[MOD] The War of Ascension ALPHA v0.1

QJaxun said:
Yeah scouts own the weaker animals but some have higher strength (like the dire varieties) and they slaughter unpromoted scouts still.

Hill Giants, baby. Mine were killing Hill Giants. Dire animals? Pah.

QJaxun said:
Will definately up the militias city defense bonus.

Well, part of the deal with that at strength 1, the city's innate defensive bonus is largely meaningless for it :/.

Also, I forgot to mention, the Strength I promotion doesn't do anything (other then allow for strength II et al ;). Wasn't sure if this was on purpose or not.
 
Belizan said:
Hill Giants, baby. Mine were killing Hill Giants. Dire animals? Pah.

Man, i never ran into this. What difficulty were you playing? My scouts always die at the hands of giants and shadow beasts, which is the way i like it.

Belizan said:
Well, part of the deal with that at strength 1, the city's innate defensive bonus is largely meaningless for it :/.

Maybe i should make them Strength 2 but unable to attack.

Belizan said:
Also, I forgot to mention, the Strength I promotion doesn't do anything (other then allow for strength II et al ;). Wasn't sure if this was on purpose or not.

Do you mean Combat 1, if so whoopsy :crazyeye:
 
:goodjob: Always happy to have more fun mods out there. Great work!
 
QJaxun said:
Man, i never ran into this. What difficulty were you playing? My scouts always die at the hands of giants and shadow beasts, which is the way i like it.

I was, as they say, screwing around, so I was on the default diff level. Which is Noble? Or something... whatever it is below Prince.



QJaxun said:
Maybe i should make them Strength 2 but unable to attack.

-50% Attack

QJaxun said:
Do you mean Combat 1, if so whoopsy :crazyeye:

Yes, sorry, Combat I.
 
will have time to test your mod today (not really much, but still some). i added an officer to my regiments too. and i used some more variation for different units . but like i said, have to get a closer look into yours. as far as i can tell it from here, i would like to help you out too :)
 
Belizan said:
I was, as they say, screwing around, so I was on the default diff level. Which is Noble? Or something... whatever it is below Prince.

Hmmm, i usually test on noble myself, ill have to look into this some more.

Belizan said:
-50% Attack

Gonna have to try this out.

Belizan said:
Yes, sorry, Combat I.

Fixed.
 
seZereth said:
will have time to test your mod today (not really much, but still some). i added an officer to my regiments too. and i used some more variation for different units . but like i said, have to get a closer look into yours. as far as i can tell it from here, i would like to help you out too :)

Cool i look forward to your input.

Something id really like to do is have officer, standard bearer and musician addons for units, not sure if it will ever be possible but as an ex-warhammer player its something ive always liked.
 
Zuul said:
Will the fighting with that many in a formation take very long time?

Nope. Its quite cool actually. If you have 2 units of 10 fighting they all charge each other and duke it out at the same time. It seems to be a little quicker than combat between normal size units, but that may just be my imagination.
 
Chasaffton said:
Can you use Haarbal fantasy pack with this mod???

c

I havent tried it but i cant think of any reason why they wouldnt. In the future it will be a problem as each of my civs will only be able to get 1 or 2 religions and will not be able to get their enemy religion. I will do this only allowing them to research the corresponding techs and his civs arent coded for that.
 
Chasaffton said:
Can you use Haarbal fantasy pack with this mod???

c

No. Techs and Era information are different (Haarbaal's references specific FfH techs and eras). Not to mention I haven't looked at how QJaxun has restricted his religion techs, but assuming they are done through the civ definition files, that would be a problem as well.
 
Belizan said:
No. Techs and Era information are different (Haarbaal's references specific FfH techs and eras). Not to mention I haven't looked at how QJaxun has restricted his religion techs, but assuming they are done through the civ definition files, that would be a problem as well.


Boy that a shame. Was hoping to use them with this mod

c
 
Hello-
First off I've been playing now for 240 turns & I'm enjoying it very much. From what I can see this MOD has great potential. I do understand that it's still in it's infant stages so if my suggestions/questions are premature please take no offense.

* Should the workers upgrade to the higher tiered units? Like i said I'm only in turn 240, so I don't know how high it goes - but as of now I can upgrade them to Hunters, Warriors, or Spearmen. Upgrading them to militia makes sense as they are the local defense but thats not an option.

* Are there shrines for the different religions? I guess since the religions are civ specific there would be no need but if thats the case maybe the religious GP should be changed to make them useful (for than just tech rushing).

* Is there a Forbidden Palace or equivalent? I have roughly 11 cities on a standard size map & no secondary palace.

