MedievalCiv

First of all: quite a nice mod you got there. Very straightforward, not too many options which could slow everything down, fairly balanced and you got some nice graphics and ideas. Also it is very stable, which makes this mod better, than a lot of more complicated/complex ones out there.

As far as suggestions go, a couple of more "unique" units for every Civ, a couple more important European "players", such as the Rome, Greece, Egypt, Poland etc... would be great, maybe a scenario map and perhaps giving the Great Persons some contempory names.

Also, I found a bug, which is a bit of a game breaker:

The technologies "Festivals" and "Medieval Medicine" kinda act like like the "Future Techs" in normal game mode. You can pretty much discover them over and over again, leading to "Festival 7", "Festival 8" etc... without actually disovering the technology. You pretty much get stuck in an infinite loop and can´t get access to either buildings of that tech, nor being able to discover further technology.

Most AI players get stuck at "Festivals" very early in the game and won´t switch to another tech. One is getting offered enormous amounts of Gold for more advanced technology by the AI. (10K for "Stirrups" for example).
 
Really enjoy playing this, I have one request. a scenario of europe with your mod please. It also seems that everyone can make huge amounts of gold easily later on in the game. Which makes the tech tree alittle too easy to progress as it can be brought. awesome mod though.
 
Well, that was a long week, eh? :crazyeye: OK, finally fixed the repeating tech problem. And such an easy fix, I know, yet it still took me forever. Anyway, it's done now.

cripp7: I could not find the issue you raise. I did a search for "democracy" (not case sensitive) in all the files and could not find anything incriminating at all. And CivIVProcessInfo.xml is not even one of the files I touched, so it might be something on your end? Otherwise I just don't understand it.
 
Ok, so I am running BTS 3.19 on Windows Vista 32-bit and I unzipped the mod to the mods folder and I loaded the game with the mod. I went to load the europe map and as soon as I pressed ok the game crashed to the desktop. Help?
 
Ok, so I am running BTS 3.19 on Windows Vista 32-bit and I unzipped the mod to the mods folder and I loaded the game with the mod. I went to load the europe map and as soon as I pressed ok the game crashed to the desktop. Help?

Same thing happened to me. I think it's a problem with the BUG mod.
You can't play scenarios, just random maps :(
 
Maybe, that's it but when I go play a map it has the normal tech tree and everything, nothing's changed...
 
Well, that was a long week, eh? :crazyeye: OK, finally fixed the repeating tech problem. And such an easy fix, I know, yet it still took me forever. Anyway, it's done now.

cripp7: I could not find the issue you raise. I did a search for "democracy" (not case sensitive) in all the files and could not find anything incriminating at all. And CivIVProcessInfo.xml is not even one of the files I touched, so it might be something on your end? Otherwise I just don't understand it.

I set the NoCustomAssets = 1 in the.INI and it stopped coming up with that. They use a slight mod and my custom assets that allows me to build :espionage: just like science and gold
 
Hello, I dowload mod and put it in the following folder:
C: / Games / Sid Meier's Civilization 4/Beyond the Sword / Mods
Run the game normally, but when loading the mod MedievalCiv the message appears:
"Civilization 4 BTS End Program has stopped working"

I do not know how to solve this, please help me.
Thanks in advance.
 
The dreaded CTD. It might have to do with BUG/BULL, which is included in the mod (I based off another mod).

To tell the truth I'm not extremely thrilled with this mod. Needs work. And I am working on an update, but I'm not sure how long it will take or if I will even finish. The update is not based on any other mod and does not include BUG/BULL.
 
I've been waiting for something like this for a while now, so thanks!:D
Also...
1)I have a few suggestions that I was going to make to another mod, but the creaters are...very bad things...don't ask.
2)I like the whole military civic options, and I have a few civics for you to think about...
Government:
-Natural Leadership
-Councilism
Legal:
-Sorry, don't have any civics for this catagory!
Labor:
-Natural Specialization
-Don't have a second one
Economy:
-Imperialized Economy
-Guildism
Military:
-Guerilla Force
-Don't have a second one
Religion:
-Sorry, don't have any civics for this catagory!
If you want to know details on a specific one, or if your interested, than please ask.
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Even though I've only played this mod for a few minutes, I've noticed something interesting. Obviously by the title, this is about the medievel era mostly. However, here are a few tips I want to give you anyway.
1)Bring back the immortal and have the assasin become a unit that can be built by everyone. I just like the immortal and the assasin would be perfect as a second recon unit option between explorers and assasins. They won't be replaced by anything, and they would be awesome!:)
2)Bring back the original swordsman and call the medievel looking swordsman a longswordsman. It would be better that way, in my opinion, any way.
3)Keep the almogaver, but have it replace a new unit called the peltast. It looks alot loke the almogaver, but has more mediterannean themed armour and such. Also, put the skirmisher, the mali empires unique unit, under it too if you want.
4)The Gallowglass can replace the longswordsman instead of the maceman.
5)No offence, but the cog looks a bit iffy, thats my opinion of course, but it looks like it could use some graphics improvement.
I think this mod looks promising, but a version 1.01 patch or something like that would be cool. Sorry if this seems very straight foward, but, all I want to do is help you improve this mod with some good advice.
ASSASINS CREED IS AWESOME! AN ARMY COMPLETELY MADE UP OF ASSASINS WOULD KICK ***!
-Martimus:)
 
Thanks, Martimus for the encouragement and suggestions. I will definitely take them into account in my update. Let me ask you (and anyone else reading this) a question. Which would you prefer, a more or less normal game that starts in the ancient era and ends in the medieval era, or a mod that focuses exclusively on the medieval era, starting at the dark ages/migration period and ends in the high middle ages? The update I'm working on focuses just on the middle ages, but I'm wondering if anyone has strong feelings about this one way or the other.

PS: Assassins are still in, but are no longer the Persian uu. :D
 
This is only my opinion on the Ancient-Medievel vs. just starting in Medievel. To tell you the truth, it isn't a bad idea. Most Medievel fans would really like that. But, on the other hand, like me, many people like the Ancient, and esspecially the Classical, eras too.:D
Plus, there is also the fact that you could just leave the Ancient/Classical stuff alone. (It would probly be easier too) However, if you like your idea, and you think others will too, then go ahead. Don't just listen to my opinion, ask yourself "Is this the way I want my mod to go?". If the answer is yes, then go for it! If not, then just think about what I have said.:goodjob:
Their is also the fact that you would have to make new types of civics, more units, more techs, and others that focus on the medievel era. If your devoted and willing, then go ahead and try it out.;)
Most importantly, HAVE FUN!:lol:
-Martimus
P.S.
I have an even better idea than the ones listed above. Why not take the Medievel+ eras and replace them with Dark Age/Migration Era, Early-Mid Middle Age, and the High Middle Age?
It would be a ton of work, and more techs, more this, more that, blablabla! :) But, I think in the long run it might just be worth it...
 
Thanks, Martimus for the encouragement and suggestions. I will definitely take them into account in my update. Let me ask you (and anyone else reading this) a question. Which would you prefer, a more or less normal game that starts in the ancient era and ends in the medieval era, or a mod that focuses exclusively on the medieval era, starting at the dark ages/migration period and ends in the high middle ages? The update I'm working on focuses just on the middle ages, but I'm wondering if anyone has strong feelings about this one way or the other.

PS: Assassins are still in, but are no longer the Persian uu. :D
I suggest focusing on the Medieval era.....after all this is a Medieval Mod. :D The players start out as refugees or nomads settling down.
 
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