[MOD] Age of civilisations (BtS)

I would love to be able to give a well thought out, robust critique of this MOD, but unfortunately I cannot. Between the cumbersome , far too frequent events, and the random CtDs I have not been able to get passed the first 50 or so rounds. What I was able to play and experience was, in all honesty, tantalizing. I love the basic premise of the MOD & look forward to a day when I can get deeper into it's complexitites. Until then -- I'll keep my eye out for newer builds and try each as they are born. Please do not abandon this - it has the potential to rival FfH in it's fan base & contribution to CIV in general.

Thanks,
Seamus
 
the cumbersome , far too frequent events
That can easily be dealt with...
random CtDs
I feel so sorry, because it runs fine on my comp :-(
Please do not abandon this
I won't, even considering the relative lack of community support. Posts like yours make me feel like going on, people hardly imagine that those signs of support and appreciations are the only payment for the time modders spend in their work.
Thanks a lot to you for taking time to tell that you like what I am doing, thanks also to all of you supporting me.

Btw, yall know this a work in progress. Once again, I will take into consideration your remarks, like events for exemple.

About events, if you have ideas about basic events I could add to make the beginning of the game a little more interesting...
 
Cromcrom:

I am really looking forward to trying this mod out, especially as it gets more robust and comprehensive. What you are offering players is a completely new experience.

You step in where those of us without the time, ability or will can not. I hope you keep your spirits up, even during the most frustrating times and recognize the contribution that you are making to the community.

I can hardly think of anything more exciting than customizing and building my civilization down to the smallest detail, establishing a deep character over the centuries.

Good luck!
 
Looks very awesome but for me I have no User Interface! I have to load it up with BtS because if I load with Civ 4 vanilla it crashes immediately after it loads up. I can get a game to run but then my technology advisor screen pops up and is blank, only option to exit. So I exit and there's my people, I can move them and use the keyboard to build city and etc but no UI!

Excited to try it, hoping for a solution other than the crapshoot of waiting for the next installment and HOPING it works.

I just recently did a fresh install of Civ 4 and BtS with all the current patches. No other mods. Anyone else have the problem or know the solution?


Looks great though from what I can tell. I've been playing this game for numerous years and this is a unique mod.
 
Hmm, no dice. A variety of map types and sizes with the same thing. I guess could I ask what I should play it on , settings wise. What settings do you use?

Also , with load up of the 1.13 mod I get a bunch of XML error messags but it still loads, for what thats worth to ya ;)

Thanks!
 
i get an

"Tag: CIVIC_HEREDITARY_RULE in Info Class was incorrect Current XML file is: xml\civilisations/CIV4LeaderHeadInfos.xml
 
Aesir has the same error message as I. Additionally it 'pops up' 8 times consecutively , clicking ok through it doesnt stop it from loading . Still no go on it working though. Its like, ALMOST there, too.

I'll keep trying periodically but y'know...guys gotta get his civ on! Dont lose heart! If this is the worst you experience in a technical difficulty that'd be luck.


I dont know jack sh*t about Python XML otherwise maybe I could actually have some helpful suggestions :P but I dont mind reporting on errors/fixes . Wish I could help more!
 
I too am getting the same errors. On top of that When I enter the game there is no HUD and I can't get it to come up. No advisor buttons, no... well anything. Just the land scape and units and no way to do anything.
 
@aesir, 3Eris, bcmiller189, thanks a lot for reporting. I think the XML issue comes from the fact that I am starting to remove xml stuff I do not need, but it seems that I have to find a way to properly do that, as it works for my comp. Anyway, I should be able to fix this, quite easily I hope.

@bcmiller189, this is a map problem. I know It can get frustrating, but try another map style.

I am really sorry for the inconvenience... :-(
 
Don't apologize. I just am keeping you informed. Good to know, it was one of the patch map types so that is likely why.
 
The idea is great , it's really a revolution of the gameplay.

1)there r really TOO much events, after 30 turns+20 to build a mine twice, having it destroyed 2 times is really frustrating

2)roads, my civ can only build paved roads, they r really expensive!

3)the game is boaring, ok it's nice to find what a technology will do (oh, it's not clear what a technology gives, for example i didn0t figured out how to build villages but there's a tech that gives +2golds to the hamlet and +1 to villages...), but it's really SLOW. I chose the "AoE" speed.
 
