Heretic_Cata's All in One Mod - Expansion

Hey Heretic Cata

I've played your mod with the spanish, and it's one of the funniest and best mods i've tried:D

Just a minor problem, There was only one iron resource one the entire map, but not on my continent:( There was also only two resources of salpeter on the map, and tahts not énough... I played on a huge map, with 13 AI players.

But anyway, thanks for a great mod... Loads of fun!!!:goodjob: :hatsoff:
 
Ladz64 said:
Hey Heretic Cata

I've played your mod with the spanish, and it's one of the funniest and best mods i've tried:D

Just a minor problem, There was only one iron resource one the entire map, but not on my continent:( There was also only two resources of salpeter on the map, and tahts not énough... I played on a huge map, with 13 AI players.

But anyway, thanks for a great mod... Loads of fun!!!:goodjob: :hatsoff:
Thanky you. :)

I just realised that NOT having a certain important strategic resource is good.
evillaugh2xg.gif
Because you have to:
a) Start a war on your neighbour that has it.
b) Use the Freelancer Guild to get your better units.
c) Sacrifice your population via Occultism

:D
 
Right, i've made a smallish patch. Dl it in the patches post.

-I've added the missing entrys for the Champion and the Greanade Unit. (if you find others let me know)
-artillery producing buildings can be built anywhere
-the philosopher's stone now gives +10commerce on it's tile
-cornucopia gives +10 food
-scouts now move 2 (as they should:))
-commercial dock now also gives +1 food in all tiles
 
Heretic_Cata said:
Thanky you. :)

I just realised that NOT having a certain important strategic resource is good.
evillaugh2xg.gif
Because you have to:
a) Start a war on your neighbour that has it.
b) Use the Freelancer Guild to get your better units.
c) Sacrifice your population via Occultism

:D

You're right, it made quite a funny game with lots of wars...

But my problem was that iron was on a different continent, quite hard to make a serious landing of troops in the ancient era.
 
Ladz64 said:
But my problem was that iron was on a different continent, quite hard to make a serious landing of troops in the ancient era.
That was my problem too in my game.
It's a good thing the Sentry Tower doesn't require any resources. :)
 
Playing your mod is quite intersting...
I played as Egypt on a big map
But here either ocultism or the sphinx is a big disadvatage for gameplay. Researching Occ takes quite a long time but if you play as egyp you will jsut skip it an pass on to the medival ages being sure that some of the civs (there will always at least be two) to research it ad give it to you for free..
Well perhaps it's somehow possible to give the sphinx some other abilities or make it obsolete.. The nations researching occ will be quite backwards compared to those who don't and giving it to egypt for free makes it quite harder to withstand...
ntl very good work:goodjob:
just my two cents...
 
Samez said:
Playing your mod is quite intersting...
I played as Egypt on a big map
But here either ocultism or the sphinx is a big disadvatage for gameplay. Researching Occ takes quite a long time but if you play as egyp you will jsut skip it an pass on to the medival ages being sure that some of the civs (there will always at least be two) to research it ad give it to you for free..
Well perhaps it's somehow possible to give the sphinx some other abilities or make it obsolete.. The nations researching occ will be quite backwards compared to those who don't and giving it to egypt for free makes it quite harder to withstand...
ntl very good work:goodjob:
just my two cents...
Well, i did say that the civ-specific wonders are not balanced. So it should be considered an really big advantage.

But you are right tho; in history, Egypt's technological "golden age" was the early ancient age. So the Sphynx should go obsolete by the end of it.
I was thinking of making it obsolete at Phylosophy to ruin the Republic slingshot. :evil: Egypt & Republics don't mix ya know. (historicaly speaking)
Or do you have somewhere else in mind ?


Thank you for the suggestion btw. :goodjob: It's feedback like this that will make my mod better. :)
 
That just reminded me about how Germany has a moderately good advantage in your mod...Or it could be that I have almost always played ol' Bismark for two Civ generations.:mischief:
 
Snakelover said:
That just reminded me about how Germany has a moderately good advantage in your mod...Or it could be that I have almost always played ol' Bismark for two Civ generations.:mischief:
Heh, their advantage is nothing compared to what they had in my big mod where each civ had 2 specific wonders. They had one of the few Super Wonders of the game: The Third Reich. :D
azzaman333 said:
I'd obsolete it at the start of the middle ages.
I thought of that, but there isn't much room for it. :( It would make perfect sence to obsolete it at "Rise of Monotheism". I am going to try to make it obsolete there, but if it will look to close to Theology i'll have to put it elsewhere...
 
I found and downloaded this mod this afternoon, and it's a lot of fun. Thanks!

Anyway, I seem to have stumbled across a missing file or something, though. A file not found has forced me to exit:

Art\Units\Almogavar\EliteSkirmisherDefault.flc

Has no one else had this problem?
 
Mxzs said:
I found and downloaded this mod this afternoon, and it's a lot of fun. Thanks!

Anyway, I seem to have stumbled across a missing file or something, though. A file not found has forced me to exit:

Art\Units\Almogavar\EliteSkirmisherDefault.flc

Has no one else had this problem?
I thought i fixed the Almogavar problem. :mad:
Oh well, i fixed it again this time. Dl the new 1.03 patch from here.
 
I've downloaded and installed the patch twice, just to be careful, but I'm still getting the same error. :confused:

For the moment I've just started over again with a new game. I love this mod so much I don't mind having to begin again on a new map :goodjob:

EDIT: Never mind. I downloaded the full mod again and found the files that I needed. Everything seems to be on track again.
 
Mxzs said:
I've downloaded and installed the patch twice, just to be careful, but I'm still getting the same error. :confused:

For the moment I've just started over again with a new game. I love this mod so much I don't mind having to begin again on a new map :goodjob:

EDIT: Never mind. I downloaded the full mod again and found the files that I needed. Everything seems to be on track again.
It's good to see you didn't renounced the mod because of the error. :worship: And good to know it worked. :)
 
King Coltrane said:
Can you tell us more about this "big mod" and the "super wonder" that is the Third Reich? Seems like 2 unique wonders could be a very interesting idea.
The big mod is what my mod was supposed to be, but because of the limitations of the editor it could not be done. Among others it had 2 civ-specific wonders per civ ...
But i might add a super wonder or 2 in the big patch that is coming.
One thing is sure ... a wonder with a preety strange effect will be in it. :)
 
King Coltrane said:
Do it! Do it! Do it! and release the patch soon! haha
I think soon might mean after 25th september. Because i have to retake some exams (4:sad:) that i didn't pass. And i have to study again. :(
 
Hi all ,
i'm new in this forum,and happy that i've discovered.I immediately download this mod and play...but...in large and huge map it seems that rivers are really rare.
It my mistake or what ?
 
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