Heretic_Cata's All in One Mod - Expansion

I think it has to do with the underlying terrain too. If you're on grassland and oil, for example, is not set to be available on grassland, then it won't appear. At least, I think. :)
 
Oh yeah, a few more things. First off, the Great Architect only contributed 125 shields when I disbanded him. :confused: Second, does the Medical Research Center actually give one happiness in ALL cities? If it does, since it's a city improvement according to the pedia, that is hugely overpowered. Last, the nuke link in Nuclear Silo and Nuclear Research Facility do not work. One more thing, too. It kind of bugs me that there's no description for any of the new things, although that only minorly bugs me and it's OK.
 
Oh yeah, a few more things. First off, the Great Architect only contributed 125 shields when I disbanded him. :confused: Second, does the Medical Research Center actually give one happiness in ALL cities? If it does, since it's a city improvement according to the pedia, that is hugely overpowered. Last, the nuke link in Nuclear Silo and Nuclear Research Facility do not work. One more thing, too. It kind of bugs me that there's no description for any of the new things, although that only minorly bugs me and it's OK.
Are you sure about the great architect ? He costs 1000 sheilds in the editor. So when you disband him you should get ... err i dont remember how much for certain :lol: but i always thought it was 250shields - not sure. Does anyone know for certain what precentage ?

Yes the med research center gives 1 in every city. It doesnt seem too much. The maximum centers i had was 3 tho, and you get the improv quite late in the game. And it's not the only overpowered thing in my mod :D, in multiplayer this would make things intresting kuz the players would know that the resource would give an advantage in late game. The AI however ... :(

There are several links that are put wrong - i hope i'll someday get to fix them. :(

By descriptions do you mean the Historical Descriptions ? Yea in the ... hopefully near ... future i will add them. :)
 
Are you sure about the great architect ? He costs 1000 sheilds in the editor. So when you disband him you should get ... err i dont remember how much for certain :lol: but i always thought it was 250shields - not sure. Does anyone know for certain what precentage ?

Yes the med research center gives 1 in every city. It doesnt seem too much. The maximum centers i had was 3 tho, and you get the improv quite late in the game. And it's not the only overpowered thing in my mod :D, in multiplayer this would make things intresting kuz the players would know that the resource would give an advantage in late game. The AI however ... :(

There are several links that are put wrong - i hope i'll someday get to fix them. :(

By descriptions do you mean the Historical Descriptions ? Yea in the ... hopefully near ... future i will add them. :)

so no gypsys,cata ? :(
 
By descriptions do you mean the Historical Descriptions ? Yea in the ... hopefully near ... future i will add them. :)

Yep that what I wanna hear. Very Cool mr Cata!
I love 1st gettin a mod, flippin the pedia to see all the new stuff but when you go to the discription button, push down and blank after blank ... we'll it makes me sad. :(

Still this mod is awesome!. I love 3rd xpak type format cept like a strange few a feel extra joy when pedia is complete. Is like im playin an offical lisenced expansion format of the game! (they would fill in pedia for new stuff I imagine)

Infact pedia discriptss are fun cuz they make new discovers more of an event, YOu got somethin to look forward to as a incentive you get new tidbits of info to learn about . Civ3 pedia is easy to acess as well. Civ4 pedia looks dumb.
..I play civ cuz I like to learn! lol Expansions of civ should be expansions of learn. Yaa ! you keep up good work and For know I'll just read book to get smart :( :cool:

Sorr for the lil rant there. Off I go but just want to say this is 1 mod I wish gets its book written
 
So there's a limit to how much you can make?
The med center can only be built if the resource is in the city radius. But that's the only limitation ... and there are ways to exploit it if you really really want to.
 
Just posting here to say that I like that mod very much, as I've recently kind of returned to Civ3, and it was very nice to be able to play something new and exotic for a change.

Like the numerous unit-producing buildings. (Althrough they do remove the strategic guns-vs.-butter dilemma). With enough of them, you can afford to build only improvements in majority of your cities!

Althrough perhaps I'll do some rebalancing concerning Civ-Specific Wonders, which are a very nice touch. (I can't play a mod without slightly modding it myself ;) ).

And the AI so far seems more or less competenent with the new changes.

The only drawback is

but when you go to the discription button, push down and blank after blank ... we'll it makes me sad.

Perhaps you can use the descriptions from Wikipedia?

And seeing a lot of Mosques in Christian civilizations and a lot of Christian Monasterires in Islamic nations is kinda werid, but then, it adds a bit of "alternate history" touch. You can see them as a sort of "impotant religious minorities" anyway.

Atzec Huscarls are werid too, but again, that's alternate history for you. ;)

A big thank you overall.



-
 
Just posting here to say that I like that mod very much, as I've recently kind of returned to Civ3, and it was very nice to be able to play something new and exotic for a change.

Like the numerous unit-producing buildings. (Althrough they do remove the strategic guns-vs.-butter dilemma). With enough of them, you can afford to build only improvements in majority of your cities!

Althrough perhaps I'll do some rebalancing concerning Civ-Specific Wonders, which are a very nice touch. (I can't play a mod without slightly modding it myself ;) ).

And the AI so far seems more or less competenent with the new changes.

The only drawback is



Perhaps you can use the descriptions from Wikipedia?

And seeing a lot of Mosques in Christian civilizations and a lot of Christian Monasterires in Islamic nations is kinda werid, but then, it adds a bit of "alternate history" touch. You can see them as a sort of "impotant religious minorities" anyway.

Atzec Huscarls are werid too, but again, that's alternate history for you. ;)

A big thank you overall.



