FirstAge v0.2: An Extended Ancient Era Mod

Jeckel

Great Reverend
Joined
Nov 16, 2005
Messages
1,637
Location
Peoria, IL
EDIT(April 15): Note on Civ4 v1.61 compatability with FirstAge v0.3 and erlyer. Choosing China as your civ will crash to desktop.

EDIT(April 27): Finishing the last playtesting and polishing on v0.4. Should have it uploaded in a couple days or so.

EDIT(April 30): I'm uploading version 0.4 now, should be linked in a few hours.

EDIT(April 30, later that day): v0.4 is uploaded and linked.

EDIT(September 15, 2006): I reuploaded v0.4, this time on CivFanatics File Database. To meet the CFCDB 10MB file limit I had to take the 3 Wonder Movie files out of the main zip file. They are included in the link right below the main one. Just put the 3 Wonder Movie files in the <Civ4>/Mods/FirstAge/Assets/Art/Movies/ directory.


Basic Idea:
This mod takes place in the Ancient Era, mainly in the Stone Age. Many new techs have been added, though a couple from the Classical Era have been incorporated aswell. There are new units and building and wonders from other peoples mods are mixed in. This mod is for those who enjoy the first age of the game and don't mind a slower pace for the first 80 or so turns.


File: FirstAge_v04_NoMovies.zip
Compatible: Civ4 v1.61
Mod Folder: Mods\FirstAge
Size: 9.6
CivFanatics: FirstAge v0.4 Mod with No Wonder Movie Files File Now Available

File: FirstAge_v0.4_WonderMovies.zip
Compatible: Civ4 v1.61, FirstAge Mod v0.4
Mod Folder: Mods\FirstAge\Assets\Art\Movies
Size: 1.77
CivFanatics: FirstAge v0.4 Mod Wonder Movies Patch File Now Available

v0.4 Changes:
Spoiler :
General Changes:
Various little play balance, cost, type fixes/changes.

Please see v0.32 for major changes between this version and previously released version(v0.31).


v0.32 Changes:
Spoiler :
General Changes:
Starting year changed from 10,000 bc to 4,000 bc.


Mod Changes:
Removed all Python python mods.
Added in GP Trickle Mod by TheLopez.
Forbidden Palace - Now only allows 1 Statesman Specialist, instead of 2.
Castle - Now only allows 1 Statesman Specialist, instead of 2.
Added in Modified Special Domestic Advisor v1.8e by 12monkeys.


Units Added:
Great Chief
Warrior Shaman
Warrior Thug


Unit Changes:
Missionaries are now captured instead of destroyed.
Great People are now captured instead of destroyed.
Canoe - Cargo raised from 1 to 2.
Canoe - Can now move through impassable.
Canoe - Move raised from 1 to 2.
Galley - Cargo raised from 2 to 3.
Galley - Move raised from 2 to 3.
Clubman - Raised City Attack from 0 to 10
Stone Clubman - Raised City Attack from 0 to 10
Settler - Now counts as a Special Person, like scout.
Settler - Now requires Cultural Expansion, instead of Cultural Identity.
Worker - Now counts as a Special Person, like scout.
Great People - Now counts as a Special Person, like scout.
Warrior - Changed UnitAI so computer will use it to gaurd city.


Building Changes:
Palace - Now requires Ruling Class, instead of Cultural Identity.
Forbidden Palace - Now requires Ruling Class and Masonry.


Techs Added:
Cultural Expansion - Cost 60
Ruling Class - Cost 110


v0.31 Changes:
Spoiler :
Civ4 v1.61 changes:
China's Leader name changed to be compatable with Civ4 v1.61.
Fixed TXT_KEYs for Forbidden Palace and Three Gorges Dam.
Removed Mercenaries Mod until a Civ4 v1.61 compatable version comes out.

General Changes:
Starting year changed from 80,000 bc to 10,000 bc.

Mod Changes:
Added in Modified Domestic Advisor by 12Monkeys.

Typo Fixes: (Thanx to FatherDagon for pointing them out. :>)
Beaten Paths quote.
Domesticate Horses quote.
Warfare quote.
Trade quote now calls the right TXT_KEY_TECH.
Cartography now calls the right TXT_KEY_TECH for _PEDIA and _STRATEGY.

