Doto [AdvCiv ModMod]

Oh, I'm keeping an eye on this.;)

Just a question though: will Mountains be passable for all units (hope not) and in what way will they be workable? (I reckon there should be some limitations as what you can do w/Mountains - as w/Deserts.)
 
ahh jellen, nivce to see your interested in ol :),

well,
i think wheeled units should be limited on mountains,

also, thinking of adding an mountain improvment in mid game tech, that will give mountains some bonues,
for start i think to keep mountains with no bonues, untill the improvment becomes availble,

would love to hear your suggestions :)
 
Well, it seems a reasonable suggestion to not allow any wheeled or cavalry units on Mountain squares (plus maybe give them a 3 MP movement cost) or allow only advanced wheeled units to do so. (It might be interesting if a unit would need a Mountaineer promotion to enter Mountain squares; this would rule out plenty of units anyway. Alternatively, you could limit the Mountaineer promo to certain units.)

Also, will it be possible to build roads and settle on Mountain squares?
 
So, I take it that some of my suggestions may make it in to Version 2.0? Or do I have to get Gandhi to declare war on you. :)
He did that to me once. Whoa.

Joking aside, let me know how you're coming along, and how many of my annoying suggestions might make it in.
OH, and I will someday get around to marking how bad some of the technological penalties are.
*Cough* Refrigeration* cough
 
hehe...your ok david..your ok...:)

well... as i told ya, ill use all of what youve wrote,
your posts acctually became my blueprint for the work, 95% of you suggestions - i used exactly.

i removed the refrigiration negetives....

im coming close to release, everyday, i add more stuff, refine more, testing and such.

its coming along really nice,
ive decided to add many of tsentom1 wonders, you can check them out in the mod componants,
these should add more interest to the gameplay.

id love for some more suggestions from you, cause your thorow :)

at the last stage ill do my bext to try and maybe add a new religion and a corp, but i dont know how to do the fonts yet.......

thanks for the interst :)
 
I just zipped it, started a game ... and there is no control panel or whatever you call it on the botton 20% of the screen... what did i do wrong? other mods have not had this problem.
 
So I installed the mod yesterday. I have a few questions:

1. Is it intentional that I can, after conquering for example a carthaginian city, build their UU's in that city?
2. Is it normal that I can only found one religion? I had founded druidism and after that I could build for example "found judaism" but the religion wouldn't be founded. Also I was able to build "found hellenism" even though it had already been founded by another civ (again there was no effect).
3. Do you plan on adding Blue Marble to the mod? If no, is there any way for me to include it (I don't really know how to mod so if you could me help me it would be much appreciated).
4. Is the quickest possible speed marathon? Any way I could change this, or just some parameters (for example i want to decrease the culture and growth thresholds).

As a final thought I must say I'm very impressed with the fact that this mod has a lot of stuff in it yet plays comparably faster (talking about the wait between turns) to RoM2.51 for example.
 
danielseses, hi there,

ok here we go :

1. kinda intentional - theres a game option - named assimilation - it allowes to take conqures civs uu - you can turn it off through the custom game options.

2. yes, again intentionally. my religion system is uniqe - each civ has its own uniqe 2 religions that it can found in a game, that system uses the discover religion buildings, from those 2 religions, you can only found 1 - thus limited religions. in order for all of this to work - you can build discover religion building even if the religion was already been founded, its only 1 turn, so your not loosing anything.

3. im not adding blue marble because im trying to keep th mod with small graphics - that means less proccessed data - and that means fatser game.

4. there are a lot of game speeds to choose from, 300 up tp 3000 turns, one thing im weak at is making the speeds currectly, you can chage values in this file - civ4gamespeedsinfo.xml in assets\xml\gameinfo\.

glad to know your impressed, the main ideaof this mod, is to be playble, even in late stages on large maps, the way to do it - as i wrote - reduce data -mostly - graphics.

rom, is about more and more and more, the mod size crosses 800mb. mine is 1/3,
i barley added building graphics, buttons,sounds, and civilizations,
the key - the less sized mod, the stabler and faster mod.

a few things you asked about that im changing to my next version:

1. ive added colonization terrain graphics, its not blue marble, but its a nice change of terrain.

2. ive added revdcm 1, so now you can choose to be able to found the 2 uniqe religions of you civs rather then 1.

3. imextending the tech tree alot, completley different straucture of industrial era - til future era.

im working hard, release hopefully will be in the next coming days.

enjoy,
kel.
 
4. there are a lot of game speeds to choose from, 300 up tp 3000 turns, one thing im weak at is making the speeds currectly, you can chage values in this file - civ4gamespeedsinfo.xml in assets\xml\gameinfo\.

Weird, the quickest i could select when setting up a game (it was "Play Now" though so that could be a factor) was marathon. Anyway thanks for the XML info, I like playing marathon, it just seemd a bit weird to have to wait 20 turns for a city to grow from size 1 to size 2.

1. ive added colonization terrain graphics, its not blue marble, but its a nice change of terrain.

2. ive added revdcm 1, so now you can choose to be able to found the 2 uniqe religions of you civs rather then 1.

3. imextending the tech tree alot, completley different straucture of industrial era - til future era.

Well I like Colonization graphics better than Blue Marble so :goodjob:

Another thing that I really like about your mod, which I forgot to mention in the previous post, is the 3 UU's per civ which actually are unique, not just different name and graphics. They're not exactly what I would imagine them to be (for example the Ottoman infantry unit seems a bit unhistorical to me) so if you're up for some suggestions I could give you some (could also work on the actual implementation if it's just XML). Of course this is your mod so ultimately it's up to you.

Well thanks for the reply and keep up the good work :)
 
hi again,

well, i really suggesest you always play through costum game option,
i think most mods are played through there,

youll have many options my mod offers to select from that in play now, you dont have access too,
check it out.

3uu ...well most of the units there is just a bunch of names ive made up....so, i would be happy if you can give suggestio for names, new models, attributes of units and everything you think needs to redone.

tell you the truth,
i never got around to play a full game in civ since warlords came out, im mostly into modding (now that wierd!), so my mod is most of all what my players desire.

:)
 
hi again,

well, i really suggesest you always play through costum game option,
i think most mods are played through there,

youll have many options my mod offers to select from that in play now, you dont have access too,
check it out.

3uu ...well most of the units there is just a bunch of names ive made up....so, i would be happy if you can give suggestio for names, new models, attributes of units and everything you think needs to redone.

tell you the truth,
i never got around to play a full game in civ since warlords came out, im mostly into modding (now that wierd!), so my mod is most of all what my players desire.

:)

I usually play through custom game it's just that I wanted to try out your mod before going to sleep (sure that took about 2 hours in the end, so.............. bad idea to play Civ4 before you should be going to sleep :p ).

As for suggestions I already have some in mind. I'll go through each civ and I'll send you a PM tommorow with my suggestions ( I have to do a bit of research first, historically and for models). And as said before if you find them worthy I'd be happy to do all the work (I'm thinking it's just XML because the models would be already done, and there won't be any need for Python).
 
hey people,

heres an update on my progress:

ive made many changes in the next version,
i changed all of the tech tree - added many techs,
redid all of the units attributes.
added many stuff like:
a 9th civic - enviormental.
added 1 more religion
gonna add 2 more corporations.
and many addition,

version 2.00 will contains alot more then version 1/9.

release date is still unknown, but im doing my best, maybe a week or so.
 
Hey! What's cooking?
I stopped by to see what is up and I am so damn glad! New O2 is coming! That is exactly what I need now! :clap: ..... with all that free time after graduation :crazyeye:
 
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