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

I think he just needs to upload the file to 3DDownloads, but I heard something with waiting 24 hours before having acces to the link. But I also think he should change the file, it's easier (for us) than making all those changes in it.
 
Yes, it is hard to update the download file. :(

This is from the instructions of the 3D Downloads:

"Once you've uploaded your files, you can make changes to them. However, after the file has been approved, changes will not be allowed."

So i made an update in the 2nd post.
So i will have to make another:

ANOUNCEMENT for the beta testers. :)

Please dl the first patch over here.

If you already started a game (like i have) and don't want to start a new one (like me:)), you can put the patch, but it won't change the game (sacrifices will still be allowed and the House of Wisdom will still be unbuildable w/o a "mosque" resource), however the patch also contains the missing unit files so you should dl it nonetheless.
 
I,m willing to test, but I've only got civ3v.:blush:
 
I added this text to my 2nd post.

Some concepts in my mod:

1. All civs get a specific wonder.

2. Major Religions :

Orthodox Christianity
Catholic Christianity
Protestant Christianity
Islam
Buddhism

When you research the tech named after these religions you are allowed to make that religion the state religion in your empire. By doing this you are allowed to build some wonders that require the state's aproval and power to build. There are also some wonders that do not require that religion to be the official one, it is enough to research the tech to make your ppl follow that religion.
But check out the civilopedia description of each because for example, making Protestantism a "state religion" makes 1 citizen happy in every city (the other state religions don't do that).


3. Minor Religions :
Over here there are the resource-religions.
Judaism - jewish communities appear on the map if you research the Judaism tech, which will allow you to build some wonders.

Zen Buddhism - just like the above it allows the building of some cool wonders, but this time you don't have a separate tech for it.

Note1: This is just a small part of what the relgion part would have been in my "big mod", and what it will be in my "religion mod".

Note2: I hope you don't expect a preety algorithm for religions like Rhye has in his mod. :p So read the civilopedia entries. I like my mod to seem a little chaotic & stochastic. :p


4.Christian Monasteries & Mosques - 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.


5.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:(.


6.Resource in radius buildings
If you have ANY (strategic or luxury) resource in the city radius you are able to build an improv, or a wonder... it depends. This is usefull to know when placing a city.


I may add more concepts later.

I hope this clears up some question (or confuse you even more then you already were:D).
 
Heretic_Cata said:
When you research the tech named after these religions you are allowed to make that religion the state religion in your empire.

Hi Heretic Cata, do you replace governements by state religions ? (at least this is one of the options I tried in my mod). Monastries work like a sacrificial altar (double culture gained by sacrifice); The SW "The Great Monastery" produces a missionary or fakir unit that is enabled to enslave other units to monks; the text for sacrificing a unit is changed, so it´s less bloody and make sense for putting monks to monasteries (or later operastars to the opera).

Good luck to your scenario. May be there are some parallels to the mod I do.
 
Civinator said:
Hi Heretic Cata, do you replace governements by state religions ? (at least this is one of the options I tried in my mod).
Not exactly. :) State religion is just a bigger name for building the 1shield cost-religions, and thus allowing the building of some wonders that are abstract and should be built in the capital so that it won't be possible to capture it (too easy).
Civinator said:
Monastries work like a sacrificial altar (double culture gained by sacrifice); The SW "The Great Monastery" produces a missionary or fakir unit that is enabled to enslave other units to monks; the text for sacrificing a unit is changed, so it´s less bloody and make sense for putting monks to monasteries (or later operastars to the opera).
This is an intresting idea, go with it, new ideas always draw a crowd. ;)

Civinator said:
Good luck to your scenario. May be there are some parallels to the mod I do.
Thank you. But my mod is called "All in one" because it has religions&other new stuff. My 2nd mod will be more based on religions, but from what i see, you have more new ideas then me. :)
 
Hmm, this mod seems pretty interesting. I had the same idea, but a little more fantasy/sci-fi based (made up names for real countries, along with civs like orcs, lizardmen, etc.). I may be able to test this mod after this week, may even give me some ideas for my mod, :).
 
Great [party]. I'm sending you the link now.

BTW i like your new avatar, you should can use it as a tech icon for christianity or smthing and enter it in the contest thingy... Or did you already do this... :hmm::crazyeye:
 
SneakitySneak said:
Do you pick religions like in civ4?
I don't get it, you said you build them? couldn't you make more than 1 state religion?
Nope ... didn't i mention this ? :hmm: Oh wait, no i didn't.:blush:

It is (almost) imposible to have mutualy exclusive buildings like civ4 has. So every civ has a predetermined religion asigned to it.
For example the Russians can research "Orthodox Christianity" tech but cannot see "Buddhism", "Islam" tech(and the others) tech.

The "state religion" part is just to make it official. :)
 
I'll help you test it, as I have little to do now i've got bored of testing my own mod. And from what I've read this looks like a very interesting mod. Unfortunately I may not be able to test as extensively as others because my computer is lacking in speed; but I'll try the larger maps anyway.
 
Hey, my mod is drawing a crowd [party], i'm sending you the link now matteo773. Thanks. :thanx:

Don't worry, i doubt a comp that is older than mine. (7 years and counting) You'll be fine if you don't put to many civs on the map.
I used some of rhye's tricks to slow the citybuilding process (higher shield cost, pop cost, upgrade path ... etc.). I'm in the industrial age (with 6 civs on the huge map) now and we're almost out of land to colonise and i only wait about 20-30 seconds between turns, which is unimaginably good compared to others mods.
 
Announcement for the beta testers.

New patch released.
After extenisve testing i think there won't be any more "the game will now exit" errors because of the units.

The patch is in post nr 2.
I've replaced the old patch. This one contains the old one as well.
 
Stormrage said:
So this is only for big maps? :sad:
(large and huge ... and maybe standard)

Weeeelll, technicaly ... i am not sure :D. It needs testing - generating lots of random maps with the editor and seeing how the resources are placed. The random map generator seems to completley ignore some resources if the map is too small.
The mod works on smaller maps, but some bonus resources will be completley missing. That is the only thing that will be wrong.
 
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