Music Added:
Added the four songs from the Classical Era and 4 of the songs from the Medival Era.

Building Changes:
Palace tech prereq Cultural Identity removed, now ONLY requires Masonry tech.
Palace city prereq of 4 lowered to 2.
Palace Cost lowered from 160 to 140.
Training Yard Cost lowered from 60 to 50.

Techs Added:
Animal Riding requires Domesticate Camels, Domesticate Elephants, or Domesticate Horses and leads to Mounted Warfare.

Tech Changes:
Warfare tech prereq Hunting removed, now requires NOTHING to research.
Mounted Warfare now requires Animal Riding tech instead of Animal Handling tech.
Tracking Cost lowered from 80 to 40.
Fishing Cost lowered from 40 to 20.
Agriculture Cost lowered from 60 to 40.
Wood Working Cost lowered from 50 to 30.
Stone Working Cost lowered from 60 to 40.
Beaten Paths Cost lowered from 40 to 20.
Oral Tradition Cost lowered from 70 to 30.
Mysticism Cost lowered from 50 to 30.
Warfare Cost lowered from 225 to 100.
Ranged Combat Cost lowered from 310 to 160.
Military Defense Cost lowered from 350 to 140.
Military Offence Cost lowered from 400 to 170.
Archery Cost lowered from 420 to 215.
City Defense Cost lowered from 450 to 225.
Stone Weapons Cost lowered from 520 to 350.
Mounted Warfare Cost lowered from 540 to 360.

Unit Changes:
Warrior now limited to 6 per player instead of 10.
Warrior's strength raised from 1 to 2 and raised City Defense from 255 to 50%, added -50% City Attack and 25% Animal Attack.


v0.3 Changes:
Spoiler :
v0.3
General Changes:
Warfare branch of Tech Tree moved farther to the right.
Bird, Brown Bear, Lion, and Wolf Handling moved closer to Animal Handling on the Tech tree.

Unit Changes:
Worker's Workrate lowered from 100 to 70 and Cost lowered from 60 to 30.
Missionary units can move through rival territory.
Settlers cannot found cities in Desert squares unless it is next to Frest Water or Coast.
Hunter cost lowered from 60 to 40, added -50% city attack, now can't capture cities.
Ranger cost lowered from 120 to 70, added -40% city attack, now can't capture cities.
Ranger's Bird Handling tech prereq removed.
Basecamps now have Medic 2 promotion, aswell as Medic 1.
Settlers are captured instead of destroyed.
Beast Trainer prereq of Hunting changed to Tracking and can no longer move through impassable.

Tech Changes:
Pottery gives +1 health in all cities, instead of nothing.
Gold Working gives +1 Trade Route and +1 Happyness, instead of nothing.
Silver Working gives +1 Trade Route and +1 Happyness, instead of nothing.
Warfare's Agriculture and Fishing tech orprereqs removed. Now JUST requires Hunting.
Wagon Wheel now gives +1 Road Movement, instead of nothing.
Stone Working now also gives +10 to Worker's Workrate.
Copper Working gives +20 to Worker's Workrate, instead of nothing.
Bird Handling's Cost lowered from 410 to 310.
Brown Bear Handling's Cost lowered from 500 to 370.
Lion Handling's Cost lowered from 450 to 340.
Wolf handling's Cost lowered from 420 to 320.

Civ Changes:
Gave each Civ 2 beginning Techs.
Arabia -- Beaten Paths, Oral Tradition
Aztec -- Beaten Paths, Tracking
China -- Agriculture, Stone Working
Egypt -- Agriculture, Beaten Paths
Greece -- Fishing, Tracking
Inca -- Agriculture, Wood Working
India -- Oral Tradition, Stone Working
Japan -- Beaten Paths, Fishing
Mali -- Fishing, Stone Working
Mongol -- Beaten Paths, Tracking
Persia -- Agriculture, Tracking
Rome -- Beaten Paths, Stone Working

Wonder Changes:
Art of War added from Lost Wonders Mod, requires Warfare and Masonry.
Great Wall added from Lost Wonders Mod, requires Construction.
Mosoleum of ? added from Lost Wonders Mod, requires Alphabet and Masonry.

