Fantasy Empires

What are the main differences between all the civs?
This may sound stupid, but i noticed most of them share the same UUs

EDIT @ 7:45 GMT : Just noticed that Kingdom of Crixx has no Civilopedia entry
 
Well there 3 culture groups. All culture groups have 3 special units. There are 24 civs, so 24 civs sharing 9 UUs right now.
Note: You must research the 'special units' tech to train the UUs!

I will add more UUs, when I added more techs. :)



Thx for reporting this bug. Its a spelling mistake in civilopedia. [It was Cixx and not Crixx]
I fixed it, v1.1 will contain this fix as well.


I wont release v1.1 until I added the new techs and other stuff so it will be a few days I guess. Everyone can fix this in 2 secs, just rename RACE_CIXX to RACE_CRIXX. :)

As for more UUs...I think additional UUs will come with the v1.2 patch.
 
I dont think Pikemen should be so easy to get, i mean, its one of the first techs a civ can research.
Having pikemen defending cities right in the beggining makes conquest a lot harder... When i finally got Swordsmen, all my neighbours had 2/3 pikemen defending their cities making my job quite difficult.
I noticed that Horsemen are a bit stronger, but horses are nowhere to be found...

I think that if you want to keep the pikemen in that position in the tech tree, you should provide a counter unit.

Just a thought =)
 
I was playing for a while, and i finally managed to research monarchy.
After the research was over i went to the domestic advisor and started a revolution.
1 turn later i was asked which type of government i wanted, and surprise, i could choose all types of government, from tyranny to Satrapy! :eek:
I dont know if this is a bug or if this was somehow influentiated (this word exists?? :)) by some building or wonder...

UPDATE: Yep, i think we have a bug here, because if i start a revolution in the first turn i can choose Satrapy in the next turn :king:
 
No it's not a bug. He made it that way.
 
Err hum it must be a bug. I will check it out. This is odd btw. Satrapy is in Era 3, and Monarcy is in Era 2!

*5mins later*
Its fixed! ;) v1.1 is coming soon, it will contain this fix too of course!

I think you can find lot of horses on the map, but you need Animal Lore to be able to see them. :)
You must expand your territories to get the strategic resources! You dont have horses? Your neighbour prolly have it! Fight for it or try to trade the resources! I made this with a purpose. I never liked to see 3 strategic resources in 6 tiles hehe.
Its not that hard to get swordsman btw.

Yup I will balance the techs, so it wont be that easy to get pikeman! However the AI is ALWAYS starting with more techs on Regent diff. level, so it will have pikeman pretty soon.
Its not that bad, this is good against rushes. => more strategy and diplomacy is needed to conquer.


Btw I think my mod makes civ3 LOT harder to play. AI is kicking ass. I hadnt got time to play too much [I will have mor e time soon], but on Regent the AI in this mod is lot better than in the normal Civ3 games.

If any of you will find a tiny bug even, please report it.
 
Yup I think its impossible to beat the AI on Deity. Even on regent, the AI is decent. I think I know the secret, that how to make the AI to act like this! :D
 
Originally posted by Balrog
I think you can find lot of horses on the map, but you need Animal Lore to be able to see them. :)

I just started a new map, and i can see horses without having Animal Lore. :confused: And btw, if one is supposed to see horses only after having animal lore, why is the horseback riding research before (in the tech tree) the animal lore ? :egypt:
 
Balrog, this is a very interesting mod. I'm looking forward to the next version.

Hopefully you'll be able to fix the following in time for the next version, if it hasn't already been fixed: I was fairly far along through the second era and working on the Great Library. When I finished it, I got the following error message which caused the game to close down:

Error Reading File
"Missing entry in Scenarios\..\Scenarios\Fantasy Empires\text\PediaIcons.txt"
WON_SPLASH_BLDG_Great_Library


You may also want to consider having Chariot upgrade to War Chariot and Horseman to upgrade to Lancer (this is a far as I got tonight, but I assume the upgrade chain continues on to more powerful mounted units). Having a bunch of obsolete units available really clutters up the city build queue (maybe this has already been addressed in the next version).

I also noticed that I got Longbowman before I got Swordsman. Offensively Longbowman is superior to Swordsman, so shouldn't Swordsman come first? Just wondering about this.

Also, I noticed on some of the mountain graphics when you have a lone mountain in jungle, there's a small patch of pink in the corner. I don't know how easy it would be to track that down and fix it, and it isn't that big of a deal, but I thought I should mention it anyways.

A final suggestion: you should have more fantasy type units earlier in the game, especially in the first era. I'm not saying that you need to have dragons in the first era, but it just seemed to me that a fantasy mod should have more fantasy units. One idea is to use Orcs/Goblins (or some other type of monster) as barbarians instead of normal archers and horsemen (someone did a color conversion job on the warrior to make Orcs). This might work to give it a little bit more of a fantasy feel, especially early on.

Hope this helps you. I look forward to the next update. Great job! :)
 
Originally posted by Ed O'War
I also noticed that I got Longbowman before I got Swordsman. Offensively Longbowman is superior to Swordsman, so shouldn't Swordsman come first? Just wondering about this.

