Mads Legends

cripp7

Playin' Bored
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Aug 16, 2007
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This is a mod I'm working on built off of Legends of Revolutions, I'd like to have some people try it out and tell me how it works.


Madscientist created a mod that changes the units and AIs traits. Most of the traits are already in LoR, just added Strategic and Seafaring

Unique Units
*still under construction*

HeroSpawn: Event that will spawn a Hero
Florence Nightingale: Adds a female medic unit, avalible at medic with Medic I and II promotions
Swiss Guard: Medieval "Police" Unit: Police units are average defenders, with a new promotion that stifles revolutions
Republican Guard: An Industrial-Modern era version of the Swiss Guard with the addition to help "thwart rival spies".


Traits

FINANCIAL
+1:commerce:/3:commerce: tiles (thus no bonus for sea tiles unless you build the colossus)
Double production of Banks (classic Vanilla) and Corporate executive
Double production of Wall Street

PHILOSOPHICAL
+50%:gp: Production
+2:science: per city
Double production of Universities/Observatories/Labs
Double production of Oxford

INDUSTRIOUS
+25% to World wonders (NOT National Wonders)
+1:hammers:/4:hammers: tiles
Double Production of Forge/Factory/Levee/Slave Cage/Industrial Park
Double Production of Iron Works

AGRESSIVE
Free Combat I to melee, gunpowder, Naval
Double production of Barracks, drydocks, airbase
Double production of the Heroic Epic +2:gp: GG points

CHARISMATIC
-25% XP needed for promotion (same as before)
+1:) per monument/collesium/broadcast tower
Double production of Collesium and broadcast tower
Double Production of the Globe Theater

EXPANSIVE
+2:health:
+50% Worker production
Double production of Granery, Aqueduct, Grocer, Hospital
Double production of the National Park

CREATIVE
+2:culture:
50% production bonus to all cathedrals
Double production of library, theater
Double production for hermitage

SPIRITUAL
No Anarchy
Double production to temples and missionaries
Double production to Red Cross

IMPERIALISTIC
+100% Great general production (Same)
+50% production of settler
Double production of barracks, stable
Double production of West Point

ORGANIZED
-50% upkeep (same
Double production of courthouse, market, public tansportation, lighthouse, factory, hydro plant, slave cage
Double Forbidden Palace, National Grain Reserve

PROTECTIVE
+100% Great General production within culture borders (same as Geat Wall)
Free Drill I and CG I (same as before)
Double production of wall, castles, bunkers, bomb shelters
Double Mount Rushmore

SEAFARING
+50%:traderoute: final trade route yield (thus a 6 comemrce trade route is now 9)
Free flanking I to naval
Double Naval Units, Sailing Ships, Steamships, Submarines
Double production of Lighthouse, Harbor, CustomeHouse, Cothon
Double Maori Statues. The Great Lighthouse, Trafalgar Square

STRATEGIC
+1:espionage:/city
+1:food:/5:food: tile
Double Jail, Agency, Bureau
Double Espionage Units
Double National Epic

They all work, however the balance is still in question. Also I am not sure how well the AI will use these, perhaps I will get some advice on how to tweak that. However, I am only an XML person!

Leader Changes
Spoiler :

