Futuristic Mod: Pentagenesis for Conquests

Fader55 said:
DLed & installed the game no problem, but every time I play the game ends.

The colony ship, crashes instead of building a city, even tho I get to name the city, then I get a pop-up with no message in it, & when I click the box I get kicked into the defeated screen, & things proceed as expected from there.

Anybody have a clue?

Fader

Hi Fader welcome to CFC!

The colony ship has a hard crash landing.... that is normal.

The defeat box never says what kind of defeat you have suffered... that is a small bug I never fished out.

...but I am stumped as to why you get defeated every time you build a city..... that is not normal.


EDIT:
Turn of regicide and mass regicide, (they are off by default), also, play with linked cultural locations (they are on by default), or historical civs (like the celts) will be in the game.


Looks great - but I wonder what the generic carrier is doing in all that futuristic units.

I must admit my attention to the naval game was poor at best.
 
It looks like Fader has Regicide mode enabled and he loses because there are no king units in the mod. Fader, just make sure you have Regicide, Mass Regicide, Elimination etc. boxes disabled in world setup menu (when starting a game).
 
Neomega said:
There are no factions/civs called the Apollians. I didn't change the names of some civ's city names, but all leaderhead animations.....

HEY! I just checked the editor...... You are playing with civs that aren't available in the mod! That means you had to go into the editor and make them available....... :suicide: PLEASE do not mod it yourself, and then ask me why it isn't working.... :p

There are 17 available civs, add any more at your own risk. Many unincluded civs have a name and little else.



Well I suppose you can call it a beta if you wish, but I never called it a beta, allthough the folder still bears the same name as it did for the PTW version.

First, my apologies for the semantic confusion = I stated beta because that is what the folder is called.

Second, I did not mod it - I do not know how to do so. I'll attach 2 screenshots (hopefully it will work - I have not done so). I do not know how this happened and I can still play. Maybe I need to reinstall and then reinstall the patch.

I apologize if my statement about beta or the crashes came off as being bytchy. You have done an awesome job and as I keep playing I keep loving it.
 

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Hey Neo, can I have that time machine you have? :p
time.JPG


Now the ALAV was made this year, so my only guess is you have a time machine. :p
 
This is a FANTASTIC mod! Everything is exellent exept the CIVILOPEDIA. The CIVILOPEDIA is just horrible, but everything else is great!
 
Nooble said:
This is a FANTASTIC mod! Everything is exellent exept the CIVILOPEDIA. The CIVILOPEDIA is just horrible, but everything else is great!


Thanks punk. :p

Yes the civilopedia is pretty bad.... but the improvements and units entries should be 95% - 99% correct and complete. ( I don't remember if I corrected the wonders and small wonders.....)

The writing is pretty bad also, I admit, but I hardly knew the story two years ago, and it continuously changed.
 
embryodead said:
It looks like Fader has Regicide mode enabled and he loses because there are no king units in the mod. Fader, just make sure you have Regicide, Mass Regicide, Elimination etc. boxes disabled in world setup menu (when starting a game).

Thanks embryodead, I figured out it was a victory option had been toggled, on the way to work.

First, my apologies for the semantic confusion = I stated beta because that is what the folder is called.

Second, I did not mod it - I do not know how to do so. I'll attach 2 screenshots (hopefully it will work - I have not done so). I do not know how this happened and I can still play. Maybe I need to reinstall and then reinstall the patch.

I apologize if my statement about beta or the crashes came off as being bytchy. You have done an awesome job and as I keep playing I keep loving it.

Thanks, I figured out how another way.... perhaps you generated your map first? And wanted 32 civs?

You can install/reinstall... or you can go into the editor and highlight these 17 civs;

Red Alliance
Mutania
Sabre Guild
Mutant League
Hauserco
United Clans
Elysium
Transgalactic
Cydonia
Outer Union
Drone Army
The Level
Neakuza
Frontier Order
Malseea
Eternal Inc
Teracon

Now the ALAV was made this year, so my only guess is you have a time machine.

