[C3C] Earth Fantasy Mod(EFM)

unartis, "the problem with the black screens of the leaderheads in the trading and diplomacy screens of his scenario can easily be fixed by setting the leaderhead flics of a civ for all four eras in his scenario. At present he only set the leaderhead flics for every civ in the first era of his scenario and this causes the black screens he wants to be fixed."
 
unartis, "the problem with the black screens of the leaderheads in the trading and diplomacy screens of his scenario can easily be fixed by setting the leaderhead flics of a civ for all four eras in his scenario. At present he only set the leaderhead flics for every civ in the first era of his scenario and this causes the black screens he wants to be fixed."

Hi Node60,
Thank You, :thumbsup:
And really, really, that’s the fault.
interestingly, it didn't cause any other bugs, in previous mods(Earth and Earth Globalism), I had already forgotten that it had to be set for each era.
i will fix this problem soon. :crazyeye:
 
Started a game last night at Emperor (my usual difficulty-level for epic games), random-rolled the Wizards of Esheath as my Civ, already (Turn 88) made contact with Penadirinor, Begroveland, Sea Pirate-Sea and Dark Utonia.

First impressions: the mod itself seems to be working as intended, at least so far, from my Civ's PoV.

Having a little difficulty getting my civ up and running, though, as my starting Worker was almost immediately killed by a Fairy (= barb?) unit, while my Orb-Mage was off exploring elsewhere. And my starting gov, Magocracy, gives only 1 MP, so it's been difficult to keep order: without LUX%-spending (which cuts into my research) or Specialists (which cut growth), towns riot at Pop2 (maybe I should have started at Regent instead!). And to add to that, the only 'military' units I can build so far feel disproportionately(?) expensive to their stats: my 'starter' attack/defence units already cost 30-40 shields, even before I've been able to develop any cities (but I've also already seen at least 1 hostile [barb?] unit -- a Genie -- with A=11!). Techs also seem very expensive: even with 5 towns down, and the SCI%-slider at 100%, I can barely do better than 50T per tech yet: most of what I've learned so far has been by trade.

I know you said you hadn't finished the 'Pedia yet, but leaving every description completely blank (apart from what the game engine puts in regarding cost, maintenance and culture) really hurts gameplay. It doesn't matter how much stuff you include in a mod, if you don't tell the player what it does: e.g. I have 3 different 'Tower'-buildings available to build from the start, but all are expensive, and without knowing what they do, how do I decide which (if any) I should build, or when? I don't know what techs I should be aiming to prioritise either, or if there's a better gov available. Even just some basic descriptions would be better than nothing, e.g. 'Boosts research', 'Increases defence', 'Gives commerce-bonus', etc. Otherwise the only way for a player to find this stuff out is by opening the .biq in the Editor (which I haven't done yet).

All the above sounds really negative, but the actual glitches I've encountered have been few so far: you've already mentioned the black-panel leaderheads but other things I've noticed are:

--- The script.txt(?) (also) appears to contain empty lines. I'm getting pop-up message-boxes with no text in them, so have no idea what the game is trying to tell me
--- When going to the city-view, I get treated to an occasional buzzing screech, which is actually painful to listen to: I suspect it's an ambient sound-effect that's not being played properly, but I couldn't say which one (it seems to be specific to this mod, though: I don't have this problem in the epic-game, or with any other mods I've tried recently)
--- Quite a few (UNIT_small and UNIT_large) .pcx files contain magenta dots, i.e. they'll need to have their pallettes cleaned up at some point
 
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First impressions: the mod itself seems to be working as intended, at least so far, from my Civ's PoV.

Hi tjs282,
I'm glad he started playing with the mode because i don't have much time to test it.
I have found bugs ever since I posted this mod, for example, the game did not find any files. I am constantly improving these and I update the download directory in pach form.

The annoying screaming sound is provided by an added sound file(caused by horse or crow sound). :blush:
what Earth fantasy / Sounds / Ambience Sfx / can overwrite by unpacking _Earth_Fantasy_Mod_Beta1.5_pach.zip, errors so far have been fixed, including civilopedia is constantly expanding.

The price of the units is really expensive, this will change later...
I am trying to strike a balance:civilizations can produce more from weaker units because they are cheaper, until then, they could produce less from very strong units.

Thanks for the constructive criticism that helps shape the way further as the idea flies along.:thumbsup:
-In the near future, I will try to fill the most urgent civilopedia shortcomings to make the gameplay easier.
-The setting of governments will still change, so according to the species.
-There are some shortcomings that I will fill: the nomads will be given faces at the city screen in the future that will help produce the nomad city.
 
