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

Stormrage said:
I play on tiny maps, I guess I`m the minority here :)
Why ? Do you like short games ?

My mod is actualy meant to get longer and slower than the normal game.
-research costs more;
-settlers & workers cost more and have an upgrade path like rhye's
-the towers exist and they cost a lot, but they can take a beating, so atacking is harder and it takes more time

I like reaaaallllly loooooooooooooooooooooooooong games that never seem to end except with a nuke fight or a peacefull ending.
 
i like long games but i dont like stopping, if i dont finish in three days ill get bored, the longest ive played at a time is 18 hours ;) the shortest i would even bothering to turn me comp on for is about 2 hours but i do other stuff at the same time (my girlfreind tought me to multitask ;) )
 
im the same my personal mod is the only one i can reload, and i have only finished one game of it cos i keep changing stuff and starting again, im strying to get the civ placment perfect :blush: i am actually quite proud of how well the civ placment is going....

edit; sorry this is going off topic, im not having chance to play ya mod too much atm cos i have exams and a girl friend, but i will dedicate an afternoon to it within the next couple of weeks and get a good game out of it, and i love what you have done with your resaurces btw
 
:hmm: I started a game 1 week ago when the beta test started and did end it. I get bored easly by most computer games. I have to play several of them per day. Now i play Diablo 2 and Civ3. I can't play only one of the 2, i'd get bored to fast. :)

kairob said:
edit; sorry this is going off topic
I don't mind the offtopic. :)
kairob said:
im not having chance to play ya mod too much atm cos i have exams and a girl friend, but i will dedicate an afternoon to it within the next couple of weeks and get a good game out of it,
It's ok - there is still lots of time left. I have to actualy finish the game i started 1 week ago and then search for graphic stuff (2 weeks probably) and then the civilopedia descriptions (another 2 weeks probably). There is still time. :)
kairob said:
and i love what you have done with your resaurces btw
Thank you. I am really proud of them because i modified/made quite a few of them there. :)
 
:( Error!

art\wonder splash\ruin.pcx

:cry: And I was enjoying the game so much!

Since I'm posting, I'm making my report now.:)

The first game I started, well didn't last long, starting next to a volcano had something to do with it.... I also noticed that on an island you do not get many of the important resources; but that's the same in normal conquests.

The next game (the one I'm playing now) i have no problems with resources at all, but a couple of things i noticed....
  • The AI are really expensive to trade with
  • It's almost imposible to sink galleys in sea or ocean (which I don't mind:)) but seems to give the human player an unfair advantage.
  • Also most of the special wonder produced units are conversions, which I'm not a fan of and felt should be a bit more special (but thats just my opinion:p)

But I'm loving the game so far and I'm real impressed with the extent of buildings and resources!

A great mod, my only worry is... whether I autosaved recently:confused:

EDIT:found out what the error was I'd just built a scavenger camp
 
matteo773 said:
:( Error!

art\wonder splash\ruin.pcx
:cry: I made a typo in the pediaicons. It was supposed to be ruins.pcx but it is easier to rename the splash now. (i see you already did that)

matteo773 said:
The first game I started, well didn't last long, starting next to a volcano had something to do with it....
That is dangerous:scared:The erruption period is 1500:D.
matteo773 said:
I also noticed that on an island you do not get many of the important resources; but that's the same in normal conquests.
:hmm:Maybe the resources on those islands happened to be only modern resources. (maybe)

matteo773 said:
  • The AI are really expensive to trade with
  • I have no idea what might cause this ...
    matteo773 said:
    [*]It's almost imposible to sink galleys in sea or ocean (which I don't mind:)) but seems to give the human player an unfair advantage.
    Maybe you are playing a seafaring civ... kuz my 2 galleys went to the bottom on the first turn.
    matteo773 said:
    [*]Also most of the special wonder produced units are conversions, which I'm not a fan of and felt should be a bit more special (but thats just my opinion:p)
I didn't have a choice in most cases, but if you happened to know any units somewhere that are not conversions and that might replace them, then please suggest... i never was good at unit-stuff.

matteo773 said:
But I'm loving the game so far and I'm real impressed with the extent of buildings and resources!

A great mod, my only worry is... whether I autosaved recently:confused:

EDIT:found out what the error was I'd just built a scavenger camp
Thank you :thanx:
And thank you for the report :worship:
Yes, please leave the autosave on ... it saved me a couple of times. :)
 
Maybe you are playing a seafaring civ... kuz my 2 galleys went to the bottom on the first turn.

Yup:), but I'm never normally that lucky:rolleyes:

That is dangerousThe erruption period is 1500.

Tell me about it!

I didn't have a choice in most cases, but if you happened to know any units somewhere that are not conversions and that might replace them, then please suggest... i never was good at unit-stuff.

Well... I've made ONE unit so far... (not very good but I'll hopefully improve)... and no promises... but... if i find a decent FREE unit creating program...i might make some units for you... no promises mind but IF I have time I just might... Just don't get your hopes up I'm very unpredictable:D

Anyway! Back to testing!
 
