[MOD] Medieval: Conquests

i cant figure out how to use relics, they just sit in my city fortified, the unload option is greyed out, even with cities that have shrines.

Thanks for any help
 
i cant figure out how to use relics, they just sit in my city fortified, the unload option is greyed out, even with cities that have shrines.

Thanks for any help

Hmm, I'll check into this.



hi, could someone reupload, ver 1.4 it's semm both gamefront and atomic are down, file not found and downlonad never succesfull.

Is it again a policy to upload to mediafire or somewhere similar?


Thx
Sen

You may not can download from where you are. People from Brazil can't download from GameFront. Try to download something else from those sites to check.

Edit: I checked the Relic units and in the version I am working on now it works fine. You just need to unload it at a Monastery. I'll be uploading this new version soon so you can wait till then.
 
Version 1.5 is up for grabs. Please test things out.. I haven't had a whole lot of time for testing, sorry.

http://forums.civfanatics.com/downloads.php?do=file&id=16337

Version 1.5
-Removed the Delete Unit command to make room for other commands. Just select a unit and hit delete instead
-Lodges, Strongholds, Towers, and Mining Stronghold improvements now all auto kill any animals that enter that improvement if there is a working city nearby. The Luxury Food is then stored in that city.
-In Player Options you can turn on Ransoming Knights and test out this new feature
-Lots of new unit graphics have been added, mostly thanks to Bakuel's uploads!
-orlanth's new opening movie has been added
 
Good job Kailric :thumbsup: I like your movies for Victory and Revolution too! (I didn't actually win the game, just cheated by watching them hehe :p ) It seems there are can sometimes be a lot of Bandits and Animals even near the start, my Veteran Soldier died within 10 turns :sad: I do like having Bandits and Animals though, maybe they could only appear after the first 40 turns or so?

BTW, I see you already have some nice soundtracks for the mod, but if you want any more medieval music for tracks or diplomacy music, feel free to borrow any tracks you like from this music pack I had collected for the Civ4 Warhammer mod:
http://sourceforge.net/projects/col2071/files/sound/WHmusic.zip/download
Actually most of that pack will be too fantasy-themed for this mod, but some that might be good medieval music are a few in Soundtrack/Ancient like O Fortuna and Paterfamilias , and a few in Soundtrack/Discovery such as the ones downloaded from the authentic medieval ensemble oniwytars.de .
 
Good job Kailric :thumbsup: I like your movies for Victory and Revolution too! (I didn't actually win the game, just cheated by watching them hehe :p ) It seems there are can sometimes be a lot of Bandits and Animals even near the start, my Veteran Soldier died within 10 turns :sad: I do like having Bandits and Animals though, maybe they could only appear after the first 40 turns or so?

BTW, I see you already have some nice soundtracks for the mod, but if you want any more medieval music for tracks or diplomacy music, feel free to borrow any tracks you like from this music pack I had collected for the Civ4 Warhammer mod:
http://sourceforge.net/projects/col2071/files/sound/WHmusic.zip/download
Actually most of that pack will be too fantasy-themed for this mod, but some that might be good medieval music are a few in Soundtrack/Ancient like O Fortuna and Paterfamilias , and a few in Soundtrack/Discovery such as the ones downloaded from the authentic medieval ensemble oniwytars.de .

Yep, its a hostile world:mad: It needs balanceing for sure but at the start you really have to keep an eye on the surrounding area, keep a few units ready to defend your realm. I added in the ability for the Lodges and Strongholds to auto kill animals to help counter them. Bandits, robbers, and such where a huge threat and thats even why groups such as the Knights Templar started to protect travelers along the roads especially pilgrams.
 
nice work dude :) one of the best mod I ever played... not only in Colonization, but in the whole Civilization series... thanks for sharing :goodjob:
 
Just letting you all know what I have been up too. I am adding several new features to the next update. There will be a new Trading Point system. Trading during the dark ages came to a near halt but slowly began to gain momentum as time went on and it was one of the major reasons that civilization advanced out of the Dark Ages.

To portray this there will be a new "Trading Tree" that players will use to unlock trading perks. Trading points are earned through trading, building roads, building trade specific buildings, and also having "Open Borders" treaty now called "Trade Relations" with other Civs. Players can unlock perks such as more cargo space and also unlock new trading routes such as the Spice Route and Silk Road. There will be no access to "Europe" to do trading at the start.. all trading will have to be done with barbarian or European villages but before long players can unlock these new "routes" as well as Trading Posts and Markets that auto sell goods locally.

