Keldath addons

thanks for the big bug report! i shall fix all of this !!!

No problem ;)

I'll test Vanilla version really hard till you upload amra's 5uu and post you all my suggestions for better balancing it.

I can try to suggest balancing changes for warlords/noble difficulty because that levels doesn't bother me and I finish them without concern.

I'll focus on the existing techs and units. The ideas for future changes I'll post later (if you'll be willing to improve mod for Vanilla) and/or post when we'll be making amra's mod more "sevo-like" ;)
 
Ok got it!
Thanks for the idea's it was indead something to do with the button.
I did 2 things and one of them fixed it.

<Button>Art/Interface/Buttons/Units/Wardog.dds</Button>

There was a comma right before ART and I removed that
<Button>,Art/Interface/Buttons/Units/Wardog.dds</Button>

The filename was wardog.dds so I changed it to Wardog.dds

One of those 2 things fixed it.:goodjob:
 
Greetings,

Playing your Warlords mod with Patch 2

1) I've set my INI file to autoload the mod, and it take **forever** to get into the game.

2) When researching "Metal Casing", it shows the "Animal Husbandry" pic and Sid Tip.

If I see anything else, I'll let you know.


T
 
in the vanilla and warlords version a lot of the later tech have only test text - for example armour plating has the flavor text from Zenobia attached to. Also a lot of the civics - think most of the health care one's and seclurism have no txt descriptor.
 
Man, you know what Im thinking?? Imagine..

Kel + gir + Sevo + Amra + Ket + Dale (only take the good things of it all if not all could be put togheter) for Warlords...Man just imagine <<Homer Simpsons desire-stupid face>>

Hope 1 day I can see something like that, all togheter :D
 
keldath said:

getting
"Object not found!

The requested URL was not found on this server. The link on the referring page seems to be wrong or outdated. Please inform the author of that page about the error.

If you think this is a server error, please contact the webmaster.
Error 404
www.babies2004.com
Mon Sep 11 18:19:17 2006
Apache/2.0.50 (Linux/SUSE)
"

when i try to follow that link
 
Kel- if you are tweaking some of the units- I found that the bazooka is over powered.
I understand it's being used to give the player a fighting chance against armor if another civ advances rapidly, but making it 20 against armor units should only be allowed for defense of a city.(ala the machine gunner). Just doesn't seem right that those units can go out and make an offensive against a more advanced civ. <which I witnessed in my last game. :P

This mod is very fun to play- Thanks for all the hard work and to everyone who's additions are a part of it. Playing as Conan this time (what a surprise to see him as a leader.. lol -Awesome.
 
hey tharn,

thanks for the reply!

i have been gotten a response bout the bazooka, i indeed will give it more strength.

yeah! i added conan from amra mod! its cool to see him as a leader.

anyway,
im about to finish the new version for warlords, based on amra mod!

it will have tons of units and techs,

once i know that the version is working fine, ill start developing the mod intensivlley.

also, hope that in 2-3 days to upload the new updated kelgir vanilla - with some fixes.

seedy,

the link was broken.

anyway i took of the link. there is no need to dl somthing that causes problems.

check back in a few days for amra+5uu
 
If I can Suggest Something for amra 5uu mod - amra has much better Polish leader heads (Casimir and Sobieski) - Polish flag is much better too in Amra's mod - could you leave them im amra 5uu ? And maybe change Polish leaderheads and flag in Vanilla 5uu ?

Also IMHO the Amra's unit graphic for Polish Winged Hussar is much more realistic than Heavy Hussar in Vanilla 5UU. They have different names in Vanilla 5uu and amra's, but it's the same unit. Maybe you could change that unit graphic in Vanilla 5 uu ?

I would be really grateful if you agree :D
 
I'm happy to hear that !

So you added some techs and units from Sevos mod to amra's ?

Could you point here which techs will be added in first amra's 5uu ?

Another idea after we test first release of amras 5uu - I hope you'd like to add more Unique Units in the future. I realise it's not easy to find Unique uninits of the same type for so many Civs...

Maybe before making it amra's 6uu or amras 10 uu you'll try to add some Flavour Units - different names and graphics for one unit, each with thesame ratios ? I could help you finding and naming flavour units...

If we have flavour unit for more units it will be much easier to make them a Unique units in the future :goodjob:

Of course first step is to develop tech tree in amra's 5uu to be more Sevo-like... If it works fine - then we could add flavour units step by step to make the mod have many (maybe most or all) units flavoured for each civ...

