[MOD] Age of civilisations (BtS)

@Amp
Plantations can be built thanks to the "careful harvesting" technology.
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.
In that case my game of civ is not telling me accurately what I can improve, or what effects my improvements will have. When I hover the mouse over things like silk it says I need to have calender researched, even though careful harvesting is what is actually important in the mod. The same thing happened with the gold mine, when I hover over the choice of building a normal mine the game says it will give me all of the benefits of gold, but this is not what actually happens because the precious mine is needed. The information for worker improvements, or at least for those two, is still the info from normal Civ, it needs to be changed so it is accurate for the mod.
I don't mind that it takes two techs, I actually think its better that way, so we have to choose to adapt and specialise, the problem for me is that I can't decide what to improve because the information the game tells me isn't correct for AoC.


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"
Well some people might prefer it, is there any way to make it so each player can choose or is that too complicated?

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...
A rare one could be immigration, so a city gains or loses an entire population point (if the city has a minimum population of 3 or 4).
If a city doesn't have much of a garrison, and no walls, it could be raided by bandits and lose gold and gain unhappiness.
If it has a large garrison they could have a parade (maybe if a tech like war dancing is researched) making the population happy.
Heavy rains make a tile unpassable (temporarily marsh/lake) for 2 or 3 turns?
I'll try to think of some more.


Thanks a lot for reporting Amp. :-)
Thanks for making the mod. I'd had an urge to play civ for the last few days, I hadn't had it installed for months, and then when I finally did play it it was boring, I'd done it all before. This mod makes it feel new and fresh again, and it makes so much sense. The idea that all the civs around the world would follow the same tech tree isn't much fun.


A few suggestions, they're probably a bit mad:
Would it be possible to localise technologies? For example, in a game played with continents, make it so all of the civs on a continent can't do a certain section of the tech tree (for example all the players on one continent can't ride horses, all the players on another don't do anything to do with construction, etc.). I'm not sure how that would work on another map type though.
Also, can't the AI get generic city names. It makes sense to make the player name their cities, I like that, but the AI could be pre-named. European style civs could have city names based in Latin or Germanic languages, East Asian style cities with Asian sounding names, south American ones with South American style names, etc.
 
@Amp
it needs to be changed so it is accurate for the mod.
I will, although maybe not in the next version, but over time...
is there any way to make it so each player can choose or is that too complicated?
I guess it could be done, but it is too complicated for my current knowledge.
A rare one could be immigration, so a city gains or loses an entire population point (if the city has a minimum population of 3 or 4).
If a city doesn't have much of a garrison, and no walls, it could be raided by bandits and lose gold and gain unhappiness.
If it has a large garrison they could have a parade (maybe if a tech like war dancing is researched) making the population happy.
they sound good, I think I will borrow the ideas ;-)
Would it be possible to localise technologies?
I guess it could be possible, but too difficult for me now, and definitely not on my "to do" list now, as I have other more urgent things in my opinion (add religions, civics, units, wonders, mainly...) I think this kind of "geographical influences" can, in a way, be simulated through tech trading. You can only trade techs with civs you know... But I think I will have a deeper look into tech trading for next version. I wonder if there can be a technology associated with tech trading, like "curious minds", for example, or "inquisitive minds". Just thinking...
can't the AI get generic city names.
This is definitely possible to have names for all cities, not only AI ones, that would make a litle more sense. Indeed, the "Basic city 1" name was supposed to be an incentive for players to name theirs cities, but when it comes to AI, it is not that good. It will take a little time, but I will fix this, maybe not on the next versions though...

Thanks for taking time to share your appreciation, and ideas. Although I WON'T make all ideas effective, I definitely will use some.

Take care :-)
 
Sorry to keep throwing things at you, but is the pillage promotion supposed to reduce movement? At the moment it reduces movement by 1, so a warrior with 1 movement will have 0 when it gets the promotion.
 
lol! The trade mission with the great merchant gave me 1547349 gold!!!!!MYTHIC!

IA on my continent can't do it, the build fishing boat but don't have crabs or fish or whatever, don't build workers and need 200turns to research
 
time victory at the end of the tech?!!?!?

There is no way to go to other continents?
 
@ Amp:
Sorry to keep throwing things at you
lol don't be, it helps me improve the mod ;-)
is the pillage promotion supposed to reduce movement?
As weird as it may sound, yes. The pillaging tech allows you to build the pillager unit, and the pillaging promotion (-1 mov, +30% pillage). Use it on already fast units, or speed improved units. Another pillage oriented tech is "raiding", only giving the "raider" promotion (+1 speed, +15% pillage).
I might change all this, and add the "Plundering" tech, that would be an "even" tech, but allowing a great pillaging specialized civilisation...
@trotty:
The trade mission with the great merchant gave me 1547349
Nice one ;-) but this is a bug I have a very hard time identifying :-(
IA on my continent can't do it, the build fishing boat but don't have crabs or fish or whatever, don't build workers and need 200turns to research
IA using techs in a proper way is something I have to improve. It will be done, sometimes, maybe not too soon in the future though...
time victory at the end of the tech?!!?!?
What do you mean?
There is no way to go to other continents?
Naval techs are not yet very well developped. Now, there is only "transport navigation" tech that allows you to build rafts, that are the only transport unit now. I plan to add much more sea oriented techs, and even "airboats" tech, allowing to build transport balloons. But now, this is right, only one tech to go to another continent.

Thanks to both of you for reporting. Take care ;-)
 
I also find the AI were bad at keeping up research. Maybe you could make it so the technologies are cheaper for them?
 
The event XML file has a "," at the start of the <button> i.e. <button>, which is wrong. I removed the comma but still had problems. Attached are some screen dumps for you. If I continue when an event happens Bts crashes.
 
I'm getting the same problem as Dancing Hoskuld, but I just clicked past all the error messages to see if the game would work.

It did, but it crashed(just the basic 'Has encountered a problem and needed to close' kind of crash) when someone founded nature worship, which may be the problem, but probably the game trying to find the event that wasn't there.

But I really don't know, it could've been anything. I'm not an XML programmer.
 
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