I also think its too easy to get longbowmen and pikemen, since pikemen are excellent defending units and longbowmen are very good attacking units, and both come too soon in the game.
I think that swordsmen should appear before longbowmen and pikemen should be a little harder to get (as i mentioned before, its one of the first techs to research)

Just thoughts, though :)
 
Originally posted by Lord Arius


I just started a new map, and i can see horses without having Animal Lore. :confused: And btw, if one is supposed to see horses only after having animal lore, why is the horseback riding research before (in the tech tree) the animal lore ? :egypt:


Ooops I was wrong. :crazyeye:
You can see horses with The Wheel tech!

with Animal Lore you will able to see the various special resources like Dragons Cave, Griffins Nest etc. :)


Originally posted by Ed O'War
Balrog, this is a very interesting mod. I'm looking forward to the next version.

Hopefully you'll be able to fix the following in time for the next version, if it hasn't already been fixed: I was fairly far along through the second era and working on the Great Library. When I finished it, I got the following error message which caused the game to close down:

Error Reading File
"Missing entry in Scenarios\..\Scenarios\Fantasy Empires\text\PediaIcons.txt"
WON_SPLASH_BLDG_Great_Library


You may also want to consider having Chariot upgrade to War Chariot and Horseman to upgrade to Lancer (this is a far as I got tonight, but I assume the upgrade chain continues on to more powerful mounted units). Having a bunch of obsolete units available really clutters up the city build queue (maybe this has already been addressed in the next version).

I also noticed that I got Longbowman before I got Swordsman. Offensively Longbowman is superior to Swordsman, so shouldn't Swordsman come first? Just wondering about this.

Also, I noticed on some of the mountain graphics when you have a lone mountain in jungle, there's a small patch of pink in the corner. I don't know how easy it would be to track that down and fix it, and it isn't that big of a deal, but I thought I should mention it anyways.

A final suggestion: you should have more fantasy type units earlier in the game, especially in the first era. I'm not saying that you need to have dragons in the first era, but it just seemed to me that a fantasy mod should have more fantasy units. One idea is to use Orcs/Goblins (or some other type of monster) as barbarians instead of normal archers and horsemen (someone did a color conversion job on the warrior to make Orcs). This might work to give it a little bit more of a fantasy feel, especially early on.

Hope this helps you. I look forward to the next update. Great job! :)


- That error is fixed. v1.0 patch contains this fix, so just download it. :)
- Yup I will balance units. I noticed these problems too. As I said I will add more detailed techs like sword crafting, axe crafting etc.
Example: You will have to research sword crafting and armor smithing to build swordsman.
- Yup I wanna add more fantasy units, but there are no more decent fantasy unit animations left if Im correct. I will add Kinboats latest elven units somehow + the upcoming BALROG as well!
Woot! Daemon Summoning! :goodjob:
-About that little pink error: its a gfx error in the terrain graphics, what the mod is using. I will try to fix that as well.



v1.1 will be a big update, so it will take some days to make it. :)
 
Originally posted by Balrog




- That error is fixed. v1.0 patch contains this fix, so just download it. :)


I'm pretty sure I was using the v1.0 patch, but I'll double check to make sure I wasn't using an earlier version.
 
v1.0 - pediaicons -> #WON_SPLASH_BLDG_Great_Library
art\wonder splash\GrtLibrary.pcx


This is a correct link. I think you forgot to overwrite the pediaicons.txt :)
 
*Oops double post. :eek:*
 
Originally posted by Balrog
v1.0 - pediaicons -> #WON_SPLASH_BLDG_Great_Library
art\wonder splash\GrtLibrary.pcx


This is a correct link. I think you forgot to overwrite the pediaicons.txt :)

Ah, okay. I'll double check to make sure I have the correct pediaicons.txt. Thanks.
 
I like the idea of adding Orcs that wood be cool. The Giant Spider and Centaur need to be stronger. I agree with Lord Arius you should not get the longbowmen and pikemen that early on.

BTW there is a missing leader head. I don't no what leader head it is. I will try to find out though. :(
 
I think it was the Crixx leaderhead. Thats fixed as well! :)

Guys have no worries, BIG update is coming with around +20 new techs. You will be able to train pikeman or swordsman in the same time, depends on your research!

Example:
You must research Sword Crafting, Shield making and Light Infantry Armor to train Swordsman.
You must research Light Infantry Armor and Pike Making to train Pikeman.
etc.
[all of those above are new techs ;)]

Also I will add new barbarian units + some other units as well.

As I said this will be a BIG update, so maybe I will repack the whole mod and you all must download it again. I will remove a few unit(s) if true [example: 1 mercenary unit], so its almost sure, that I will have to repack it.
I think almost all of us have at least DSL or Cable so its a few mins. :)
I think I found a fast free host, where the max allowed filesize is 40Mb, so there will be only 1 file to download! :) [Max. 2, I dont know how many new units will be added.]
 
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