Heretic_Cata's All in One Mod - Expansion

Virote_Considon said:
You released it! Cool!

Sorry I couldn't finnish the rest of the 'pedia entries for you- I've just come back off holiday.
It's ok, i up some simple entries. :D

There is a problem with the pedia though ... I don't know where some of the pedia descriptions are. :eek: I specificly remember writing a good pedia for the Holy Hand Grenade (unit) and adding your description of the Champion, but i have no idea what happened to them. :( And i bet some other are missing too. :(
Oh well, i'll fix it with a patch ... (soon :D)
 
Smthing wierd just happend. Now that i lowered the cost to espionage missions i decided to actually use them. So i easly managed to steal a few techs, but when i wanted to steal from the brits, i got to their tech tree, and there was NO NEW TECH that i did not already have. :eek: So i had to exit with Ctrl+Alt+Del kuz there was no way to exit the tech tree. :( Good thing for autosaves. :D

Would this be because of the hidden,no era,not tradeable techs ?

If it is then you should always check via diplomacy to see if the civ has a tech you don't have and not try to steal techs from people randomly like i did. :D
 
Well, i don't think it's that bad. Kuz all good players always check via diplomacy if they can actually steal smthing ...

(i had a crap load of money, that's why i stumbbled across this :mischief:)
 
Cata,
What is the point of a worker costing 3 population when it "works" as slow as the serf ? And also what is the point of upgrading a serf to a worker for 100 gold when there's no difference between them ?
Am I missing something ? :mischief:
 
Technicaly the worker works faster. But it is only visible when doing stuff that require a lot of turns (clearing swamps&pollution).
But that is neglijable as it was intended. :p
The main reason for the upgrade is to slow the production of workers. (it's one of Rhye's dirty tricks for slowing the settler&worker overcrowding of the map)
I really hate it when the computer/player has a 20+ stack of workers that he uses to make anything in 1 turn.


Similar to this, there is no logic to upgrading a settler to a colonist. The colonist simply costs more.
I did because i hate the "settler factories" strategy.
It's really annoying when at the second half of the 2nd age, the huge-pangeea map is FULL of cities.
I won't have that crap in my mod. :smug:



My advices:
- don't upgrade serfs to workers
- upgrade serfs to engineers (if you have the money)
- after researching Engineering built a LOT less workers
- NEVER build engineers kuz they cost 9 pop(IIRC), unless really necesary
 
OK you have a point :)
Although, i like stacks of workers doing everything in 1 turn :p
 
Cata,

Just wanted to tell you this mod is awsome. Great new concepts. I got out of playing after Pink's Rise and Fall of the Roman Empire (didn't think anyone could top that) but I just spent last weekend glued to my computer playing a few games of your mod. Hate to hear this is your last one but thanks.
 
aotearoa said:
OK you have a point :)
Although, i like stacks of workers doing everything in 1 turn :p
So do i, but i felt masochistic when i added that idea. :D
chico81 said:
Cata,
Just wanted to tell you this mod is awsome. Great new concepts. I got out of playing after Pink's Rise and Fall of the Roman Empire (didn't think anyone could top that) but I just spent last weekend glued to my computer playing a few games of your mod. Hate to hear this is your last one but thanks.
Thank you. :)

I will make a big patch soon, and i'll add some new concepts then too. But they won't be anything too big though. I thought of 2 new ones so far.
I have to do some more brainstorming. :D
 
At a man Rhye, giving some credit to the 'up n' comers' like you yorself was a long while ago. the winds of wonderous mod develop,ar blowing strong over here latlyman, Hertic was rising star of many, still like your grade a beef, tastes great aterpult hopes its "cannon " aoon

Anyway Heretic ,My goodness I love it. All those resource required buildings implements a "think before you sink" (' Your 1##+ city! :) basicly its your strict raduis rule that makes the old selective city strategy back in good form, essential for fresh game playgood work man.



wai!t wait,! wait!!! what? You didn't think I was going to let you off that easy n' not mention the pedia you promised complete was uh, not really that near completion. :undecide: I thought you were going to finish that girl !! :beer:
Oh well I can't hold nothing against you pal. Your good SH#t, Mybe some patch , some day.../. Till Then bottoms up bud. Thanks for the beautiful mantel piece for my MOD shelf (Civ Content), I only collect the Finest, get you pedia up to shape and in the prestigious trophy case it goes! :trophy2: Ive even took A insurance epolicy out those gems-me kid:cool:
 
Rhye said:
very nice mod!
though some concepts look familiar... :mischief:
;)
Well, it was your mod and it's ideas that made me start working on my own again. :worship: :worship:

I am honoured to have you playing my mod. :worship: :worship:

(i didn't think you still play civ3 :))
Rhye said:
just curious, did you find some new tricks for improving speed?
I think you got them all covered. :D

I was thinking of increasing the corruption a lot, this way empire developement is pointless at a moment. But that won't stop the computer from making hundreds of 1 shield cities. So i turned the corruption back to what it was.
A smaller thing i did is add loads of "resource in radius" buildings. And by this i spoiled the boring CxxxC pattern. But again, it's only for human players. The AI doesn't try creating cities with resources in the radius (all the time).

