource trade, cause it annoying the ai wont trade, normally.
also, some ai leaders, i made them to be a little more angry, and once your at war withem, its even harder to get peace back.
its another todo thingy.

anyone think i need to insert more tech? and where.
 
@ Resources, ye some resources are a bit too hard to trade for.
They should be hard to trade for if a. its a strategic resouce and if: b. Player doesn't have the strategic resource, like oil/iron etc.
Some leaders refuse peace until you get currency. Well not true, but they want a city for peace, regardless :) Once you get currency they are content with 100g or so.
 
hi people!

good news!

v1.5 beta is ready!!!
it includes:

-bug mod 2.22
-revolution mod 1.4
-unit statistics
-super spies mod
-scrollble screens fod: civics + religions + corporations
-pirates mod
-vicinity mod by shqype


i need some ideas, can you offer me some buildings thats needs a speciphic resource within city limits?

also for units?

thanks guys!
 
There is a lot of ideas that come to mind. In general terms a manufacturing facility for resource X that gives gold, production, or food boost for the city that has the resource in its workable area. For instance a Slaughter House can give extra food percentage with cows, and pigs. With a later tech (Refrigeration?) it can also give extra gold (as meat can be exported fresh and in larger quantities. Textile workshop can produce some gold with cotton, sheep, and silk (different percentages for each resource would be nice), Later a textile factory (with industrial revolution) can also give extra hammers as well. Strategic resources can boost military units training. A Bronze Forge with copper, a Steel furnace with iron.

There is actually unlimited possibilities especially if you add buildings that require other buildings so a city evolves and get richer because of the resources it has (historically accurate). Also a building that requires 2 or 3 of such special buildings would give advantage to civs that have several instances of some resource (think Phoenicia and Dye, China and Silk, Flanders and wool, etc.).
 
Aye, nice ideas Kalimakhus :)
Also noticed that Rise of Man has "submerged town" instead of sea mine/farm, not sure which I prefer yet ^^
As for 1.5, KGB needs fixing for larger maps. As it requires 1 scotland yard, it cannot be built on maps larger then Huge (it then requires 2 scotland yards which is impossible).
Maybe change the req to a number of espionage specific buildings like.. 4 Intelligence agencies (avaliable with the same tech)
Also how are you supposed to get a great statesman? Ive never seen any :)
 
hi people!

good news!

v1.5 beta is ready!!!
it includes:

-bug mod 2.22
-revolution mod 1.4
-unit statistics
-super spies mod
-scrollble screens fod: civics + religions + corporations
-pirates mod
-vicinity mod by shqype


i need some ideas, can you offer me some buildings thats needs a speciphic resource within city limits?

also for units?

thanks guys!

So..........how does one acquire this 1.5 beta? Link? :)

JosEPh ;)
 
Kalimakhus, Vanchelon ,

thanks for the ideas,

as usual ill use them.

JosEPh_II ,
you want the beta???....wouldnt you have the finalt 1.5?

right now ive merged everything and tested,
it seems that evry now and then theres a ctd occuring,
i read the dale 1.5, has a ctd in it , also in revolution mod theres some problem,
so,
im not sure i wanna relese an impared 1.5 with known bugs,

i thougt of building a version that has only bug mod for now,
until the two errors will be fixed,
but i dunno what to do at this point,
so right now im just into testing,

oh and im gonna ad a new civic option - i thought of naming it "wealfare"

and introdue the first civic option in some late stage, kinda like a civic that becomes optional in late history.

ill be happy to get some other ideas for an additional civ.

im also planning on adding some more religions.

:)
 
@Keldath

Revolution should be working fine except for some problem with the CvPath.py file reportedly causing a problem if your civ4 is not installed in the default path or you are running a non-english windows.

DCM - some components cause CTDs. You may disable them by default (Stack Attack and maybe Opportunity Fire). You can disable them by default. The rest of DCM works fine AFAIK and it sure worth having. I suspect that much of the CTDs DCM gets are due to the BTS engine unable to handle the intensive graphics implied by Stack Attack. Otherwise I sure hope dale will get the thing to work properly (eventually).

For now try to disable Components of DCM incremently and see if you still get these CTDs.

And of course good work! You accomplished this rather quickly!!
 
Kalimakhus
thank kali for the cheer up!

i indeed turned off the componants,

im in testing phase now,i can track the ctd, and ill try to see which componant cause it exactly,
and yeah, stack attack was not working properly from day 1.....

im uncertain when ill release it public, i still wanna prefect it, cause i hate to release a version with a ctd....

:)
 
I've been playing 1.4 and I've discovered a couple of issues.

The Destroyer is setup to upgrade to the Aegis Cruiser but the destroyer comes later, therefore you can never build the Destroyer.