Each route will have its own Screen with Immigration having its own screen as well. Lots of other additions have been added to help balance out the hostile world. New promotions that help prevent animal attacks and also peddlers can hire guards at villages to escort them to safety. Stay tuned for more details:)
 
I encountered two new issues I don't think anybody mentioned yet, though they aren't serious.

1: sometimes hunting results in 0 luxury food. This creates a "token" containing 0 units. Unloading this in a town will sometimes (always?) result in a unit of luxury food, which behaves somewhat like treasure, except it has 0 moves. This really is a minor issue, though I decided to mention it for completeness.

2: traderoutes stops if hostiles are within 2 tiles. This includes hostile animals even if those animals are on the other side of a row of "hunting improvements" meaning the traderoute is safe. Alternatively the traders are stuck in a town and can't move away from the animal automatically, say can't move north because there are an animal 2 tiles to the south. I'm not sure the game mechanics allows a fix for this while maintaining a stop when the transport goes strait towards a hostile, but it would be great if it were. I think this is a vanilla issue, though the huge amount of animals triggers it really often.


Ideas for Improvements
I noticed the pedia pages lacks info regarding what kind of school is needed to train each unit. I think I have an idea on how to make a script to add that. That script should also be able to update (remove if needed) in case something changes. Much better than just editing all of it by hand. Maybe it can also include stuff like trainable at natives, buyable in "Europe" etc.
I do need to take a closer look to see if this idea is doable though, but I think it is. Also I assume nobody objects to such a script ;)

Schools.
While the schools aren't broken as such, I like the schools in The Authentic Colonization better. I wonder if it's possible to move the system and if other people want it as well. It would also be polite to ask before copying their code.

Seeing that I finally figured out how to compile the dll file I say it's a possibility that I could try to code this myself. However so far whenever I considered doing anything to the code I had to ask for a newer version of it and that gets repeditive. I came up with a new solution: github.com. Git will make it a whole lot easier to send changes with diff files. It will also eliminate the need to remember to upload new source files as the newest are always available. It's even an improvement even if only one person is working on the code as it helps a lot whenever something breaks.

I remember I wanted to code lots of stuff if I got the compiler to accept my computer (installer really acted up a lot). Now half of it is in 1.4 and I forgot the other half :cry:
Looking at the list I wrote on page 11 the only stuff still missing is disable game length limitation and map size. Not sure what to do about either, but I sure want to do *something* useful now that I can.
 
It would also be polite to ask before copying their code.

Most of the code of the Education System in TAC (and thus also RaR) is origninally from NetBandit, so he would be the one to ask but he is not active anymore.
(Of course, there have been changes by TAC team members as well.)

But generally all of us modders know each other quite well and have used each others work already many times.

Also almost all big mod teams or modders explicitly tell, that their own work (code, graphics, ...) can be used without asking for explicit permissions.
But yes, it is very polite to do so. :thumbsup:

There are however parts in some mods (e.g. TAC and RaR) from 3rd parties that cannot be used without permission, because these mods only have rights of usage and cannot give away copyrights to others.
(Some images or pieces of music.)

But generally there is a quite simple code of conduct in our community:

  • Civ4Col modders do not need to ask for permissions to use work of another Civ4Col modder (if not explicitly told otherwise)
  • If you have used work (complete or parts) from another modder try to give credits
  • If you do improvements to another modders work try to inform that modder (if he is still active)
  • Respect the terms of usage of another modder or mod team
 
I encountered two new issues I don't think anybody mentioned yet, though they aren't serious.

1: sometimes hunting results in 0 luxury food. This creates a "token" containing 0 units. Unloading this in a town will sometimes (always?) result in a unit of luxury food, which behaves somewhat like treasure, except it has 0 moves. This really is a minor issue, though I decided to mention it for completeness.

2: traderoutes stops if hostiles are within 2 tiles. This includes hostile animals even if those animals are on the other side of a row of "hunting improvements" meaning the traderoute is safe. Alternatively the traders are stuck in a town and can't move away from the animal automatically, say can't move north because there are an animal 2 tiles to the south. I'm not sure the game mechanics allows a fix for this while maintaining a stop when the transport goes strait towards a hostile, but it would be great if it were. I think this is a vanilla issue, though the huge amount of animals triggers it really often.


