Keldath addons

I looked over the web pages and i couldn't see anything useful; just a lot of advertising (blerg!). I have tried emailling take2support but i've never had any response in the past. Is there any way to contact the Dev's to ask them if the SDK is going to be updated for warlords or there's going to be another patch?
 
hey ket :)

well thanks for caring first,

after bad exp' we decided a while ago to work only with wr mod componants,

my sdk modifications - includes only some sevo stuff - from 1.61, and dale for wr +lopez airforce for wr,

and so far eversince i did the wr version - there was no ctd's from sdk issues,

also now - the mod runs very good - 95% - only reported one ctd - from a missing building - fixed already.

but you right - we dont have desire to add anymore 1.61 stuff -

the merc mod -
mrgenie rewrote the whole code...
he made it work under wr perfactley acctually - he has much knowledge in python so i trust him - the only bad thing -it doesnt work on mp game - but we will fix it later on - so mean while we are releasing a patch that will disable the mercs untill my guys will do so.

bout the genetic,

i know - my desire is now to use most of the stuff -
my aim is to add future techs,
future buildings, units and wonders, not more.

im not going to include the sdk and python changes, cause i dont want to use the ocean development stuff and the other tweaks theres,
so ill be most carefull bout it :)

il pm bout the colabetration :)



seedy ,

i wont include ocean stuuf - seewhat i wrote to ket,

also - ill try not to create "unrealistic" troops, just advanced..
 
seady said:
Is there a new version of the SDK coming out then Ket?

Seady there has been a Warlords SDK since Warlords came out it came with warlords.
 
About Genetic era..Ye please try to be as most realistic as you can be hehe, if you think something is too much, just dont put it! And be carefull to balance EVERYTHING!!

Man, your UUs are not so balanced yet(prob cuz they are a lot lol), one suggestion that I would make that would really make me happy is to DONT change much the strenght of the UUs compared with the normal units, but instead of that give them SPECIFICS trairs, like a UU with 50%-100% defense for hills but with same strenght of the normal unit, or other with 50-100% against melle and so on..you can also mix this kind of stuff!! This way the UUs wont only be big-terminator-overpowered-mosters, but specific and good in what they do! Would love that :)

And..WIll you update your addon for SEVOMOD for vanilla????????? Man his mod is really great lol, he made me come back for play vanilla when I thought i woudlent play CIV4 anymore without Warlords :P
 
genetic era...i think some parts are nice..some are not...we will add those stuff which doesnt disturb balance(or else tweak it)
about Ket's warning for warlords...most of the python is the same, not much to change..its mostly the references which have changed abit..same in xlm..some references in the schemas are different..of course we take care of those part to make it warlords compatible :) no big deal..just clear sence of logical thinking :) right now...
we have no CTD or any other wierd stuff besides the fact that left and right we left out or forgot some code...which is beeing fixed for 60-70% now and will be ready before tomorrow's patch...
but we're greatly appreciating any warning about any problems that could arise...espcailly on modcomponants..some seem to cause trouble with interacting with other componants...but thelopez is a good modder, Gir is, and alot of other are..they are making good codes :) we only need to tweak them for our purpose of converting everything in 1modpack to make sure they dont cause issues with each other...like some mods change the same variables in the python...im checking upon those very carefully and rewriting codes so none of the mods are disturbing each other...so far, it's very streamlined as far as i can say...even my best friend from NL; who is a criticast from the worst played all the way to modern era and found only the isse about missing xml's causing CTD :) will be in tomorrows fix(repeating myself LOL)
 
Something that Im meaning to tell for long but forgewt, THEY ARE WAY TOO AGRESSIVE! Once again you forgot to put the normal civ xml for leadership Kel, can you send for me??
 
At last a good mod for the warlords.... I simply loves the healtcare and education civ and all the new civilations.

One thing I dosent like is the mytich barbarians animal... Do you planing to remove this in a later version??
 
Fistersn said:
At last a good mod for the warlords.... I simply loves the healtcare and education civ and all the new civilations.

One thing I dosent like is the mytich barbarians animal... Do you planing to remove this in a later version??

mytich? We are removing the grifon (sp?) and werewolf to keep things a bit more realistic, but I am not sure which one you are talking about.
 
