Doto [AdvCiv ModMod]

how the hell do i get mercenaries in this mod, what buttons do i need to press got the techs but no mercenaries, its driving me nuts, please help ill be your best friend
 
RADIENT SILVER,

hi and welcome to civfanatics,

in the current version - 2.3 ive taken out the mercenaries, since the ai isnt using them quite well, it spend all its money on them - although if you play without revolution mod - its seems to be going ok.

if its that important to you i would be happy to upload a small patch for you to have the mercs back (the code is still there - just disabled).

kel.
 
HI
thanks for the reply, however the computer ai seems to have them and as just attacked one of my cities with a stack of around 14 soldiers 8 of which were top mercenaries, i got around $2500 sitting in the bank and thought if the computer can have them in his army why cant i. ive got 2.3 not 2.31 installed, and on the tech tree there are several techs for mercenaries, seems very odd the computer can build them and i cant he going to crush me at this rate.
please reply thanking you
 
well... i see,

getting mercs is easy - its just techs that has preqeq that you need to learn - then the mercs are available in your city to build - there's no special place where the appear, its just units with low hammer cost and some gold cost.

see what techs you need to study to get the first merc tech, hats all.
 
???? Sorry got 3 merc techs and techs that i need also resourses eg iron or copper for the first mercs but no pictures of any merc in any of my cities to build , im sure they should be there , im playing as romans perhaps they cant build them
regards radient silver
 
My game just keeps crashing randomly. Like I said, it doesn't matter what settings i use or players or anything.
 
LoserFry, i deeply sorry to hear this,

lets try tofind out why does it crash at your end so much,

i would be happy if you try with me:

first, lets see what are all the setting you are using -
1. what map script?
2.what game options - revolutions and so on.
3. what map size?

second,
what operating system to you use? win xp/7/vista?
what language?

third - can you supply me with a save game?
 
hey guys,
i have prepared a new version with bbai bug 1.01b,

but,

it does not include revolution components,
instead of dales ranged bombardment im using line of sight range bombardment of vanilla civ.

is there anyone here that want me to upload this version?

im calling it 2.3.x.


******
besides that ive been working on the next version 2.4, and theres a lot of changes, right now im pretty much ready, but im waiting on the next revdcm version , and that might take a while.

anyway - here's the change log for the stuff i made for both 2.4 and 2.3.x
-removed sdk code for forbidden religion
-added back religion system based on buildings, along with barb limitations.
-added revdcm 2.721
-reduced archers ranged b - make it so it cant kill units
-raised costs for important techs
-moved oil well earlier to compounds
-renamed a few techs
-changed slope mine (also shaft mine a bit too) to be more usful and mainly to be an alternative to mine
-added 30%+ combat against melee to all rifleman, musket,cavalry and CUIRASSIER units - they first gunpowder units must have an advantage against swords..
-changed values and parameters for most early ships with some of the modern ones
-changed speed values - mostly for wonder cost, unit cost and growth.
-religion techs cannot be traded,and hopefully - no religion choosing after one has been founded.
-fixed some text issues of religions
-raised a bit the horse appearance
-change some of the leader threshold for making diplomatic deals.(not many)
-reduced ai declare war probability on handicap
-change art for slope,shaft and grove
-removed 1 of the road type (the modern one) and moved road to invention - dont think that it was needed...right?
-added 3 more difficulty levels - with higher war probability
-removed all collateral damage to every tank type (except a few unique ones)
-removed city attack bonuses form markv
-ai attitude towards stuff like close borders, same religion - all now have been changed to vanilla (much nicer leaders)
-reduced ai war declaration probability - instead as said - 3 more difficulty levels with less war.
-changed the entire tech tree of RENAISSANCE era -now rifleman, cavalry musket grenadier time is longer.
-there are now 204 techs in the tree.
-added some more free great people to the tech tree (not much).
-added 2 buildings - 1 fortifications - gives 50 defense after walls get obsoleted + wonder that grants 35 defense to all cities - defensive barricade
-added 40 new events from jkp1187 event mod - theres a list on the doc folder
-added 35 events from modern warfare
-made the leaders to be less inclined to trade gold - total and per turn
 
Well, I can't figure out how to add a saved game. I've done it before, but I can't seem to get it. When I click "add file" it doesn't show my save game in the right folder, or any folder. I use Vista and it's English.

