[MOD] Age of civilisations (BtS)

Thanks a lot Frantic men :) , I am glad someone like this mod.

But I have to admit this is quite a hard mod, because there are so many technologies to choose from from the beginning, and there will be MANY more when the mod will be done.

You know, the real problem is that I wonder if I will ever finish it ^^, because I have one new idea every ten minutes theses days, and I am working to try to make things as coherent and balanced as possible.

Moreover, I try to learn the SDK to add some "effects" (for techs like "skinning", "scavenging", and many more...)

I recently discovered the power of events, and in my dream game, there would be many...

Ok, I go back to the anvil.

Take care :)
 
Hi cromcrom! Your mod looks VERY interesting, and I'm extremly eager to try it out. I'm however a bit confused about two things regarding it, so here's two questions:

Question #1

In the introduction you write that the concept is "to create your civilisation as the game unfolds, instead of at the start of the game", and that the mod has "5 basic cosmetic civilisations: European, greco roman, south american, middle eastern, asian."

Does this mean that you start with one of the 5 cosmetic civilizations, and that it later evolve into one of the 34 "original" factions (Vikings, Aztecs, Byzantines etc.) based on technologies chosen while playing?

Question #2

You also state that "the technologies level do NOT go beyond early gunpowder, but with many more technologies..."

Does this mean that there aren't any technologies past early gunpowder, or does it mean that you haven't added any new technologies beyond early gunpowder?

Thanks in advance, and a happy new year!
 
Thanks a lot for your interest, and happy new year to you too :-)
Answer #1:
No, the cosmetic civs are only a graphical thing, it has no influence on the game. It doesn't evolve into one of the original faction, it evolves into YOUR faction ^^
I use historical references to point out the diversity of civilisations in history, this is what this mod tries to create. UNIQUE civs....
Imagine that the cromcrom civilisation was defined because it had a great knowledge of forests, river, and minerals, and the Brynjolfr civilisation, would be, for exemple, master craftmen, engineers, and hunters? Now AoC is all about that, and the variety of interactions and possibilities.

And I am starting to add a few "what if" technologies, for fun...

Answer#2
It means that there aren't technologies beyond gunpowder.

An end game of Aoc would be a picture of the civilisations, and there incredible diversity, during the Renaissance era of our world.

Hope you will like the mod :-)
 
Answer#2
It means that there aren't technologies beyond gunpowder.

That sounds a bit strange, I have to admit. Does that mean that when you reach the "modern" ages (like the 19th or 20th century), you don't have access to techs like "Communism", "Biology" and "Computers"?
 
The ending date would be around 1500 1600, refering to the history as we know it on earth. But I still have to figure this out, as this is a Mod in progress.

But I don't think the interest of the mod is this. The interest of the mod is to discover your environment, try to adapt as well as possible, because you won't be able to research everything you want (technically, you will only discover half of the techs, the rest must be learned through conquest, sharing, goody huts...). I still have to look into victory conditions.
 
You can consider that AoC is a mix of "build your own civilisation", and "what if" kind of game.

Consider that you are free to create your civilisation as you like. Want a forest civilisation? Go for all the forest related technologies, like "forest dwellings", "wood farms", "forestry", "forest warriors", and so on. Want to build an ocean specialist civilisation? Research "sea fishing", "coast fishing", "nets", "coastal navigation", "sailing", and so on....

The sheer number of technologies allows you to specialize in some fields, or to know various but not so deep technologies.

And then , sharing technologies becomes very important, because you can share or learn some technologies you would never have discovered through other means.

In vanilla game, discovering all echnologies is a matter of time. In AOC, you won't be able to in the end, so you will have to make choices...
 
The interest of the mod is to discover your environment, try to adapt as well as possible

That's very realistic ('cause that's what mankind's history has been all about)! Can't wait to try it out. That's unfortunately not possible now, since I've ordered a new copy of the game (my old copy didn't work). I ordered it like two days ago, and they haven't shipped it yet :(
 
Feedback:

I've now tried the mod. I liked the great number of techs, but it feels like that some techs should require one or more other techs to be researched (otherwise it's possible to research the compass before even researching engineering; that doesen't make sence). Another thing that bothered me was that all towns had names like "BaseCity1" (that may be due to game-mechanics, though). The gameplay in the beginning was extremly slow (each research takes like 36 turns).
In future releases I'd like to see techs related to tundra-tiles and ice-tiles.

The mod is really interesting, yet very hard and unrealistic at some small parts.
 
OK, thanks for trying and feedbacking, It seems I developped this mod only for you... ^^

Well, Let me answer :
some techs should require one or more other techs to be researched
That would make some techs more important than others, and I tried to make all techs relevant.

I should maybe explain more what the techs are about in the pedia part. But for the compass/engineering, I do not think that being aware that a magnetic needle shows North requires great engineering skills. Neither did the vikings for example, who were not particularly known for their engineering skills, but could reach Groenland, and later Vinland...

But indeed, some of the techs, alone, might feel a little weird.

As for the realistic part, you might have noticed that there are some "weird" technologies, that skating, that allows land boats, totally unrealistic, but that add a little layer of flavor in my opinion.

all towns had names like "BaseCity1" (that may be due to game-mechanics)
Indeed, this is like the basic coemetic type of civilisations, this is for flavor, and an incentive for you to rename your city as you like, although I quite understand that it can feel like a pain...

The gameplay in the beginning was extremly slow (each research takes like 36 turns).
Indeed, I could change this, but you can use this time to explore your environment, and choose your next tech wisely...

How you develop your civ is then up to you, will you specialize in some environment, be a jack of all trades, being able to survive in almost all terrain types, will you try to expand militarily...? But the thing is that in the end, there are things that your civilisation won't be able to do, and others that it will be able to do. And the civ next to you will be able to do others things you might or might not be able to do yourself.

In future releases I'd like to see techs related to tundra-tiles and ice-tiles.
Indeed, tundra is really left alone for now, but I started working on ice and snow improvments (like skiing for example). I will keep working in this direction for a few techs from now on.


Thanks again for your interest.

Take care :-)
 
Indeed, I could change this

That would be very nice :) The technologies takes far too long to research; my first research took 29 turns, my second took like 30-40 turns (don't remeber the exact number), and my third research would take 59 turns :(
 
This looks interesting but (landboats) weird techs as you call them should be optional, imo, if things get too crazy you will lose some appeal to the mod,imo. Maybe a regular tech and a crazy version would be a nice way to have both, but I will add this to my download list for the future,thx.
 
The technologies takes far too long to research;
This is a gameplay issue. All techs are supposed to be researchable from the beginning. So all have to cost the same. But as your culture will grow, you will gain more and more research points. So the cost of the techs has to increase, or in end game, you would research all techs in one turn... So there is a progression in the cost of techs. I will reduce the basic cost of techs, and slightly increase the progression cost. But this is also a part of the gameplay. If you do not research any "research" tech, no wonder you have a hard time researching...

if things get too crazy you will lose some appeal to the mod,imo
Good point. Two solutions. You can not research these techs, and consider them free techs for your development.
I can indeed propose another "historical" only version of the mod. But first I want to keep adding techs. What I might do is mention techs I think are "weird techs".

Thanks for the feedback anyway.
 
Back
Top Bottom