[DOTO] Dawn Of The OverLords

hi,

ok this is what ive done so far for the new release - i implemented most of your ideas:

removed the war generals
fixed un buildble cavalry
hopefully now training ground and complex will give out the hero promotions - i removed their tech preqeq.
UPDATED TO REVDCM 2.8 PRE RELEASE
from revdcm - ruthless ai.
siege unit - upgrade tree is now correct - and all of the units now gets obsolete sometime.
long bowman and crossbowman now gets obsolete with military science
trireme, galleas obsolete on organized army
attack submarine obsolete on merchant marine
AEGIS NOW OBSOLETE WITH STEALTH
DESTROYER CANT SEE SUBS
MOBILE ARTILLERY NOW MOVE 2
ANDROMEDA POWER REDUCED - 150
STEALTH BOMBER NOW HAVE ACE AND CHAFF PROMOTIONS
PREDATORS POWER REDUCED - 35 AND NOW HAVE CHAFF PROMOTION + 30 EVASION
REBUILT THE ENTIRE UPGRADE TREE OF ALL UNITS, now much more options and in a orderly fashion
COMBAT FIGHTER IS NOW A CHEAPER WEAKER AIR PLANE WITH NO OIL PREQEQ.
BOMBER RANGE INCREASED TO 8
MULTI ROLE FIGHTER MOVED TO PROGRAMING LANGU'
BIOLOGICAL MISSILE INCREASED RANGE TO 12
ADDED PREQEQ TO COMBUSTION ENGINS MILI' SCIENCE AND TRADITION
ADDED PREQEQ TO MODERN NAVAL WARFARE - MASS MEDIA
RAISED COST OF ATOMIC BOMBER AND LOWERED TH COST OF TACTICAL A BOMB
ADDED AIR BORN CAVALRY - A MODERN PARATROOPER - TECH GPS
ADDED GATLING - ONLY DEFENSE AGAINST MOUNTED - NO BONUS PREQEQ
REMOVED MOUNTED BONUS OF RIFLEMAN
ALSO RIFLEMAN NOW HAVE 1 FIRST STRIKE ALONG WITH 10% AGAINST MUSKET MAN - AND NOW THE AI MIGHT USE IT TO ATTACK CITIES SOMETIMES.
cuirassiers GOT ANTI GRENADIER NOW
CAVALRY - STRONGER AGAINST RIFLE MAN - REMOVED ANTI BONUS Towards GRENADIER.

sorry about the caps lock...

in the future, i think im gonna rebuild the air units structure - move them around a bit
same with the water ones.
im not happy with those much.


i dont like tech diffusion too, but sometimes i play with it, cause other wise - ill loose.....:)
 
hello folks,

i was thinking of adding some unit tile limitations - to give it a try - maybe 10 units top on a tile or something cool like that?


***
ok ive added a plot limit to the mod:
a 10 unit limit per tile for land units.
cities has a limit of 35 units per city - ill decide later.
air unit, sea helicopter and workers have no limit.
 
hello folks,

i was thinking of adding some unit tile limitations - to give it a try - maybe 10 units top on a tile or something cool like that?


***
ok ive added a plot limit to the mod:
a 10 unit limit per tile for land units.
cities has a limit of 35 units per city - ill decide later.
air unit, sea helicopter and workers have no limit.

Can the AI handle that?
 
hey arian, i was thinking of the graphics problem, today,

well, i ran 400 turns or so, didnt see any problems.

but now i ran a second play and the game seem to be stuck, after end of turn, it justs hangs there,
the ai shouldn't have problems with it since im not making it go crazy, just shortens the stack size to 10, i used vk's mod comp, someone did report there that the game stuck in a hang on after turn, but i was hoping that its due to 1 unit per tile, i guess i was wrong, i hope someone will update this, it should be that hard.

i really want it..
 
