[BNW] Iska's Stones to Stars and Empires Ascendant (Multi-Expansion Sized Mods)

Another suggestion i forgot to add: The mod already has "Quick Turns" included, it would be nice if it had "Quiet Diplomacy" or some other variant that makes a.i stop interrupting the game in between turns with random nonsense (i'm dissapointed in you/ give my regards to X civ, that kind of useless stuff).
 
EUI is special because it has no gampe play mechanics, it is a part of the game's framework; to decide on lua caching implementation I needed to do some benchmarking, and I left some of the benchmarking code.
Cheers

Thanks for the reply :)

I have just finished a week+ long game on emperor and here is my full report on bugs/features suggestion/critique, compliments etc.

Thank you so much for the feedback! Really appreciate it.

-ICBMs crash the game. You can build them but once you try to deploy them the game freezes and closes.
Someone was mentioning this on Steam, strange because I thought this bug had disappeared. Guess not - I'll try to fix this for the next update.

-Polynesia in my game was impossibly allied with ALL city states ALL the time. Even when we were at war, soon after peace he re-allied with all city-states i had previously bought IMMEDIATILY. Idk what causes this bug but it is obviously a bug, since even after I annialited him from the face of the planet he somehow remained allied with ALL City states, surviving only by probably some far away unit. (Complete kill was enabled)
I haven't seen this, I'll keep an eye out for it.

-"Right to bear arms" civic policy had no description. Just blank.
A couple of the very end-game Tenets aren't implemented yet :/

-After my mercenaries expired they went back to being hirable, and another civ hired them. It did not had any major repercussions but it was weird.
Why is this weird? You stopped paying them, they went to fight for someone who can.

-On the very late game wonders and buildings will randomly dissapear and reappear. Ex: Great Firewall, Perpetual motion engine, Twin towers, Pentagon, alternate reality, Silos, Supermarket. One turn I will be able to build them, the other turn the city will stop production and they will no longer be avaliable to build, this repeats many times. There seems to be no pattern in this.
Sounds like an issue with Power. Strange, I'll investigate.

-Pretty sure there is a bug in the Civic that gives you a great artist/writer/musician at a declaration of war. It worked fine just as intended for most of the game, but towards the end something happened that when i made PEACE w/ a.is I was at war with, i for some reason got a BUNCH of great artists/writes/musicians.
Thanks for the report, will fix.

-Add Organize crime component from JFD, I think its the only major feature from other mods that is missing here.
Yes.

-Make units be able to walk through deserts as if it were plains again. Hills in desert already exists as rough terrain.
Maybe? Kinda like it.

-Expand on the "Great Dignatary" great person. The found new government option seems incomplete.
Yep, in the works.

-Maybe make an "End in era X" option? I don't know how hard that is to do though. So maybe it's not worth it.
Been considering this for a while.

-Mod is really good.
-No really, it is REALLY good, it felt as if one were in charge of a government, and not a pumped up warcraft 3 like some other mods.
-I liked that cities are not overpowered, I understand that cities should be hard to conquer, and they currently are as the mod stands.
-I don't know what happened to CS A.I but it is really awesome. CS kicks ass in this mod and it is glorious.
-Really like the government system, it really is the main awesome thing in the mod.
-Really like the not-annoying loyalty system. Works efficient enough so its a factor, and its not a fricking annoying like in JFD.
-Really like the new units.
-Civics are very good. It really feels like passing laws that actually change stuff.
-A.I is not stupid and even in Emperor it was really challenging (in a good way) most of the time.
:):):):):)
 
Ohh my bad so the mercenary thing was not a bug its a feature, makes sense haha. Thanks for the reply and the really great mod! :)
 
I'm trying playing the mod too many times, but I always end with a ctd, sometimes is in beliefs choice, or is a random crash after do something. I loved so many features in the mod, but has I said is impossible to playing for me, I never got pass through one era without a ctd.
 
The next update is planned to be large under-the-hood rewrite, I too am getting sick of crashes and want to reduce them.
 