The setting doesn't matter, really. I've played with every setting and without every setting. I've done smart map fx mammoth with 18 players, and I've done simple maps with a tiny size. It doesn't make a difference.
 
When I try to load this I get thousands of XML errors mostly about schema. Is there another mod that has to be installed to make this mod work?
 
LoserFry,

well, its very strange, i think its cause of vista, i had people with vista saying the mod crashed,

i might upload an alternative version that might work on your end, ill let you know.

sorry i cant do more.


jefmart1m
hello and welcome,


no other mod is needed,

plz tell me - what civ bts patch do you have installed? 3.19 or 3.17 by any chance?

i think your using 3.17 from what you describe,
unless you have installed overlord2 on top of a previous version of ol2.

hope that the case, if not - and you have 3.19 on board,
delete all overlord2 mod folders you have and do a fresh install of ol2 2.3 and the patch 2.3.1.

good luck, tell me how did it go.

:)
kel.
 
Hey, new version! I'll go give this a whirl.
I've been gone from the forum for a while, due to being busy in real life.
I'm getting back into playing Civ 4 now. :)

I'll play with the new version.
 
DavidB1111m
hi ! indeed you where absent, i actually noticed :)

wait on the current version!!!

im uploading a new one today!

it will include the new revision of revdcm with bbai 101, along with many changes ive made (most are listed above).

LoserFry,
i have some hope the new version will work - if not i will upload for you a second version that might work.
 
version 2.3.5 is out

hey people,

ive finished version 2.3.5 (its 2.3.5 and not 2.4 because revdcm is not yet ready - when 2.8 will come out - ill get 2.4 out formally)

here's the change log for this new version, many changes that should make the game better, id be happy to hear what you think of this new release after you play it a bit,

v-2.3.5
-removed sdk code for forbidden religion
-added back religion system based on buildings, along with barb limitations.
-reduced archers ranged b - make it so it cant kill units
-raised costs for important techs
-moved oil well earlier to compounds
-renamed a few techs
-changed slope mine (also shaft mine a bit too) to be more usful and mainly to be an alternative to mine
-added 30%+ combat against melee to all rifleman, musket,cavalry and CUIRASSIER units - they first gunpowder units must have an advantage against swords..
-changed values and parameters for most early ships with some of the modern ones
-changed speed values - mostly for wonder cost, unit cost and growth.
-religion techs cannot be traded,and hopefully - no religion choosing after one has been founded.
-fixed some text issues of religions
-raised a bit the horse appearance
-change some of the leader threshold for making diplomatic deals.(not many)
-reduced ai declare war probability on handicap
-change art for slope,shaft and grove
-removed 1 of the road type (the modern one) and moved road to invention - dont think that it was needed...right?
-added 3 more difficulty levels - with higher war probability
-removed all collateral damage to every tank type (except a few unique ones)
-removed city attack bonuses form markv
-ai attitude towards stuff like close borders, same religion - all now have been changed to vanilla (much nicer leaders)
-reduced ai war declaration probability - instead as said - 3 more difficulty levels with less war.
-changed the entire tech tree of RENAISSANCE era -now rifleman, cavalry musket grenadier time is longer.
-there are now 204 techs in the tree.
-added some more free great people to the tech tree (not much).
-added 2 buildings - 1 fortifications - gives 50 defense after walls get obseleted + wonder that grants 35 defense to all cityies - defensive baracade
-added 40 new events from jkp1187 event mod - theres a list on the doc folder
-added 35 events from modern warfare
-made the leaders to be less inclined to trade gold - total and per turn
-added immigration mod
-added tech by conquest
-added python wonders: ishtar gate, great bath, Leonardo's workshop now reduce upgrades
-added automate commands by affores - v 1.3
-added revdcm 2.722 revision from 23.06.10 - includes bbai 1.01b

have fun y'all.
 
Okay. I'll give this one a try then. :)
Looks good.

I'll let you know if something seems weird.
Oh, and to be honest, you should have an option to check to activate the Revolutions mod, not an option to disable it. :)

Never understood why people like so much micromanagement...
 
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