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Download, Installation & Status (latest patch: 11.11.2020)

Discussion in 'Civ4 - Ancient Europe' started by pie_at, Apr 16, 2014.

  1. pie_at

    pie_at PAE-Let's play ancient :)

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    Pie's Ancient Europe
    PAEVI_Main.jpg

    WARNING: Anyone who plays PAE may not want to play the base game anymore!

    DOWNLOADS

    Files hosted in Germany/Europe:
    Files hosted on moddb.com:

    Patch 6.5.1 for PAE VI
    DOWNLOAD PAE-Patch6.5.1
    11.11.2020


    Patch-Installation: If there are patches, install the latest one.
    1) Delete the PublicMaps or PrivateMaps folder in PieAncientEuropeVI.
    2) Copy the extracted files into the PAEVI main folder (../PieAncientEuropeVI/). Select yes when you get asked to replace files.
    3) Do not rename PieAncientEuropeVI otherwise it won't work.

    ----------------------

    Multilingual: Yes, in all 5 languages!
    English: 100%
    German: 100%
    Spanish: 98.8%
    French: 90.5%
    Italian: 75.7%
    (=all open texts (mainly pedia) are in english)

    Multiplayer: Yes

    Random Maps: Yes

    For Version: CIVILIZATION IV Beyond the Sword 3.19

    For WINDOWS & MAC Users(!)


    Unpacked: 1 GB


    Previous versions:

    :scan: PAE V: Direct download

    :scan: PAE IV: Download thread

    :scan: PAE III: Download thread


    INSTALLATION
    It's a rar-file. You need a unpack program that can unpack .rar formats.

    STEP 1
    Don't copy the file into "My Documents/My Games/Beyond the Sword/MODS/" , because I've changed the main interface. And do not rename the mod! Some theme files of the mod contain the mod path (GFC interface error when loading).

    Use the mod folder where CIV IV BTS is originally installed:

    A) DVD version
    "[InstalledPath]/Civilization4/Beyond the Sword/Mods/".

    B) STEAM version

    "...steamapps/common/sid meier's civilization iv beyond the sword/Beyond the Sword/Mods/"
    (don't forget the "double" Beyond the Sword folder!)

    STEP 2
    After copying the rar-file:

    Right click the file and choose unpack here.

    DVD version: If you don't have installed the official patch for CIV IV BTS 3.17 or BTS 3.19, please install BTS 3.17 and BTS 3.19 afterwards before playing PAE.

    Downloadlink BTS official patch 3.17

    Download link BTS official patch 3.19


    PLAY
    Start BTS -> Advanced -> Load mod -> choose the mod. Done.


    FAQs
    Frequently Asked Questions are ingame (PAE concepts)

    More CIVs? Faster Turns?
    Look into the PAE_Extras folder for more tools.
     
    Last edited: Nov 21, 2020
  2. ricon007

    ricon007 Chieftain

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  3. pie_at

    pie_at PAE-Let's play ancient :)

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    Thx ricon! Changed!
     
  4. Publicola

    Publicola Prince

    Joined:
    Apr 26, 2014
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    549
    Is this mod hosted on any site other than civforum.de? The download rate is remarkably poor...
     
    plasmacannon likes this.
  5. pie_at

    pie_at PAE-Let's play ancient :)

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    It should be a fast server. Especially now, because it's 3 am in Germany, no one's on there ;)
    But I will add the mod into the moddb.com library. I'm just working on it...

    I've just added the mod to moddb.com. The files shall be available after checking by the admins there.
    Here's the link: http://www.moddb.com/members/pie-at/downloads
     
    Last edited: Mar 10, 2018
  6. Arminius14

    Arminius14 Chieftain

    Joined:
    Nov 23, 2014
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    12
    So, did you scrub patch 3 from the DL sites? Can't find it anywhere, and I like it better than 4. I have another copy on external hard drive so I guess I can rip it from there. Also why did you make your mod such a pain to alter? Things that should be a simple XML change require changing everything, the python, the sdk & the dll. Don't know why you want to make it so much more work.
     
  7. pie_at

    pie_at PAE-Let's play ancient :)

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    I don't use SDK, that's why the mod works for MAC users.

    Patch 4 is an advancement. Lots of things have been corrected. eg, the wrong technological order of mounted warfare.
    Lots of missing things are added and more to come. eg the late antiquity.

    Changes:
    You can't change the structure of XML files without changing SDK. So the XML files in PAE are as simple to change as the Vanilla mods.
    I just seperated the long EventManager python file for better understanding: PAECity, PAEUnits, PAECultivation etc...
    And python is just a supplement. If you add a unit you don't change something in Python. If you add a bonus resource and want to spread them like grain, you have to add this into just one file: PAE/PAE_Lists. In patch 3 you had to change it in different functions in the over 10.000 lines EventManager file.

    So Patch 4 - seperation is still not finished yet - should be easier to change for modding purposes.
     