Ideas for Improvements
I noticed the pedia pages lacks info regarding what kind of school is needed to train each unit. I think I have an idea on how to make a script to add that. That script should also be able to update (remove if needed) in case something changes. Much better than just editing all of it by hand. Maybe it can also include stuff like trainable at natives, buyable in "Europe" etc.
I do need to take a closer look to see if this idea is doable though, but I think it is. Also I assume nobody objects to such a script ;)

Schools.
While the schools aren't broken as such, I like the schools in The Authentic Colonization better. I wonder if it's possible to move the system and if other people want it as well. It would also be polite to ask before copying their code.

Howdy, Nightinggale, thanks for the input. I am currently working on a huge update for this mod. I have the "0 hunting" bug on my list to fix. Also I have addressed the "animals interupting automation" somewhat in this update as none combat units can move into spaces with Deer and Boar units or Animal units that can only defend and those units should not stop automation. Several other bugs have been delt with like in the original Animal mod eveyone declares war on the Barbarian/Animal civ but that makes it impossible to have Mutual Protection Pacts.

I haven't had the chance to check out the school system in TAC.. how exactly does it work? And yeah, anything you would like to summit that improves on this mod then by all means do so:)
 
I haven't had the chance to check out the school system in TAC.. how exactly does it work ?

It is probably easiest if you check the sources for the Education System.
(They are available to you via my SVN.)

Check for this comment:
Code:
/** NBMOD EDU **/

While you are doing so, you might also check Learning by Doing.

Check for this comment:
Code:
// TAC - LbD - Ray - START

There are also a few XML changes involved for both features.
 
It is probably easiest if you check the sources for the Education System.
(They are available to you via my SVN.)
Your SVN? I would love to know the address to that one. I have the source for NBMOD and TAC though it would be nice if there is commit logs as well. I haven't figured out how it keeps track of past teachers yet.

The core idea of the school system is written on "Seite 8" in the manual (yes, that's the page name in English:lol:). Basically it increases initial costs and makes costs independent on how many you train. (farmer 42 is trained as quickly as farmer 1).
Also the school building "learns" professions. At every start of turn, if there is at least one student, then the school learns the profession of all experts in the town.
Example: you add a hardy pioneer and a student. One turn later the pioneers leaves town. After the student graduates, it leaves town as well. The school can still teach hardy pioneer to future students even if no pioneers ever return as the school building learned it. Removes the need for having non-experts filling up the town just to educate new students.
 
Your SVN ?

My SVN is the one for Religion and Revolution (which is based on TAC).
(It contains improved versions of many TAC features but also a lot of new stuff.)

Spoiler :

It is not the TAC SVN.
(Although I had set up the first SVN for TAC. But that is years ago and I am not a TAC team member anymore.)

Kailric has access to it and may use whatever he wants.
(Unless it is protected 3rd party content.)

Just thought that it would be the easiest way for Kailric to get to the sources. :dunno:

I would love to know the address to that one.

Well, if you are interested in serious Civ4Col modding, like supporting Kailric's project, I would give you access. :thumbsup:
(Simply write me a private message.)

But again, you will not find TAC commit logs or recent TAC development in there.

I have the source for NBMOD and TAC though it would be nice if there is commit logs as well.

My current SVN does not date back that long. :(
There are no commit logs to the original TAC Education System or the old TAC development in general.
(It does contain a complete set of sources though, since it contains complete Religion and Revolution.)
 
I wonder about one thing. Is there any particular reason why Journeyman MODCOMP isn't used?

Yes, there is a very good and logical reason... you haven't merged it yet:lol: Seriously though, I have had to do most of the coding and merging code myself and all that just takes time. What I am wanting to do here is get the basic core game setup the way I have it envisioned and then when that's done, bug free, and is a fun game, I can start to merge in the extra features like the Journeyman mod. I actually created the Journeyman mod with my Medieval mod in mind and its on the todo list to merge it in. If you wanted to do that I could send you my latest relevant SDK files and then my next version I upload will have the Journeyman mod.
 
I haven't played this mod much but it looks promising. :)

One thing I did notice in my rudimentary game was that the AI Vikings, although having the invader trait, founded a city before conquering one. (In fact they founded several cities before doing any conquest...)

Is this working as designed? It meant that they got a huge start on everyone else since they had units to found a bunch of cities.
 
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