So I've been playing a 3 day game on Immortal but I don't think I'll finish because its very laggy (this part probably my fault since no city razing is on) and a bit buggy.

-Found a bug that I'm unable to enact social policies, since I have "allow policy saving" on I was able to continue the game, but couldn't select any more social policies, this was probably due to nationalism, the version I played without nationalism did not bug. (screenshot below)
-Nationalism is very buggy, it probably caused the one I mentioned above, and some policies I used it in didn't have any effect.
-Found a bug where I have infinity golden age that permanently says it will only last 01 turn, after I used an artist when I was already at a golden age. (screenshot below)
-I think what causes the many great artist/musician/writer bug I previously mentioned is due to CS declaration of war.

-----The main issue I found however was with the new currency system:-----

-I could not select more than one currency policy. (screenshot below)
-Could bypass the red lock on future era techs. (screenshot below)

My main issue with currency however is not these small bugs, but that its very broken and OP, I found myself always saving money to buy tech since it was relatively cheap and basically broke the game, A.I also abused it, alexander was behind me in science but bought his way up atomic era.

My suggestion is to dial it down a bit, there are too many moving parts in the mod and if it had a few less (but working and not buggy/broken) features I think it would benefit.

I would remove nationalism completely, and also the "Spend" section of currency (the one you use to buy techs, culture, civis, etc). The currency speculation in "Sell" button in the currency overview and prospect to buy it cheaply and try to sell it for profit I think is enough and very interesting. Maybe add some culture/tourism bonus to countries w/ strong currency but idk.

-Other suggestions I have:

Add organize crime (please I'm begging it)
Add end in era
Add Quiet diplomacy

Side not I don't mean to be a jerk and love the mod! Just trying to help by reporting bugs, pointing out stuff, makes sugestions, etc.
Thanks!
 

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Side not I don't mean to be a jerk and love the mod! Just trying to help by reporting bugs, pointing out stuff, makes sugestions, etc.
No, I know, I really, really appreciate the feedback and bug reports! Thank you so much!

Found a bug that I'm unable to enact social policies
This means something broke in SocialPolicyPopup, idk without lua logs what. Secularism was breaking a number of tings that I've since fixed for the next patch, I'm gonna try and play a full game before I publish the next patch to try and find any obvious bugs.

My main issue with currency however is not these small bugs, but that its very broken and OP
Yeah it was just the kinda make-sure-it-works. I'll try and balance the costs a bit for the next update, I've already changed how AI gets free Tech and Policies to make it less buggy.

I would remove nationalism completely
To be fair it's not my mod, but I love it so much, it's so flavorful and fills the role of late-game-yield-that-replaces-an-earlier-one that isn't piety or currencies.

also the "Spend" section of currency (the one you use to buy techs, culture, civis, etc). The currency speculation in "Sell" button in the currency overview and prospect to buy it cheaply and try to sell it for profit I think is enough and very interesting.
I like the purpose of the spend section, because I've honestly started to feel like the StS Tech Tree is too long, I like being able to speed up the pace of the game a bit. I'll try and make it a bit less OP for the next patch. I also want to make the buy and sell values of currencies different, so like as you said you can maybe invest in the future and sell for profit.

Add organize crime (please I'm begging it)
Yes, soon <3

Add end in era
This takes work, but I do like the idea

Add Quiet diplomacy
Probably not, it's a DLL thing

Other things:
-Republic/Monarchy don't need Tribalism, it's just a different thing you can get before either that neither requires. I guess it's not obvious cause you're not the first to ask.
-The tier II Eco Policies weren't implemented last patch (again not obvious, sorry), I've added 2 more and made selectable, but haven't enabled (might do before I publish next patch)
-I think I;ve fixed the blocked Techs purchasable by Currency thing
-Eternal Golden Ages are a bonus from Tier 3 Glory, I tried to fix the TopPanel so it shows as "PERMANANET GOLDEN AGE" but still needs work :3
 
No, I know, I really, really appreciate the feedback and bug reports! Thank you so much!

My pleasure xD I'm really enjoying playing it repeatedlly (cause its just really fun) and glad I might be able to help in anyway by reporting stuff.

