Heretic_Cata's "All in One" mod (Semi-Private Beta)

Yey [party] - another beta-tester. :woohoo:
Thank you kairob. :thanx:

Don't forget to read post nr 18 - for some instructions, and post nr 19 (to correct some mistakes i made:blush:). I PM-ed you the link.

I'll give you a cookie, but first you have to test my mod :D, because if i start to bake my "special" cookies, then the bad men in white plastic suits will come again and put the yellow signs that say "quarantine" on my door :scared:, and i have to be preety quick to make them and run to the post-office and mail them to you 3 before they find out i am at it again... I hope they won't find them till they reach their destination.:crazyeye:

EDIT: Thank you machia. :)
 
I feel the need to explain how several resources work because they may seem chaotic.

Christian Monastery & Mosque - If you have a ch. mon. or a mosque it's no big deal (in this mod), but if you have 2!!! (and by all means you should struggle to get another 1) you can start the crusades/jihad.
And if you start the Crusades you can build the a)Templar Knights; b)Hospitaller Knights
If you start the Islamic Jihad you can build a) Mamelukes; b) Kharijite sect

All these are unit-producing wonders.

Freelancer's Guild - if you have this resource then you can build skirmishers(yey), if you have it in the city radius you can build "Peltasts"(yey again). This is not the important part. The better part is that when you get a luxury - that luxury + freelancer's guild allows you to build a unit generating wonder. I made one for each luxury (i think i left out incense:hmm:).
This seems a little complicated but it's a handy thing indeed. When you build an embassy you see what resources the other civ has and you can think about what freelancing units he might get.
In the game i am playing i have freelancers and beer. That means i have Landsknechts which are really powerfull but come every 9 turns:(.
 
azzaman333 said:
I wish to test your mod.
Holy Army of Rabid Squirels!!!
Azzaman wants to test it too. Yey[party]! I sent you the link right now.

azzaman333 said:
EDIT: BTW, you might want to make the religion-less civs have Paganism as their religion? :hmm:
That might be a bit complicated because Ch Orthodox (for example) civs can build Mount Athos Complex and the Order of the Dragon. Paganism is kinda vague and i can't give common stuff to those religion-less civs. I made their civ-specific wonders more powerfull - kuz they are all in the ancient period and they are all kinda pagan.
But rest assured that in my religion mod (2nd mod) there will be more civ-specific religions.
 
Anouncement to beta-testers :
I found out that sacrificing a captured worker gives you 150 culture points :eek:. (because of the higher shield cost of the workers). I will deactivate the sacrifice option because 150 is to much.
So, please don't sacrifice captured workers - it might off-balance the game.
Sry for the inconvenience.
 
I played your mod a little.

1. FANTASTIC! I never though it was so complex! I have to say I am very surprised! It is one of the best I've played.

A suggestion: Make more pedia entries and correct the existing ones.
For example, if you check the entry for "Mosque" you will see something like ".... and it appears in tiles". I guess this means that it appears in all tiles. At normal resources the entry looks like this "... and it appears in Grassland, Plains and Hills tiles".
Explain some of the game concepts, like religion. I have (almost) no idea how it works, and a newbie at civ wouldn't understand anything of the new mechanism.
Give links to units and other stuff. When you write "This wonder spawns a "Unitname" each 13 turns", give a link to the "Unitname" unit pedia entry. It's very annoying that you have to exit the "Wonder" section from the civilopedia, enter the "Unit" section, select the unit, look at the entry and then go back to the "Wonder" section.

I discovered some bugs.
- All the units look bad in the city screen and "Change Production" screen.
Look here:
0000aabug16hl.jpg


0000abbug22un.jpg


- I've seen graphics errors with the info screen from the bottom right corner of the screen

- Not really a bug, and I'm sure you are aware of this, but make the tech tree look better. It is way too crowded. You can't hide some of the "Obsolete" icons from certain techs?


Something strange, but I'm not sure that it's because of the mod. The settler costs 3 pop. So you shouldn't have too many cities in the beggining. But something is wrong with the AI. They appearantly can build them very fast.
Check this screenshot. Chieftain (I was just testing the mod, I never play on Chieftain), normal rules, I meet the Mongols. With the benefits I get from Chieftain and with the experience I have in civ I managed to build one city. But look, I'm in the beggining of the game (check the date) and look how many cities the Mongols have!
0000acbug36kw.jpg


Also, I played the game a little more and I saw they started in some plains with no fresh water and just 2 grassland tiles. How did they build this many cities? And don't forget it's Chieftain.
 
Mirc said:
I played your mod a little.

1. FANTASTIC! I never though it was so complex! I have to say I am very surprised! It is one of the best I've played.
Thanx :)

Mirc said:
A suggestion: Make more pedia entries and correct the existing ones.
For example, if you check the entry for "Mosque" you will see something like ".... and it appears in tiles". I guess this means that it appears in all tiles. At normal resources the entry looks like this "... and it appears in Grassland, Plains and Hills tiles".
(...)
Give links to units and other stuff. When you write "This wonder spawns a "Unitname" each 13 turns", give a link to the "Unitname" unit pedia entry. It's very annoying that you have to exit the "Wonder" section from the civilopedia, enter the "Unit" section, select the unit, look at the entry and then go back to the "Wonder" section.
Don't worry, as soon as i finish a game (or maybe in the Easter break) i'll do aaaallllllll the civilopedia entries (i didn't even write entries to some stuff- units).
Mirc said:
Explain some of the game concepts, like religion. I have (almost) no idea how it works, and a newbie at civ wouldn't understand anything of the new mechanism.
Ok - i'll explain them in the 2nd post (and over here) along with the freelancers guilds - but a bit later, this evening.