Old L337 haxx0r trick.


@format c

sorry, the PTW version has been shelved, and deleted from the server.
 
i had the same confusion zantyg, because i selected random for ai opponents, but then i realized that only the civs i could choose to play were meant to be played against also (did that make sense?)

@Neomega AWESOME MOD!!!!!!!!!!!!!!!!!!!!!!!!!!!!, Other than work or sleep I have done nothing but play your mod (tells ya what kind of life i have :) )
I like the idea of enslaving immobile, invisible, no support required units, wish i'd thought of it in my mod - great idea
I haven't played that many games yet obviously, but it seems that there are a lot of units in the first age that don't get used- in other words there are simply no advantages to building them, because you have acces to units with the same stats at the same time that require no resources. SWAT, and Swarm RAV are two examples, however I may have just overlooked a reason to build them
 
bbalcarlton said:
In the civilopedia when you click on populism it gives you an error message and closes the game.
sorry about spelling

addressed in the patch. unzip the patch to the same file as you unzipped the mod to. Instructions and patch are on the first post, red bold letters.

thanks for playing, tell me what you think!

I haven't played that many games yet obviously, but it seems that there are a lot of units in the first age that don't get used- in other words there are simply no advantages to building them, because you have acces to units with the same stats at the same time that require no resources. SWAT, and Swarm RAV are two examples, however I may have just overlooked a reason to build them


Thanks, I like to hear my mod is stealing sleep.

Their prime advantages are they can be built without researching the military line. So with the SWAT, you can be only one tech away from empire, a superior government.

Upon a tertiary review, the skirm RAV does not require industry to build, so it requires one less tech.
 
Nwoll said:
i had the same confusion zantyg, because i selected random for ai opponents, but then i realized that only the civs i could choose to play were meant to be played against also (did that make sense?)

If you select random, on a huge map, you should still only meet playable civs. I am not quite sure what the deal is here.... any screenshots at the player selection screen?
 
Thanks guys, I'll go try that.

A great mod, along with WH2 & RaR these have renewed my interest in Civ, which I had just about given up on.

Fader
 
I have problems downloading the file, I do not know why.

It stopped yesterday at 70 MB and today, too.

Any ideas?
 
Neomega said:
If you select random, on a huge map, you should still only meet playable civs. I am not quite sure what the deal is here.... any screenshots at the player selection screen?

I've attached 3 screenshots - since I cannot figure out how to post them in the body of the text. The first, called player select screen shows the options available on a random map. As you'll see, the only choices there are your modded civs. there is a 'random'.

the second shot is from the civlopedia and it shows the civs - note 'Human 1'.

the third shot is selecting human one and as you see it is unaltered viking. Somehow it is running this civ if I select random for all the competing civs. I don't know where the apollonian stuff came from in my original question.
I have not reinstalled yet.

again, great mod - up there with WH2 and Rhyes.
 

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zagyg said:
I've attached 3 screenshots - since I cannot figure out how to post them in the body of the text. The first, called player select screen shows the options available on a random map. As you'll see, the only choices there are your modded civs. there is a 'random'.

the second shot is from the civlopedia and it shows the civs - note 'Human 1'.

the third shot is selecting human one and as you see it is unaltered viking. Somehow it is running this civ if I select random for all the competing civs. I don't know where the apollonian stuff came from in my original question.
I have not reinstalled yet.

again, great mod - up there with WH2 and Rhyes.

thanks.....

There are "unopened" civs, I still cannot figure out how they are showing up in your games though.... allthough I noticed you altered some of the default options, still, that shouldn't make a difference.
 
if you select all random on the start screen for your rivals there is a chance you will get these civs not meant to be played. In the editor only the right civs are highlighted under scenario properties so i don't know why this happens. I don't know how to take a screenshot but i can post a savegame if you'd like
 
I deleted this mod because too many units were used over and over with the same graphics....
 
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