Doto [AdvCiv ModMod]

Hi keldath, I played to turn 167 and got a crash ("civilization has stopped working"). I reloaded the game to 4 turns before the crash ; and I have played another 60 turns with no problem so far. I am playing a "random script map". Could this be an issue with Vista? Thanks again for the effort put into this. I love the graphics and the new units. Great job!!!
 
hey guys,

thanks for the feed so far.

coalman,
random map and vista - the two are a recepie for a crash,

i recommend you play on one of the normal maps - like archipelago and so, i havnt tested the random ones - i think its something with my added resources, a while back, i have tested some of the maps, and i have removed crash causing maps, i guess you found another.

i hope you try to play on another map and tell me how did it go, i also heard some problems with vista - due to run as administrator stuff or something like that - its has to do with revdcm, i think.

i hope that you'll be able to play a normal stable game.
 
I just started playing this a couple hours ago, and it's a lot of fun so far. My only problem is how squares become "Impassable" battlefields, especially from the enemy just seeming to walk across a square in my territory. I had a swordsman walk unharmed right past my force of three horse archers and attack my city because every time he moved, the territory became an impassable battlefield.

Edit: It happened again in a new game. I was using warriors, but against both Barbarians and AI units where I can see all around them.
 
ShiroBlade, hi and welcome,


i have no idea what you mean - how can a terrain become impassible?

perhaps there was a mountain there? and the ai just passed through the mountain?

if you have a savegame i can take a look, other wise i need some more details.

thanks a lot!
 
Man... you are like the best dude ever ... simply awesome..... your awesomeness shines with neverdimming light.......
etc...etc...
Now .... Thanks! .. but I need to go... game is waiting.....:king:
 
Been playing this we, changed many times. The first remark I have to make, well the one that comes just after: "youpi, I love this mod", is the power of the range attack for archers. It seems to powerful for me. all you need is 5 archers and 2 or 3 good defenders, 2 or 3 good attackers, and you go killing every one. I had to decrease the power form 40 to 10 (i needed to look a little bit to see where that can be changed ;-) )
Didn't you have the same "problem"?
by the way i play monarch/emperor
 
Keldath, the terrain become the ice battlefield. I don't know how or why, but it only seems to happen when I'm attacking. I'll see if I can replicate the situation again.
 
Hey, is there ever going to be a chance to get a custom map scenario for this mod w/ the extra resources included on the map?

I like how only certain civs can found religions on your mod, but would love if I could play on a map with all the resources included. Also, some of the religion(s) for certain civs are interesting. (hinduism for the vikings?) Other than that, seems really cool.
 
hi all,

HannibalBarka,

yeah i think your right - i thought having ranged a for archer would be harder (ai uses it a lot).

i have tried it a bit under multi - and it annoyed us since the barbarians and taking on a city became harder,
so for my mp game - i removed it, but i left it for the regular release, do you think i should remove it completely? or just greatly reduce its damage?


ShiroBlade,
are you playing with battle effects on? if so - i strongly recommended not to.

frobbage,
hi, i was asked this before, don't remember if you asked me this, but anyways, i have given this some thought actually, but im not familiar with creating scenario's, but perhaps - if this version of overlord will be very stable and balanced - i might consider of making a scenario.

im not sure why not all resources wont appear on the map , though i have a lead to seek out why.
what kind of scenarios do you have in mind? how about world maps for start?
this idea excites me, might do it very very soon, thought i have no idea on how to.

the religions, thanks glad you like it, some of the religions per civs, i we assigned randomly since i couldn't find one that will be suitable, so we went with the most logical choice, i think,
i was thinking on giving religions some more uus, we will see in the future.



glad you guys like this so far, plz hand me some more feed so ill know what to improve,

after i get some feedback ill upload a small patch with more tweaks, like changing the archers ranged attack.
 
I have Win7 Pro x64 and so far everything goes perfect. I changed graphic to Improved Graphics and ...can't stop playing. It puts my project on hold..... prof. will be mad as hell.
It is amazing how you Keldath mastered mode-making with the time. No errors....plays smooth .....simply, pleasure to deal with.
If there is any election you are starting in I put my vote on you.... just point into right direction.... ;)
...wow it is 12:13... a thik I should be at work at 8 ....I am kinda late...............
(just kidding)
 
I put the range attack force to 10 (than to 20) instead of 40, and it looks more balanced; because otherwise one should just build archery units ;-)
One remark. In the Excel sheet, the Greeks religion are jewish and hellen, it's rather nature cult (can't remenmber its name) and hellen
Agri and indus are too powerful compared to other traits. I am playing Louis 14 as the Greek and he is too powerful (emperor level)
 
How does one make a religion your state religion in this mod? In the game I am currently playing I was the first to research and discover Druidism, and one of my cities is the Druidism holy city, but the game will not let me change to make it my stat religion. Is there a certain tech that needs to be researched first, or what?
 
krushyn,
hehe, happy to hear :) thanks buddy.

HannibalBarka,
great thanks for the info, i will change it soon.