Alexander - Enlightened / Seafaring
Asoka - Creative / Enlightened
Boudica - Organized / Charismatic
Brennus - Protective / Strategic
Catherine - Creative / Imperialistic
Charlmagne - Protective / Imperialistic
Churchill - Strategic / Protective
Cyrus - Charismatic / Imperialistic
Darius I - Financial / Seafaring
De Gaulle - Industrious / Strategic
Elizabeth - Philosophical / Financial
Frederick - Philosophical / Organized
Ghandi - Philosophical / Spiritual
Genghis Khan - Aggresive / Imperialistic
Gilgamesh - Creative / Strategic
Hammurabi - Enlightened / Strategic
Hannibal - Charasmatic / Seafaring
Hatshepsut - Spirtual / Creative
Huayna Capac - Industrious / Financial
Isabella - Spiritual / Seafaring
Joao - Imperialistic / Seafaring
Julius Ceasar - Charismatic / Imperialistic
Justinian I - Imperialistic / Seafaring
Kublai Khan - Aggressive / Creative
Lincoln - Philosophical / Charismatic
Louis XIV - Industrious / Creative
Mansa Musa - Protective / Strategic
Moa Zedong - Protective / Strategic
Mehmed II - Expansive / Financial
Montezuma - Aggressive / Spiritual
Napolean - Aggressive / Imperialistic
Pascal II - Industrious / Protective
Pericles - Philosophical / Creative
Peter - Philosphical / Strategic
Qin Shi Huang - Imperialistic / Protective
Ragnar - Aggressive / Seafaring
Ramesses II - Spiritual / Industrious
Roosevelt - Industrious / Enlightened
Saladin - Spiritual / Engineering
Shaka - Aggressive / Organized
Sitting Bull - Enlightened / Protective
Stalin - Aggressive / Strategic
Suleiman - Philosophical / Imperialistic
Suryavarman II - Expansive / Strategic
Tokugawa - Aggressive / Protective
Victoria - Financial / Seafaring
Wang Kon - Financial / Protective
Washington - Enlightened / Charismatic
Willem van Oranje - Creative / Seafaring
Zara Yaqob - Creative / Organized
Mercenaries
Pirate Brotherhood which adds
LH - Henry Morgan (FIN/CHR), Hayreddin Pasha (AGG/FIN)
UB - Tavern (forge; +20% military production; can turn one citizen into merchant or engineer; +2 happy from gems, gold & silver)
UU - Buccaneer (musketmen; 8; starts with Amphibious, City Raider 1 & Guerilla 1)


Revolutions DCM 2.71

Vincentz mods for RoM
Spoiler :

Builds
JungleCamp

Custom Units
007 - Techs Electronics+Rocketry+Scotland Yard
Agent - Techs Democracy
Special Agent - Techs Electricity+Intelligence Agency
Warlords*
Spoiler :
Vincentz is updating those
=Chief=
Bronze Working+Copper
=Captian= -
Iron Working+Construction+Iron
=Seargeant=
Gunpoweder+Engineering Bonus Iron
=Colonel= -
Military Tradition+Rifling Bonus Iron
=Commander= -
Industrialism+Fascism Bonus Iron
=Warlord Chief=
Bronze Working+Bronze or Iron Bonus Gold,Gems,Silver
=Warlord Captain=
Iron Working+Construction+Iron Bonus Gems,Silver
=Warlord Seargeant=
Gunpoweder+Engineering Bonus Iron Bonus Gold,Gems,Silver
=Warlord Colonel=
Military Tradition+Rifling Bonus Iron Bonus Gold,Gems,Silver
=Warlord Commander=
Industrialism+Fascism Bonus Iron Bonus Gold,Gems,Silver



Orions Mod Collection
Spoiler :

World Wonders
The Ark of the Covenant
Fort Knox
The Library of Alexandria
Sun Tzu's Art of War
The Walls of Troy

National Wonders
The National Archives
The National Slave Auction
The Strategic Grain Reserve

Mod Components
The Agriculture Mod

Buildings
The Water Well
The Bazaar
The Slave Cage*

Units
Police
IceBreaker




BTS Modular Unique National Wonders
Spoiler :

Buildings
Secret Service - This is the same as what Scotland Yard was, only the bonus is reduced to +50%:culture:. This was done to accomidate the Secret Police HQ

National Wonders
Secret Police HQ: +100%:espionage:, can assign 3 spy specialists (this is the same idea as Wall Street, Oxford U, and the Hermitage
Triumphal Arch: +50% GG Points, +1:)
Senate: Adds +25%:gold: , +25%:science:, +25%:culture:, +25%:espionage:, at the cost of +25% Maintenance.
Olympic Park: Start a Golden Age. Would eventually like to link this to a vote in the UN (i.e vote to host olympics).
Center for Disease Control: Modular version of the Next War's National Wonder. I included it, incase anyone wants to use it. Current benefits are +2:health:, +1:), Health Units 25% Faster.



