History (aka Steph's mod 3)

Steph

Multi Many Tasks man
Retired Moderator
Joined
Sep 1, 2002
Messages
18,162
Location
Pont de l'Arn, FRANCE
I have done the first testing of the mod, and it's good enough for releas (well it's working, but it's still need polishing and balancing)... However, be a little patient, as I have a lot of things to upload.
I'll update the OP regularly until it is done.

General description of History

Scope
History is an epic mod. The goal is to span a period of time from -2000 BC to 2000 AD.
The number of civilization is limited (20), but each one of them has almost only flavour units, with different statistics and graphics, giving an important replayability to the game. The civilizations are: Britain, France, Germany, Hellas, Iberia, Italy, Russia, Scandinavia, Africa, Egypt, Maghreb, Arabia, Turkey, Persia, China, India, Japan, America, Andes, Mexico.

History is still a work in progress. So far, only 12 civilizations have been made (Britain, France, Germany, Hellas, Iberia, Italy, Russia, Scandinavia, Arabia, China, Maghreb and Africa), and only for the first era, ancient & medieval time.

After I received enough feedback from the players who will tried it, and the balance has been corrected if needed, I will add new civilizations, until the first era is complete. Then I'll move to other eras.

So I suggest you do not try to play after the first era!

This first test version is focused on units. There are buildings, governments, etc, so it's playable, but there is still room for improvement in these areas. Wonders are notably lacking! These parts will be expanded later.

Some figures
- 12 Civilizations, 1 era with 8 periods done
- 700 units
- 113 technologies

Gameplay changes
Here are the main changes:
- The tech tree is moslty common, with a few civilization specific techs.
- Extend tech tree (113 techs in the first era.
- Each civilization has a unique unit line, with specific graphics and stats for almost every unit. Of course there are common points between civilizations, but each one is highly flavoured.
- The tech tree is divided in "period", with "choke point" techs. With each period, all your current unit lines are upgraded at once. New unit lines can be opened with specific techs. For instance, if you have archers, and discover "High middle ages", all your "early middle ages archer" are upgradable to "high middle age archer", you don't need to research a specific tech for that. But to get "high middle ages crossbowmen", you need to discover "invention". Later, when you'll find "late middle ages", you will get at once "late middle ages archer" and "late middle ages crossbowmen", you don't need to rsearch a tech for each of them.
- Each unit requires a population point (except ships, artillery, spies...). So you need to balance your military against your city expansion.. This has been disabled as the AI couldn't handle that properly. I may do two versions of the biq in the future, with and without.
- The terrain produce more.
- The resource are much more interesting, as they give more important bonuses. Wheat, Cattle or Pigs are for instance very important to help your population grow.

Where to get info
- Story and tales showcasing a test game with Britain
- View of the technologies in the different periods. Keep in mind only the period from early bronze age to late middle ages are correct. The rest is for later!
- The tech tree as a word document (first era only)!
- The land units, with pedia icons, name and unit stats. Only the units with a white backgroung (ie the 12 first ciivilizations) are included. The other units are a preview of what is to come next!
- Sea units. Only the units with a white backgroung (ie the 12 first ciivilizations) are included.

Where to download

History_2009-15-04 : First package for the mod, for the European civ in the first era. It is around 250 Mb.

History_Modders_2009-15-04 : This is a small package for people who would like to help, with only the text files and the biq. So you could see what the mod does, what are the civpedia text, etc. and propose new texts, or new ideas, without the need to download everything.

2009_04_19 update.

2009_05_17 update.


Changes and testing

Version history
2009_04_19: Added the monks, spies, etc. Some tweaking of the cost, time scale, plague effect... And removed population cost to units.

2009_05_17: Added Arabia, China, Maghreb and Africa. Rework the improvments : revised effect, pedia and icons. Started reworking a bit the leaders.

What to test
I need people to play and test the games and give feedback, mostly on the speed of discoveries, balance of units, cost of techs, improvments, units.
When I have enough feedback and the balance is right, I'll start adding other civilizations.

Credits
There have been too many helps to credit them all! But some people deserve special credits:
- Firt of all, Sandris. Most of the units are his! Many thanks also to Plotinus (for the settlers and workers). The list will be expanded when I'll move to more recent eras.
- BeBro, who made many of the pedia icons I'm using
- Loulong, who wrote several historical pedia entry.
 
Ah should have read the last msg 1st, just to dang eager to have fun .. game part is d/l but incomplete the modders file gives error, so obviouly not there yet. IWhen get I will definitely test for you as looks like fun and I like that the Ttree is nice and full of fun things. Thanx for putting this up for folks to try.
 
Phew!
Just finished downloading.
Now need to sleep-will start playing tomozzles.:D
 
WoW~ :goodjob:

Finally, you have put on a primary part to show the enchantment of your mod. Hope you go well with your work, because it is really a huge one and still a lot need to be done.:D
 
I downloaded it and played like 200 turns as Scandinavia.I like the unit naming thing and the techs (Realy lots of them :eek: ).
Things that need to be fixed:
-the picture of mycenean heavy spearmen is large when you select bronze working.
-Late bronze age is written with caps locks and same thing for iron age (or it is meant to be large?)
Thats everithing i found for now.
Tech discovery speed is fine for me.


Going to continue playing.
 
Things that need to be fixed:
-the picture of mycenean heavy spearmen is large when you select bronze working.
What do you mean? In the civpedia, I mixed large and small icon for the mycenean heavy spearman?

-Late bronze age is written with caps locks and same thing for iron age (or it is meant to be large?)
Yes, you will find LATE BRONZE AGE, EARLY IRON AGE, LATE IRON AGE, BARBARIAN INVASIONS AGE, EARLY MIDDLE AGES, HIGH MIDDLE AGES and LATE MIDDLE AGES.