ModComp Changes:
Mercenaries Mod updated from v0.5.2 to v0.5.3


Pre v0.3 Version History:
Spoiler :
v0.1 Basic reworking of of vanilla Civ4.
v0.2 Added TheLopez's Mercenaries Mod Special Edition including Zuul's Promotions & Perks.
v0.21 Added TheLopez's Not Just Another Game Clock Mod.
v0.22 Added TheDarkside's Building Demolition Mod.
v0.23 Added Simcutie's SimcutiePedia Mod.
v0.24 Added Crayton's Forever Speed.
v0.25 Added 12Monkeys' Special Domestic Advisor Mod.
v0.26 Removed Simcutie's SimcutiePedia Mod, the Index and Unit Upgrade pages wouldn't work.
v0.261 Reworked unit upgrades to appropriate branches.
v0.262 Added the TXT_KEYs for the promotions added in v0.2
v0.263 Put the Warrior back as a 1/1 unit, starting with and limited to 2 per player.
v0.27 Fixed CTD glitch. Reworked tech costs to follow logical progression along branches.
 
FirstAge Technologies

Here is a link to some screen shots of the Tech Tree so far.

Tech Tree Images

My main goal with the tech tree is to spread out all the things you do so that no tech gives more then one or two rewards. I am hoping to have around a little over a hundred techs spanning The Stone Age, The Bronze Age, and The Iron Age. I have most of the Stone Age techs done, though I am still working on the Religious branch which will lead into the trade and commerce stuff that I haven't added yet.

I am really trying to make animals a bigger part of the game and the techs at the bottom of the tree, Bird Handling, Wolf Handling, Bear Handling, and Lion Handling, reflect this. They each give the ability to train the appropriate animal type. These animals can then be loaded into the Beast Trainer unit (birds can also be loaded into the hunter and ranger units).

My plan is to put more techs following from these that represent the domestication process, like Wolf Handling --> Wolf Breeding --> Domesticate Wolf. The last one giveing the first Dog unit. Don't know exactly, any input would be appricated.

As it stands the tech tree has the basics done. I need to flesh out the religious and animal parts, as well as working in liturature, trade, and a few more such techs.
 
FirstAge Civilizations and Leaders

I'm play testing the mod right now and working on unit stat balance and production costs, ect., But once that is done I'm going to start adding in some more civs/leaders.

Allowed Civilizations:
Spoiler :
Arabia
Aztec
China
Egypt
Greece
Inca
India
Japan
Mali
Mongol
Persia
Rome


At the moment all unique units have been removed. I am definetly adding them back in, but not until I get the standard units more fleshed out.

Civs to add:
Isreal
Most from Out of Africa
Most from First Peoples
 
I added a few buildings.

From Fall from Heavon(thanx be to Kael) I borrowed the Training Yard.
From the Lost Units mod I borrowed the Art of War, The Great Wall, and Masoleum of somthing(can't remember the name..).
 
FirstAge Units

One thing I want to point out. Its an idea I am kinda proud of at the moment. Check out the scout. It can carry 'Equipment'. The Canoe is 'Equipment' and if you load a Canoe on a Scout while he is in a city, then the next time the scout is next to water the canoe can sail out of the scout and into the water. At wich point the scout can board the canoe. Unforunatly the canoe can't go back into the scout unless they are both in a city. The Basecamp unit is also equipment and starts with the Medic 1 promotion, so a scout can carry it around and is able to set up a base of operations.