@trotty:
having it destroyed 2 times is really frustrating
I know it can sound weird, but having improvements randomly destroyed is part of the gameplay. In fact, there are many building units in the game, and workers are the really basic ones. there are Slaves, engineers, carpenters, peasants, armed workers, masons. They are all, although more specialized, and often more costly, more efficient than basic workers. So if I want to have things to do for these guys, improvments have to be destroyed once in a while, just to give that little edge to the civ that will have specialiezd in building improvements...

roads, my civ can only build paved roads, they r really expensive!
This is really what the mod is about. This game, no luck, "the wheel" (it allows basic roads)was discarded, so you have to go with big roads (they are faster, btw). If that can ease your pain, many great civilisations had no roads at all... And in some games, you might have both discarded. So you will discover in awe that your neighbor is building these "things", and try to exchange the knowledge ot it....

for example i didn0t figured out how to build villages
In this mod, villages are called "dwellings", and there is one tech for each kind of terrain or feature (cave dwellings, forest dwellings, tundra dwellings....)

If other people report this is too slow, I might decrease the technology cost overall of the techs, to speed things a bit...

Thanks for taking time to report anyways.
 
First of all, excellent mod.

When I read the description I knew this is something I would want.

A few issues:
Sometimes I can build an improvement on a tile despite not having researched the correct tech. For example I can build a plantation on silk despite not having researched calender (in fact, calender was disabled for me). I don't receive the happiness bonus from the silk though.
When controlling a worker and looking at what would happen when you build improvements, what the game says the outcome will be is not always what the outcome is. For example I could think about building a normal mine on gold (not a precious metal mine, meaning I haven't discovered jewellery) and the game will tell me the mine will give me extra gold and happiness, but when I build it, it functions as if the gold wasn't there because I haven't built a precious metal mine. Same thing happened with the silk and plantation, bizzarely.

Also, maybe obsolete techs should be removed so the AI doesn't choose them. For example if animal husbandry is disabled then domestication, horseback riding, etc. are useless, so they should also be removed from the tech tree, at least for the AI?

Speaking of techs, I'm at about 4000BC now, and about 25-40% of the techs I have I've gained easily through trade. I always have tech trading turned off because it ruins the game. Is there some way I do something easy like edit an .ini to make the AI a bit more unwilling to trade techs?

More variety in early game random events would be nice. Every 5 turns I'd be given 10 gold and 10% food then 5 turns later it would be taken away again. I'm not really sure what you could do the vary it though.

Anyway, keep it up, its awesome.
 
@Amp
For example I can build a plantation on silk despite not having researched calender (in fact, calender was disabled for me
Plantations can be built thanks to the "careful harvesting" technology.
I don't receive the happiness bonus from the silk though.
Indeed, this is a design issue, I thought it would be better to have a tech for revealing (like "wild game knowledge" tech, and another to gain access (like "Hunting", in this case, for example...) I fixed it in V1.14, because I want to try your way, it seems better.
but when I build it, it functions as if the gold wasn't there because I haven't built a precious metal mine
Same issue as above. It should be different in V1.14.
For example if animal husbandry is disabled then domestication, horseback riding, etc.
In this case (animal husbandry), this is true for horseback riding. Although I might change it to riding, and allow boar or deer riders (that would become a "weird tech", or maybe just add a "weird riding tech...", but you can still benefit from the basic bonus for pig, sheep, etc, from the "domestication" tech. Although I might change this a little bit too.
Anyway, "specialization techs" that are only useful if you already have another tech (like "stirrups" tech for example, are quite few, and can be considered as "who cares free techs" for players. In any case, having them disabled is beyond My knowledge, although I could very much lower their interest for the AI indeed...

Is there some way I do something easy like edit an .ini to make the AI a bit more unwilling to trade techs?
Yes, I will try to make it very hard for the AI to trade techs with you. The game was intended like this in the "beginning"

More variety in early game random events would be nice. Every 5 turns I'd be given 10 gold and 10% food then 5 turns later it would be taken away again. I'm not really sure what you could do the vary it though.
I 100% agree with you. I have to find new basic events, and I can't think of any for now, so If you have ideas...

Thanks a lot for reporting Amp. :-)
 
So you will discover in awe that your neighbor is building these "things", and try to exchange the knowledge ot it....

this make sense. Opponents only exchange 2tech for 3, but maybe i was unlucky with my neighbours
 
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