I need help Keldath!!!! Civ 5 sucks so much that it needs immediate, by modding, resurrection/reincarnation!
Ok, I know we need to wait for a Modding toolkit SDK and so on.... but I got my US steam edition from preorder, I played like 30 hours and ...I look pretty is not spherical unfortunately and doesn't make me want to play more! I should wait year or so to buy original after everything will be unlocked and modding at full bloom. It is obvious that they didn't finished it completely! IT does CTD, have poor promotion system(only 2 types of promotion for land units and others without any flavor just to justify and to be able to say that such exists).Few civilizations, only one leader head per such.Definitely too little content....it is more arcade than strategy! It really look like they didn't finished!
It really disappointed me.
I am going back to Civ IV
 
ok ive added a plot limit to the mod:
a 10 unit limit per tile for land units.
cities has a limit of 35 units per city - ill decide later.
air unit, sea helicopter and workers have no limit.

I wanted this feature on a mod as well, along with a fuel mod a heard somewhere( units consumes resources). However i though the limit to be much lower, and per unit type, this along with surround feature( give bonus when surrounding a unit) would make combat much more interesting.
 
krushyn,
hey buddy, i totally agree, civ5 is really boring, low content, and most of all easy as pie. the ai sucks. i too gonna wait for the modding tools..

gfurst,
yeah i know fuel mod, shame it does not work well.

im afraid the unit limit mod doesnt work, my game got stuck, as reported on the mods thread...so we are back to square one.
 
hey people,

version 2.3.8 is now released !

here is most of the changes:


removed the war generals
fixed un buildble cavalry
hopefully now training ground and complex will give out the hero promotions - i removed their tech preqeq.
UPDATED TO REVDCM 2.8 PRE RELEASE
from revdcm - ruthless ai.
siege unit - upgrade tree is now correct - and all of the units now gets obsolete sometime.
longbow man and crossbowman now gets obsolete with military science
trireme, galleas obsolete on organized army
attack submarine obsolete on merchant marine
AEGIS NOW OBSOLETE WITH STEALTH
DESTROYER CANT SEE SUBS
MOBILE ARTILLERY NOW MOVE 2
ANDROMEDA POWER REDUCED - 150
STEALTH BOMBER NOW HAVE ACE AND CHAFF PROMOTIONS
PREDATORS POWER REDUCED - 35 AND NOW HAVE CHAFF PROMOTION + 30 EVASION
REBUILT THE ENTIRE UPGRADE TREE OF ALL UNITS, now much more options and in a orderly fashion
COMBAT FIGHTER IS NOW A CHEAPER WEAKER AIR PLANE WITH NO OIL PREQEQ.
BOMBER RANGE INCREASED TO 8
MULTI ROLE FIGHTER MOVED TO PROGRAMING LANGU'
BIOLOGICAL MISSILE INCREASED RANGE TO 12
ADDED PREQEQ TO COMBUSTION EN GINS MILI' SCIENCE AND TRADITION
ADDED PREQEQ TO MODERN NAVAL WARFARE - MASS MEDIA
RAISED COST OF ATOMIC BOMBER AND LOWERED TH COST OF TACTICAL A BOMB
ADDED AIR BORN CAVALRY - A MODERN PARATROOPER - TECH GPS
ADDED GATLING - ONLY DEFENSE AGAINST MOUNTED - NO BONUS PREQEQ
REMOVED MOUNTED BONUS OF RIFLEMAN
ALSO RIFLEMAN NOW HAVE 1 FIRST STRIKE ALONG WITH 10% AGAINST MUSKET MAN - AND NOW THE AI MIGHT USE IT TO ATTACK CITIES SOMETIMES.
CIUSSUER GOT ANTI GRENADIER NOW
CAVALRY - STRONGER AGAINST RIFLE MAN - REMOVED ANTI BONUS against GRENADIER.
RAISED A BIT THE MAINTENANCE COST FOR ALL SPEEDS
CHANGED SOME VALUES IN THE HANDICAP CONCERNING RESEARCH TIMES (LOWERED FOR MODERN)
added fusion carrier - 10 moves, 10 cargo.
now carrier units can carry all flying units, including helicopters and paratroopers(although they can paratroop)
added two air techs to prolong the delay between ww2 air units to jet fighter air units
moved airport and air force to the new techs, also changed the use of the air force base - give production bonus to air domain units.
multi role + jet fighter moved to aerial combat
flight now needs plastics as well
BARBARIANS CAN NOW USE MANY UNITS FROM ALL ERAS.
airship unique units changed to replaced gunship-drache and sikorsky.
HOWITZER MOVED TO LOGISTICS.
ADDED B52 BOMBER TO AIR CONVOY TECH.
MOVED MOST MODERN NAVAL UNITS, NOW THERE ARE MORE ORDER IN THERE PROGRESS.
ADDED a destroyer class - early one next to old hms.
changed hms name to battleship.
A COMPLETE REMAKE of bonus requirements for most modern units - they now need natural gas, titanium and oil, in variations.
added a tech - mass transit.
more tech changes - clean energy - now earlier, metallic alloys, now earlier - these supply strategic bonus for units.
added power up mod by asaf - BUILDING gains experience for units - really cool stuff.