I just read this report and must say it sure sounds most promising. I hope you hang-on to that complete pedia idea. :coffee: Helta remember what I said, the Pedia is a players best friend. :) Now I can't wait for this release so I'll keep bizy 'n add a longer shelf to my Mod Mantle(CivContent) :hammer: Goodluck, and all the best in finishing your modjob
 
matteo773 said:
Well... I've made ONE unit so far... (not very good but I'll hopefully improve)... and no promises... but... if i find a decent FREE unit creating program...i might make some units for you... no promises mind but IF I have time I just might... Just don't get your hopes up I'm very unpredictable:D
I didn't exactly mean you should make those units (i know it's hard and it takes a long time to make - unless you are an aaglo-ppl:D). I was thinking if you saw another better one on the forum.
T.A JONES said:
I just read this report and must say it sure sounds most promising. I hope you hang-on to that complete pedia idea. Helta remember what I said, the Pedia is a players best friend. Now I can't wait for this release so I'll keep bizy 'n add a longer shelf to my Mod Mantle(CivContent) Goodluck, and all the best in finishing your modjo
Don't worry, i'll make the pedia (as) complete (as i can:D).
I still don't know what Helta means. :hmm:
conquer_dude said:
I would love to help test.
Yey[party].
Welcome to the beta-testing team. :) I'm PM-ing you now.
 
Oh yea, and could someone please play the feudalism gov through the 2nd age... kuz i think i made it too strong with the Lord Castle - improvement and the others.
(And if it's not strong enough maybe i will decrease the shield cost of the castle. :evil:)

I will test this too when i start my second game, but that will be a little later since i am lengthening my current game as long as possible to get to build as many improvs, wonders, units, stuff - as i can to see if there are any other errors.
 
I tried to find some replacements for some the units, and this is what I found.
Kinboat's achilles unit to replace the broadswordsman
Kinboat's cataphract to replace the cataphract
maddy1983's mercenary to replace the almogavar
aaglo's b29 to replace the superfortress
I also thought that the american flamethrower from PTW could replace the current one; and that one of wyrm's submarines to replace the polaris.

EDIT: Error-art\units\RomanCavalry\RomanCavalry.ini (there was a space between roman and cavalry in the ini:))
 
matteo773 said:
I tried to find some replacements for some the units, and this is what I found.
Kinboat's achilles unit to replace the broadswordsman
Kinboat's cataphract to replace the cataphract
maddy1983's mercenary to replace the almogavar
aaglo's b29 to replace the superfortress
I also thought that the american flamethrower from PTW could replace the current one; and that one of wyrm's submarines to replace the polaris.
:)
- the broadswordsman will be replaced. Kinboat's does look a LOT better.-
- the cataphract i added ... well ... technicaly, historicaly it was not supposed to be a cataphracti at all, it was supposed to be a relatively quick horseman for kamikaze style assassinations. I added the AoE cataphract kuz i didn't know what to choose. So kinboat's goes in the game. :)
- that mercenary is not very apropriate, since it has no assegai and doesn't look very catalunian (or at least non-asian:D)
- i don't even remember the superfortress i added :crazyeyes: , i never could tell some conversions from made ones. :) I'll add this too.
- there's a flamethrower in ptw ? :blush: Where ?
- does wyrm have a missile shooting submarine ?


I'll add them in the final version of the game, since they are a bit too big for patches. :) I could add lots of smallish patches ... but neah, it's just an aestethic thingy, so it is not very important for the beta (but crucial in the final:().

Thank you matteo :thanx: i really don't have an eye for units. (i only have eyes for wondersplashes :D)
 
- that mercenary is not very apropriate, since it has no assegai and doesn't look very catalunian (or at least non-asian)

:rolleyes:

- there's a flamethrower in ptw ? Where ?

In the extra files somewere:confused: i think...

- does wyrm have a missile shooting submarine ?

Several! I think you can find the link in the unit artist's library; if not I can send you them (Ihave most of them:P)

The sounds in the roman cavalry file seem to be not there.... as well as the ini's title...
 
matteo773 said:
Several! I think you can find the link in the unit artist's library; if not I can send you them (Ihave most of them:P)
I'll take a look in his library soon. :) And post if i find what i was looking for.

matteo773 said:
The sounds in the roman cavalry file seem to be not there.... as well as the ini's title...
OMG:blush:
I put ares' modified ini file in my attach, it solves the sound problems too.
I'm gonna make a patch tomorrow in the afternoon, kuz i found another unit with missing sounds (actually with a wrong ini file ... i'll try to find the files now...)
 

Attachments

Ok, i have NO IDEA how the guys at this thread got the darn thing to work.
The ini file is screwed , it's not pointing properly to the right wav files. :(
Can anyone please modify it till 15 hours from now ? (it's in the attachment) I have to go to sleep now, and then to the final school day before the 1 week Easter break.
Ares, could you please modify it (i saw you modified the roman cavalry's ini) or anyone else that knows what he is doing. :)

EDIT: after some trial&error i figured it out, yey, i learned smthing new. :D
 
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