[FULL] Putmalk's Ancient World Discussion Thread

Sweet deal. I changed it. So...what's embarked all water? lol

You could just give Carthage the +2 naval move like the Brits have and leave it at that if this causes any problems, but I realize that's a bit bland!
Thank you for the swift reply. :)

You're right. Changes will be coming to Carthage's UA to accommodate for the issue..

I may push out another hotfix after all. D'oh. >.< I forgot to include changes to the Philosophy branch.

Embarked all water lets embarked units cross oceans before Astronomy.

And no worries about the swift replies, I'm just here mapping an Amnesia custom story. xD I'm constantly refreshing this website.

Alternatively to <EmbarkedAllWater> you can also do:

Code:
<Trait_FreePromotionUnitCombats>
                <Row>
			<TraitType>TRAIT_CARTHAGE</TraitType> <!-- Believe that's what the trait is called.... -->
			<UnitCombatType>UNITCOMBAT_NAVAL</UnitCombatType>
			<PromotionType>PROMOTION_OCEAN_MOVEMENT</PromotionType>
		</Row>
</Trait_FreePromotionUnitCombats>

This will grant +2 move to naval units. Sorry about the issue! It will be addressed in an upcoming version.
 
Putmalk, are you sure it's the unique ability?

Because I tried replacing the trait with what you gave me - I even deleted Carthage's unique ability altogether - but loading up my save, I still get a CTD with an embarkation. =/
 
Putmalk, are you sure it's the unique ability?

Because I tried replacing the trait with what you gave me - I even deleted Carthage's unique ability altogether - but loading up my save, I still get a CTD with an embarkation. =/

I'm almost certain that if you change the mod, you can't load a save from the previous version. Because you're changing the files, it's still loading the old ones. I do not think they're save compatible.

I mean, I can run some tests...

Ya, I just checked. Deleted the <EmbarkedToLandFlatCost>true</EmbarkedToLandFlatCost> line removes the Viking warships from the embarked unit graphics.

That should fix your CTD problem. :/
 
It's been a while since I've actually -played- this game.

I'll be doing a Mediterranean map with a random civ on Emperor. I'll be posting some screenshots as I play. This should be fun!

My question is: Would you guys rather me do this in this thread, or a thread in Civ 5 Stories & Tales?
 
Noooooooooooooo my poor Carthage game. :(

You should do it in this thread!!!
 
I'm enjoying Version 8 overall, but Culture is definitely dragging. Culture victory is nigh impossible and clearing two trees before you clear the Tech Tree is dubious at best. It also looks like puppet cities you conquer still increase your Culture requirements like newly founded and annex cities do.

- Marty Lund
 
I'm enjoying Version 8 overall, but Culture is definitely dragging. Culture victory is nigh impossible and clearing two trees before you clear the Tech Tree is dubious at best. It also looks like puppet cities you conquer still increase your Culture requirements like newly founded and annex cities do.

- Marty Lund

Have you built the Sphinx and all other culture-based buildings and wonders?

I was thinking of making Polytheism require Iron Age. There may be other changes in the Culture game, as well.
 
I played about 50 turns as Lydia in version 8, when the game suddenly crashed. Apart from the crash, the game looks and plays great. Thanks for an excellent mod. I think the ancient era is most ideal for the nature and mechanics of Civ5.

Where should I place the files and folders for the variety pack. Do I simply drop them into the mods folder alongside the existing folders for version 8?
 
when an ai builds a wonder the icon shown is agia-sophia's always.

I have noticed this with a couple mods now. Something is either tweaking with the Notification Panel or vanilla is actually messed up.


As for the culture issue: You should not make it a requirement that culture wonders need to be built to win a culture game, especially when the required wonders would be so early in the game. It creates a scenario where culture wins are almost entirely based upon your civ's starting location and UA
 
i am playing mesopotamia right now and it is great.very nice unit skins.the ai seems a lot smarter in diplomacy.have u put any unit skin ethnic diversity?

edit:it would be nice if u changed the skin of the greek swordman to the greek elite.but i think that for the greek elit a unit like spartan hoplite would be better(instead of the companion cavalry)

2.u have put the greek makedonian hypaspist as swordman for everyone?but how is this possible?he has got the makedonian sympol on his shield
 
Have you built the Sphinx and all other culture-based buildings and wonders?

Oh course - it is pretty much mandatory. I also went Honor with Raging Barbarians and a smaller civ/city-state-to-land ratio to ensure more encampments. It doesn't really help enough by mid-game. The culture sources (buildings, slots, multipliers) don't ramp up adequately compared to vanilla as you progress across the ages, while the percentage increase rates are too steep (especially for subsequent policies, but also for new cities). Also, cultural city-states seem to be more rare while expansion to develop an economy to bribe them is more prohibitive. Also, City State quests are basically all "kill barbarians" and "kill other city states." I haven't once been asked to build a road, a wonder, find a natural wonder, or contact another civ.

Just looking back on the G-Minor challenges for culture wins and the results leaders would put up racing in those games the infrastructure is actually ridiculous: Monument, Temple, Monastery, Museum, Opera House, Hermitage, and Broadcast Tower. Then you have Honor -> Piety -> Freedom on the social policy track.

In this mod you've got Honor -> Polytheism, and you've got Monument, Temple, Monastery, Church (the Temple of the Gods usually doesn't have enough base culture to work with for the 25% multiplier to pay out - you need like 20 CPT to make translate into a +5 bonus.

I was thinking of making Polytheism require Iron Age. There may be other changes in the Culture game, as well.