This means something broke in SocialPolicyPopup, idk without lua logs what. Secularism was breaking a number of tings that I've since fixed for the next patch, I'm gonna try and play a full game before I publish the next patch to try and find any obvious bugs.

Yes! I had enacted secularism and I think (not sure) I used nationalism on it, can't confirm 100% nationalism because I can't enter policy screen due to bug I previously mentioned.

To be fair it's not my mod, but I love it so much, it's so flavorful and fills the role of late-game-yield-that-replaces-an-earlier-one that isn't piety or currencies.

I don't see what you mean but I respect your opinion.

I like the purpose of the spend section, because I've honestly started to feel like the StS Tech Tree is too long, I like being able to speed up the pace of the game a bit. I'll try and make it a bit less OP for the next patch. I also want to make the buy and sell values of currencies different, so like as you said you can maybe invest in the future and sell for profit.

I think the exact opposite haha xD I think Sts tech tree is waay too fast, if you see my screenshots I was on turn 300+ and already entering atomic era, which should be in like turn 500~~ ish (even at Epic speed). I especially like the industrial era of this mod which has the "Potsdam Giants" mercenaries and the Biplanes and stuff, wish I could spend the entire game on it I like it so much. And I think currency bought tech speeds that up even more, especially on harder difficulties like Immortal or Deity when if you don't focus on science your basically dead meat.

Yes, soon <3

:D:D:D

Other things:
-Republic/Monarchy don't need Tribalism, it's just a different thing you can get before either that neither requires. I guess it's not obvious cause you're not the first to ask.
-The tier II Eco Policies weren't implemented last patch (again not obvious, sorry), I've added 2 more and made selectable, but haven't enabled (might do before I publish next patch)
-I think I;ve fixed the blocked Techs purchasable by Currency thing
-Eternal Golden Ages are a bonus from Tier 3 Glory, I tried to fix the TopPanel so it shows as "PERMANANET GOLDEN AGE" but still needs work :3

Oh okay I figured the Republic/Monarchy thing must be on purpose. I would honestly leave it like that its way better! I almost didn't report it because I think needing tribalism would be silly.

Well thats kinda weird because I didn't have Tier 3 Glory haha xD I unfortunately can't screenshot the policies I enacted because of the bug I can't enter it, but I enacted some tradition policies, the whole knowledge tree, and a few rationalism, and order tenents. I'm not exactly sure which I used nationalism on, but I think the ones that didn't work were: "Market Regulation" (Tradition) "Foreign Emissaries" (Knowledge) "Secularism" (Rationalism) and the one I'm vaguely sure it worked was "Scribal Orders" (Knowledge). I'm not 100% sure about these though.

Thanks again! :)
 
Update:

-Various bugfixes
-Fixed issues with Autocephaly and Slave Markets Policies
-Fixed issue where new Policy effects weren't being correctly duplicated by Nationalism
-Added text to Building ToolTips to show additional Yields from Policies (dynamic, not just CityView)
-Fixed issue where Heroic Ages devolved to regular Golden Ages with 1 turn remaining
-Changed how AI acquire free Policies and Techs from Currencies to make less buggy
-Included JFD's Spirit Ideology
-Updated all my custom/A0K's Civilizations to have unique Mercenaries/Holy Order and specific Currency preferences
-Heavily optimized code in A0K's Civilizations, no longer runs like a stuck pig
-Quick DLL edit to hopefully (once again) fix empty trade offers
-Fixed a number of issues with Virtues/Prestige, most obvious being no Wisdom gained from Tech research.
-Fixed minor Festival issue and fixed China (Zhou) new Festival UA - Spring Festivals of the New Year
-Cleaned Economic Policies panel and functionalized Tier 2 Policies (Social Credit/Cryptocurrency)
-Rearranged TopPanel Items and rewrote text for Authority, added ToolTip for Nationalism
-Wrote pedia entries for some things
 
A couple of updates:

