Keldath addons

Can we get an alternate download site? Estimated time to completion is 6 hours

Think yourself lucky my estimate is 16 hours - mind you atm I'm just glad to have the PC back up and running and not to have to re-install win-2k for the umpteenth time
 
i know of the DL times...first, the server is bugged because of some hackers that cracked the thing over night..and secondly, 100people downloading in just 2hours? :) you can use a DL manager, my friend in NL downloaded it in half an hour by using them ..just a hint.

about techleak..ehm..in the ini is a modifier, i think i put it all away down to the bottom, if you change this into a 0 or 0.000 you will have disabled it :)
i checked the sources, its safe to put a 0 here :) no techleak and no popups
 
CrazyAce said:
Sorry to interrupt and possible hijack this topic, but I was noticing that bombarding enemies doesn’t kill them over an extended period or bombing. I was just wondering how I can do this, now I’m asking because I have no idea how..?


i never checked the codes of amra, but as far as i know, it was never ment to kill units, only damage them..could be wrong..i do think bombarding unit to death is not a good option, you as human will exploid this against the AI..also i found an exploit in the mercenaries which will lead you to conquer your AI opponents within 100turns of the beginning of the game even in monarch mode..so i'll rewrite some of the original merc codes to make sure noone can use this exploit..and dont ask me howto exploit options in the game! im not giving support for such things! LMAO
 
Since I am having a hard time accessing the website...found some bugs already.

1. Revealed resources display on separate lines of tech popups and window - MINOR
2. Stonehenge, Pyramids and the Oracle movies doesn't play, just a blue screen with no text.
3. Non-movie popup graphics, The Mahabodhi, display blue screen instead of picture. The Hippodrome picture and text displayed however.
 
hey guys hope you enjoy the new ver!

crazyace,

as you where told, in one of the posts, the bomb' was ment to weaken,

but its easy to set the unit you want to have the ability to kill a unit completley,
but if you ask me , it gices imbalance to the game.

tell me if you want to know how to edit it.

now my new job - is to update the vanilla mod.
 
Looking good - game mechanics wise so far - except the mercenaries that seem to be a little overpowered in the ancient age ( I hired a lvl 9 swordman and went on to completely decimate the frenc empire of 5 cities with him and the 6 training camp units).

Worse problem That I've found so far is that none of the Civ 4 vanilla wonder movies play (not sure about the warlords ones as haven't built any) Also it seems that some of the leaders (menelik and Maria Theresa appear to have misplaced their theme music though it's in the correct folder

other minor thing ( not posted ias a bug on the tracker as it's only a minor niggle) is metal carving would be better if there was some flavor text on discovery).

EDIT: btw Love the new movies though they do seem a little familiar ;)


edit The mercenaries are utterly imbalanced at all era's it seems - seems pretty unrealistic to be able to hire a marine that has an attack of 50+ when civilizations have only just discovered the rifle
 
but how much does it cost to hire that unit? Merc costs are huge; compare the costs of maintaining them against the cost of creating a regular horde. Sometimes they seem to vary too much, i agree (like getting a 30 attack tank when everyone else has cavalry!) and sometimes they seem fine.

I'd love to see water units in there as well. Sometimes you just need boats to ferry units and you don't have any harbors.

I'd also love to see the source code sometime? I'll play test the mod as is and publish any bug reports but i'd really love to tweak religion and there's no way i can do that currently with the visa mod.
 
Actually the cost of the merc's is part of the problem - the merc cost in the riflemen age is about 200-500 gold for the lower end merc (still better than stuff you are building then) and about 6-7 gold per turn to maintain.

That is absolutely nothing at that point if you have one of the commerce wonders like Spiral or fort knox - atm in my game I'm at 20% culture 60% science and 20% cash and that's with a surplus of 150 gold per turn so the merc upkeep cost doesn't really make a dent.

I just find it a little unrealistic that you can hire tanks and machine guns when no civ on the planet has the technology to build them - it would be better if they only come available if a civ in game has the techology that enables them and the costs should be exponential with technology and level
 
PDBEL said:
Are there any add-ons for Sevomod 3.2 (vanilla) available/compatible ?

He is starting to work on that right now man, it just was released and you want addon to be ready already? They are fast but not that fast man :P Just wait somedays :)

------------

I dunno if I should post it here or in the bug report in the site, so Im posting in both :P. I dont like the Mercenary system, its still too unvalanced, and I hate to get tank when everybody has only cavalary, that is completely unrealistic. For me mercenaries should be the best unit you have atm and then with special bonus like more strengh or a lot of promotions. I really hope you can balance it and also its too cheap in middle-late game. No Terminator when you have only initial gunpowder units please :)

Beside that and beside what all the others already reported, the mod is great, just need small fixes here or there ^^ And some balanceing :P
 
Well just seen the weird bug yet - Have just delevoped electricity - first and only civ to do it - then get offer from Brennus to trade hit musicals to me !!! . I can see broadway in the celts capital city though Brennus doesn't have electricity and the Wonders list is saying that my civilisation has built it :eek:

EDIT Ok looks likew they have got electricity somehow but even thenit's still reporting in wonder list as being built by my civ?
 
