@IF
TURN
turn=16659
@THEN
TEXT
Cortes has entered in Tenochtitlan and conquested the Aztec Empire. Tons of Gold came to
Spain!!!!!!!!!
ENDTEXT
CHANGEMONEY
receiver=Habsburgs
amount=20000
@ENDIF
Hello @gapetit .
When you fixed the year number issue of Carolus Invictissimus, did you also edit the Events.txt file? Some events base on "turn=" seems don't work correctly now.
Like this event, I can't see it being triggered. This might be cause by the condition turn=16659, and now the game starts at turn 1 rather than turn 16000+:
Code:@IF TURN turn=16659 @THEN TEXT Cortes has entered in Tenochtitlan and conquested the Aztec Empire. Tons of Gold came to Spain!!!!!!!!! ENDTEXT CHANGEMONEY receiver=Habsburgs amount=20000 @ENDIF
I had not seen that he had such an exaggerated turn, I don't know if that was because of how he had structured the beginning of the turns, but that must be modified from 0 now. I think that that turn must be subtracted as @Thorvald of Lym did, and I don't know whether to also divide it by three or like I did by adding years with my fingers and checking that it is correct... To check where the errors are in evens, include @debug in the row next to the beginning, because although the shift is wrong, it does not it generated an evens error, we just wouldn't see it, there has to be something else. At the moment I can't access Civ-2 because I'm not at home, but I hope to check it out as soon as I can. All the best
You must remember that when you change a unit name in Rules you must check that the old name was not in Evens, since you must change it or the game will give an Evens error at the beginning because it does not locate the unit. For now that's what comes to mind. All the best
I was already changing and deleting my answer because I had mistranslated your question... Your answer was faster...Thanks for your reply! Take your time.
Yea, I already did that. Events involve unit names work fine now, the only events have problems are those involve “turn=“
New changes in conversion 2.1:Hello @gapetit .
When you fixed the year number issue of Carolus Invictissimus, did you also edit the Events.txt file? Some events base on "turn=" seems don't work correctly now.
Like this event, I can't see it being triggered. This might be cause by the condition turn=16659, and now the game starts at turn 1 rather than turn 16000+:
Code:@IF TURN turn=16659 @THEN TEXT Cortes has entered in Tenochtitlan and conquested the Aztec Empire. Tons of Gold came to Spain!!!!!!!!! ENDTEXT CHANGEMONEY receiver=Habsburgs amount=20000 @ENDIF
Today I release "The Age of Philip II - The Time of Thunders Extend" for ToT
"The Age of Philip II - The Time of Thunders Extend" for ToT
The Age of Philip II - The Time of Thunders Extend is a project is to extend the unit list, add new arts and make various improvements to Jesús Balsinde's classic scenario The Age of Philip II - The Time of Thunders. The Time of Thunders is a...forums.civfanatics.com
The Age of Philip II - The Time of Thunders Extend is a project is to extend the unit list, add new arts and make various improvements to Jesús Balsinde's classic scenario The Age of Philip II - The Time of Thunders.
The Time of Thunders is a scenario focus on the very end of 16th century, an era that very few scenario would explore. Luckily, Fairline make a lot of beautiful unit graphics of this era, and The Time of Thunders scenario gives me a good chance to make full use of them. Technology and unit advance are not important element in the original scenario, I decide to follow this design. So unlike in the Carolus Invictissimus Extend scenario, in this scenario I don't add any new advanced units, but add country variants of units.
Here is a changlog of what has been change compare to gapetit's version released at Oct 14. 2023:
Spoiler Changelog v.1 :