and these are older changes ive made - before the ones above:


LIGHT HOUSE DOES NOT obsolete
reduced all most every building cost
all traits now have bonuses associated with many buildings
tobacco - REDUCED A BIT
transport - made it to only defense
ADDED great artists TO SOME BUILDINGS - threatre building like.
SWORDSMAN CAN BE UPGRADED also TO musket man now.
rifleman attack vs mounted reduced to 10%
raise accuracy of some siege units - not by much - 5% tops.
reduced costs: civics, maintenance, and general unit cost (upkeep).
changed leader attitude more - raised a bit the war stuff - meaning less inclined for war - but not that much.
reduced attitude from open borders (2>1 & 3>2)
change the num civs per map - more like the vanilla.
workshop will get + for food on civil infrastructure.
made legendary culture level to have a 3 radius city size, meaning its "easier" to get 3 size now.
artificial farm now gives 4 food, but can be built at least 1 tile away from another artificial farm ,
some happiness and health were added to some bonuses.
changed name of shipyard - to wooden shipyard.
added industrial harbor buildings - needed for steel shipyard (name changed from modern shipyard).
all power plant types (besides solar) are obsolete with cold fusion.
CIVICS:
emancipation and pacifism changed slightly.
PRO ARMY AND STANDING ARMY REDUCED TO MEDIUM UPKEEP


links are in the front page,

i do hope you enjoy this one, i changed a lot in this version, your in for a treat.
 
I am a bit confused, but I believe it is my own fault(because .....) Is this 2.3.8 final and previous 2.3.8 was pre ... or is it 2.3.9 ? .... whatever it is I am IN!

Thanks!
 
loooks awesome, i cant wait to play it, but i still wanna finish my game from the previouse version before i install the new version....or is there any chance that i can load old savegames ?

and, can somebody tell me if i can strat up civ 4 in overlord mode straight ? that would nice :D

tny for all the fine tuning on the mod, i seriousely cant wait !!! but i have to conquer my ols world befor it can happen :D

tnx alot alot alot alot ye dude, ur my man :D
 
edit : and, yea.. civ 5 is nothing like that at the moment
it just has the looks, but . .
i hope u all here run this mod with the blue-marble terrain for civ IV, that, on maximum graphic settings looks just awesome too, and has such classy civ gameplay and superior game-experience that by all means, civ 5 can wait for a long time :D
 
krushyn,

hehehehe your right, i was confused! i couldn't remember what version number - 2.3.9 or 2.3.8....:)

oh well. its new :)

expecting your impressions .


blue_inStinCt,

hello!

thanks for the kind words, im glad you enjoy my work.

im sorry but this new version have too many stuff changed in it, it will break saves...

in order to load the mod straight - look in the mod folder i included instructions on how to create a shortcut to ol2, its easy.
another way - you can go to the file civ4.ini, there look for "mods" you need to change the 0 to the mods folder. also you can use a mod chooser - http://forums.civfanatics.com/showthread.php?t=374146, i use it myself.