GoUtes53, hi there,
sounds weird, you cant convert to druidism?
the religion works differently in this mod - each nation can only learn two religions tops.
can you plz upload a save game so ill know what you mean?

thanks people.
 
I've been playing Greece as Louis 14 on Emp, and I'm in the renaissance era. AI seem struggeling with the rev part (but that is not surprising), what is surprinsing is that AI tend to not adopt a state religion!!!!
Mercenaries aren't doing much good to their finance I also suspect.
Oh, there is also another "weird" thing: barbarians do often find religion !!! in this game Daoism was found ina barb city, and in a previous game, both Bouda and Amun ra were barbarian founded, is that "intended" ? does it happen when none of the civs present in the game can foun said religion and so you "affect" randomly to the barb?
 
HannibalBarka,

hey, interesting,

well - i never played with revolution option on, so the ai economy might be in a bit of a problem,

i thought a lot about the mercs, i thought of 2 options:
1. remove them completely
2. changing them to units with high support cost, and without actual gold cost.

i have played - without mercs.

what do you think?

the religion by barbs - now that is kinda weird, i did not encounter this one, it is not intended that civs religion that aren't preset should be founded by barbs - but its sounds like a nice side effect huh?

i play with most rev options off, so i didnt test it a lot in that environment, so, can you tell me which options are you using?

besides this - how is the unit powers? game balance?


i really think ill release a patch removing the mercs - i suspect they damage the ai economy too much.
 
hi keldath,
regarding the resources, I just meant that playing a scenario world map doesn't work with the extra resources, and it would be really cool if it could.

about the scenarios,
if you could make a world map with somewhat accurate resource allocation, historical starting places, and limit the religions that each civ can found to be more historical, i think that would be really really awesome. I don't know how hard that would be though :(

Hmm well there are similarities between the Norse and Hindu religions (they are both Indo-European) but Druidism seems more realistic to be because it's so much closer.
 
*BUG REPORT*

1. A historical mistake.
Firstly I wanted to point a historical mistake out; the two Israeli leaders(Solomon and David) have their traits all wrong, now they are:
David(spiritual|Commercial)
Solomon(Aggressive|Organized)

Maybe this is how they should be:
Solomon(spiritual|Commercial)
David(Aggressive|Orgenized)

Reasoning:
David was the aggressor and the vanquisher of the Philistines in the Valley of Elah, he shed blood in battle(which is an unholy thing by nature and by creed) and thus was prevented from building the holy temple, he is attributed as being the writer or the one who banded together the book of Psalms(Tehillim - in Hebrew; only 73 of them are signed by him) and thus regarded as a warrior-poet king (Making Vivec unoriginal :p).
Solomon, on the other hand is being perceived in culture as the one who forged trading alliances all over Asia and Africa and organized the kingdom to be a dominant trading superpower(in terms of those days), we all know the Indiana Jones movie "King Solomon's Mines" which is to show the validity of my claim that he was indeed more suitable to be regarded as a Commercial leader in the game. He formed the Diplomatic-Economical infrastructure needed to import goods and raw materials to build the Holy temple and maintain its ceremonies, the logistical and legislative infrastructure required to gain the manpower for the project(again - for building and maintenance).
Like his father before him, he took the task of composing a book of knowledge(Ecclesiastes - Kohellet in Hebrew) who bears his Pseudonym.
He is regarded as a wise monarch and a fair judge.

Both kings were traditionally ordained by the lord and were acting as the executers of his will on earth(according to tradition) in the years c.1040–970 BC(David) and c.1011-931 BC(Solomon), the little BC thing by the end of the date kinda makes me believe that Christianity is not Solomon's favorite religion - as the sevopedia claims. :rolleyes:
I am aware of the fact that the sevopedia is not complete for this mod. :)

It would be nice to see a Muslim Saladin, a Hindu Asoka, Hellenistic Alexander and so on...
I recognize that some might want a complete randomization of religions so maybe there could be a check-box for that in the map creation screen or in the BUG mod menu? that'd be sweet. :D

2. The Bug
I am playing 2.3 and inquisitors are not working properly.
My stats are:

Inquisition Options: Inquisition enabled, Holy city relocation.
Leader: David(spiritual|Commercial)
State Religion: Judaism
Hereditary Rule|Bureaucracy|Cast System|Free Market|Theocracy|Citizen Army|Private H.C.|Apprenticeship

Spanish Inquisition project *does* have effect but the inquisitor unit does not - they don't seem to get the button, not even grayed out.

I have even tried to take out all of the unit's prereq's in the CIV4UnitInfos.xml file just to see if I get the button but nothing works.

Good job on this mod! I know how hard it is to make all the different mods work together, keep up the good work!:goodjob:
 
tuxu, hi there!

i enjoyed reading your post,

i agree on the traits being wrong - ill tell you the reason,
long time ago on one of the early versions of overlord - me and my friend played it on mp - and he insisted to be aggressive org' with solomon...so..i change it. since i have touched it.

so, i will change it as you said for next update.


inquisitions - well im now aware that this componant has some problems with this, so until next revdcm update, i cant do anything about it.


****
gu6ys, im checking the conversion problem, i might be on to something.
 
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