Shqype said:
Well Kael I downloaded and played your mod last night, and I stayed up for 5 hours playing it!
I love what you've done with the Civ 4 Intro screen, and I love even more the music that plays (instead of Baba Yetu). It's perfect!
However, in-game I experienced some problems. After I discovered the technology that should allow me the Arete civic, I was not able to select it and have a revolution! (If I put the mouse over it the icon would appear to tell me what effects that civic provides, but if I wanted to select it it was not possible and would act as if I still hadn't discovered the civic!) I had the same problem with the "Sacrifice the Weak" civic. Strangely, Protect the Meek became available when it was supposed to. So I ended up having holes in my civics screen of civics that should have been available, but weren't.
Corlindale is exactly right. You have to be Runes of Kilmorph to use Arete, the Ashen Veil to you Sacrifice the weak, the Order to use Social Order, Octopus Overlords to use Slavery and Fellowship of Leaves to use Guardian of Nature.
I also did notice a few missing entries with their description as "TXT_KEY_xxxxx" that didn't look too nice.
Why do you have a tech in the tech tree named "never gonna happen?" That was interesting.
Yeah, I needed to include a disabled tech so I could tie some things to techs but I never actually wanted the players to be able to normally get them. So I created a Tech called Never and disabled it (which is why it was red). I wish they wouldn't display it but I dont have much choice about that.
Also, perhaps because I didn't have a good start and didn't play well, but it seemed like there were way too many technologies! Even many turns after the game ended (I kept playing) I still had about 10 or so technologies to research, and that's with 2 of the other players regularly gifting me techs (Asoka and Anon, with an occasional Roosevelt).
The 0.80 game will allow you more turns before the timer runs out. It wasn't intentionally so short, I cut it to make it compatible with 1.52 (they put out a new game speed that messed up some of my stuff). Its all back and working as intended in 0.80. That said the techs could still use some cleanup. Im going through now and either adding functions to techs or removing them if they don't do anything.
Which leads me to my next point. I played with haarbal's civs, and they were good, but I recommended he take out the original civs to keep the fantasy feel of the game. I hope that when you release your civs in the next phase (or maybe borrow some, or all, of his) you keep out the original civs that ruin the feel of the mod!
All that being said, this was an excellent mod that I enjoyed playing. Keep up the great work, and if you need some help, don't hesitate to ask me!
There is so much I want to do with the civ's, and so much time that it will take that I pushed new Civ's until phase 2. Knowing that Haarbal stepped up to the plate and made his excellent mod. I will definitly be incorporating all or some of Haarbals ideas (if not just sharing some design info with Haarbal and having him do the final civs entirely) for the final civs.
Until that is done, I would like to leave the old civs in. I run a lot of AI tuning and balance work against the current leaders, trying to get everything working. I love that Haarbal has made stuff to add to the mod, but I wouldn't want him erasing any of my work, even if it is stuff that doesn't match the mods flavor.
So, I will definitly want to be where you want to be, but it won't be in 0.80. You aren't the only one who wants it, I think that was probably the biggest request for FFH so it will probably be the first thing I start on afrter I close phase 1. Hopefully it won't take to long.