I know you said you hadn't finished the 'Pedia yet, but leaving every description completely blank (apart from what the game engine puts in regarding cost, maintenance and culture) really hurts gameplay. It doesn't matter how much stuff you include in a mod, if you don't tell the player what it does: e.g. I have 3 different 'Tower'-buildings available to build from the start, but all are expensive, and without knowing what they do, how do I decide which (if any) I should build, or when? I don't know what techs I should be aiming to prioritise either, or if there's a better gov available. Even just some basic descriptions would be better than nothing, e.g. 'Boosts research', 'Increases defence', 'Gives commerce-bonus', etc. Otherwise the only way for a player to find this stuff out is by opening the .biq in the Editor (which I haven't done yet).

Here is a supplement to civilopedia (buildings and
they are partially ready Wonders yet, resources) I am constantly expanding:):
 

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  • PediaIcons.txt
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The civilopedia description is being prepared:

screenshots: (undead) tavern and Lord of Fire Orb(Wonder)
buildings_Undead_tavern.jpg Wonders_orb1.jpg
 
Can barbarian units destroy cities? because I saw this at the beginning of the game:
Don't remember ever having that happen to me in epic-games, but maybe if a town is at Pop1, with no Cultural expansion, no buildings, no shields in the box, and no gold in the Treasury, I suppose it might happen?

But do any of your races start with attack-units which are Invisible and have Hidden Nationality? If so, the AI can also use such units to attack cities without first declaring war — AI-controlled Enslavers can do this in @Civinator's CCM, for example — and if the attacked city is (still) at Pop1 and has not already had at least one Cultural expansion, it will be auto-razed.

Lastly, is that a Volcano to the SE (and did you use a modded 'Pollution' graphic?)? Because Volcanic eruptions can also destroy towns...
 
Don't remember ever having that happen to me in epic-games
I didn't experience it either this in the epic game.

But do any of your races start with attack-units which are Invisible and have Hidden Nationality? I
The dark elves have hiding units, early enough, I almost collided with her on a square that looked empty, but the game asked if I really should start a war. :)

If so, the AI can also use such units to attack cities without first declaring war
It is conceivable that two civilizations were at war.

I thought it was destroyed by barbarians because they were strong and agile enough at the beginning of the game.
 
The faces of the citizens don’t look the way I planned in Undead town. The third and fourth images are set, the first two are faces influencing production. The fifth face is the inkeeper.
GamePlay_Undead_006.jpg
 
Human's walls:
Knights can build 'standard walls' for epic game(european style)
Wizard Storm Gate
0_civilopedia_storm gate-wizard.jpg

Pirates can build Coastal Fortress for epic game.
Nomads can build Nomad walls for epic game(native style).
and tiny people Hobbits can build Hedge Walls:
0_civilopedia_hedge wall-hobbit.jpg
 
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The annoying screaming sound is provided by an added sound file(caused by horse or crow sound). :blush:
what Earth fantasy / Sounds / Ambience Sfx / can overwrite by unpacking _Earth_Fantasy_Mod_Beta1.5_pach.zip, errors so far have been fixed, including civilopedia is constantly expanding.
I DL'd Patch 1.8 the other day, and started a new game this evening, again as the Wizards.

Unfortunately, the screech is still happening :cringe: Which is weird, because all the soundfiles in the .../Art/Sounds/Ambient/ folder seem to play just fine (using WinMP). It's also a real shame, because this time I turned on the music* and the tracks you've added are gorgeous :love:. So getting them screeched over is especially jarring.

*(I usually switch the music off for the epic-game Modern Era, because at least one of those tracks kinda sucks),

I see from the .../Art/Sounds/ folder that you also appear to have added your own diplo-music(?), but what plays in game still seems to be the epic-game defaults -- at least for the civs I've had dealings with so far (same ones as in the previous game, not surprisingly).

Also found a few bugs. IIRC, I was flicking through the "Governments" section of the 'Pedia when I got this one (although I do seem to have properly updated my pediaicons file):

EFM pedia bug1.png


And this one just crashed the game as well:

EFM missing file bug1.png


My most recent save (manually saved after reloading the last autosave) is attached if you need it: the Pirate-ship crash will happen directly after this turn.
 

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  • Godfre of the Wizards of Esheath, 1118 AD.SAV
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