[MOD] Age of civilisations (BtS)

I have a problem I hope can get fixed.

When I start the Mod I get a blank technologies page. After I hit exit it goes to the main game screen but there is no "User Interface"?, no controls at the bottom, so I can't see any functions, there is also no minimap.

EDIT: Nevermind. I found a previous post which explains how to fix this. Different Map Type use. Thanks anyway thouhg. Looking forward to trying out this Mod! :)
 
Hey Crom, great mod to begin with.
I just downloaded v 1.14a and the game has shut down on me a couple of times. Generally its after I discover some sort of resources.

I was playing as hannibel, Asian style, and i researched seashore gathering. Then a window popped up and said that I was experiencing some difficulties and needed to close.

Have any ideas on that?
 
Thanks a lot to jojoweb for fixing the dll so fast.
Thanks to Angrytoad fot working on some Game_Text.

Age of Civilisations is now playable with 3.19.

AS a reminder, AoC provides a totally new game mechanics to the game. To summarize it, you CAN'T know what your civ will be like in the end game (not past early gunpowder, sorry), because as you discover new techs, some others are randomly set aside...

The file is really light, less than 6Mo, give it a try, and tell me what you think :-)

Hope you will enjoy my humble contribution to his great game. :-)
 
hi,
I tried ur new version and it was great, but right away there was a problem.:(
Right when i started a game, i noticed there were too many starting techs, as if there was absolutely no tech tree! I researched a tech yet it didnt read me as researching it when i finished researching it that turn and now everythings messed up.

My suggestion would be cutting back on starting techs and placing some as follow-ups,
that way im not bogged down on what to chose/would help the game run better.

I loved this mod from the beggining, but now it seems to have gotten too messy.:(
 
Hi guys, thanks for your interest :-)

Both of you are disapointed with the very essence of the game, that is that all techs are available at start, and some are randomly discarded when you discover your new techs. This is the point of AoC to be a mod that does'nt extend in lenght, but in width. In the end game, two Civs will be completely different. Think of vikings and zulus, for exemple, but in AoC, you try to build/adapt your civ according to your environment, enemies, and so on. I know this concept is a little weird, but AoC is a brand new CIV concept, I warned you ^^.

@Frantic men: HAving tech trees would go against the very essence of the game, as according to me, until the late renaissance, no Civ was technologically superior to another one, they were all DIFFERENT...
But I do agree that more than 100 techs to choose from from the start is really messy...

@lopaz: you can exchange techs that are discarded. And there are some Navigation techs available. And there are almost always two "quite" similar techs, but with littler differences, so that you don't get stuck if one is randomly discarded. The concept of the game make it that in the endgame, you WON'T be able to know all the techs. So try to adapt, and make choices, and have a little luck. The game was designed so that NO tech is uber, and having it discarded would have you automatically loose the game. There are always workarounds...
 
This Mod has potential only if i can get it this to work with 3.19 =( i do agree with you 100% about how the game will be played differently some what and could be tweaked to enhance the game play a bit for the better. The ideas are similar to Age of empires 3 where technologies can be discarded and i like this idea a bit because makes you think from the beginning rather then the set standard emplamented into the game that it provides you with the civilizations. I think the standard trade technologies strategy is blissful to have in the game that could help out a bunch early or later on do to very good scouting. I'm just curious about the AI and how it responds.

I try to start the module and it tells me windows has encountered a problem that it needs to close, but wont give any detail as to what the problem could be. :lol:
 
I plan to add some "what if" technologies to the game, like skating, that would allow "Land boats" units.

Any other ideas ?

Chemistry (allows flaming arrows or siege attack bonus).
Ballistics (siege range accuracy).
Wheel Barrow upgraded to Hand Cart (Increases Economic Production).
Masonry upgraded to Architecture (probably already in the game).
Siege Engineers (extra range on siege).
*Rocketry (extra range on cannons).
Loom (stronger workers - more HP).
*Supremacy (more worker hit points added).
*Perfusion (3 Infantry created at barracks instead on 1 per turn).
Murder Holes (Castles and Towers fire Arrows - built by workers can garrison workers).
Out Post ( +3 line of sight ) upgraded to Guard Tower / upgraded to Keep.
*Bombard Towers ( For gun Powerder civilizations - Adds more defense to cities).
Monks ( Can convert Spies into your armies adds defense against espinoge) -
Spies can be upgraded to Ninjas though not all civilizations can upgrade to Ninjas, but all civilizations can create Monks.




These ideas can be changed to fit the game play and enhance the game ballence more.

More info about Monks well they can convert Spies and imprison them once you build a prison to increase commerce to your city this helps as well as making the enemy think twice about sending spies as i see them more of a gamble to create anyways.

Monks can Imprison Spies about the same as he can capture relics in a city after you taken a city hostage.

Spies should be able to steal relics from unguarded cities this is why having Monks in play ballences the game play to a point they can also become peremedics in battle. They can heal and convert in range, but adjusting them to the game helps out with the technology unballence defficiencies more.

