Doto [AdvCiv ModMod]

krushyn, hey !

1. i have indeed raised the amount per era..you read my mind, already done for 2.3.6
i will try to edit some of the event though.

2. yeah i like that too, although 3 size radius will happen late at the game - changble via xml.

3. never played with it, but you guys want, and you shall receive.

4. interesting point - i would take a look, it would help if you can give me some examples to pint me.

5. that's my weakest part, i added a standard earth map to see how it goes - i really wanna have an earth map that starts from industrial ear - like a scenario, but im not sure i can set it up.
i will try to get in more maps and make sure they show all the resources.

6. had it before in my mod, and again, you asked, you shall receive!

7. promotions - not to worry - i have added occasional promotions mod, also added commander units that help gain bonuses in battle, further more, im gonna add some wonder giving promotions that are currently barley attainable.


LoserFry,
this error is from bug - or bug path - its cause of vista, you can ask in the bug forum how to change it - but i will have a look in some files there to see if i can change it - what is the patch of your installed civ?
 
On win 6.x you need to run Civ4 as administrator for BUG option saving to work directly inside the mod folder ..

.. too slow
 
I thought you had posted a solution right before me. Now that I read it, you actually didn't. Not too slow then.
 
ohh.. hehe :)


****

version 2.3.6

hi people, i think i will release the new version in just a few days,

again, ive made many many changes and additions.

here's a taste of the changelog:

added 3 sized city - depending on culture - its only on the last culture level (new one and need time to be reached).
added sea tunnel route - connects all sea tiles for land unit movement - availble late in the tech tree - costs a lot and takes time
CHANGED SOME civics stuff
capturing slaves - WITH SLAVERY CIVIC
complete terraforming:
*forest planting
*jungle planting
*terrain terraforming
- these actions costs a lot and takes time
* added bulldoozer unit that can perform these actions->upgrades to pioneer tank.
some health factors added to some improvements - like oil well - - 1 health
citadel, and keep - now can be upgraded from forts - no city work req like before
attitude changes for civics are unseen in the civic screen - dont know if theres an effect.
occasional promotions mod
added commanders mod - you get commander that in battle can give extra power to units.
raised all unit costs (from industrial to future) - THEY WHERE TOO CHEAP - 2-7 TURNS IN LATER ERAS...
added assimilation mod
added multiple production mod
added traits from rom2 and changes some personalities.

to do:
- add wonders that gives special promotions (like hero ones)
- the events currently all build with vanilla bts stuff - i need to edit some with ol2 stuff.
- added a fixed limited religion code



i would like to get some feedback on the buildings costs (any game speed you tried), i need to know if they are too cheap, normal, or expansive.
in 2.3.6 i have raised the units costs significantly, so i hope it will be better and not like before that every unit costs just a few turns, once you have a large city.
 
...........some beta to play with?
4th of July weekend is upon me and I have few days to waste........
... just fake one so I will find that nothing changed on Monday of 5th!
 
I hate your mod keldath, I hate so much that I stayed playing up to 2:30AM this morning!!!!!
I love it so far, apart from:

1. road only once you reach Invention !!!! that is too late, or is that intended: you really wanted us to walk 1 slot per turn until we get muskets!!! I put it back to Monarchy

2. many early civics sucks because of the "instability" penalty associated with them, so I found little incentive to chnage civic in the early game. Maybe you should "improve" them.

3. one remark the next version: you said you're going to put the 3 size city back, but that brought a lot of problem for the IA previously (they basically did not build many cities because they were prejecting that they will in the modern times have too much overlapping), do you have a "fix" for that?

thanks again for you much "hated" mod, my wife is gonna kill me this WE ;-)
 
heheh at first i read "i hate your mod", i got paniced! then i saw its you....

im sorry them, i will cease every work on the mod , i dont want your wife to be angry.


1. humm - i did 4 road types - from wheel you can build a cart path - its like road but a bit worse, didn't you see it??

2. yeah i know i have edited the civics much in the last versions, i will do more, if you have some specific notes that would really really help.

3. yes i remember that problem - i remember we talked about it, i have used a new code, one that is used by afforess in his "a new dawn" its not the same as the old one i used, i have ran a game of 1200 turns, and it seems they does fine.
another note - is that there's only one culture level with 3 size city - "mesmerizing" and it requires tons of culture - so for now, 3 size will be limited to a number of cities, and in a very late game.

krushyn,
id subtle for a 4th of july stake :)
 
hey man,

im uploading now 2.3.6, will be up shortly - thought i wont put it on the front page yet.


***
yeah, i figure your in for Argentina huh... im for Germany, i said they wikk win 2-1.

holland was awesome good surprise,

Ghana was one of the coolest moments!!!!
 
Fabulous.... I mean... great!

Do you intend to put the link in a post somewhere below? :goodjob:


I was about to start new game.... Oh my Lord... it will be.... wait for it........... LEGENDARY!!
 
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