Thing to fix:
Warlords: Warlords should spawn rather than be built
Slave Cage: Must have Slavery enabled to build
Building graphics when hovering over a city.
Heroes: enable added heroes to be able to turn on/off in Custom Game[/spoiler]

Mad Legends v0.5
Mad Legends DCM v0.5
Credits:
madscientist
glider1
Vincentz
OrionVeteran
Edgecrusher
strategyonly
kochman
*and any others that I may have missed
 
v.05
Spoiler :
Updated to Version 0.9.9.aa1
http://www.megaupload.com/?d=OSYOQJCW

Contains:
LoR avn 131
RevDCM rev 522
Multiple Production Mod (Denev)
Multiple Research (Afforess)
Advanced Unit Automatons (Afforess)


v.04-
Spoiler :
Added bonus types to National & World Wonders
National Wonders
Center For Disease Control - Marble
National Archives - Marble
National Slave Auction - Stone
Olympic Park - Marble
Secret Police HQ - Stone
Parlament - Stone
Strategic Grain Reserve - Stone
Triumphal Arc - Stone

World Wonders
Ark of the Covenant - Stone
Art of War - Stone
Library of Alexandria - Marble

Units
Naval Units added
Adler von Lubeck - stronger galleon with more cargo space
HMS Dreadnought: early battleship
I-400 Carrier Submarie: Submarine with ability to carry 3 fighters

-battering ram requires Bronze Working
-swordsman removed copper

-added Pillage I promotion
Adds 25%:gold: on pillaging

-barbs spawn only standard BTS units


v0.3
Spoiler :

changed: Agriculture mod now available at Biology
changed: Mine Mod available at Engeneering

Wonders
changed: Library of Alexandria 15%:science: to all cities, moved from Writing to Philosophy
changed: Art of War moved from Writing to Construction, +1GG:gp:
changed: Ark of the Covenant removed +1:hammers: from priest.
changed: Walls of Troy removed +1:hammers: from engineer
changed: West Point +1GG:gp:, Heroic Epic +1GG:gp:, Pentagon +2GG:gp:
added: National Slave Auction

Buildings
changed: Water Well to +1:health:, was too powerful having +2:health:+2:commerce:

Units
changed: Trojan Horse decreased from 300:hammers: to 200:hammers:

fixed: Project Thor graphics icon



v0.2
Spoiler :
-added Mine Mod- Similar to Agriculture but allows workers to build Gold, Gems & Silver at Mining tech
-added ability to build :espionage: at Paper
-added Vincentz Project Thor
= Adds the Project Thor Satellite. Ever wanted to bombard your enemy from outer space with high velocity projectiles.
-added Vincentz SpySat
= Adds a Recon Spy Satellite for spotting what's going on in your neighbourghs backyard even though its on the other side of the world.
-removed Warlords 1.8 unstable, CTD when trying to fortify/sentry

 
To Do list
Spoiler :
-Ram unit requires BW - fixed
-check barb spawn units, rams need escorts - fixed, barbs spawn standard BTS units
-swords require iron, not copper - fixed
-new WW, NW need stone/marble - fixed
-limit number of buildings each trait can build, to many atm
-add KEY to added Legend units to make them compatible with the Legends option in Custom Game
-change Custom Units Naval to match Unit Categories
-have Slave Cage & National Slave Auction have required Slavery civic to build
-update Cevopedia Concepts for Caputered Slaves

Want To Do
Add Varietas Delectat
Add Great Doctor, Great Lawyer, Great Citizen, Statesman


v0.5
Spoiler :
Buildings
From the WoC installer files
Spoiler :
Botanical Garden
Hunting Lodge
Musket Manufactor
Small Shipyard
Large Shipyard
Brewery
Tavern
Highway
Mill
Ranch
Tank Factory
TNT Factory
Mfg Plant
Masonic Hall
Commodity Exchange
Craft Guild
Merchant Guild
Pottery
Natural Gas Plant
Offshore Platform
Sewer System
Windmill


