Keldath addons

Ah okay, looking forward to it.

Last three games I've played on this mod I haven't been able to finish... (that's 3/4), because I keep getting random CTDs in the modern era.

I'd attach saves but a) new version coming soon that may fix and b) larger than I can post :(
 
Does anyone know where the sphinx movie came from? It looked familiar but i can't place it.

I've bugged this already: not seeing wonder movies... anyone else seeing that? I mean the original set seem to be the issue, ironically the new ones seem fine
 
The spinx movie and the Guttenburg's movie I believe came from Call to Power 2 by Activision - not a bad Civ clone in fact imho some of the things they did were better done than civ itself
 
I liked the space/sea aspect and the super farms etc... something like that for civ4 would be nice. The Genetic era mod is a good step in that direction although i expect doing the split level maps would be daunting.

Or at least a way of pooling resources more as having cities in deserts in civ4 is painful, but doable in real life (las vegas!), and extrapolating technology would imply it will become increasingly easy to use arid or otherwise uninhabitable land: which is good because if the global warming trend is real then there's going to be a lot more arid land about...
 
seady said:
I've bugged this already: not seeing wonder movies... anyone else seeing that? I mean the original set seem to be the issue, ironically the new ones seem fine

mrgenie has it fixed already...will be in next patch.
 
Would like to see ideas of the genetic mod on it! Like cities in the ocean and so on(I like CIVCTP :P), but not all the mod and you need to balance things out if you put something :) That is really nice idea for any mod to put a genetic era hehe, but to balalnce tihngs out is harddddd :P

AH! I will put tihs on the site as well :P
 
I agree 100% arlborn...and once the bugs are fixed then expect a bunch of new mods.
 
I have a high speed cable connection & still this mod downloads so slowly.:gripe: Could someone offer other download mirrors? Thanks. :)
 
hello all,

grabnar,

in our site theres two links.

the dl is slow, but its worth it :)

progress of the mod will now go up cause, i think we have anew addition,
TAfirehawk,
we really begining to be a modders team :)

so this friday, i hope to release a patch with all the latest fixes and stuff, also hope to add a patch for multiplayer game without the mercs mod.

then hopefully next week, we will start adding alot of new stuff, we will include all of your suggestion.

thank you all for helping on the development of this mod.
 
It is an honor to be a part of this team :)

Everybody please report any and all problems...no matter how small. If you think it has been reported, then you can review the CLOSED bugs on the website to see if we have fixed it or not.

I know there are alot of little text issues but the three of us can't build every single wonder, building, and unit in this mod (although I try every game ;) ) so please report everything!!!
 
little temp fix for late era ctd(if you experience it, use this patch) will be a complete fix on the patch :) this is just so you can play on with your current savegame..

remove the ".txt" before unzipping it
 
MrGenie & Kal...

Please don't take this as I am trying to bash you in any way shape or form.
I want us all to create wonderful mods in the future. As you may or may not know me and Kal worked together on my original mod and he helped out greatly. I sitll consider him part of my team.

I have 2 words of advice for your mod...

1) Stop attempting to add 1.61 SDK code into Warlords. Its causing major issues.
2) Stop trying to add python code written under 1.61 into warlords.

Please wait for the updates.

I love you guys, and I've been wanting to say this for a while... I too have worked on updating 1.61 mods to warlords, and the only way I was able to do it was stip out any SDK stuff and python stuff...

Your mileage may vary...
 
keldath said:
hey guys - for those who suggested the genetic era - ive taken a look in it -

seems really cool - i think we will add most of its parts , but not all.

Please be careful its an unballanced mess....

Size 200 cities that can produce wonders on one turn....
 
Kel, maybe we should colaborate togther on a "Post Modern Era"
 
I like the thought of being able to link resources on islands to cities without fiddling about with boats, although ideally that could be done way before genetic era... maybe a modified worker with amphibious capabilities? Expensive to maintain/build, so you'd just use it to set up connections and then *poof*. For example, if i play the romans, i have islands in my radius that are very awkward to mine, and simulating the east indies company's exploitation of the indonesian area is very difficult.

I think the sea based cities are wonderful but omigod does it place a lot of strain on my old pc, using up the sea for cities means that the resource load increases immensely.

Some of the units seem out of whack; for example the cyborg was a big leap up from tank (i think it has an attack of 50?). Some rebalancing would be good. Being a cyborg doesn't make you super, except in comic books. Having built in GPS, infrared vision, and slightly increased strength and speed is feasible. Robotic troops would make more sense as very tough units, and that is pretty much the direction the US army is going at the moment. They are unlikely to look humanoid. I think they have already been used to kill someone (memory hazy). At the very least, remote controlled killing machines are being worked on, and the goal is to make self controlled units, although i hate to think of the consequences of a bug meaning that they slaughter all the humans, not just the enemy. And if they self replicate, then I would say we are doomed as a species.
 
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