I'd recommend fleshing the Social Policies back out to 10 for starters. Polytheism at Iron Age with some sort of Freedom analog for Classical (by Late Classical the curve has gone too steep to by into more accelerators efficiently). I'd also add some sort of national wonder like a Basilica (Rome and the Byzantines had them by Late Classical) that functions like the Hermitage - y% cities have a Church/Temple of the Gods built now you can build it.

All this is suggested as constructive criticism for expanding. The game plays a great ancient-world strategic war-game as-is.

- Marty Lund
 
Played a game as Lydia on huge map until 1190BC when I get a peace proposal from Carthage. Whichever choice I make, the game immediately crashes.
 
Where should I place the files and folders for the variety pack. Do I simply drop them into the mods folder alongside the existing folders for version 8?

Download and install the mod the same way you did with the initial files, and enable them separately. They are compatible together. :D

orielense said:
Played a game as Lydia on huge map until 1190BC when I get a peace proposal from Carthage. Whichever choice I make, the game immediately crashes.

Odd. Which version were you playing and what DLCs do you have on your computer?

mlund said:
Just looking back on the G-Minor challenges for culture wins and the results leaders would put up racing in those games the infrastructure is actually ridiculous: Monument, Temple, Monastery, Museum, Opera House, Hermitage, and Broadcast Tower. Then you have Honor -> Piety -> Freedom on the social policy track.

In this mod you've got Honor -> Polytheism, and you've got Monument, Temple, Monastery, Church (the Temple of the Gods usually doesn't have enough base culture to work with for the 25% multiplier to pay out - you need like 20 CPT to make translate into a +5 bonus.

Duly noted. Changes to social policies will be coming in the next version.

PAVLOS_GR300 said:
i am playing mesopotamia right now and it is great.very nice unit skins.the ai seems a lot smarter in diplomacy.have u put any unit skin ethnic diversity?

edit:it would be nice if u changed the skin of the greek swordman to the greek elite.but i think that for the greek elit a unit like spartan hoplite would be better(instead of the companion cavalry)

2.u have put the greek makedonian hypaspist as swordman for everyone?but how is this possible?he has got the makedonian sympol on his shield

Out of all the possible custom unit skins for the Swordsman that are available for Civ5 modders, that was the most generic one. I was going for a more Roman-type unit of sorts, but that was the only one that was available. I think it's pretty generic, the other ones were Middle Eastern units and most of the base vanilla units are European, so I decided to go in that direction to remain consistent.

mlund said:
Also, City State quests are basically all "kill barbarians" and "kill other city states." I haven't once been asked to build a road, a wonder, find a natural wonder, or contact another civ.

I have. :) I guess you're just unlucky, because I did no changes to city-states.

Sneaks said:
As for the culture issue: You should not make it a requirement that culture wonders need to be built to win a culture game, especially when the required wonders would be so early in the game. It creates a scenario where culture wins are almost entirely based upon your civ's starting location and UA

Yup. Changes coming to the culture game soon.
 
"Odd. Which version were you playing and what DLCs do you have on your computer?"

I don't have any DLCs and the version is 8.
 
Back to the idea of grouping civs and giving each group a special unit path...

My idea is that, once your special units have been used (such as Carthage's Numidian Mercenaries (Horseman) or the Mycenaean's spearman replacement) in the early game, civilizations aren't as attractive and fun to play later on because they have lost what made them unique.

i hate it when my unit is skipable, easy to pass up and do fine without (a unit i wouldn't normally build) and when my unit requires a tech that is 3 lines down a path i don't like to research.

i hate it when mu building has an inconvenient prereq, has a maintenance cost that makes it "not more special" than the normal building with a similar, or exact maintenance cost.

that said, i like it when my unit is either something i already plan to build, is in a spot on the tree that does not divert me entirely from my desired path (i don't need it en route, but i don't mind going 2 techs deep in a lesser desired path) and i like it when my unit has a different property or makes it unique - such as the fear on the maoi warrior.

i like it when my building either gives me a slightly lower maintenance cost - even if it isn't free, or if it does not come too late in the game - anything ren or pre-ren is fair. i also like it when my building is of a class that gives specialists.

edit, my question:

what putmalk mods can i safely greenlight at the same time? i know it sounds incompetent on my part, but i wish there were a list of which combo's of your work i can green light at the same time.
 
"Odd. Which version were you playing and what DLCs do you have on your computer?"

I don't have any DLCs and the version is 8.

I meant DLC or non-DLC version. :p

I think your issue is related to this. Try this fix and see if it works (in a new playthrough).

You can greenlight:

Putmalk's Ancient World v8 DLC Version
Putmalk's Ancient Mesopotamia

Putmalk's Ancient World v8 DLC or non-DLC Version
Putmalk's Ancient World Civilization Pack
Putmalk's Ancient World Map Pack

These combinations are acceptable as of now.
 
Out of all the possible custom unit skins for the Swordsman that are available for Civ5 modders, that was the most generic one. I was going for a more Roman-type unit of sorts, but that was the only one that was available. I think it's pretty generic, the other ones were Middle Eastern units and most of the base vanilla units are European, so I decided to go in that direction to remain consistent.

at least u could put a diversity to west and east culture.for example romans, greeks myceneans minoans(carthagians?) can use the same skins and the east nations can use something else.i know that u need skins but some diversity would be nice especialy in the ancient era
 
After implementing the suggested workaround for the Carthage-linked CTD, the game seems to be running very smoothly. Also, I love the Mediterranean map.
 
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