Resources
Spoiler :
Apple
Coffee
Oat
Tin
Cloth
Diamond
Shrimp
Tobacco
Amber
Potato
Rubber
Timber
Barley
Clay
Natural Gas
Sulpher
Jade
Rubies
Sapphires
Pearls
Citrus Fruit
Cotton
Olives
Shrimp
Cocoa
Flax
Papyrus
Salt
Hemp
Lead
Opium

National Wonders
National Ship Yard

World Wonders
Spoiler :
JS Bach Cathedral
Copernicus' Observatory
King Richard's Crusade
Theory of Evolution
Flavian Amphitheater
Hanseatic League
Longevity
Magellan's Voyage
Leaning Tower of Pisa
World Trade Center




DCM v.04

Spoiler :
Added bonus types to National & World Wonders
National Wonders
Center For Disease Control - Marble
National Archives - Marble
National Slave Auction - Stone
Olympic Park - Marble
Secret Police HQ - Stone
Parlament - Stone
Strategic Grain Reserve - Stone
Triumphal Arc - Stone

World Wonders
Ark of the Covenant - Stone
Art of War - Stone
Library of Alexandria - Marble



DCM v.03 Built off RevolutionsDCM
Spoiler :

changed: Agriculture mod now available at Biology
changed: Mine Mod available at Engeneering
added: Captured Slaves mod

Civilizations
added: Strategic, Seafaring and Enlightened trait to civpedia
added: Playable Barbarian civ

Wonders
changed: Library of Alexandria 15%:science: to all cities, moved from Writing to Philosophy
changed: Art of War moved from Writing to Construction, +1GG:gp:
changed: Ark of the Covenant removed +1:hammers: from priest.
changed: Walls of Troy removed +1:hammers: from engineer
changed: West Point +1GG:gp:, Heroic Epic +1GG:gp, Pentagon +2GG:gp:
added: National Slave Auction

Buildings
changed: Water Well to +1:health:, was too powerful having +2:health:+2:commerce:

Units
changed: Trojan Horse decreased from 300:hammers: to 200:hammers:
added: Heroes mod
added: Caputred Slaves


Need to fix

-Cevopedia Traits
-Cevopedia Unit Upgrades
 
I tried to test it, but the mod doesn't start for me. I run LoR without any problems.
But when I try to run Civ4 with Mads Legends I get an error.
I really want to try this mod, I like the things you have added.
 
I was using the latest LoR, I think it has BUG in it. But after I got the error with your mod, I cleaned the cache and custom assets folders just in case something in there was causing the problem. Anyway the problem seems to be from me, so if the new version fails to start i will do clean reinstall.
 
cripp7, the mod plays well! (no freeze so far) :)
Btw, what do you think of OrionVeteran's mine warfare mod as an addition to your mod?
 
I actually made that, had OV just fix the graphics on it. It's like the Ag mod, which for civs that start with Mining it can be a bit overpowering. I'm going to change the Ag mod to be able to build resources at maybe Bio. And the Mine to around Engineering so it's not overpowering at the beginning.

Glad it works for you now! must have been a glitch.
 
cripp7, I didn't mean the "mine mod" (I know that this mod is yours :goodjob: ) :)
I meant this (mine"warfare") mod: http://forums.civfanatics.com/showthread.php?t=355343

I think pushing the Ag mod to bio is a good idea! :) That will make bio (even) more attractive and will considerably reduce the (especially in the beginning) tremendous power of planting food resources. The same goes for the mining mod. Putting it under Engineering seems to be a good idea. The additional commerce from the new "mines" would then not distort the player's income as much as in the beginning.