New units:
Spoiler :
Basecamp
PrereqTech: Survival
TechTypes: None
Cost: 125
Combat: 0
Moves: 0
Capture: Basecamp
SpecialUnit: MobileObjA (ie. 'equipment')
UnitCombat: None
SpecialCargo: People
DomainCargo: Land
Cargo: 2

Beast Trainer
PrereqTech: Animal Handling
TechTypes: Hunting
Cost: 70
Combat: 3
Moves: 1
Capture: None
SpecialUnit: People
UnitCombat: Recon
SpecialCargo: Animal
DomainCargo: None
Cargo: 1

Canoe
PrereqTech: Sailing
TechTypes: None
Cost: 30
Combat: 1
Moves: 1
Capture: None
SpecialUnit: MobileObjA
UnitCombat: Naval
SpecialCargo: People
DomainCargo: Land
Cargo: 2

Clubman
PrereqTech: Warfare
TechTypes: None
Cost: 15
Combat: 2
Moves: 1
Capture: None
SpecialUnit: None
UnitCombat: Melee

Hawk
PrereqTech: Bird Handling
TechTypes: None
Cost: 20
Combat: 0
AirCombat: 1
AirCombatLimit: 10
Moves: 1
AirRange: 2
Capture: None
SpecialUnit: Animal
UnitCombat: None

Hunter
PrereqTech: Tracking
TechTypes: None
Cost: 60
Combat: 3
Moves: 2
Capture: None
SpecialUnit: People
UnitCombat: Recon
SpecialCargo: Animal
DomainCargo: Air
Cargo: 1

Ranger
PrereqTech: Survival
TechTypes: Bird Handling
Cost: 120
Combat: 5
Moves: 2
Capture: None
SpecialUnit: People
UnitCombat: Recon
SpecialCargo: Animal
DomainCargo: None
Cargo: 2

Slinger
PrereqTech: Ranged Combat
TechTypes: None
Cost: 25
Combat: 2
Moves: 1
Capture: None
SpecialUnit: None
UnitCombat: Archer

Stone Archer
PrereqTech: Stone Weapons
TechTypes: Archery
BonusType: Stone
Cost: 45
Combat: 4
Moves: 1
Capture: None
SpecialUnit: None
UnitCombat: Archer

Stone Axeman
PrereqTech: Stone Weapons
TechTypes: None
BonusType: Stone
Cost: 40
Combat: 3
Moves: 1
Capture: None
SpecialUnit: None
UnitCombat: Melee

Stone Clubman
PrereqTech: Stone Weapons
TechTypes: None
BonusType: Stone
Cost: 30
Combat: 3
Moves: 1
Capture: None
SpecialUnit: None
UnitCombat: Melee

Stone Spearman
PrereqTech: Stone Weapons
TechTypes: None
BonusType: Stone
Cost: 55
Combat: 3
Moves: 1
Capture: None
SpecialUnit: None
UnitCombat: Melee

Trained Brown Bear
PrereqTech: Brown Bear Handling
TechTypes: None
Cost: 40
Combat: 3
Moves: 1
Capture: None
SpecialUnit: Animal
UnitCombat: Melee

Trained Lion
PrereqTech: Lion Handling
TechTypes: None
Cost: 30
Combat: 2
Moves: 2
Capture: None
SpecialUnit: Animal
UnitCombat: Melee

Trained Wolf
PrereqTech: Wolf Handling
TechTypes: None
Cost: 10
Combat: 1
Moves: 2
Capture: None
SpecialUnit: Animal
UnitCombat: Melee


These vanilla units have been altered:
Spoiler :
Archer
PrereqTech: Archery
TechTypes: None
Cost: 25
Combat: 3
Moves: 1
Capture: None
SpecialUnit: None
UnitCombat: Archer

Chariot
PrereqTech: Mounted Warfare
TechTypes: Wagon Wheel
BonusType: Horse
Cost: 45
Combat: 4
Moves: 2
Capture: None
SpecialUnit: None
UnitCombat: Mounted

Galley
PrereqTech: Ship Building
TechTypes: None
Cost: 50
Combat: 2
Moves: 2
Capture: None
SpecialUnit: None
UnitCombat: Naval
SpecialCargo: None
DomainCargo: Land
Cargo: 2

Horse Archer
PrereqTech: Mounted Warfare
TechTypes: Archery
BonusType: Horse
Cost: 50
Combat: 3
Moves: 3
Capture: None
SpecialUnit: None
UnitCombat: Mounted

Scout
PrereqTech: Tracking
TechTypes: None
Cost: 15
Combat: 1
Moves: 2
Capture: None
SpecialUnit: People
UnitCombat: Recon
SpecialCargo: MobileObjA (ie. 'equipment')
DomainCargo: None
Cargo: 1