Arlborn said:
Something that Im meaning to tell for long but forgewt, THEY ARE WAY TOO AGRESSIVE! Once again you forgot to put the normal civ xml for leadership Kel, can you send for me??

They seem back to normal to me...but will check on this and try to get it included in the patch tomorrow.
 
TAfirehawk said:
They seem back to normal to me...but will check on this and try to get it included in the patch tomorrow.

They get furious on me without ANY negative point in diplomacy, they just meet me and decide that they dont like my face and get furious or what? xD

Nah no, they are not normal for me ^^
 
The AI are pretty normal for me. Now on 8th time through and no further bugs other than the reported ones that I can see. I am looking forward to seeing the return of the movies though as I love seeing them as I build new wonders.

Mythical monster wise I quite like them but they should only really be seen up to the classical age as the map quote 'Monsters be here'. As so as real science takes off and they are debunked they should disappear :)

Also it may be an idea to look at the new civics that Sevo introduced in 3.2 as they are pretty neat and as an air promotion add something like incendaries for increased air strike damage on cities or Grand slam bombs to increase air bomb damage as the air promotions at the moment to me don't make a lot of sense i.e bombers can get +15% to intercept!!! but most of the fighter ones it seems decrease the chance to intercept at least the earlier ones.

BTW any idea at what time the patch will be released as i have the day off tomorrow :D :D :D
 
Arlborn,
I haven't gotten a furious AI in ViSa yet...just cautious with 0 diplomacy. Looks like you need to tell your leaderhead to shower more often ;)

Axil,
I don't expect it very early as keldath has some more fixes to do and I might sneak a couple more in as well...but it does depend on your time zone too :)

The list of things to add is enormous, but we are mostly waiting until all the bugs are killed...little text bugs in the pedia or strategy/sid's tips 'bugs' me :p
 
Yep the text bugs irritate me as well.

Can I suggest you have a looks at ket's composite xl mod as I really love that on each tech splash screen there's a description of what the tech did to advance civilisation and how it came about. i find it really adds atmosphere to the game.

BTW time zone is GMT or medieval age depending on where I am Civ game wise ;)
 
TAfirehawk said:
Arlborn,
I haven't gotten a furious AI in ViSa yet...just cautious with 0 diplomacy. Looks like you need to tell your leaderhead to shower more often ;)

They were all GAY in the last game then -.- How could they hate Catherine? lol, anyway I will try to reinstall it tomorrow(now too late, watching tv)..I didnt tell about it before(I wanted, but forgot :p) was cuz I actually wanted to try to improove my militar skills in the game, didnt work pretty well, lets just say Im not the best in the militar aspect of the game lol, I can win only with cultural, diplomatic or space race(I hate space race, so.. :P) ^^

Tomorrow I report back then!
 
hey guys!

well read all your reports,

bout the genetic era - yes we gonna make it balanced - not too much overpowered units - also i dont want to add so much unit classes only a few - gonna put emphasis on buildings and such.

arlborn....

well i havnt touched the ai values at all!!!!!
the warlords version is has greatley modified the ai, or so i heard :)

the vanilla version, well,
im in a dilema there, currentley - i want to update the version to sevo 3.2 - but only when girs get his version out.
but i think it will be the last time ill do a version for civ vanilla. cause i wanna develop the wr mod with my team mates :)

thanks all again!
 
TAfirehawk said:
mytich? We are removing the grifon (sp?) and werewolf to keep things a bit more realistic, but I am not sure which one you are talking about.

Sorry for my bad english, but I meant werewolf and grifon... I like the game realistic and I don't think those units are realistic since they did not exist....
 
I must admit I was never that keen on genetic or Diamond age in CTP2 as it just seemed pretty ridiculous. also if you follow on the Civ / alpha centurai story earth is pretty much on it's way to being uninhabitable by the time A/C begins. If genetic age is used it should imho be heavily toned down from what was in CTP fusion tanks and mechs ?. Maybe an artifical island as an engineering project in near future ( like in japan) or high speed monorails but under water cities are a bit ott.
 
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