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pie_at

PAE-Let's play Ancient
Joined
May 29, 2009
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Comment to PAE V:

Thanks you pie, and everyone else who worked on the mod ! I never had such a magnificent experience with any other mod, make history great again !

That awkward moment when a small mod is better than a whole Rome 2 game with a bazillion budget(which they spent on fckng sound and toys instead of actual game design). Sorry for this outrage xD

Yes, it's definitely educational. Other mods bring historical elements into the game, but the shear scale of what you have done dwarfs any other mods I've seen. I'm about 18 hours into my first game of it, and I'm still discovering new things you've added--it's like as soon as I think, "It would be nice if it did x," I find out "Oh, it does." Just now I was wishing I could drag ships across the Isthmus of Corinth like they actually did, and I was browsing your Civilopedia entries and sure enough, supply wagons can portage ships across land.

You've added a ton of new features to the game that add to its historical feel and enhanced its game play with everything still feeling balanced and polished--nothing feels kludged and I haven't run into any bugs yet. I've been coding and gaming for over 30 years now, and I'm awestruck by both your design and implementation. You have earned my highest praise.

Comment to PAE IV:
Wow! I just began playing this mod today and I'm already hooked! I'm a retired professor of ancient history and classical archaeology so I can appreciate the work and study that went into this mod. I've played others dealing with this area of history (obviously), but find PAE the most accurate and well-balanced of the lot (at least so far). I started a game as Carthage and have played 280 turns at noble level so far. Thx ever so much.

Comment to PAE III:
Thorgal said:
PAE III - A game for all players, who were always annoyed that in the basic game the ancient time is neglected, and also for all other CIV players, who miss more game complexity.

On the one hand there is the possibility to go deep into ancient time and experience it in a way, no other mod before made it happen. Not only the Roman Empire can be led to its old size, there is also the possibility for all other ancient civilizations to rewrite history by showing their own historical strengths

On the other hand also the experienced CIV player will be enthusiastic by the improvements of the gameplay and the new tactical possibilities.
The combat system improved by long-range options, revolting stacks, the consequences of capturing a city, the new unit slave, which can be used in different ways, the resource wine, which spreads in a completely new way, the population drift from dissatisfied and unhealthy cities… the list is apparently infinite and everything without any restriction of fun!

Pie succeeded in changing CIV into a new game. Each round is an experience for itself in e.g. meeting new units or making tactical decisions, which were never present like that in CIV. But attention, the overwhelming bulk of new units, buildings and miracles and the unbelievable game depth will make you addicted.

PAE III - For all CIV players a must-have.
 
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I need help apparently. I just loaded a new copy of Civ IV, then immediately downloaded PAEV. I updated civ to 319 and PAEV patch 1, but whenever I try to play, the XML doesn't read properly. What am I doing or not doing that is wrong?
 
I need help apparently. I just loaded a new copy of Civ IV, then immediately downloaded PAEV. I updated civ to 319 and PAEV patch 1, but whenever I try to play, the XML doesn't read properly. What am I doing or not doing that is wrong?

has PAE extracted to BTS/mods/ ?

or has it been extracted to My Documents?
 
Oh, I still didn't open a trouble shooting thread! Please go there now to continue trouble shooting.
 
Hello,

I have a problem with your wonderful Mod in Win X 64.
I made a screen for you :)

Do you have an idea ?

Thanks

Kali
 

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Hi Kali,

sorry for that delay... I was on vacation in Greece.

What is that for a unit? the normal catapult or the fire catapult? the skin is not correctly loaded. perhaps something happened when you unzipped the download? or a patch?
try to unzip and replace the files again.
 
So, I have had time to play around with the new patch a while now, and I have to say its everything you promised! The new trade system is a real winner. Also, as a romans buff the new system for legions rock! I love how the legion gets a name when u upgrade it - your commitment to detail is so impressive. Congratulations to u and the team!
 