* I have unknown icons above my city names. Since there is no pedia yet (yet) it's confusing as to what they are - red bread? Can't even figure that one out with common sense.

*CITY NAMES. Again I know it's early but city names would add a WHOLE LOT to the flavor of the civs if not the MOD as a whole.

I'm playing as the Sect & these are the city names I've created for them (feel free to steal them if you think they work):
Thorix Abbey (capital)
Arkarias, Ishfiel, Tanis, Eskerix, Anterias Parish, Xaviel, Enoch, Artaxati Parish, Getorix, Ikvari, Hamish

I look forward with hope & anticipation for the maturation of this very promising MOD. Great start!

Thanks - Seamus
 
seamus75 said:
* Should the workers upgrade to the higher tiered units? Like i said I'm only in turn 240, so I don't know how high it goes - but as of now I can upgrade them to Hunters, Warriors, or Spearmen. Upgrading them to militia makes sense as they are the local defense but thats not an option.

Oops seems i forgot to add militia to the upgrade list. The idea is that peasants can be upgraded to any military unit. Not sure how well it will work but i like the idea.

seamus75 said:
* Are there shrines for the different religions? I guess since the religions are civ specific there would be no need but if thats the case maybe the religious GP should be changed to make them useful (for than just tech rushing).

Yes, each religion has a shrine equivalent Temple. They require the basic religion building (firepit for fire, spire for air, etc.) and are built by mages.

seamus75 said:
* Is there a Forbidden Palace or equivalent? I have roughly 11 cities on a standard size map & no secondary palace.

Not yet, ill try to add one for the next update.

seamus75 said:
* I have unknown icons above my city names. Since there is no pedia yet (yet) it's confusing as to what they are - red bread? Can't even figure that one out with common sense.

Yeah i havent figured out how to propoerly alter the gamefont_75 file yet and forgot to remove the screwed up file. Fixed for next update.

seamus75 said:
*CITY NAMES. Again I know it's early but city names would add a WHOLE LOT to the flavor of the civs if not the MOD as a whole.

I'm playing as the Sect & these are the city names I've created for them (feel free to steal them if you think they work):
Thorix Abbey (capital)
Arkarias, Ishfiel, Tanis, Eskerix, Anterias Parish, Xaviel, Enoch, Artaxati Parish, Getorix, Ikvari, Hamish

Gonna work on this soon. I like these names alot and will use them.

seamus75 said:
I look forward with hope & anticipation for the maturation of this very promising MOD. Great start!

Heh thanks.
 
Do you have a literary history for the MOD? If so (and you feel comfortable sharing it) I'd be more than happy to help come up with city names. The few I made up for the Sect I derived solely based on the leader's name. I was also assuming they had a darker flavor to them.
Thanks - Seamus
 
seamus75 said:
Do you have a literary history for the MOD? If so (and you feel comfortable sharing it) I'd be more than happy to help come up with city names. The few I made up for the Sect I derived solely based on the leader's name. I was also assuming they had a darker flavor to them.
Thanks - Seamus

Not really, its mostly in my head. Im open to suggestions but here are some general ideas i have:


Crimson Empire: desert based, middle-east flavor. Chaotic warmongers who hate most other civs. Might makes right!

Avalary: greek flavor, philosophers and statesmen are held in high esteem. Highly organized government.

Isle Folk: "elven" flavor. Worshipers of nature and the seas. Peaceful in nature but very protective of their homelands.

High Guard: "dwarven" flavor. Isolationists, they are suspicious of other civs but can learn to work with others when necessary. Very tough but defensive in nature.

Ultaria: holds peace and knowledge above all else. More apt to control the minds of their enemies than kill them.

Shadow Guild: highly secretive, making and breaking deals when it suits them. Matriarchal society. Masters of teleportation through gates to the shadow realm.

The Sect: very evil, worshipers of blood and death. Life is just a means to obtain undeath.

Brotherhood of the Cross: european medieval flavor. Self-appointed defenders of the weak, loosely based on early christians.
 
szAppName : Civilization4.exe szAppVer : 1.5.2.1736 szModName : hungapp
szModVer : 0.0.0.0 offset : 00000000

got this when trying to end my first turn with this mod. Going to restart with a cache clear and see if it reoccurs in a new game or if there is some other issue.

Cheers!

::EDIT :: Same issue on restart. Different Civ used on a new map(first was Cont. Large, second was Terra Large) Ending my first turn always causes a hung app. will check in after a couple revisions and see how you are all coming along. Good luck!
 
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