hi guys, about the wondermovies...i saw i forgot the merging of the new mod wonders with the original wondersmovies...will be fixed..please make sure to post it on the website using the bug report button so i wont forget..about the mercs...yes. i wrote that myself that this is a wierd thing to exploit...i've played this morning with some tweaking of it..basically, it's all in the ini if you think the units are too strong...you can tweak things yourself, making them more expensive and such...you should check out the ini..there is alot of tweaking there...watch carefully what you do with this NJATM from theLopez..changing 1 or 2 values improperly causes you not to see any turns/time/percentages at all..but the merc maintainance cost..well..if you think units are alot too heavy...make them 10times more expensive in upkeep as they cost now! :) about units of age...actually, as far as i can tell theLopez included this in his mod...you only get units of the ERA the tech is included in..so if you are in the beginning of modern Era, indeed you can get most sophisticated units from the complete ERA...not just of those of the techs discovered...im sure theLopez will change the codes...i wont work on that right now, cus im busy finding out how the MP issues work, to track down everything and make it MP compatible...so..my advise to you all..make them more expensive if you think the units are too heavy! it's all in the ini! :)
 
please people. post all bugs using the bug button!! it's alot easier to fix things with a TODO list as searching for feedback here in the forums..
 
comment on the bugreports you guys are giving, and recommendations..so far i totally agree with mercs mod is unbalanced...it really is!!! and it's a big exploit mod addon...so we have 2 options:"completely remove this mod addon from theLopez" or 2nd"restrict mercs as a support only" meaning, you can hire mercs only up to the best units of the previous Era(this is a solution quickly to implement) also, mercs minimum Era should not be ancient..in ancient times no mercs allowed.. I think we'll give the last option a try instead of removing the mercs mod completely, since i somehow like the idea! :)
also, I'll make them standard a bit more expensive in upkeep...if you'll like the merc idea, but want the units not related to Era, but to max developed tech instead, i can make that too, but that will take a little longer on rewriting the code i guess.


one point, someone said:"the bug report button isn't good to show if someone already reported a bug or not" or if it has been fixed already...i deliberatly choosed this, because:"if 10people report the same bug, it's an HIGHEST PRIORITY!" :) dont worry if it might be posted already, keep posting...double checking, three times checking, etc is always better then not checking at all! :)

keep up the reports people! :)
oh, you can stop reports on the wonders and religionmovies, it was my mistake, fixed it already..i added the new wonders, and forgot to merge the original ones :( dumb me, that's what you get when you're working on something a whole week untill 2-3am every day...will release a patch or so once i fixed most of the bugs..hopefully tomorrow...

again, my apologies for servers bad DL...it does support multiple connections thogh, if you open 20connections you'll get 150kByte/sec download..so use a DL manager...it's the servers problem...i posted it some threads back, my webhoster had a big issue, they worked on it all saterday..it's not completely fixed and they're running in debug mode(everything is slow because of this) and because it's weekend they just made the service available, but they'll check on it first when the new week comes(that is tomorrow)
 
mrgenie said:
comment on the bugreports you guys are giving, and recommendations..so far i totally agree with mercs mod is unbalanced...it really is!!! and it's a big exploit mod addon...so we have 2 options:"completely remove this mod addon from theLopez" or 2nd"restrict mercs as a support only" meaning, you can hire mercs only up to the best units of the previous Era(this is a solution quickly to implement) also, mercs minimum Era should not be ancient..in ancient times no mercs allowed.. I think we'll give the last option a try instead of removing the mercs mod completely, since i somehow like the idea! :)
also, I'll make them standard a bit more expensive in upkeep...if you'll like the merc idea, but want the units not related to Era, but to max developed tech instead, i can make that too, but that will take a little longer on rewriting the code i guess.


one point, someone said:"the bug report button isn't good to show if someone already reported a bug or not" or if it has been fixed already...i deliberatly choosed this, because:"if 10people report the same bug, it's an HIGHEST PRIORITY!" :) dont worry if it might be posted already, keep posting...double checking, three times checking, etc is always better then not checking at all! :)

keep up the reports people! :)
oh, you can stop reports on the wonders and religionmovies, it was my mistake, fixed it already..i added the new wonders, and forgot to merge the original ones :( dumb me, that's what you get when you're working on something a whole week untill 2-3am every day...will release a patch or so once i fixed most of the bugs..hopefully tomorrow...

again, my apologies for servers bad DL...it does support multiple connections thogh, if you open 20connections you'll get 150kByte/sec download..so use a DL manager...it's the servers problem...i posted it some threads back, my webhoster had a big issue, they worked on it all saterday..it's not completely fixed and they're running in debug mode(everything is slow because of this) and because it's weekend they just made the service available, but they'll check on it first when the new week comes(that is tomorrow)

Great work!! Till 2 in the night?? What is your wife talking? xD
 
Maybe the best way of handling the merc is by limiting the amount of promotions they can get (pre hiring) by limiting the maximum level they can be to hire say something like 3 + (era no.) (i.e ancient = 1 the next era would be 2 etcetc ) that way hopefully they should never be overpowering.

Also there should be maybe an increase in the maintenence ( I'm tinkering around with the ini now and have noticed that the ini is set low) and also a risk factor in the hiring for example if you miss payment the mercs will turn against you and try to ramsack a city. This would have a basis in history as the Angle saxons originally came to Briton as hired mercenaries and only turned to settling the land when they took it in forfeit of the British king of that time not paying the gold he owed them.
This would be extra interesting imho if you had to hire mercs for a minimum number of turns like a contract ( would also help stop the exploit of hiring mercs for a quick war and sacking straight afterwards).
 
keldath said:
hey guys hope you enjoy the new ver!

crazyace,

as you where told, in one of the posts, the bomb' was ment to weaken,

but its easy to set the unit you want to have the ability to kill a unit completley,
but if you ask me , it gices imbalance to the game.

tell me if you want to know how to edit it.

Cool thank you :D I sent ya a PM.

And is there a new patch version for this mod released..?
 
Had something interesting happen a little while ago probibly a small bug but i had a scout spawn a wolf unit
I had my very own wolf pack

till i hit end turn and death by barbarian :)
 
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