-Bugfixes, optimizations, balance changes
-Rewrote World Wars under the hood, no new features but should be less buggy; Heritage and Neutrality can't start WWs (Freedom, Order, Autocracy, Spirit can) but now any non-Neutrality Ideology civ can join either side (choice depends on diplo). War beteen opposing side members now permamnent until war's end.
-Included JFD's Neutrality Ideology
-Added Casus Belli (Just Wars)
-Gave Great Dignitary and Great Architect new Era variant Icons
-Changed Great Dignitary's Reform Government Mission to Enact Unique Tenet Mission
-Added Great Director Nationalism Mission
-Added additional ways to acquire Nationalism (Virtues, Tenets)
-New pedia entries
-Added Devotion as an alternative to Piety/Karma (Autocephaly Policy)
-Changed Bonded Labour Policy to allow Liberty Tree access to Slaves
-Changed Supply calculation numbers, overall Civilizations have much less, reducing the size of Armies and making individual Units more important. (Also makes the game much, much faster. Hopefully helps with stability.)
 
Hey all, not sure if anyone actually plays this anymore, but I finally got around (5 months later) to uploading the last patch I worked on, which includes Tribes, some new Myths, Devotion, various bugfixes, and some other stuff that I honestly can't remember. Cheers!
 
Hey all, not sure if anyone actually plays this anymore, but I finally got around (5 months later) to uploading the last patch I worked on, which includes Tribes, some new Myths, Devotion, various bugfixes, and some other stuff that I honestly can't remember. Cheers!
Excited for the updates, can't wait to start a new game now!
 
Hey all, not sure if anyone actually plays this anymore, but I finally got around (5 months later) to uploading the last patch I worked on, which includes Tribes, some new Myths, Devotion, various bugfixes, and some other stuff that I honestly can't remember. Cheers!

Yeah my friend! Great news!
 
I have come here to chew bubble gum and test mods, and I'm all out of bubble gum.

So I tested this new version (v 63) in 2 different games, and noticed 1 minor bug and 1 major bug

The minor one is that the "The Red Brotherhood" mercenaries, instead of 3 warriors it spawns 3 settles. Thats it.

The VERY major and game breaking one is after I choose a "Myth" (tree of life, from the bones of giants etc.) the production in my capital went to ****, previously I would finish buildings in like 10 turns and after this the SAME building was 35 turns.

---------------------------------------Section about LITE version:

On a related note, I noticed a similar bug while playing the LITE version, sometimes it would bug out for no reason and my cities would have negative (-) production, thus making any building unfinishable and the game unplayable. It ->MIGHT<- be because I was using the "more resources" mod along with LITE, but I think it was just a coincidence. If you could fix this bug on LITE I would be very happy, since I use it in most of my games, and have absolutely no idea how to fix it.

---------------------------------------End of section about LITE version.

I also noticed an improvment on the currency system, and it seems to be mostly fixed, and I couldn't abuse it like I had in previous versions to acquire absurds amounts of technology. (which is a positive thing)

In conclusion I would like to reiterate the same suggestion I did in a previous comment. My suggestion is that you should tone down the features a bit or make a "semi LITE" version (the LITE version is perfect please don't change besides the bug fix request xD). The reason I say that is that there are just too many moving parts. Once you fix a bug a few more popup, and since they are mostly fixed, excluding a few things like nationalism (I know you like it but it doesn't affect most policies and is just kinda buggy and useless), the "myths" (the buggy one you choose after being the first to complete a pantheon in your continent) would improve the mod in my humble opinion.

Anyways I know it must not be easy to develop this mod and would like to thank you for you immense and amazing work! Thank you!!

Related screenshots below

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Is there a list of all the Civic Tenents that can be implemented?
 
Hey Iska, I remember playing some older versions of this mod (version 4 in particular) but I no longer have those copies, so I was wondering if you had any of the older versions of your mods stored away. If so would I be able to play them since they were really good and in the current version turns take really long on my computer.
 
Are any of the mechanics of your mods easily transferable to other mods. As all the mechanics are great and I was wondering if any of them could be added to Superpowers revived.
 
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