yeah civ5...has a long way to go , well, once we will have the mod tools, ill start working on overlord 3 unless i find a better name...meanwhile i think civ5 is boring, plus i like the civ4 arty then civ5.
 
gonna dl and try the new release .

i had a quick look at c5 , looks very similar to Panzer general 2 , but without the cool promotions.
 
hello ol2 players!

i have a great announcement!

with the help of the mighty afforess, i have decided to undertake a new project for overlord, since i have come to the conclusion that it will take some considereble amount of time for civ5 to be more polished modded game, i will continue to work on civ4, quite basically, cause i love this game.

so - i have merged a first fraft of the new overlord2 mod - overlord 2 - dawn of man!

its the remarkable "a new dawn" that was built for" rise of mankind" and the overlord2 content!

how cool is that ?

as i said, i have already have a merged version, that would not be unless affores would help, he is just great i must say, so now i need to use all the new tags and stuff thats new.also im gonna import some of rom content - buildings mostly. i will keep my code of not adding much art, to keep the stability , although its tempting!.
most of my attention is on balance now, i would be happy if there anyone who would like to help me with this, all you need to know is xml stuff.

ill try to work fast, m sure it wont take me long cause most of the work is there.

hope this will make some more interest in ol2.

good luck , i love civ4, i love modding and thanks afforess!
 
hey keldath , tried the new version .9 i guess , found alot more bugs

some national units are set to 1 , thus you build one and thats it , cant build anymore.for ex the gatling , it should have 12 str as well and make it 10 national units , so at least my frontier cities can get one each. needs also ability to gain strength and formation for promotion.

also , most mechanized units i couldnt build anymore , prolly i lack rubber again ?
i tried to use a geologist for the rubber plant but it had a 10 degree limit so i wasnt able , since all other Mines dont have such limit why this one ?

nothing can detect subs anymore ... not even subs .. bug or intentional , hard to say with you.
i late eras i cant get more generals , i dont even get 1 xp point in the GG bar , got stuck at 108/159

cannot build arsenal inc anymore , not even after i have future tech.

predators promotions are bugged , can only gain 20% strength at max

i wasnt able to relocate my capital in a city that had versailes and wall street , no palace building available there , but it was possible in other cities.

- a event that said AAA_FUZES_PROXIMITY kept trying to activate , but it only write not actually happen.

- still no green promotions.
- great statesman cannot be used for golden age
- spies dont get xp from specialists or civics.

what i liked :
1. the shipyard , i like its no more a nat wonder
2. the new fusion carrier ,cant paradrop yet but it looks good.
3.stealth bomber can "intercept " , maybe a bug but i liked it.
4.upgrades , i had a scout-explorer-knight-cavalry-tank-type99 that finished the game with 250 xp , would like to be able to make it a mech unit later.
5.if you skip teching low explosives , your king saga never obsoletes .

wish list :
-theocracy gives unlimited priest
-militarism gives 100% more generals and 8 xp for units.
-a building that gives great geologist points , say sewer system and aqueduct. each give 2 points.
-creative constructions needs aluminium not iron
-jewlers inc needs pearls not sulfur
-sid sushi needs sugar , salt , wine not pearls
-cereal inc can use potatoes ,soja , cow and pig , maybe change name to McDonalds .
-energy cons , can use uranium , oil , gas , coal , titanium

-air base gives +2 xp for air
- many more . but those for now :)

ty
 
gfurst,
the mod uses the latest of revdcm..

pef...
holly smokes...im astounded by the report, mechanized units,
i have changed all units preqeq of bonuses, some need different bonuses, so maybe theres just need to be more bonuses on the map.

rubber mine - ill check it out.

subs..man....i guess i dont understand how it works, i was sure i got it right.

no gg on late times - i must have a look - can you upload a save?

spies are a different unit combat, i think they can only get xp if the supplier of it isnt unit combat restricted, i will test it.

all the rest - i will go through it and build a fix for everything you said plus the wish list.

the green promotions, heck, i dont know why you cant get it with a unit, or the building i added.

im very upset to know all you wrote, but im very happy to have you reporting this.
i will work on the fix patch tomorrow and upload it fast.