And can only convert in range every somany turns and heals so many combat units so many hit points per turn when not healing or converting or moving.

Relics come with every Monastry built in each city and every founded religion gives Monks extra upgrades for each religion founded per city.

Monks can only be created at Monastries similar to infantry military units.

So Monks are basically Anti-Spy units while Spies or Ninjas can still be apart of the game, Ninja is a upgraded Spy.

Monks can cost tax just like military units untill you found a religion they go down in cost once you build a Temple and can generate commerence the more you capture relics or imprison spies and are upgraded depending the religion founded in each city.

So they generate commerce 2 ways and act as peramedics and combat units.
This is a good idea to add to the game to help bring more ballance and stability.
Relics only Monks, Spies or Ninjas can move these items on the map and place them in any Monastry. Placing them in your cities Monastry increases commerce the more relics the more commerce.

I think it would require more of an economic boost anyways.

Here is other technologies to add.

*Anarchy ( gives -2 relations to diplomatic stance, but increases barracks military output creations for infantry ).
*Crenelations ( Garrison Workers fire arrows from all Towers not named Bombard Towers ).
*Yeomen ( Bowmen +1 Range ).


Some of these are civilization unique technologies the ones with the * next to them.

Towers can be built anywhere outside the city by Workers.

*Berserkergang ( Berserkers regenrate HP's themselves no monks needed ).


I'm thinking all civilizations should have a unique technology you recieve for free after a certain age.

Some Ages to add to the Mix.

Castle or Stone Age (might already be in game) - This age can give Wheel Barrow for free technology and enables workers to build Castles; the more workers the faster it's built.
Imperial Age - can give Hand Cart technology for free and enables Workers to build Forts. Forts upgrade from Castle and are better-stronger.


You can advance to an Age, but each age requires turns for instance Castle Age would require somany Turns not much, but after you hit that paticular age an economic boost with a technology will be given for free like Castle Age is Wheel Barrow and is a indicator to how strong your economy is. Imperial Age same thing except Wheel Barrow upgrades to Hand Cart. Then after those 2 should be the next ages that follow each Age should give a free technology and a specific age gives you the unique technology.

Or Relics can generate Gold like so many gold per turn instead of commerce what ever you prefer; if you have 9 relics then 9 gold every 5 turns will be given, if you have 3 then 3 will be given every 5 turns.


Anyways just some ideas by giving a better variety and mix as to how you would want your civilization to develope as it unfolds instead of just playing with what you recieve from the beginning and the adjustments should speed the game up some and provide ballance or atleast buy time as well and provides new fetures like stockpile resources adds up everything and stock piles them automatically after somany turns similar to gold this way trading is boosted as well and these resources can help repair damaged cities as an example or provide abundance to cities that can be sold for gold or is taxed instead like resources with trading post can tax a civilization for the resources or resourses.
 
Hi guys, thanks for your interest :-)

Both of you are disapointed with the very essence of the game, that is that all techs are available at start, and some are randomly discarded when you discover your new techs. This is the point of AoC to be a mod that does'nt extend in lenght, but in width. In the end game, two Civs will be completely different. Think of vikings and zulus, for exemple, but in AoC, you try to build/adapt your civ according to your environment, enemies, and so on. I know this concept is a little weird, but AoC is a brand new CIV concept, I warned you ^^.

@Frantic men: HAving tech trees would go against the very essence of the game, as according to me, until the late renaissance, no Civ was technologically superior to another one, they were all DIFFERENT...
But I do agree that more than 100 techs to choose from from the start is really messy...
I know tech trees would be AGAINST the concept and like that, but I hate it when it bugs up due to too much commands and doesnt give me tech. The idea is great and I love it but it needs to be cleaned at least a little.:sad:
 
Im downloading it now and want to give it a shot. Ill tell u what i think and if i like it ill most certainly give some suggestions.
I was looking for a mod like this and u refreshing this thread have helped me find it. ;)
 
This is pretty interesting.

It seems that some text is missing for events (such as the medicine event) and the city names all appear as Base City #. I will let you know how things go.
 
Honey cannot be utilized it seems. No tech gives anything that would allow you to actually have it as a resource. A big problem comes when u must mass produce units and delete them since u cannot use hammers for anything else but production. Consider allowing cities to make say "Local crafts" that would give, for example, +10 culture, research and wealth. It would help a lot and prevent civs from going bankrupt or bored.
When i start the "play now" mode game ends after 500 turns and im not even close to year 1 AD... See if u can make the "time victory" and turns fit the game.
 
So will there be any updates or is this mod dead?
 
sounds amazing. This is exactly the same idea I had about a mod. I will try it out.

EDIT:
At all, the mod is a bit buggy (missing art and text) and of course very luck-dependent and unbalanced, but I really like your tech concept.
If you don't mind, I will try a bit modmodding on this. Could you release the SDK source? And are they any comments in the python code that point out the changes?
Would be nice :)
 
is this mod still in development???
please continue this is true greatness youre making!!!!!!
keep up the good work:goodjob:
 
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