my first mod up in 1 week :)

yourmatthew999

Chieftain
Joined
Aug 29, 2011
Messages
53
Location
Cleveland
no more than a week until i think i'm ready to upload my first (and new) mod.
the cons? its all vanilla bts (maybe re-arranged) graphics, but i still changed a lot including the combat. in an age of civilization V and mondo beyondo :) the plus? besides the semi-surreal yet pretty accurate mediterranean map (next is earth, be nice to find how to add more than 18 civilizations on vanilla bts), its got a reworked combat system or the best i could do with vanilla xml : )
hm horrible timing? or good (same time as 'beyond earth') ~
get ready for total realistic (?) warfare
and waging *real* battles in synch with reality tactics , well at least the best i can do with my as-of-yet-limited skills.
not yet my 'uber grandiose' mod but i want to see what anyone thinks.
be it criticism or kudos.
anyway. get ready for "Saxon 13", posted here on civfanatics, in one week! : ))
 
*NEXT* time i use all new unit art : ) yeh. is about the only thing i didnt do but i just couldnt wait to upload something.
the Kadesh wrecking crew : ) ramses and the boys en route to pay Hittussuli of the Hittites a visit
10714373_10204949617517091_3365934182955187423_o.jpg


10714373_10204949617517091_3365934182955187423_o.jpg
next time... next time
 
don't worry : ) they won't stay lumped in a stack of doom when they get closer to kadesh... not with all the collateral damage going around in this mod ...
and watch for the invisible ambushers as well :) you will see a lot more line-to-line across screen battles (if the ai knows whats good for it) but when they *do* spread out you can literally flank their army with blitzkrieg tactics and go for their weaker and more important units. (or their city, as this mod system as well as vanilla shows that there is a lot of trickery involved with splitting into at least two army groups and wheeling around outside their visibility range toward their city or to trap their invading army. you might get an insight into military tactics after trying to figure out my system for a while. if i did as well as i hope.
archers are no longer toe to toe melee attritionalists. keep them back and wreak havoc on the enemy w/true ranged attacks
scouts and recon and visibility is very, very important in the map scenario i made :) see whats coming and dont venture out alone with something that cant move fast or doesn't know what its walking into
 
anyway. whatever. "Saxon 13" : )
 
still working out some kinks
its basically a formula of simulating what i could do much more accurately if i was using python or sd-whatnot
with xml limitations.
ive tried to at least *simulate* the system advances of RTW, RI, and C2C and my own things
(example: lots of minute collateral damage to achieve the effect of making the AI sorry it puts lots of units on one tile and simulating a 'joint attack from different sides' effect against units in one tile)
 
question :
does anyone know where the *xml* text is for raising the allowable # of civilizations
(18 max) on BTS?
if possible i'd like to put more civs on the mod map
 
Raising the number of civs is SDK, not XML. SDK is a very difficult and time consuming task, especially to new modders.
Thankfully, there's a lot of very skilled modders in this community. http://forums.civfanatics.com/showthread.php?t=452658
Steps: Download this mod, copy the DLL file in the assets folder into your mod's assets folder. The mod will have 50 civ limit in custom games.
The final and most important step is to credit Dacubz145 in your mod. (You might also want to message them to ask if you can use that component - not necessary but it's a nice gesture, since he's still an active user)
Good luck on your mod :)
 
:) hey ! *~
thank you bigtime ~ for the help there
that mod sounds fantastic :)
unfortunately there is only one problem ~
the file is no longer available : \
what a bummer :) that was just what i needed, ~ and, probably had
a decent mediterranean map ~ with it : )
 
hi! :) how are you?!?!?!?!!?!?!??!?!?!? ??!?!?!? !? !? !? !?!?!? ?!?!?!?!
i'm hitting a bit of a wall here w/my mod system.
do any sdk/python modders here know if there is any one command somewhere to limit
how many units can be stacked on one tile?
i simply cannot seem, (so far), to get the ai out of stacking all its units together.
in the meantime, with xml, i am doing everything i can to experiment with dissuading it.
in response to this obnoxious tactic the computer insists on doing, my mod will deal largely
with 1. bigtime collateral punishers 2. invisible 'ambush' type units.
scouts will be VERY important, if not downright essential, in this mod :)
you will need somebody who can see certain invisible units.
whoever is unfortunate enough to not have a scout or other recon unit around will get the
worse part of the stick
this unit stacking thing, although kool in its own right (big bad armies in one tile are kool),
is bringing me down :)
if i could program deeper, i would definately go in there and do whatever i could to make
the ai adapt to the new tactics by thinning out its units.
anyone who knows how to do this want to make a quick 100 bucks? :)
if i could get the caveman mod to load, i could probably use my system over that basis, because if its based on
a 'surround' system, i imagine the ai is less eager to tile stack
 
thank you to infinity, Lord P :king:

~ hey you know i *am* finding there are quite different behavioural patterns
to the various unit ai's...

(besides the absurdity of assigning 'animal' ai to units, 'sea attack' seems to make units break off to attack. however they won't readily go across the map to invade another empires cities. sea assault will though :) but it stacks)
 
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