Thank you very much! I hope it's not going too much into detail so that's more fun to play than a challenge to play. ;)
but I do my best and try to keep CIV "playable" ;)
 
Amazing MOD, Pie & co:grouphug::thumbsup:! Thanks for this work! But i have a little question) Can i play with more than 18civ on map where map is allowed this? 50civGamecore will work fine or what needs to be done to enjoy huge maps of 24 or more civilizations?
Thanks:rolleyes:
 
Hello Scif, as of right now, with the 40civ dll placed in the assets folder you can play with more than 18 civs by choosing Custom Game, then changing Closed to AI for however many civs you want to add, then add each specific civ yourself or leave them on Random. This gives you the required number of civs on a randomly generated map.

Alternatively, you can choose Custom Scenario with one of the following scenario maps: PAE Eurasia, PAE Europe Large, Medium, Mini, Small, Standard Random Bonus, Standard, XL, PAE Valley and the two Ice Age maps. Again you have to add civs yourself. You may get errors on the small maps though, so you should probably stick to standard and bigger.

Alternatively, you can choose Play A Scenario where the following scenario has set civs beyond the normal 18: PAE Europe XL 40 Civs And Cities (40 civs).
 
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Hello Scif, as of right now, with the 40civ dll placed in the assets folder you can play with more than 18 civs by choosing Custom Game, then changing Closed to AI for however many civs you want to add, then add each specific civ yourself or leave them on Random. This gives you the required number of civs on a randomly generated map.

Alternatively, you can choose Custom Scenario with one of the following scenario maps: PAE Eurasia, PAE Europe Large, Medium, Mini, Small, Standard Random Bonus, Standard, XL, PAE Valley and the two Ice Age maps. Again you have to add civs yourself. You may get errors on the small maps though, so you should probably stick to standard and bigger.

Alternatively, you can choose Play A Scenario where the following scenario has set civs beyond the normal 18: PAE Europe XL 40 Civs And Cities (40 civs).

Hello Antigenes2! Thanks for the answer! Choosing a PAE Europe XL 40 and this kind of, the maximum for the choice in custom is 18 :undecide:, which why I'm asking. It's a crime to play in such a wonderful Mod with cool maps/scenario, with only 18 civilizations:). Now I'm trying to find this civ40 dll. Can you please tell me where exactly to get it, the latest one?) And where exactly should I shove it in? BTS folder or directly to the Mod folder assets? :shifty:

OHH damn! Started rummaging in the folder with the mod, and there is PAE Extras, especially for people like me, with readme) Sorry for my inattention!
 
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Sorry I should have mentioned that. It goes in the mod Assets folder, e.g. D:\Games\Civilization 4 Complete\Beyond the Sword\Mods\PieAncientEuropeV\Assets.

I should also mention that there are actually only 33 defined civs, with set starting points for the Eastern Med, Eurasia and Europe scenario maps. If you want more than 33 civs you will either have to use the 40 civ XL scenario (which has the civs already set up in the scenario file) or else double up on some civs, with different leaders. But while some civs have more than one possible starting point others have only one and you can end up with doubled civs starting very close together.

If you pick the XL map and set up exactly 33 civs all left on Random (apart from your own) you should get every defined civ appearing at one of its correct starting points. It's a pretty good (and fast) way to set up the map for all civs, except that the Greeks are a pita because they can steal Athens's starting point. You can fix that by setting up Athens in slot no 2 so they get set up first (Greeks and Athenians share a starting point (Athens) and also city names). Sorry if that's a bit confusing.

Of course on a random map none of this applies.

Hope this helps.
 
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Sorry I should have mentioned that. It goes in the mod Assets folder, e.g. D:\Games\Civilization 4 Complete\Beyond the Sword\Mods\PieAncientEuropeV\Assets.

I should also mention that there are actually only 33 defined civs, with set starting points for the Eastern Med, Eurasia and Europe scenario maps. If you want more than 33 civs you will either have to use the 40 civ XL scenario (which has the civs already set up in the scenario file) or else double up on some civs, with different leaders. But while some civs have more than one possible starting point others have only one and you can end up with doubled civs starting very close together.