I should say that my mod is a lot more fun in multiplayer. Since the AI doesn't always build religious stuff, it doesn't hurry to start crusades & / jihads, it doesn't put cities as they should be, he doesn't hide the king from the King Slayer units and so on ...


T.A JONES said:
Anyway Heretic ,My goodness I love it. All those resource required buildings implements a "think before you sink" (' Your 1##+ city! :) basicly its your strict raduis rule that makes the old selective city strategy back in good form, essential for fresh game playgood work man.
Thank you. :)

T.A JONES said:
wai!t wait,! wait!!! what? You don't think I was going to let you off that easy without slamming you for that theat pedia incompletion. I thought you were going finish it!!!:(
Oh well I can't hold nothing against you pal You good SH%t mybe some patch some day.../.
Are you refering to the historical descriptions ? ... (who might be coming this year...:mischief: )
If you are talking about several units (i found only 2) that don't have entries then for those i have an excuse.
I don't know what happened but some entries never got saved when i wrote them ... One of them was written by Virote and i added it the day he gave it to me along with the other he wrote. But i don't know why, exactly this one "disapeared" (and the others worked) - i am talking about the Champion's description, same thing happened with the Holy Hand Grenade's description ... i have no idea what went wrong with these 2, but i'll make a patch soon ...

(ok, ok i'll do it tomorrow :p)
 
I've researched Replaceable Parts but there's no rubber on the map...
Could this happen ???
 
aotearoa said:
I've researched Replaceable Parts but there's no rubber on the map...
Could this happen ???
Are you sure there isn't any ?

What map size ?

I never saw strategic resources with high appearance ratio completley missing.
 
Heretic_Cata said:
Well, it was your mod and it's ideas that made me start working on my own again. :worship: :worship:

I am honoured to have you playing my mod. :worship: :worship:

(i didn't think you still play civ3 :))


No, I don't play civ3 anymore but sometimes browse the old forums and I noticed yours, so I wanted to take a look.

I think that what makes this mod great is the fresh ideas you had (regardless of your inspiration. Probably that includes Civ4). You brought in something different than the same 50+ new units/governments/religions.
 
Well I'm pretty sure there's no rubber :)
I can't see it and nobody has any to trade (they have the tech too).
I'm playing a huge map.
It must be some mistake somewhere ....:cry:
Could you investigate ?
Thanks.
 
yeah, now I'm pretty sure I was hit by temporary blindness :mischief:
there a tons of rubber and everybody has it.
i was just looking for the wrong icon.
sorry :eek:
 
:lol: Doh! Human error...Trust me, I've done the same kind of thing many times, aotearoa (Just not really on CFC).

;) The splashes are almost done, Heretic Cata...
 
Rhye said:
No, I don't play civ3 anymore but sometimes browse the old forums and I noticed yours, so I wanted to take a look.

I think that what makes this mod great is the fresh ideas you had (regardless of your inspiration. Probably that includes Civ4). You brought in something different than the same 50+ new units/governments/religions.
Thank you.:)
I didn't get any inspiration from civ4 tho. :D I had the new ideas waaaay before civ4 was released. Putting them in the game was the harder and more time-consuming part. :(
aotearoa said:
yeah, now I'm pretty sure I was hit by temporary blindness :mischief:
there a tons of rubber and everybody has it.
i was just looking for the wrong icon.
sorry :eek:
:lol:
Why is that ? I even change the icon like i did with most of the other resources. :lol: (or did i ?)
Snakelover said:
The splashes are almost done, Heretic Cata...
:eek: Thank you :worship: :worship: Can't wait. :)

I should have released a patch today but i couldn't kuz my dad fixed the floor today.
29.gif
And my mystic romanian powers were not working kuz i was pissed so i couldn't do this
meditate.gif
. Now i am standing on the bed with the wires of the mouse and keyboard streched ... :lol:
Looks like you ppl are going to have to wait till tomorrow ...
 
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