Spearman
PrereqTech: Military Offence
TechTypes: None
Cost: 35
Combat: 2
Moves: 1
Capture: None
SpecialUnit: None
UnitCombat: Melee

Warrior
PrereqTech: None
TechTypes: None
Cost: 5
Combat: 1
Moves: 1
Capture: None
SpecialUnit: None
UnitCombat: Melee

Workboat
PrereqTech: Fishing Tackle
TechTypes: None
Cost: 30
Combat: 0
Moves: 2
Capture: None
SpecialUnit: None
UnitCombat: None
 
Credits:

Wraith and Jake -- All the ideas we've talked over and the innumerus hotseat games we've all played in CivIII and Civ4.

TheLopez -- The mods you've made that I have/will incorp into this mod and the ones I've just used in my personal games.

the great The Great Apple -- The civ4wiki and all the other stuff TGA deserves being thanked for.

Wyz_sub10 -- The Out of Africa and First Peoples mods. If only Fraxis could put this much thought and detail into the vanilla game.

Kael -- What can I say, Fall from Heaven ROCKS. Great work.

Rabbit, White -- To those of us with no grasp of graphics stuff, what you do is indespensable, and loads of thanx for the Native American canoe, best sea unit of all time imo.

Father Dagon -- Thankyou for you help in typo checking and for repoting those errors.

Everyone else that put buttons/maps/mods/units/ideas/ect up on the net, without you this mod would not be possible.

Mods and ModComps fully incorporated:
Spoiler :
GP Trickle Plus Mod, by TheLopez
Special Domestic Advisor Mod, by 12Monkeys


I just started documenting the credits and am going to have to surf the net to find out who made some of the things I used, but be patient and I'll get all the props up on here. If you do see something that is yours just post up here or pm me and I'll credit ya. :>
 
Changes Coming Next:
The tech costs need to be reworked as they are out of wach, Beaten Paths is only 1 tech point to learn.. I will have this cleaned up a bit by the next release which will be v0.27 and should be out by April 7th. It will have the tech costs reworked, units will be balanced a little better, and maybe some new techs and units.

Changes Coming.. somtime:
I hate that so many units share graphics with other units, but Rabbit, White is coming out with some sort of Alternate Stone Weapons unit graphic pack so once I get ahold of it this problem should be fixed alittle.

Recent Changes

v0.263
After some playtesting, I found that there are some problems with not haveing any military units until Warfare. Mainly the problem was barbarians, so I put the Warrior back to no prereq techs, lowered his strength to 1, lowered their cost to 5, and limited them to 2 per player. I also started each civilization with their alotment of 2 of these Warriors. This should stop barbs from just walking into your city.. unless they are 28 squares away exploring when the barbs invade.. ;)

I also added a tech called Cultural Identity. It is ment to represent the change from being a bunch of families/clans that live together, to being the People of a Civilization, if you get my meaning. It requires Oral Tradition, Agriculture, Fishing, Wood Working, and Stone Working. It allows Open Boarders agreements and the construction of Settlers, as well as leading to Writing and, eventually, the commerce/government branch. I know 5 techs is alot of prereqs, but I want to make it a conserted effort to build settlers and gain access to diplomatic/trade abilities, my over all goal being to make a warlike game environment. I may move this tech from the 2 row to the 3rd and change the prereqs to 2 or 3 2nd row techs, maybe Oral Tradition, Animal Husbantry, and Food Storage, don't know for sure yet.

Lastly, I was reading a post by Optimizer about his Icebreaker Mod and thought it was a great idea, so I gave the Ice Feature a growth of 30 and a disapearance of 30. Don't know how much this will effect things, jungle and forest have a growth in the upper teens and when I tested it a bit growth of 100 grew about every other turn, give or take.

Well it seems a few people have downloaded the earlyer versions of this mod, I would love to hear some feed back from any one thats played it or just has some suggestions. :>
 
Was playing this mod, i hope this is just the beginning cause WOW talk about boring, not to be offensive, but it took a fifteen minutes to get first settler, i had over 100 workers (all of which i had to delete), also had about 50 Clubman, (also had to delete 90% of them) could not build anything else, then because of money problems, had to take progress down to 10%. Then when i was FINALLY getting into it, had four new city's and POOF it crashed!! When looking at the hopes of this mod looks good with the animal stuff, so pls help for now, thx.
 
