Vylinius
College Student
Tholish when will all the old civs from pre 3.19 come back?
Thanks. Not compared to many, but I have developed a skill at generating and capturing ideas and some halfway servicable modding skills. There's a lot of good stuff folded into this mod that doesn't make a good screenshot or modcomp, clever arrangments of effects. Yet it is also still being improved. Version 2.0 (The Span of Time) will be awesome. Currently I'm making a big batch of improvements to the mod itself, and straightening out the naming system and files to make it more organized, rather than trying to develop and add new modcomps (Random Barb City Names was the last for a while and will be in the next update).I found your mod an I fall in love with it. (= You are a genious.
I have never noticed this. I always adjust difficulty by changing my own difficulty level.Every time I created a "Custom Game" I had a problem with the AI. I could select my difficult, but could't change the difficult from the AI.
Around the year 1000BC I am the best player and no one could beat me. No one had a little chance to kill me.
I set the difficult on monarch with aggressive AI. But the game is boring, because I had no real enemys...
Ideas?
One thing that can drive me crazy about civ is not knowing what improvement to build. I'm assuming this mod adds in new improvements so Ill ask...Is there improvements in this mod where like all hills should be X and all flat lands should be Y?
I noticed in the screen shot it looked like there was new improvements at least. So ya, just wondering. Help is appreciated.![]()
I think so. The Road To War material was all done under BtS 3.17, so your road to war needs to be current as of then.Also...I deleted Road to War but replaced it with a newer version of it...so it contains the older version stuff plus more things. So will this work even?
EDIT: The mod has been downloaded...I go into civilopedia and only saw regular civs from the civ game, is that normal?
That means the mod is working correctly. I need to find out why it does this (there are several places in the Python where the ini is reset and I thought I got them all, but there must be one still there somewhere). Anyway, the default setttings are fine, since I'm only using selected parts of Revolutions, so it doesn't affect the game, though it is poor form to leave it there like that.When i went to play a game I got an error that was something like this
WARNING! FutureMod.Ini not found! Revolution components using default setting.
What does this mean?
Tribal warrior has Animal AI, keeping it from entering civilization borders. If you happen to capture one, it will be unable to move except outside civilization.- Tribal worrior can’t move
Only the Police State civic allows military units to make citizens happy. Being a barbarian "animal" unit that you probably got from an Archeological Site (AKA goody hut available only on rennaissance or later start) the tribal warrior probably doesn't work even then. However, you are correct I need to make sure it is not awarded by goody huts.- Tribal worrior doesn’t make the people in the city happy
- I can see iron and can build a mine on it, but it was not clear to me, that I need Ironworking to use it.
You got it. Dark Age leads to a dark age. Glad its working. Think of ways to get through it.- The discovering of DarkAge results in a complete shutdown of my economic. To obsolete so many buildings is to much.(but possible)
That's Barbarian Civ working. It kills off some civs so there is room for it to make Barbarians emerge. I set the civs on each size to be higher so that once Barbarian Civ has done its work the number of civs is back to the standard number for the world size. Even so, I can understand your consternation if you set up a specific set of civs and some died.- On a standard map there are only 7 races although I set more in the beginning
I haven't noticed this so much, but in the latest version I've granted free techs for rels to the relevant civs that discovered them. Thus if you start in the Ancient era and you are playing the Olmecs you start with Sacrifice and thus get to found MesoAmericanism. Divine Right and Theology are now defined as Renaissance techs and are free to the Renaissance era civs "Arabia" and "Byzantium" (my thinking being that really Christianity was a product of the Roman Empire of late antiquity, aka Byzantium, which controlled Jerusalem at the time also. Also Justinian has the chant.)- Discovering leads to a lot of religions in my cities, even when I discover things like “Meditation” very late. The computer doesn’t research them
That's one of those details I need to fix. That and the future era great wall (a force field barrier) used to have a futuristic skin.- The fortress looks in the DarkAge like a fort in the future
Its not really the dark age any more, its the Renaiassance, getting on to the Industrial. The name "modern" might be a misnomer. Water closets and sewer systems seem modern to those used to throwing chamber pots out the window into the street.- Modern sanitation in the Middle Age?
That's the way it is with buildings. Sometimes they decay or something blocks the view of them and then they reappear.- The walls around the cities are sometimes shown and sometimes not
And that's inappropriate how? But seriously, I've been meaning to fix that.- The picture of the TajMahal is an Alien in a labor???
The Renaissance. The Renaissance started as soon as the dark ages reached a nadir. There are a few buildings like that, I'll double check. The cannon factory I'm using for the later forge is a good example of how it should be. In the latest version, Scotland Yard requires Scientific Method, if that helps.- The jump from MiddleAge to the IndustrialTime is a not good balanced. Factorys in Cities which look very old
Not all of them, and its not really the same. Its a replica. An exhibit. Problem with this is that the AI doesn't use it much, even though it is quite powerfull.- With national museum I can build wonders a second time! ???
In the big picture it was. Railroads started being built on a big scale in the mid 19th century and Highways in the early 20th. However, there are some paths possible due to Or prereqs that allow for some wierd transitions around the Industrial era. I've plugged some more of them with the latest.- The time between railroad an highway is very short
You should compliment me on the XML for putting it in there, that's the real work I tell you. But really, I downloaded it. Credits, I have to work on credits.- Nice animation for Commenwealth
This actually IS explained in the civilipedia, as I recall. Like medieval cities that flooded outside the original encompassing walls, domed cities of the future will also flood outside the domes. The oriiginal domes will only cover the city center. The ugly sprawling domes of Next War that change size to cover the city make me puke. Not the domes, but the way they change size and cover the whole terrain. Sorry to somebody who did impressive work making it happen but its horrible. I guess its all taste, many people think my mod is horrible. Go ahead and say, I'll just work harder to make it better.- The EnviroDom is to small compared to the city
Not until you research Spaceport. They are available to cities on the other planets prior to that. A bigger problem is why I can't get He3 to show up and the AI to colonize the other planets at all.- No resources on other planets available
Yeah. For now. The idea is for it to go out as pairs. Never really happens but it doesn't hurt anything.- Unit Transhuman is a defense unit and a settler???
Really? That's strange. I would have never known because I manually control workers until I have everthing developed and then set them to Build Commerce or whatever that map looking button is. (That way they improve roads and automatically fix any bonuses that get disconnected, but don't go around reversing my decisions and working against each other). Theres something about category of unit and what kinds of missions it can do. I'll look into it.- Workbots can use the “Build road to…” Mod. They only build one gravetube and ask for new orders after finishing
The same unit is used by the barbarians from the start of the game to the end (though they get more advanced ones eventually these remain major cannon fodder). The look just changes: initially a stone axe man, then a horse archer, then a couple of soldiers in a flying space car. The combat value has to work for all eras, and I figured six was good. The early barbs are particluarly tough customers who know how to fight, and you had better cower behind good defenses. Later, they are comparable to your own units. Finally, they are an annoyance that kills unprotected workers and pillages outlying improvements but is no real threat unless you leave a city totally undefended. And still looks good on other planets or in space or wherever.- Barbarian raider strength 6?? LOL
I need to fix up the details and civilopedia and credits. But that's drudgery you see, I'd rather try to do something I'm incapable of.I hope I could help you to better up your mod.