1. Rename units with exact same name to distinguish different units.
2. Add proper unit names in @UNITS_ADVANCED section of Rules.txt (no in game effect, but more convenient for modding)
3. Make all units appear in Civilopedia
4. New graphic for Condottiere
5*. New graphic for Crossbowman
6. New graphic for Armoured Knight
7. Add a English variant of cuirassier, and generic cuirassier isn't available for England now.
8. Add unbuildable unit Yeoman of the Guard for England
9. Add unbuildable unit Garde Francais for France
10. Add unbuildable unit Guardia Real for Spain
11. Add swordsmen type unit for Spain, France and Austria, which replace crossbowmen for these countries
12. New terrain and people arts
13. Turkish can't build Dragoon and Cavalry now
14. Add unbuildable unit Imperial Trabant for Austria
15. Fix knight slot issue by adding a copy of E. Demi-lancer
16. Add variant of Petronel and Dragoon for every major european countries.
17. Reduce roads and irrigation in Austria/Germany/Bohemia region of the map.
18. Various unit stat adjustments
And here is a preview of all unit arts in the scenario:
Spoiler Unit Preview :
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Credits:
- Original Author: Jesús Balsinde
- ToT Converter: gapetit
- Arts: Fairline, Tanelorn, gapetit, Zwei833
Credit where credit is due, I am pretty sure I didn't contribute much, if at all...- Arts: Fairline, Tanelorn, gapetit, Zwei833
Credit where credit is due, I am pretty sure I didn't contribute much, if at all...
I believe that Of Celts and Iberians is the most complex and finished setting of Jesús Balsinde, but this one always seemed to me to have many possibilities and could historically continue the Carolus of Jesús Fernández. I think that if you enjoyed it years ago with Zwei's new contribution you will love it...Excellent. "Time of Thunder" was my favorite Jesus Balsinde scenario.
Thank you and @zwei833 . You did great with this conversion.I believe that Of Celts and Iberians is the most complex and finished setting of Jesús Balsinde, but this one always seemed to me to have many possibilities and could historically continue the Carolus of Jesús Fernández. I think that if you enjoyed it years ago with Zwei's new contribution you will love it...
Thank you and @zwei833 . You did great with this conversion.
I'm only bothered with its naval side.
English galley ? Spannish restricted galleon ? Only caravels for others ?
Well.Unfortunately, I don’t have much knowledge on naval warfare. Could you give me some suggestions on how should I modify the naval units of this scenario?
Well.
Amha, at the beginning of this scenario, the distinctive ships shall be the galeass for spain and ... nothing for england.
England could begin with carracks, yet said ship should be buildable by all.
One could imagine as spacial unit the venitian galley in addition to the ottoman galley.
Giving england a special late-game unit like "man o war" or "line ship" could be nice.
So, to change
english galley => carrack
gallion => galeass
To abandon
English galley
To add or keep
Caravel -weak fast- for all
Galley -medium medium- (trirem key) for all
Hanse Cog -medium slow- for neutrals
Carrack -medium slow- for all
Venetian galley -medium+ medium- (trirem key) for italian states
Turc galley -medium+ medium- (trirem key) for ottoman
Galeass -strong medium- (trirem key) for spannish
Galion -strong medium- for all with tech
English lineship -strong+ medium- for english with tech
Well... just an opinion, the idea beeing reflecting fights between the 3 naval powers in the Mediteranee on one side, and the 2 others in northern sea on the other side, england beggining to shine as a superpower only by the end of this scenario
I believe you mean "War Galley" in game. War Galley is actually not only for England but for England and Dutch in this scenario. I can change the name and graphic of War Galley to Carrack. But I'm not sure that: (1) should I change its stat? (2) should I also give this unit to France, Italian States, Austria and Spain?english galley => carrack; Carrack -medium slow- for all
Not 100% sure but I might add thatGalley -medium medium- (trirem key) for all
I will not add this, because Neutral States in this scenario is designed to only have defensive infantry units and won't do any other things. I'm not going to break this design.Hanse Cog -medium slow- for neutrals
I will add this. Do you think it is ok that it has same stat of Ottoman Galley?Venetian galley -medium+ medium- (trirem key) for italian states
I can rename current Galleon to Galleass. Do you think stat of current Galleon suitable for Galleass? And could you provide some images of Spanish Galleass in this era? When I search on google it returns me a lot image of italian Galleass of earlier era, so I'm not very sure how does Spanish Galleass in this era look like.Galeass -strong medium- (trirem key) for spannish
I think you mean Galleon? I'm not sure if I should make it a unit unlocked with tech, since from what I have read, Galleon was used since 1550s.Galion -strong medium- for all with tech
I will add this.English lineship -strong+ medium- for english with tech
Of course.Do you think it is ok that it has same stat of Ottoman Galley?