Sorry can't give feedback on your mod right now, no time for playing, just a suggestion: maybe you should also have a look at the stoneage prealpha here, that seemed promising but looks now nobody works on that anymore. I'd like the idea of a stoneage mod maybe you can utilize the ideas and stuff provided there.

http://forums.civfanatics.com/showthread.php?t=160483
 
@Ploeperpengel
Thanx for the input, that Stone Ages: Prealpha has alot of good ieads and I think I may be able to flesh out the commerce/culture/government part of the tech tree now. :>

@strategyonly
Yea, in its current form the mod isn't really ment to be playable. I'm amazed you learned any lenght of the tech tree as many things on the forth row and on are several thousand tech points. But I'm glad you are interested in the mod and I've fixed the problem with clubman not upgrading, they now upgrade to stone clubman. At the moment stone units don't upgrade to anything, but i am planing some cooper and maybe bronze units in the future version. Check back in later today or tomorrow and I should have a playable, if not totally balanced, version up for download.

Then when i was FINALLY getting into it, had four new city's and POOF it crashed!!

Could you elaborate on this. I haven't run into any crash to desktops myself, but I haven't played any single game to length. I have put in a few python mods from various people and theoretically there could be unforseen issues. If you can recreate this crash and tell me the circumstances I might be able to fix it or ask others about it. Thanx for the feedback :>
 
Hey, this is a great start for a mod! I really like the early game, and this mod really catches my interest. However, strategyonly has a good point: there is nothing to build for a long time. I would typically get a building, build it in my cities, and then wait forever. I would have to build and kill units constantly. Even while doing that, I think inflation was still creeping along, so without improvements to income, it became more and more expensive to do the same thing, with no way to stop it. Perhaps you could disable inflation until a certain point in the game? Maybe turn it on with a particular technology or at a certain time. Either way, there needs to be something to do with all that extra production, as you can't build Wealth, Research, or Culture for a very long time.

On a more positive side, I really like the way you're doing the technology. Having to develop technology to do everything, to me anyway, is great.

Two errors that I wanted to point out to you. I was able to build standard Warriors, and later Axemen with Copper, as well as the primitive units you added. These normal units blow their primitive versions, and all the other units at the time, clear out of the water. Perhaps you would like to disable them? Also, I built my first city next to a goody hut, and it gave me a Scout. However, this was the normal Scout, and not a primitive version. You might decide to look at this as well.

I was interested in the other stone age mod that was out, but I think the poster was trying to do too much at once, and gave up on it. I was kind of disappointed, and I don't want to see that happen with this mod!
 
Alright, well me and a buddy play tested the mod a bunch last night and I see what yall are saying about the early game being pretty boring. This will be remedied in the next release which I will be putting up in a few hours. I'll post more peticulars after I upload the file.

@FatherDagon
Did you suffer the crash to desktop that strategyonly mentioned? And thanx for playing and mentioning those errors, I'll look into them and get them fixed, but I am afraid to do any work on the in game stuff until I trace down this ctd bug, but I am on the job right now and don't plan on abandoning this mod. Your input is really appreciated. :>
 
Well it was some work, but I tracked down the glitch. It was in the unitinfos.xml file. It was either some alterations I made to the unit graphic meshes or it was the fact that I put all my new units above the vanilla units. But either way, I have played through just over 100 turns in 5 straight games with no crashes to desktop. :D

I am uploading the new, stable, version. Read bellow for the specific changes from v0.263 to the current v0.27

Recent Changes:

v0.27
Spoiler :
First I reworked all the tech costs so they are more logical and balance on the branch progressions. The first few rows are equivilent to vanilla costs, but beyound there some are a little more/less expensive then standard rules.

I removed the Stone Bonus req from Obelisks so any one can build them and get some culture.

I added a couple more techs:
Cartography: gives map trading
Local Commerce: allows market building
Wood Gathering: workers can build lumbermills

I uped the Warrior limit to 10 per player so there is somthing to build from the beginning of the game.