One question though, about the "philosophy" of the mine mod. While I see a good "real life"-explanation for the Ag mod (especially if it is now available with Bio: we could say that new advancements in agriculture allow the improvement of food production), I am still wondering about a corresponding explanation for your mine mod. While you can plant wheat, corn etc., you can't plant gold. Perhaps you could say that better exploration techniques allow you to find gold etc. more easily. However, in that case, it might be nice to add some randomness to the process to mirror that you can only "find" and not "plant" gold etc. Similar to the way it works when you build a mine and have a slight chance of finding gold etc. (only that in the case of your mod/digging mission the chances should be much higher, so that it is more likely to find gold).
I am not sure if including some randomness is too difficult, but perhaps the code for finding gold when building mines could provide some orientation.
 
i understand what you're saying about building (planting) a gold mine, like upping the odds that a gold/gems/silver would pop on a mine. Putting Ag mod to bio would be best though.

The Mine Warfare is on my ToDo list, I've been looking into that. I've also redone this whole mod just using the RevDCM core, which is taking back to the "basics" of BTS. Without the all the new Techtree that LoR has, pretty easy to do both at the same time. As long as I remember to make changes to both!
 
i understand what you're saying about building (planting) a gold mine, like upping the odds that a gold/gems/silver would pop on a mine.
But instead of "building" a mine (or gold/...) you would conduct an "exploration mission" or something like that. ;)
The Mine Warfare is on my ToDo list, I've been looking into that. I've also redone this whole mod just using the RevDCM core, which is taking back to the "basics" of BTS. Without the all the new Techtree that LoR has, pretty easy to do both at the same time. As long as I remember to make changes to both!
Interesting! :) Will you release that BTS-"basics" mod as well?
Btw, is the AI able to handle Mine Warfare?
Oh, and what else is on your ToDo list? Have you got the capture slave mod working? :)
 
But instead of "building" a mine (or gold/...) you would conduct an "exploration mission" or something like that. ;)
That gets into python which I'm no good at. Maybe Orion could figure it out.

Interesting! :) Will you release that BTS-"basics" mod as well?
Btw, is the AI able to handle Mine Warfare?
Oh, and what else is on your ToDo list? Have you got the capture slave mod working? :)

Yes
Don't see why not
I'll post it soon
Yes the Captured Slaves is working with the DCM version:D I just have to track down where it's failing with LoR
 
Sounds good! I am looking forward to getting my hands on the next version! ;)
Btw, you might want to look into the "slave cage" again. When the screen pops up that asks what I woud like to build next in a city and I then hover over "examine city" I see all the buildings that I have built in that city except for the slave cage (there is only a pink(!) placeholder).

A few ideas, as I really like your additions. :) But take them only as ideas or suggestions and dismiss them if they don't fit into your mod concept.

1.) The "water well":
Is it intentional that I can build the "water well" also in a city that already has access to fresh water? And second, maybe you could tune down its (health and food) effects a bit. The well appears to be better than the aquaeduct which comes much later in the came. I think it would be enough if the well provided fresh water access and maybe only one health (and no food).

2.) The new wonders:
I would suggest reducing their effects a bit (quite a number of them have multiple(!) advantages, more than the standard BtS wonders), while at the same time making them a bit cheaper. For example, the Lib of Alex. gives +50% AND a library in every city AND adds 15% research to EACH city (plus GP points in the building city). Compared to the Great Library the LoA is really powerful (and a much better "deal" for the player). I would regard it as even more powerful than the pyramids (also 500 hammers).
Moreover, writing is a central tech. To make decisions more difficult for the player I would put a stronger wonder to a tech that is not so central (such as Lit) and a weaker wonder to a more central tech (such as writing which is the prerequisite for quite a number of other techs).

(Btw, isn't the Great Library the library of Alexandria..., one world wonder twice in the game.)
 
Sounds good! I am looking forward to getting my hands on the next version! ;)
Btw, you might want to look into the "slave cage" again. When the screen pops up that asks what I woud like to build next in a city and I then hover over "examine city" I see all the buildings that I have built in that city except for the slave cage (there is only a pink(!) placeholder).
Yes that's a problem I've been in discussion with Orion about, has something to do with the .dds graphics not being the right size, or alpha layer:confused: Also need to fix the Slave Cage to only be built while in slavery!