All in uppercase. These special techs are "period techs". Expensive technologies, that are "chock points" in the tech tree (ie you need to discover almot all the other techs of the period before you can research them). They cannot be traded, and are re condition for all the other techs of the period.

And importantly, when you discover them, all your army upgrade "at once".

So as Scandinavia, you'll see that you don't have many units in the bronze and iron age. You will have some Norse, and then some Vendel culture units.

But when you'll reach the EARLY MIDDLE AGES, all your old units will become obsolete, you will get the Vikings, all amphibious with a strong attack, and it will be time to plunder the other civilizations! :viking:

Then in the LATE MIDDLE AGES, all your vikings will become obsolete, and you'll have Scandinavian units.
 
Yes you mixed the large and small picture in civpedia (when the unit is selected in civpedia its ok but when bronze working is selected the picture is large)
Another good thing is that units cost population (more realistic) but when the city gets plague its better not to be at war.
Also when i tried to open Ru_03N_Boat the game couldn't find the file.
 
Yep, war requires manpower :).

I'd be interested by feedback about the AI development and warfare, to be sure it handles the population cost OK.

With the extra food from terrain and resources, I think it should.
 
Well AI is playing well , romans owned me when i was scandinavia probably because plague lol (i met only them).Another thing in civpedia- visigot horse javelinman has the PRTO entry of horse archer in his name.
 
Well AI is playing well , romans owned me when i was scandinavia probably because plague lol (i met only them).Another thing in civpedia- visigot horse javelinman has the PRTO entry of horse archer in his name.
If the picture is OK, and the HorseArcher is only in the name of the entry, it's not a problem.
I am using a method to manage large mod with hundred of units where all the units and PRTO are named with a "code" to help locate them.

So all the flavour units for range cavalry have "HorseArcher" in the PRTO entry, wether they use a javelin or a bow.

As for Romans... Well, Greek and Romans are supposed to be quite strong in the late bronze age / iron age, much stronger than Scandinavia.
 
Played a little more now with germans.The balance of units is good imo.The hp penality is a good thing especially if the unit is "special".
Didnt notice anything else that needs fixing.
 
I've been playing as Germany and there are a few small things that I've noticed which could be sorted out, although none of them really affect the gameplay;
Am I meant to be able to build the nomad tribe, because the civilopeida said I wasn't meat to
The advisors are in the wrong era
Maybe a bit picky, but some techs are overlapping
I have not started off with any techs-was I meant to?
The starting warrior unit has no units32
Just wondering, where did all the wonders go?

Other than that, I love it!
I was doing rubbish at the beginning, but then I started fighting a lot more and owned!:goodjob:
 
Oh dear...
Load Error
ERROR READING FILE
Missing entry in "Scenarios\Steph_History\text\PediaIcons.txt"
ANIMNAME_PRTO_Ru_03N_Boat
The game will now exit O
 
Am I meant to be able to build the nomad tribe, because the civilopeida said I wasn't meat to
Not really decided. I didn't want to give the nomad tribe, but I did a last minute change.
I'd like to increase the pop cost of settlers to 3. And they can't load in most boats.
So if you start with a low food city, or in an island, you'd be stuck. So perhaps then it would make sense to be able to build the Nomad tribe, for a large cost.

What do you think? Should I keep the Nomad tribe, or should it be used only as starting first unit?

I'd like to remove it, but then are the settlers OK, or to limitating?

The advisors are in the wrong era
I noticed that in my test game too. But I don't understand why, I did not change them

Maybe a bit picky, but some techs are overlapping
Yes they are. Too many to avoid that, especially as some civ hav bonus units that increase the size of the tech :(.

I have not started off with any techs-was I meant to?
For the moment no, I want to keep the 4 starting techs slot free. One is already used to have civ specific builidings (Teutonic knightsr for Germany).
They other slots will be used for... something else. :mischief:

The starting warrior unit has no units32
It has one, a generic one :). I'll fix it.

Just wondering, where did all the wonders go?
They have been taken by Aliens in a Giant spaceship and send to an Alien museum dedicated to Earth history.

More seriously, I asked for collaborators to help me with buildings and wonders. So far there are relatively few buildings, and virtually no wonder. Virote Considon as agreed to help with this, so except expansion with wonders and more civilizations in the near future.

Other than that, I love it!
I was doing rubbish at the beginning, but then I started fighting a lot more and owned!:goodjob:
Gameplay should be different, with extra population cost, emphasis on resource, etc.
 
Oh dear...
Load Error
ERROR READING FILE
Missing entry in "Scenarios\Steph_History\text\PediaIcons.txt"
ANIMNAME_PRTO_Ru_03N_Boat
The game will now exit O
Corrected...

If you want to correct before I release a patch, search

art\units\_Lodya\pedia\Small.pcx#ANIMNAME_PRTO_Ru_03N_Boat

and break the line properly :(.

art\units\_Lodya\pedia\Small.pcx
#ANIMNAME_PRTO_Ru_03N_Boat
 
In the next update, you will find some religious units.

With "State Religion", you'll be able to safrice some units.

With "Religious Order", you'll be able to build Priests. The Priests have a good attack, but a poor defense. They can enslave ennemy units and turn them to "converted priest". These converted priests can be sacrificed in cities, spreading your faith and increasing your culture/influence. Atlhough they could in turn convert more units, they are weaker than the regular priest.
The priest have hidden nationality, so they can try to convert anyone at anytime. But they are not invisible, and so can be an easy target if not protected by an escort, especialy with their low defense.
 
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