I made various other tweaks that don't really warrent recording. This version should be both stable and playable. Let me know what ya think. I am going to sleep and will be doing some actual in game work tomorrow after I get up. :>


@FatherDagon
I check and the Scout is sappose to be in the game, has new abilities, see one of the posts above. And as for the Axeman, it isn't available in the game, but the Stone Axeman does use the same unit graphic as the Axeman, maybe that caused the confusion, but good lookin out anyway. :) And try the new version, v0.27 in the first post, I think it should be much better the the last one, though it still is only about half way done.
 
@Jeckel
I didn't have any troubles with the game crashing (at least, not from your mod). My computer is a bit old, and as the game progresses, performance deteriorates. But no crashes from your mod.

About the Scout and Axeman, maybe I was using an old version or something. I'll go and download the new version later today and give it a go.

Also, I put together a short list of minor issues I discovered playing the mod last night, I can post them up here if you would like. Mostly misspellings and TXT_KEY issues with appropriate XML bits not displaying text.
 
Sorry it took so long to get the new version up, but I fell asleep while it was uploading. Anyhow, check the first post to download the latest version. Please play a game or two and let me know if the game crashes, though it shouldn't.

@FatherDagon
I think a lot of the TXT_KEY errors should be fixed in the v0.27, but please do post up any errors you found. I am sure there are some spelling errors as spelling is not my strong suit and I don't usually notice the errors to someone points them out. Thanx for the help. :>
 
@Jeckel

I tried out the new version. The fixes and tweaks you made are pretty good, more balance and I think it works out better. Still lots of clicking through turns with nothing to do though. Most of the TXT_KEYs I saw earlier are fixed, but I noticed more new ones :) (for example, the quote for the Trade technology, and a few of the technology strategy quotes that show up when you mouse over them).

Unfortunately, I ran into that crashing issue that someone mentioned earlier. Screen went black, music started skipping, and Windows let me know it was game over. I believe at the moment I was just clicking through turns. I tried playing a bigger game than usual, I think it was a Normal speed, 10 Civ game on a Small world. Not sure if that helps.
 
@FatherDagon
Thanx for testing it out, I'll put the those TXT_KEY errors you mention on the list to fix. :) As for the crash to desktop, I have been play testing with a friend and we ran into it again aswell, small map, 8 civs, quick speed, hotseat with 2 humans. Do you remember what turn it CTDed on? We were around 190-210. But we reloaded about 5 turns back and it didn't crash again, we played to almost turn 320 before saving for another day, so atleast it isn't savegame glitching.

And for things like the quotes, if you have any ideas for any of the techs just post it up and I'll prob use it. If no one has any suggestions I'll prob just swipe them from other mods and things that pop into my mind. ;)

But I'm going to take the weekend off and play test a few games through to the end. If all things go alright i'll be posting v0.3 in 3 or 4 days. It will have things like Slavery Civic, 3 new wonders, around 10 new techs, new archer units, some unique units returned, new unit graphics for the stone units, more early units, and more happyness, culture, and health things in the early part of the game. But that is in 3 or 4 days.

I'll check back in off and on, if anyone gets the Crash To Desktop, please post the size of map, number of AIs and players, game speed, and turn it crashed, I am tracking this error done and am going to kill if at all possible. Thanx for any help. :>

EDIT(April, 12): I am about half done with v0.3. Assumeing everything in RL goes good I'll have it up sometime tommorrow. :)

EDIT(April, 13): I'm uploading version 0.3 now, should be done in about an hour.
 
..Bump..

Latest version is up. Link is in first post. Lots of changes, check the spoiler in first post to see most of them.

I'm working on a scenario right now, am going to playtest this version for atleast a week. Am dling the patch and SDK right now so, will prob edit htis post with ideas shortly.
 
It sounds like you are off to a great start. I am especially excited to see how you have managed to incorporate the canoes and other portable equipment. I am finishing school this month and do not want to get into any more mods quite yet (TAM and FfH both take too much time from my studies already). I hope that you work out a few of the bugs before I try it in a few short weeks.

Keep up the good work.
 
Top Bottom