  8. pie_at

    pie_at PAE-Let's play ancient :)

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    PAEV Patch 4 Bugfixes:

    *-) War camp fix
    *-) Urban mint +2 instead of +1 :)
    *-) Merchant: pPlot+pOldPlot.getNumUnits() escort check
    *-) Merchantman (autom,): fix of auto activation
    *-) Stele and temple will be autom. placed in a conquered city
    *-) BUTTON: cart fix: loading a monument
    *-) war camp: Steppe (Plains) for riders (instead of tundra)
    *-) BUTTON: info for hunter
    *-) Circle: Slave -> building slave markt in a city available = white
    *-) Holy city of Jews gets an own special unit
    *-- -> Jhwh-Krieger
    *-- -> added info in religion pedia
    *-) Public exec: +1 :)
    *-) Aque 2x more expensive (because bonus stone+slaves)
    *-) Civic Tyrannis: -1 :( off. -25% improvement costs
    *-) Dogs: more stronger! but higher damage limit
    *-) Circle: for fishing boats
    *-) Olives and grapes always cultivable
    *-) shorter titels for: Wealth+Res., We+Re+Espio. etc.
    *-) AI: war camp: if peace: unit gets sold
    *-) Hippodrome:
    - requires horse
    - no :) from horses
    - requires a gladiator school (provincial city)
    - only +1 instead of +2 :)
    *-) Wonder: colosseum needs a gladiator school
    *-) Units during city riots due to the conquer of an own city: only max. -20-30% damage
    => otherwise run ower possible
    *-) Ships cause collateral damage
    *-) Ranged cost for slingshot as well as short bow
    *-) Map: also capitals remain in the normal fog of war
    *-) BUTTON: Transfer Holy City (Great Prophet): button_prophet_holy_city
    *-) BUTTON: Legionnaire can train in barracks (mil.ac. or castell): button_action_kastell
    *-> finish.moves + 50 gold
    *-> rank raises by 1 (in each case up to the commendation promo)
    *-) BUTTON: Governor: button_building_statthalter
    *-) Tech Glads: first explorer gets a gladiator, gladiators now buildable
    *-) Tech Enslavement: first gets a slave
    *-) various military techs -> 1st discoverer gets unit
    *-) Heroic memorial: victory Stele is replaced by victory temple (obsolete with Ethos of Warriors)
    *-) Governor demand: + 2, + 1, -1 -> + 1,0, -2
    *-> Governor is to build a seat of governor in cities with status city. (own onModMessage)
    *-> Governor properties:
    --- philosophical: +5 knowledge
    --- spiritual: +5 culture
    --- financially: +5 gold
    --- industrial: +5 hammer
    --- creative: +5 commerce
    --- protective: +5 espio
    --- organized: +2 Happy
    --- expansive: +2 Health
    * -) Info Button: War camp
    * -) Info Button: Praetorian
    * -) PopUp for autom. trade: city name with star = capital
    * When ships attack out of cities, they could get garrison transport. Fixed.
    * Trade routes now only arise on already built roads
    * Trade routes disappear when conquering a city. Fixed.
    * Wonder: the owner of the Oracle of Delphi now sees the places of natural disasters on the map (normal fog of war)
    * In addition to lumber camps, forests are not cleared with (hunting) camps
    * Gladiator dying revision: checks every 3 turns instead of every turn, adjustment of chances
    * revision slave extinction: checks every 4 turns instead of every turn, adjustment of chances
    * Governor now infinitely buildable, but costs 3 gold per turn (to avoid reserve units)
    * Distribution: Plots with unresearched resources are no longer displayed as falsely on the map
    * Walls of Babylon: 300% defense
    * Name: Olives instead of olive oil
    * Bank: + 25% shipbuilding
    * Gamespeed Marathon adjusted
    * Further option and adjustment if vassal requires a tech:
    -formerly:
    - give: +1 :)
    - standard price: +0 :)
    - refuse: -1 :)
    -Now:
    --Gift: +1 :)
    --Half price: +0 :)
    - standard price: -1 :)
    - refuse: -2 :)
    * New InfoScreen (Ramk)
    * Pitboss Bugfixes (Ramk)
    * AI: increased chance of mercenary jobs from richer AIs
    * Possible bugfix on Hegemon loses vassal
    * The special trade is now much more lucrative: gives 8 randomly selected units (from slaves, gold carts, horses to special units)
    * Auto. Camels spread: no longer on oases
    * Auto. Grape distribution: only on hills
    * Grain cart limit increased to 3
     
    Publicola and mikmac like this.
  9. cristir

    cristir Chieftain

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    WARNING: Anyone who plays PAE may not want to play the base game anymore!

    may not want to play any other mod anymore!
     
  10. pie_at

    pie_at PAE-Let's play ancient :)

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    :eek2:
    Spoiler :
    :clap:
     
  11. cristir

    cristir Chieftain

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    is a civ4 feature or of this mod: the AI units are doing a bad job at attacking cities or troops with good defensive bonuses? they are simply doing a poor job, evey time they attack a city well defended..no archers brought, not using the hills or forrests..kamikaze playing for the AI..any idea where is that?
     
  12. cristir

    cristir Chieftain

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    also it wont load a previous save with this patch, getting an error: unable to decompress data or like that..
     
  13. pie_at

    pie_at PAE-Let's play ancient :)

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    yeah, sorry, that's the bad AI of BTS.
    and with patch 6.3 a previous save won't work,sorry ;(
    there are too much XML changes and improvements.
     
  14. cristir

    cristir Chieftain

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    thanks for the reply, I noticed in the new update you dont get the chance to choose where to distribute horses anymore..maybe I dont want a forest removed, it used to be possible before. also the chance to have a resource distributed is random?
     
  15. dankok8

    dankok8 Elected World Leader

    Joined:
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    Location:
    Canada
    I've been playing this mod on and off for years. Just want to say thank you for this creation! It's literally a game within a game. I find the AI to be decent not really better or worse than the base game and it does use ranged bombard. Their Archers are bombarding units. I like to play the Diadochi Wars scenario.
     

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