A few ideas, as I really like your additions. :) But take them only as ideas or suggestions and dismiss them if they don't fit into your mod concept.
:lol::lol:I'll do my best

1.) The "water well":
Is it intentional that I can build the "water well" also in a city that already has access to fresh water? And second, maybe you could tune down its (health and food) effects a bit. The well appears to be better than the aquaeduct which comes much later in the came. I think it would be enough if the well provided fresh water access and maybe only one health (and no food).
These I just copied straight from OV's mods, I'll look in the xml for river requirement. True about water supplying :health: and not :food:

2.) The new wonders:
I would suggest reducing their effects a bit (quite a number of them have multiple(!) advantages, more than the standard BtS wonders), while at the same time making them a bit cheaper. For example, the Lib of Alex. gives +50% AND a library in every city AND adds 15% research to EACH city (plus GP points in the building city). Compared to the Great Library the LoA is really powerful (and a much better "deal" for the player). I would regard it as even more powerful than the pyramids (also 500 hammers).
Yeah that does seam pretty overpowering, maybe swap TGL with LoA and take out the 15% in each city. A library gives 25%:science: alone, then add 15%:science: on top of that and...too much :science:! Or tone down the stats and make it a National wonder. Lots to think about

Moreover, writing is a central tech. To make decisions more difficult for the player I would put a stronger wonder to a tech that is not so central (such as Lit) and a weaker wonder to a more central tech (such as writing which is the prerequisite for quite a number of other techs).

(Btw, isn't the Great Library the library of Alexandria..., one world wonder twice in the game.)

good point about the tech>wonder ratio, this is why I needed feedback so I could start tuning it out. Thanks for input and keep it coming!
 
cripp7, a few more observations - as usual take only what you think is good for your mod.

1.) I found it a bit strange that I was able to build a ram when I had wheel but no BW. Apparently, rams are from wood, but if I can't chop down forests, how can I build a ram? :confused: (That is already the way in LoR, but I don't know whether phungus420 will address it.) Thus, I think it would be a good idea to add BW as a requirement for rams.

2.) Moreover, barb rams are sometimes running around alone, looks funny (why would rams roam the countryside?) ;) Is there a way to stop lone barb rams from running around?

3.) I can build swordsmen without iron (if I have bronze). Historically it was the metal (iron) not the instrument (sword) that was important to win over other tribes. Thus, if the swordsman gets 6 str instead of 4 (as the axeman) that should reflect the superior metal (iron). Hence, I think only iron should be a prerequisite for building swordsmen.

4.) I noticed that none of your new world wonders has a stone/marble modifier. Why so? That gives industrial civs even more advantages than they already have with RevDCM. Because these wonders are almost reserved for industrial civs and building wonders is the easiest way to reduce unstability issues. With regard to the standard Civ-BtS wonders access to stone or marble gives other civs at least a chance to compete for a ww.

5.) I think you should reduce the number of buildings a leader is able to build more quickly. Right now there are too many. Perhaps, BtS was a bit greedy in that respect, but I wouldn't give each trait more than three buildings (that would be 6 in total for each leader). I am playing De Gaulle right now and have the feeling I just snip with my fingers and it is done.

6.) It is probably a LoR problem but I thought I raise it here - perhaps you don't have that problem and it is my comp: I opened worldbuilder to have a look at the various units and when I added the mecha... (sorry I forgot the name - this future terminator unit available with one of the very last techs), I didn't see anything - just a flag. Do you have the same problem?

7.) Again I am not sure if it is only me, but all reskinned units change their appearance back and forth - I am right now playing as France and my blonde worker becomes an Indian one every time I put him to work. :confused: And my spearman switches between a more northern appearance and the standard model everytime I move it. :confused: And so on...


How is the next version coming along? I saw you have some interesting ideas (Great Doctor :goodjob:). Hopefully, you find a solution there (but please don't wait til you have everything before you let us test the next version... ;) )

Btw, do you build your (LoR-)mod around the new SVN-versions of LoR?
 
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