If you pick the XL map and set up exactly 33 civs all left on Random (apart from your own) you should get every defined civ appearing at one of its correct starting points. It's a pretty good (and fast) way to set up the map for all civs, except that the Greeks are a pita because they can steal Athens's starting point. You can fix that by setting up Athens in slot no 2 so they get set up first (Greeks and Athenians share a starting point (Athens) and also city names). Sorry if that's a bit confusing.

Of course on a random map none of this applies.

Hope this helps.

Of course it helps, this is important information and thanks for the clarification! But alas, it had not long to enjoy, now the game has steadily hangs in the study "Pillage", previously such was not, but this is already for another topic.
 
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Amazing mod - can't finish Assassin's Creed Odyssey because this "old" game is so great. Thanks so much for all the hard work. Just wondering though, why do religions play such an important role in diplomacy in an ancient world mod? Everyone believed in everyone else's gods (except the Hebrews by around midgame, and that didn't prevent them with allying with gentiles). I get the idea of cultural affinity - Greek poleis should want to fight the Persians together, but more often it seems like you get skewed blocs of alliances, like Nubia and Egypt, who should be mortal enemies. It also inhibits a realistic Bronze Age trade - Phoenicians should love the Egyptians and be their best trading partner, for example. Of course, this is all out the window by Late Antiquity and universal religions, so simply turning down the religious diplomacy modifier doesn't cut it (and it still doesn't remove diplo penalty for those who control a holy city). XML is all I know how to change, so I have no suggestions. Just pointing out what seems a glaring hole in an almost perfect game. Thanks again for all the time and effort on this!
 
thx and you're right Brew. Religions and cults are often shared at those times. It's like moving through modern India, where everybody has his own sucrifying god and all of them are living in peace with each other.
BUT, there is always a BUT ;):
Not ever believer of a religion is so tolerant towards other cults. Think of the celts and their head cult! The germanics, the scyths and their ceremonies. For Romans and Greeks THIS was barbarism! And religion penalty in CIV is the penalty of inhabitants of a city living in neighborhood. for trading, it doesn't matter. ...oh wait! ah, yes now I know what you mean: you mean the penalty in the BTS trading screen (foreign trading advisor). the penalty, if a neigbour civ has another religion for the leaders attitude! aah.. yes, there are two settings for that:
iSameReligionAttitudeChangeLimit and iDifferentReligionAttitudeChange
eg. Caesar doesn't care but Constantin (the christ) will hate all.
BUT:
It's difficult to generalize that. Because the Romans and Greeks accepted each other, but I think the Romans would never ever share the Punic cults! There is no way to differ from different religions. So I can't say: Roman and Greek gods are good with each other and Roman and Punic gods is a no-go..... this is not possible in CIV.

I think, it's better - for strategic reasons - to keep the penalty. Otherwise it would fail more.
 
Thanks for the quick reply, Pie. I totally understand what you're saying - I think my perspective was just skewed playing pretty much exclusively Near Eastern civs into the Iron Age. I've been reading primary sources of international correspondences in that era, and they even went so far as to interchange the names for their gods - the Mitanni king referring to his own sun god as Ra, for example. The Mitanni (and later, Hittite) goddess Shaushka (her statue, of course) was received as a guest on multiple occasions by the Pharaoh as well. That's why it just feels bizarre when Egypt is "upset that" I've "fallen under the sway...". But again, I understand the difficulty with European cultures. This is, PAEurope, after all! Thanks again for orchestrating this masterpiece! (and thanks for the XML tip :) )
 
So, I seem to have an issue with the latest version of this mod. Build VI I think it is now? Anyway, Many of the civilizations do not have their diplomacy music enabled. Their cities do not play it when you zoom into them, nor do they play for them when in diplomacy with their leader heads.
 
So, I seem to have an issue with the latest version of this mod. Build VI I think it is now? Anyway, Many of the civilizations do not have their diplomacy music enabled. Their cities do not play it when you zoom into them, nor do they play for them when in diplomacy with their leader heads.
Ok, thanks, I'll check that.
 
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