Future Mod

I don't know. I've never played my mod on Earth2. For a standard mapscript I like Fractal or for one of my custom mapscripts I recommend ThreePlanets. However, if you are starting in the Ancient Era the initial civics are ruinous. Take a look at how bad they are. This is 12000 BC. The government is Anarchy, law is by Personal Justice, the only form of labor is Individual Effort, the only form of economic exchange is Robbery and all religion is mindless Superstition. Sort of like a Spaghetti Western. Considering these factors, your population may never increase unless you happen to be sitting on an incredible natural resource. I recommend researching Domestication--it lets you get Barter and Slavery, then Warfare which gives you Despotism. These are relatively accessible early on and they permit enough growth to reach other civics.

@DavidB1111: you can't wait to play my mod, so you need it from somewhere other than Atomic Gamer? Groan. That was a long setup.
 
Thanks Tholish, I was indeed playing on marathon. But please don't mind the way I've played during that save.. that one was made to upload here and I basically just skipped turns all the time until the error. ;)
 
I applied your patch and it does not seem to work. Would you mind walking me through the steps to apply the patch? It is possible that I applied it incorrectly. I just extracted it Mods/FutureMod.
 
Extract it to your desktop, then drag the folder FutureMod it into the mods directory, where the original FutureMod is. Since they both have the same name, either Vista or XP will merge the two folders, replacing any file they both share with the new one, possibly after prompting for permission. Or you could just download version 153 from Rapidshare a few posts up. I can't patch for the Earth2 startup crash. I have no idea why it happens. Just don't use Earth2. At least on later era starts. Working on vastly expanding leaderheads now.

No feedback on design?
 
Perhaps you don't understand.

I said that I couldn't wait to play your mod, because I was downloading it from the rapidshare place.
I have been playing for some time, and so far I am enjoying it. I really hate it though, when people make the Great Wall Obsolete.

Also, certain things shouldn't have been disabled by the Dark Ages.
 
It could be taken as a pun. The idea of the Dark Ages tech is that you have an ancient era where all normal ancient stuff, including UUs and UBs of all civs, are available to all civs, but once you research the tech Dark Age you get a cheap strong unit called Horde and starting access to later era techs, but almost all the old stuff is now obsolete. My intent was for there to be a dilemma. Do you keep researching classical era techs and developing your ancient but doomed empire, or do you hold your breath, experience a dark age, and go on to bigger and better things? Religious buildings and a few others survive the dark age, but all wonders and most buildings do not. A human player, naturally, will build buildings he or she knows will survive and not waste time on what is temporary while an AI will not have any foresiight. This is the perennial problem of a strategy game into which you cannot insert too much strategic challenge without it becoming an exploit, unless you formulate a formulaic response to that challenge (an ai) which itself is the real strategic challenge. Most units phase out over the course of the first few renaissance techs. My thinking was to get rid of almost all buildings and have modern variants (the standard buiding) emerge later. Whioch ones would you select to survive?
 
Well, to be honest, at least the Barracks regenerates for lack of a better term. :)
Um, let's see. The Moai Statues should stand the test of time. I mean, they're still there on Easter Island to this day!
Same with the great wall, yeah, it should eventually be useless, with the invention of helicopters, but still, until the moment where heavy walls that can withstand artilery rounds...it shouldn't be obsolete. Not that I'm really complaining. :)
 
The great wall was in fact rebuilt under the Ming dynasty, late Renaissance equivalent. The most heavily fortified part of that wall, near Beijing, is the one all the tourists go to. Which is exactly the only thing it has ever been good for. The older walls, such as the one built by the first emperor, fell into ruin long ago. The older walls are the ones that failed to keep out Genghis Khan, largely because they had gaps and were, well, obsolete.

This latest incarnation of the game doesn't have that many barbs, which I need to address. The problem is that if I have lots of barbs, they become truly crazy, a non stop barb firehose on other planets in later eras. While if I have fewer, this part of the ancient era falls flat. I need to find a way to deal with this. But the point is, the Great Wall is mainly antibarb, so not much to miss. Also, with a longer game it is really a drag that you can't lead units with a great general until Intelligence Increase. I need to move that back, if only I can find out where I did it.

You are right, I should make the later Barracks require Dark Age so you can rebuild it immediately. And I've moved some capabilities (modern mines) back into the Renaissance farther since the game no longer starts in 1800.

I left Moai statues in?

I'm almost done with the leaderhead thing. Before this weekend I will post an updated version, 1.54, then be off the net for a few weeks. When I come back I'll have 2.0.
 
what the hell. I get into the modern era and I have traffic horns constantly beeping at me. Even shutting off the master volume doesn't make them go away. It makes it unplayable for me.
 
Hi,

Could you add Revolution 1.65 on the FutureMod154? or create an extra version for Revolution 1.65 included? I like playing Revolution 1.65.
 
Hi,

Could you add Revolution 1.65 on the FutureMod154? or create an extra version for Revolution 1.65 included? I like playing Revolution 1.65.
 
I'm trying, which is why the lag. Jdog hasn't done anything like Revolution 1.65 for BtS 3.19, so it has to be the whole RevoultionDCM. I've finally merged every part of my mod, including the DLL with Rev DCM, and it works as long as I use the standard XML, but all my attempts to merge the XML get a mod that crashes as soon as it loads. I'lll try again by just adding my stuff into each file without deleting anything and see where that crashes.
 
The mod does not work for me i have bts 3.19 and when i load the game this is what happens.

It loads mod and the title screen is same as normal bts title screen yet in white writing at the top it says futuremod151.

The civopedia and game itself is not changed at all.

There are no new techs in civopedia and no techs when you accually look at the tech tree when you are in the game.

Is this normal ?

EDIT:
Sorry i didn't know you had to take the futuremod folder out of the futuremod151 folder.
Everything is good now.
Thanks and btw the mod looks like its going to be great.
 
I'm playing version 1.59 or so now. It has Autoplay and Change Civ. I am desperately trying to get revolutions for it before I post a new version. Also many little fixes, mainly to tech progression.
 
Please don't forget to make Revolutions optional. I cannot stress how much I hate that mod.
Micromanagement hell and ruins the fun...:(

Also, I look forward to the new version. Oh, and try not to use Atomic Gamer. Please, I cannot download from them at all.
 
Well, I did upload it. Still no revolutions, but Barbarian Civ, AI Autoplay, and Civ Changer. Also little fixes, like some graphical stupidities (Workgangs turned into tentacled monsters way too early) and tech tree illogic (you could get Industrialism before Steam Power if you followed the right path). Atomic gamer currently though. Its so easy.
 
Easy for you, but again, it's impossible for me to ever download from it. I refuse to wait 5 minutes as well. Fileplanet was never that bad. :(
 
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