Also late in the game, there is a lot of automatic unhealthiness. This makes it more challenging for large cities but for small ones, it halts their growth. I have a couple of cities that are stuck at size 1 because they cannot get enough food to overcome the challenge. The size restrictions on buildings prevent you from being able to add enough health to stimulate growth.
 
guber327,

first, thank you for the report,

about the destroyer, vanchelon did the upgrades for me, maybe me or him missed that.

the unhealthiness....mmm....
ill add some more buildings that add health bonues with no restriction,
or would you suggest taking out the negetive bonues? but indeed my intention was to create more challange,

how about i give the option to build a caraven that designed to give a boost to the city food or grouth? make it to cost some money?

thses issues will be fixed for the next 1.5


an update on 1.5:

though i have a stable working version of 1.5
with all of the new additions,

ive decided to add the mods one by one, to detect the one thats causeing a random crash -
i wanna find out if its dale 1.5 originated, or revolution mod,

cause i want a 100% crash free 1.5.

if ill find out that dale 1.5 causes the bug, then i will consider to release the overlord v1.3 for now cause that one is stable and has no crashes.
unless dale will get a v1.6 out.

it will take me more time, but its worth it.
 
Hi,

In version 1.4 there is a mistaken spelling in several places, in Units and Tech XML.
Instead of NAVAL it says NAVEL in MODERN_NAVAL_WARFARE.

This might cause problems. Also, I think Destroyer and Battleship should switch places with AEGIS and Attack Submarine: to SONAR (or even earlier than that) with MODERN NAVAL WARFARE

Hailas
 
I've been playing 1.4 and I've discovered a couple of issues.

The Destroyer is setup to upgrade to the Aegis Cruiser but the destroyer comes later, therefore you can never build the Destroyer.

Also late in the game, there is a lot of automatic unhealthiness. This makes it more challenging for large cities but for small ones, it halts their growth. I have a couple of cities that are stuck at size 1 because they cannot get enough food to overcome the challenge. The size restrictions on buildings prevent you from being able to add enough health to stimulate growth.

I agree about destroyers...I was always able to get AEGIS before them.... when destroyer belongs to the 19th century and aligns with dreadnoughts in a timeline.
Now about growth for small cities in later times. I like it the way it is. First of all it is always harder for small cities to expand when large cities are present around , especially in later ages. It is all about migration, lesser opportunities and so on...in addition we all get same junk , when bigger cities have more money to address issues, small always struggle. You can send some workers to work around, place cites with access to bonuses and sooner...well later in that case, they all will emerge. However I do like idea and mechanism which came from it that in later ages small cities do struggle to expand. I wish that this will be kept the way it is.. It is just more realistic in my opinion.In addition I like restrictions for buildings related to the size of city. It simply work! In early stages your city will be already 3 or bigger before you will be able to research technology which will give you some building. It simply works the best this way.
So as much as I want to get 1.5 into my hands ..... I will patiently wait and enjoy unprecedented stability and reliability of 1.4 I have to admit - 1.4 is the most stable mod I played...and I do play a lot CIV as my anger management private program ;)
 
Hailas,

spelling is my weak spot.....thanks for the info i will currect this,

krushyn,
thank you so much for the kind words!

i played civ vanilla, and i learnt the gameplay, and frankley, i thought the game wasnt too difficult , not reffering to the ai,
and watching other mods, and the vanilla,
cities get to 25" 40" size city...well it annoyed me,
added the mylon enhanced mod, cause with proper care, you can have a mega city wioth 4 tiles...but its aint easy
so i added negetive bonues, i like the logic you described about small cities in late game struggle to develop, i havnt thought about it, but, i realy like that interpetation,
i will indeed continue the struggle, might ease it up in some ways.

the city size mod, well i think its inginius,

1.5, will also bring vicinity mod resources,
units will require a resource within city limit, i added it to almost every ww1 mechanized unit to modern era, to need a resource in the city vicinity, that will defentliy impaire the use of heavy war machines, you can no longer build strong units everywhere,
i wanted to give some advantage to infantry, though they are weaker then armored units, i made them vicinity res' free, so you can play more with infantry.

my guide line for this mod was always:

multiplayer playble
small sized mod
much strategy gameplay
lots of units with logical placment

mega mods in civ4 often crash, that somthing that i wont tolorate! so i wanna take the time to re add every componant of 1.5 to trace the problamtic one, and release a massive version with much upgrades in it.

stability is the game name :)

and modding is my anger managment ...


***edit***

do you guys want me to release a small patch to fix the naval ships thingy reported above?
 
Hmm, I admit I hadn't played up to the point of destroyers when I made the change, I had assumed that aegis cruisers came after destroyers :)
They do come quite late ingame, destroyers that is, in comparison to vanilla. So they should probably be moved a little earlier in the tech tree.
I guess Keldath can rearrange them tech wise ^^^
I suppose they could be set to upgrade to stealth destroyers as they were originally aswell...

Other then that.. any opinions or suggestions about unit stats? Happy with the late unit bonuses vs early-mid game units?
 
Sounds like the problem I have - only that I use XP not vista - I will give it a try. Thanx
Hi RealAtaman,

did it solve the problem for you as well?

In that case we might assume that it solves if not all but at least some of the problems related with "non-standard" installation paths.
Any notice could be helpful.
 
Hi RealAtaman,

did it solve the problem for you as well?

In that case we might assume that it solves if not all but at least some of the problems related with "non-standard" installation paths.
Any notice could be helpful.

Unfortunatly, I`m still missing all the menus, 1.3 works fine except the occasional CTD at first round after starting.

My folder is C:\games\sid...... and then the normal path.

Lets see whether I have the same problem with 1.5 . No time to play yet anyway :(
 
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