Mirc said:
I discovered some bugs.
- All the units look bad in the city screen and "Change Production" screen.
Look here:
0000aabug16hl.jpg
I know :cry: - i was waiting for someone else to see this, i don't know what is causing it :cry:. It might be a pallete problem with the unit_32 file ... I will make a separate thread with this problem - kuz it's big and it must be fixed.:sad:

Heeey, wait a minute, is that a victory location in Trondheim - how did you do that ? :confused:

Mirc said:
- I've seen graphics errors with the info screen from the bottom right corner of the screen
I've seen this too - a very small portion of the info screen stays on the edge of the screen. As soon as i will make a screenshot i will put it in "My Graphic Problems Thread".
I haven't got the slightest clue as to what the hell is causing this because i never fiddled with the info screen. I don't even know where those files are.:confused:

Mirc said:
- Not really a bug, and I'm sure you are aware of this, but make the tech tree look better. It is way too crowded. You can't hide some of the "Obsolete" icons from certain techs?
I asked this question in a separate theread, there are numerous ppl that want this but it is impossible to make the obsolete thingy not appear.
I am gonna try some moving stuff around ... but in the Easter Break, kuz i hate fiddling with the tech tree, it's annoying.
(Technicaly this tech tree looks a LOT, and i mean a LOT better then how it looked before i erased stuff - there were about 10 techs that had 6+ obsolete stuff, it looked awfull)


Mirc said:
Something strange, but I'm not sure that it's because of the mod. The settler costs 3 pop. So you shouldn't have too many cities in the beggining. But something is wrong with the AI. They appearantly can build them very fast.
Check this screenshot. Chieftain (I was just testing the mod, I never play on Chieftain), normal rules, I meet the Mongols. With the benefits I get from Chieftain and with the experience I have in civ I managed to build one city. But look, I'm in the beggining of the game (check the date) and look how many cities the Mongols have!
0000acbug36kw.jpg

Also, I played the game a little more and I saw they started in some plains with no fresh water and just 2 grassland tiles. How did they build this many cities? And don't forget it's Chieftain.
That is really strange :hmm:. I looked at editor options and the mongols have nothing in particular that might explain this... :confused:
Maybe they found a settler in a village ?
I will look at the towns i have later this evening and look at how many cities i had at that turn.

Thank you for the feedback mirc. :thanx:

P.S. I hope you won't get crushed by the mongols, they have a killer civ-specific wonder :sad: (when they will have 5 barracks). Maybe you can prevent them from getting horses. That will help.

@Virote_Considon - Yey, my mod is becoming popular.
I'm sending you the link now.
 
I am quite sure it is a pallete problem, I didn't see any other cause to this kind of problem (of pink showing up in the game). Did you edit the unit icons with a simple program? It might have changed something.

Heretic_Cata said:
Heeey, wait a minute, is that a victory location in Trondheim - how did you do that ?
I checked the VP scoring button from the beggining of the game.

Heretic_Cata said:
I haven't got the slightest clue as to what the hell is causing this because i never fiddled with the info screen. I don't even know where those files are.
I looked more in this forum and it appears to be a problem for everyone, even if playing regular C3C. I heard someone saying there's a fix for this somewhere, but I couldn't find it.

Heretic_Cata said:
Maybe they found a settler in a village ?
This could be a simple explaination.

Heretic_Cata said:
P.S. I hope you won't get crushed by the mongols, they have a killer civ-specific wonder (when they will have 5 barracks). Maybe you can prevent them from getting horses. That will help.
It is on Chieftain ;). Anyway I'm not going to play this save too much, it's just my first try to get familiar to the mod.
 
I'll take care of your units_32.

;)

Edit: Here you go. I hope it works, buddy.
 

Attachments

OMG, it works now. How did you do that ? :eek:

Thank you Ares :worship:, that was one of the major problems of my mod. :thanx:

EDIT: A little OT here ... Why, whenever i dl a file from someone's atachment, the nr. of views stays the same ? :hmm:
 
The download count of CFC has some serious problems. It was reported a case where it was written 93000 views!!! So more than the number of members at CFC.

BTW, I think Ares took care of the palletes.
 
I discovered another MAJOR MISTAKE i made. And there is no way to change it if you already started a game. Sorry:blush:.

If you are playing with a country that has the Islamic trait, you will only be able to build the "Dome of the Rock". You were supposed to be able to also build the "House of Wisdom" but i accidentaly put from the editor: "Required resources - Mosque". Which is wrong - there should not be any required resources. So, if you plan on playing with a Islamic civ you should go to the editor and remove the mosque from the required resources tab.
Sorry for the inconvenience. :blush:

BTW, i will explain tomorrow some game concepts, such as religion...
 
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