-
Thank you for your kind words :)

->What's the guns-vs.-butter dilemma ? :lol: I really dont know much for strategies and stuff about the gameplay.
->The thing is sometimes you can rely a lot on the units produced by wonders - but sometimes you cant (when you get near crappy resources or cant aquire important ones like the freelancer guild). The thing is i love building improvements and wonders so i guess those autoproduced compensate for that game-style of mine. :)
->I know the civ-spec wonders are not balanced - that's (pseudo-)history for ya - it was never fair. :) The thing is i like to play with all random civs, so if you end up next to the aztecs / mongols it'll suck REALLY bad when they get their wonders so you have to get them before that. But if you get next to the arabs for example, it's MUCH better to just let them build their nice Kaabah Sanctuary and then TAKE IT from them - cathedrals with double effect in every city sounds nice to me. :)
->Yea the AI doesn't do well with some changes. For example he doesnt seem to rush to some important resources that will be important only when you build the improv in it's radius. (like the ch monasteries) Oh well. :)
->Well the descriptions i'll add (in the hopefully near future) will be mostly from wikipedia - but for the very few that i actually know about, i might write some things. :)
->Yea, it's kinda a wierd feel. But in doing so i managed to make it feel like those religions actually spread alot around. For some it may be odd that for example a christian civ that DOESNT have ch monasteries cannot start a crusade or smthing. Before i found out of the 255 buidling limit in the game i wanted the monasteries to allow the building of heresies and other christian-ish buildings, i wanted to make it look like those heretical ideas came from isolated parts of chrstianity or some esoteric cults or whatever. I hope i'm making sense. :crazyeye:
-> Aztec Huskarls wierd ? Not at all. The aztecs are in contact with a freelancer/mercenary guild and hired(the high maintainence) some Huskarls, which happened to be in the area (requires furs), for their empire. :D

:)
 
->I know the civ-spec wonders are not balanced - that's (pseudo-)history for ya - it was never fair.

And that's exactly what I'm doing - favouring the mighty Civs. For example, I made the English Unique wonder unobsoletable, because the world's biggest colonial empire deserves better.

The aztecs are in contact with a freelancer/mercenary guild and hired(the high maintainence) some Huskarls, which happened to be in the area (requires furs), for their empire.

Like the Byzantines, who were hiring the Varagian mercenaries. The werid stuff happens when the Vikings are on the other side of the world. Well, I guess it's the Atzec variation of Huscarls, all dressed in feathers and all that jazz.

What's the guns-vs.-butter dilemma

"Shall I build units or improvements?"

->The thing is sometimes you can rely a lot on the units produced by wonders - but sometimes you cant (when you get near crappy resources or cant aquire important ones like the freelancer guild).

Well, you usually have these resources (althrough I had to conquer the Greeks to get some of them. :ninja:)
 
Dammit! I have to wait 8 minutes in the que line to download it, :gripe:.

Woo! It's finally ready (and no one's ever bowed to me before, :mischief: ). I'll be using alot of your ideas in my mod, especially the wonder and building stuff, :).

i got only 4 min
 
Hey Cata,

Why can't my covert ops units load on to a boat? Does this have something to do with his hidden nationality? Or is it because older boats don't allow newer units? (I tried putting him in a galley...Covert ops on a galley? there was one sitting there, he needed a ride, what can I say?).
 
Hey Cata,

Why can't my covert ops units load on to a boat? Does this have something to do with his hidden nationality? Or is it because older boats don't allow newer units? (I tried putting him in a galley...Covert ops on a galley? there was one sitting there, he needed a ride, what can I say?).
Technicaly, the covert op should be able to load onto a boat - regardless of what type of boat that is. I checked in the editor and everything seems to be fine.
You are probably right tho, it might be because he is a hidden nationality unit. Can anyone confirm if this happens in any other mods ? :confused: If it does then it's hardcoded ... :(
Good thing he can also airlift - so i guess that might be the only way to get him across seas ...
Oh, there's something else. The covertop should be able to carry nukes. But the nukes aren't hidden nationality ... Can you try to load a nuke on him to see if it works? :)
 
Technicaly, the covert op should be able to load onto a boat - regardless of what type of boat that is. I checked in the editor and everything seems to be fine.
You are probably right tho, it might be because he is a hidden nationality unit. Can anyone confirm if this happens in any other mods ? :confused: If it does then it's hardcoded ... :(
Good thing he can also airlift - so i guess that might be the only way to get him across seas ...
Oh, there's something else. The covertop should be able to carry nukes. But the nukes aren't hidden nationality ... Can you try to load a nuke on him to see if it works? :)

No boat ride for my covert ops, huh!:confused: That's okay! He moves fast enough to get to an airport for airlift. The only real bad part, though is that his civpedia entry mentions amphib attacks. I had visions of a transport full of covert ops guys making cool attacks!:)

I haven't built any nukes yet. When I build one I'll try to load it onto a covert ops unit. I'll post how it turns out.
 
If he can carry other units, he himself cannot be transported :(
Damn. But i guess carrying nukes is more fun. :D
No boat ride for my covert ops, huh!:confused: That's okay! He moves fast enough to get to an airport for airlift. The only real bad part, though is that his civpedia entry mentions amphib attacks. I had visions of a transport full of covert ops guys making cool attacks!:)
Yea, i gave him the amphibious tag, didn't know he couldn't load. :sad:
I haven't built any nukes yet. When I build one I'll try to load it onto a covert ops unit. I'll post how it turns out.
It will probably work, since it seems the load thing isn't part of the problem in this case. :)
 
Back
Top Bottom