Glory and Greatness

Computer is fixed! Got it two days ago, just been running around catching up some work stuff, been busy. I'll see if I can find my civ IV discs (I managed to salvage all of the files I'd use to update Glory and Greatness) and then I'll restart modding this weekend.

Reminds me, I need to talk to Asaf and Baldyr...
 
Good to hear! Please check my suggestion for the mod.

Might I make a suggestion for a special ability for Bismarck? It's called "Blood and Iron" and provides 10% increased production of siege units, +1 visibility range for infantry, and no war weariness in your capital city. Another ability name I can think of is "Kulterkampf", which I think should affect culture and religion.
 
To DS: I think that no weariness in the capital idea might work as a civ ability, but these leader traits aren't leader specific. There will be ten of them, and with 80 leaders that means 8 leaders will each have that ability. Currently they are:

Militaristic
Cultured
Maritime
Commercial
Spiritual
Scientific
Organized
Strategic
Charismatic
Resourceful

So there won't be a Bismarck trait, there'll be a Germany Trait, Furor Teutonicus and one leader Bismarck with a Strategic trait and the other Frederick with an Orgnaized trait.
 
This might just be my screwed-up computer, but I can load the mod but it is no different from the regular beyond the sword.
 
Yeah, I think that's your computer, or at least the install.

Did you put it in the program files/firaxis games/sid meier's civilization IV/Beyond the Sword/Mods or in the My Games/Beyond the Sword/Mods directory? Often people put stuff in the My Games folder and that doesn't work.
 
I put it in the mod dircetory not the my games. Too bad.. I'll have to wait for my computer to get wiped- it's currently virsude and I'm trying to get all the important stuff off of it.
 
Just noticed this, did you intend for /any/ desert tile to be given the +2 Food/+2 Commerce as Arabia? Flood Plains, unimproved, are yielding 5 Food and 3 Commerce, which is strikingly unbalanced in my opinion. Not sure if that was intentional, or if there's a way to set it to only pick up on, say, Desert Hills and blank Deserts. Oases are also 5 food/3 commerce.
 
Great mod with many new and exclusive ideas, great work Mr Snake ;-)
Played the dutch, the 3% is too powerfull, just accumulate some gold for some turns anf than your fine till the end of the game, you should put a max me think.
now playing Inca, I have a bug with galleys: I can load units in them only once they are in a city, I can't move a unit directly in a galley. I however can move it out from the galley. I actually moved a chariot into a galley in a city, unload it in a empty island and than couldn't relaod it back in the galley.
 
I've heard that too consistently to ignore it, the Dutch ability is awesome, unique, historically fitting and fun, and I may have to kill it! Aagh!

I don't want to kill it, I love it...

I just don't understand...

But I can't ignore it. So, I'll need to think and re-balance the dutch, look hard at that windmill bonus. I just changed Sumeria to a cool new ability that makes them a lot of fun, they get 2 gold per city per turn. Maybe I'll make that the Dutch ability and come up with something else for Sumeria.
 
I've come to a conclusion about the guilds aspect: It's inelegant. I installed an inventors guild, a surgeon's guild, etc. and I believe I've just bogged down gameplay in the middle eras for minimal benefit.

I've added a three new wonders and the new leaders, and rebalanced things. I think it it plays very well right now, and I'm afraid that throwing in the hero units and guild buildings is just complicating what is otherwise a fun game right now.

The new wonders are the National Wonder Naval Academy, and Great Wonders CN Tower and Theatre of Dionysus. There are also three new resources: Pearls, Shellfish and Plays. 7 play resources are available to the one who constructs the theatre of Dionysus and it has bonus happiness if you have a theatre in your city. The Shellfish are Clams renamed with new artwork, but function the same. Pearls are a second luxury resource from the ocean, one found in warmer waters, unlike Whales, and give a lot of gold when worked. They use the artwork from the Clams, that's why Clams got changed to shellfish.

So I think I'll just concentrate on touching up the civs, and then that's all!
 
Oh, but I will also look at adding more diversity for civs, going into the machines now. So the African Tanks will not look like the Asian Tanks, etc. Also found a few intriguing possibilities for ships and siege equipment as well. Also think the Koreans are about to get their turtle ship for the early eras. So expect gameplay balance and graphics improvements, but nothing more to mechanics.
 
I've come to a conclusion about the guilds aspect: It's inelegant. I installed an inventors guild, a surgeon's guild, etc. and I believe I've just bogged down gameplay in the middle eras for minimal benefit.

Interesting. That's exactly how I feel about the Guilds in ROM. ;)
 
Thank you for actually TELLING me that it won't run on a Mac, instead of letting me waste 15 minutes and 400 MB and then finding out the blasted thing won't work! :thanx:
 
i downloade both Powers that Be and Glory and Greatness and i cant play any scenarios at all
for the dutch maybe you can make the intrest 1% or 0.5% (iv'e done it in my private modmods)
otherwise, its the best mod since GEM and RFCabundance
 
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