Keldath addons

mrgenie said:
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..

Much easier now that it is working ;)
 
Forsaken said:
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 :)

Actually I believe that is intentional as other animal barbarians are captured the same way. If not I would leave it, I kind of like that idea this way we get to play with the animals.

Oh I almost forgot... Who made/animated the Indian Spearman; they left the head detached, so when they fall during the death animation sequence there heads are still floating. It’s kind of creepy :D
 
CrazyAce said:
Actually I believe that is intentional as other animal barbarians are captured the same way. If not I would leave it, I kind of like that idea this way we get to play with the animals.

Oh I almost forgot... Who made/animated the Indian Spearman; they left the head detached, so when they fall during the death animation sequence there heads are still floating. It’s kind of creepy :D

It comes from the Unit Allegiance Mod...chance to 'take-over' a defeated enemy unit, including barbarian animals.

It is cool to take a city from the AI that has a Tiger in it :)
 
grbljanin said:
Thanks. Do you know will this new mod work with smart maps, because I had problems with previos one and amra mod?

As the first page post from keldath says....this is built on Amra's Mod so smart maps could be a problem.
 
Can anyone recommend a good map generator as an alternative to smartmaps then? I find it disappointing that by the time i can get scouts into boats, the little tribal villages have been cleared out by my rivals... it'd be more fun to have more "wilderness". :)
 
just a little report for visa mod. currently playing as the celtics. year 485 or 875. just got done with a war with sungsten of tibet. he had built about 75% of all world wonders. usually right before i was able to in the next turn. so playing on monarch level i went to war . huge map. great thing about it was the fact the mercenary mod componet was used by the ai. i purchased the services of a leopard 2 tank. sungsten purchaed a cannon and artillary. so i can confirm the ai does use the merc. mod. so far no crashes, no problems. just takes awhile to load a saved game. well it takes a little while to load fresh game anyway. couple of sugestions for more flavor are some more national wonders that perhaps require x amount of buildings to build x national wonder. one of my favorite mods from civ 3 was DYP mod. It had several national and world wonders like this. Also i played a little with the My Military Mod, by Officer Renne. his mod greatly adds to the ability to go to war. perhaps his first incarnation is a little over powered. for example i built a 55 of 65 strength knight in one city. just a couple thoughts. Really like the air promotions and all the different units. Oh is there a way to upgrade the city guard. its kind of silly to have warrior city guard when musketmen and grenadiers are running around. overall imho this is the number 1 mod for warlords!!!!:king: :king: :goodjob: :goodjob:
 
rockingroger, your upgrade thing for the city guard has been a dorn in my eyes ever since! :) please post it as bug report so i wont forget edit those python routines..

anyway..about most of the bug reports...we will fix them before the end of the week, promise! at least most and major :)

my main concern is the merc now..it's unbalanced, that#s the most complaint, what you guys don't know, is that im not busy on the balancing right now, although i know how to do it, but yesterday i was busy cleaning the house and fixing things and backupping my new DVD's from the X-Files :)
today, and probably tomorrow too, i'll be checking on the Multiplayer issue, the mod is not MP compatible, and i give it a 99,99% that's the MErc causing this, i found some awesome dangerous coding the TheLopez merc mod causing OOS...so, i'll try to fix it to make it MP compatible first, then I'll do the merc tweaking....if I'll be unsuccesfull in that, we might release 2 versions of the mod..1including a merc(tweaked, so no more 20techs in advance units pop up) and a MP compatible version with the merc...although im pretty sure I#ll manage to get it MP compatible..i got some help from a specialist :) with a nice debugging tool he programmed for me.

so, this is what we plan:
Kel will fix most of the xml issues(i hope)
I'll fix the python issues that come up
and I'll check on the MP compatibilty...

that's the plan for this week.
I hope we can release a patch for friday.
the movies are already fixed(this time also the originals) :) now they all work.
im just not releasing a patch about this since it would cause savegames to become unoperable..so play your savegames till the end! :) and give us more feedback about problems in later era's :)

I thank you all for your your continued support for this mod, your comments are helping us alot, actually the most, since we ourself wouldn't find more then 10% of the errors you guys are reporting :)
 
one more thing..about additions..we will add more stuff to the mod(if they are MP compatible or at least easy to fix) but that will not be before the end of the 2nd week from now...since we really have alot of work todo..it's not abandoning further expansion! :) but kel and i deciced this mod first has to work properly also in MP :) and no CTD reports! LOL
 
oh an TA firehawk..about the smartmap issue...im working on that one too... :) i already fixed 1 line of codes which was warlords uncompatible.. that was the easy part since i only looked on the file for 5minutes and found this failure pretty much at the end :)
but i noticed we must tweak the smartmap for any mod anyway...so at the end of the week you guys also get a smartmap tweaked version special for our mod :) in the hope by then i also found errors(if further exist, because as far as i could see, this mapscript is written very thouroughly by a high skilled programmer) for the warlords version of civ4
 
What exactly is the problem with smart maps as I've now played 4 large map games generated with standard smartmap random map settings and had not problems at all so far with the possible exception than some of the civilization get put in untenable starting positions.
 
Sounds like a great plan mrgenie...keep up the good work and PM me if you guys need a hand in fixing or beta testing.
 
the only thing i figured out with smartmap that issued our mod is that it doesnt handle the resources(the extras) properly...but i'll tweak that a little bit...the other thing, little things like the turn timer are not properly working, but i havent figured out yet how that is related to smartmap...but it's a fact that smartmap works perfect as far as i am concerned for the game itself..just some minor things like resources positioning and like i said, the turn timer :)

about the mercs...im going through theLopez forumthread about it...it seems he will work on his version to update it...and i tested it extensively, it's 100% the Merc that causes OOS on multiplayer...so im going to get the Merc out of our Modpack untill theLopez fixes all the issues mentioned in his thread(will take 2weeks as he wrote there)...untill then kel and me can fix the reported bugs till friday and then we can check on adding more stuff to our pack :) i.e i wanna update the netherlands(new mod out for that) and i want to enable 24civs(for those who like to play with it) and some proposals done by you guys :) but that'll be for the week after :) and hopefully, the week after the week after(hard to read, yes? :P) we can include the new merc mod from theLopez :)
 
New version according to Mr genie is coming probably Friday. Hopefully it we be both patch and extra stuff :)
 
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