If there are some utility programs for changing the tech tree, adding units etc - gimme a link and maybe I'll be able to help you :) You can tell me how to develop tech tree and so on PM ;)
 
bout the bazooka , you should let it attack , but it must be tweak in a way that it wont be possible to use hordes of them to win battle or a war

it's a very problematic unit imho , it should be weak but with a large bonus gainst tanks, a modern pikeman if you will


PM bout' the progress of the new mod :goodjob:
 
HEY JOLLY,

wow you do have inspiration :)

i agree with everything you said. its a good idea to develop more units!
also id like to add some more building and wonders -like them too...

the tech tree will be exactley with all that i had in legir mod + five or more techs.

what i have left is this:
to change stuff in the tech tree, move units and building from one tech to another,
i made a list for this,
tommorow ill implement it.

second thing that i have to do is use the amra new resources - add unit preq to rubber and stuff like that.

and third and final,
to fix 6 of the added unique buildings to the additional civs to amra (from sevo).

then release,

acctaully the vertion i made,
is containing now:

tons of new uu'S AND NEW UNIT CLASSES
DALE 1.03
PARTISAN

SO THIS IS THE VERSION ILL RELEASE I THINK... CAUSE IM REALY CONFIDENT THAT THE VERSION IS STABLE!

IF THERE WILL BE CTDS,
ILL RELEASE A PATCH THAT WILL REMOVE PARTS, UNTIL WE DISCOVER THE CAUSE (IM SO POSSITIVE THAT THERE WONT BE).

UNTIL SOME PEOPLE REPORT TO ME OF NO CTDS, ILL CONTINUE TO DEVELOP IT.

IM WORKING REALLY HARD ON THIS MOD, CAUSE I WANT IT TO BE IN THE FUTURE BIGGER THEN SEVO!!! (OFFXOURSE - AFTER COMBINING BOTH)
 
Great work keldath...I am playing amra now and while it is fun I miss the BIG KEL MOD with all its Wonders - Techs - Units - Religion Victory :)

The Bazooka needs to have its strength increased and a city defense only unit...leave armor units for attacking cities. It seems to me an army doesn't send out 100 Bazooka with no other tanks and such...Bazooka is more of a defense item and best left in the city like the Machine Gun.
 
bout the bazooka , you should let it attack , but it must be tweak in a way that it wont be possible to use hordes of them to win battle or a war

it's a very problematic unit imho , it should be weak but with a large bonus gainst tanks, a modern pikeman if you will

I agree- The only thing I would change on it is give it a 'defensive' only bonus against tanks. currently it acts as a 20 vs tanks when going offensive + the bonus vs armor making it entirely too powerful considering how early you can get them- Now- the "Tow" unit should act as athe offensive infantry tank buster- I didnt see this unit in the mod- Yet I remember having em in the vanilla civ 4- {or was that in Civ 3C?} and they were tough vs armor- and you didnt get them til you reasearched modern infantry.

I think the bazooka unit is on the right track - just switch its bonus vs armor to defensive only and it should be fine.

in other news - just finished playing noble standard 900 turn game and this was the first time I finished before time ran out- actually had best score ever- did it entirely by conquest as Conan- which makes me think that conquest is really the only way to ensure a good score.(sadly for me).
Had a chance to see alot of the wonders and techs was up to future tech two-
the mod kept me interested the whole time- couldnt say that for vanilla civ.
 
acctaully the vertion i made,
is containing now:

tons of new uu'S AND NEW UNIT CLASSES
DALE 1.03
PARTISAN

IMO it's enough for now. We should test it well, if there won't be any CTD's - rebalance it (if needed) and release as first stable version. Then add 2- 3 next mods, add/move some tech and units. Small steps will allow to avoid errors and finding them would be easier.

So I'm waiting impatiently for the first beta release of your mod for warlords :D
 
Kel, what i would like to include before you release "keldath v4 vanilla"
this week i have alot of time for testing, i suggest this:
add: http://forums.civfanatics.com/showthread.php?t=184530 this is a whole new concept of aircombat, shouldn't be to much work to add since this is the only and first add-on to aireal combat.
http://forums.civfanatics.com/showthread.php?t=181587 this adds a whole new strategical combat to the game(should be easy to include)
http://forums.civfanatics.com/downloads.php?do=file&id=833 I'd say include only parts from this, the trading system...the rest might cause incompatibility with other mods.

when you're finished adding this, upload to new server(please comprimize maxed) if you didnt do that, i'll download it, compress it better, and then re-upload it..so people can DL faster when it's a smaller rar :)
 
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