*****
im near completion of the merge of a new dawn, i hope that will add a lot to ol2.

p.s. i might replace the promotion tree with the one from rise of man, not sure yet though.


im deeply sorry for all the stupid bugs, it will be fixed.

thanks a million times pef.
 
Duuuuuuuuuude U R awesome!
Thanks for all done work so far...... I hope to see new "The Dawn of Overlords" starting Chuck Norris as ..... Sid Meier ;) ..... soon on the big screen ...... or at least limited DVD release.

So when that sweet new content will emerge?
Didn't we get .9 like yesterday? Are You Borg or something?
 
krushyn, thanks buddy,

did you know that - chuck norris can win domination victory with no cities?


heee not borg, better - unemployed!

i have 3 things left - civics, promotions and buildings - to all i need to add stuff.
you wanna help a bit?

*******
ok pef ive fixed most of the stuff you wrote:

some national units are set to 1 , thus you build one and thats it , cant build anymore.for ex the gatling , it should have 12 str as well and make it 10 national units , so at least my frontier cities can get one each. needs also ability to gain strength and formation for promotion.

im so foolish...ive missed that...1 gatling silly me.

also , most mechanized units i couldnt build anymore , prolly i lack rubber again ?
i tried to use a geologist for the rubber plant but it had a 10 degree limit so i wasnt able , since all other Mines dont have such limit why this one ?

ive fixed the rubebr. i have changed most unit preqeq - this wasnt a good decision? most units now need modern bonuses and old and have different reqs.

nothing can detect subs anymore ... not even subs .. bug or intentional , hard to say with you.
i late eras i cant get more generals , i dont even get 1 xp point in the GG bar , got stuck at 108/159

i will test this further - im not sure about the subs.
the gg thingy - i gotta see this, i have no idea, maybe some sdk code i added.


cannot build arsenal inc anymore , not even after i have future tech.

fixed, mistake in the xml.


predators promotions are bugged , can only gain 20% strength at max

will check it.

i wasnt able to relocate my capital in a city that had versailes and wall street , no palace building available there , but it was possible in other cities.

not sure why, i played a game with 2.3.8 , ill load up a save and see if its possible.

- a event that said AAA_FUZES_PROXIMITY kept trying to activate , but it only write not actually happen.

checking.

- still no green promotions.
i think i got it now - it wasnt assigned to any unit combat type..
- great statesman cannot be used for golden age
fixed - for geologist too.
- spies dont get xp from specialists or civics.
i think that depends on the unit combats - they do get from missions, isnt that enough? i actually prefer it this way no?

what i liked :
1. the shipyard , i like its no more a nat wonder
2. the new fusion carrier ,cant paradrop yet but it looks good.
paratroop from ship cant be dome by xml..sorry, i would like that too.
3.stealth bomber can "intercept " , maybe a bug but i liked it.
humm - i didnt see intercept on the stealth bomber?
4.upgrades , i had a scout-explorer-knight-cavalry-tank-type99 that finished the game with 250 xp , would like to be able to make it a mech unit later.
im not sure - you think thats a good idea?
5.if you skip teching low explosives , your king saga never obsoletes .
thanks ill fix that.

wish list :
-theocracy gives unlimited priest
-militarism gives 100% more generals and 8 xp for units.
-a building that gives great geologist points , say sewer system and aqueduct. each give 2 points.
done
-creative constructions needs aluminium not iron
done
-jewlers inc needs pearls not sulfur
done
-sid sushi needs sugar , salt , wine not pearls
-cereal inc can use potatoes ,soja , cow and pig , maybe change name to McDonalds .
-energy cons , can use uranium , oil , gas , coal , titanium
these three - i need to redo them so ill delay this a bit.

-air base gives +2 xp for air
added a new building - air combat simulator availbe with air base - does not need any building preqeq - limited to 8 per civ
- many more . but those for now
looking forward!

ty
 
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