New Destiny

ok Brave Sir Robin i think i know what happened. i remembered that i was playing around with the starting time of the game and it was set to 6000 BC instead of 4000 BC and thats probally why it was ending at 50 AD. sorry about that i had forgotten about that, i never did test it to see if it affected the game end time but now i know. hmmm ill have to see if i can find a way to extend the time at the finish too. well here is a new global file. unzip it and just drop it in your XML folder and it will take care of that for you.

actually I had already made this change myself but once I did that
epic speed only had 660 turns which is what it is in vanilla -warlords.
in Bts epic is 750 so the game speed .xml is not being accessed properly :confused:
I wouldn't have ANY idea why it is doing this because it is loading properly
 
@JLNijholt Im glad your liking it so far. i wouldnt mind at all if you made some senerios. if by not being in DL database you refer to it not being on filefront right now i dont know why that happened. i uploading it again to them. were the units that werent displaying correctly from a specific civ or was it from all of them?

@Mamba thanks for the advice :) ill take it. ill go through and check the roman units but i started up a game with the romans and had no problems.

@mice glad to hear it at least someone is able to enjoy it without alot of problems lol ;)

@Zuul yeah i uploaded it last night but when i checked on it this morning it wasnt there so im doing it again. will take about 2 hours for it get posted.

@ Brave sir Robin wow i really have no idea why it would access the older stuff. ill dig around in there somemore and see if i can find the problem

thank you for everyones feedback and suggestions so far. i am open to ideas for change in the mod if anyone has some. :)
 
ok after looking over the game speeds i found that the odyssey had been set kind odd. im not sure what modcomp that it came but i redid it so that it is now 2000 turns. i checked the epic and it is has 750 turns so i dont know why its not working right. i cant find or think of anything else that would shorten the game or alter the number of turns but ill keep looking. if anyone else has an idea on what would do it im all ears lol.
 
@mice glad to hear it at least someone is able to enjoy it without alot of problems lol ;)

I'm enjoying it a lot actually. Playing as Russia the units are really good. I'm acustomed to Marnz mod so the new stuff is familiar, and the tech tree changes are subtle. I also like that the civics are not radically different.

I miss BUG mod in it, but that would be a time consuming task and out of my ability range.

Lachlan, have you got anything in your custom assets? that will kill your interface. Clear out cust.Ass. and see if that's it. Sorry if that's a noob solution - just offering an idea.
 
well i didnt want to change the exsisting stuff alot more just filling in where i thought it was needed. i did move a few things though, i thought it was stupid for the cavalry and cuirassier to both show up at the same time for one thing when the cuirassier upgrades to the cavalry. well Mice if after youve played it abit if you have any suggestions for changes to the game let me know im sure there are plenty of ideas i havnt thought of.

i would like some imput for a 3rd UU for each civ from everyone. some of them i already have an idea for but most i do not. i had to make up some UUs for the 2nd one of a couple civs already and id rather not do that to many times.

depending on how things go with the mod the next changes im thinking about doing are to add a future upgrade for the battleship, cruiser ,destroyer and transport. probally the fighter and bomber too. im also thinking about making the fighter planes a regular unit that you move like all the others instead of just rebasing them. they would be able to move with the stacks then and attack anything anywhere, the gunships can already do this though so im not sure.
 
@JLNijholt Im glad your liking it so far. i wouldnt mind at all if you made some senerios. if by not being in DL database you refer to it not being on filefront right now i dont know why that happened. i uploading it again to them. were the units that werent displaying correctly from a specific civ or was it from all of them?

I especially like the double UU's! (I meant the mod wasn't listed in the Civfanatics DL Database as an available mod.) I was playing the French and noticed their Axemen hardly showed or appeared as Warriors. Moving Arab Horse Archers were hardly visible, as were combatanimations. (This may be a graphics issue related to my own computer - I got the same thing with certain units in Fall from Heaven.) Also, there appear texts like "onCityCapture=True" on the screen. Still:goodjob: so far!
 
well i dont know when or if they will put this in the site download section i dont think thats up to me :). im glad your enjoying it and like i said above im planing on adding a s 3rd UU for each civ as soon as i can come up with a good one for everyone.

as to the graphics im not sure whats up with that, im not having that problem so it may be just on your end. i have all my graphic settings on max in the game, i didnt think those settings would transfer with the game but you might check the graphics tab under the options to see what it is set at.

the text showing up is it red at the top of the screen? if so that is from the Enhanced Tech conquest modcomp that i merged with mine. ive been trying to find out why it does that and if there is a way i can stop it and keep that part of the mod working cause i find it annoying lol.
 
That's why I mentioned it: you're supposed to do it yourself (and I for one think it should definitely be in there!)...:mischief: :thumbsup:

Well ill be i didnt know that, ive gone and added it to the download section now. i thought that was upto the admin on who got put there lol. thanks JLNijholt

oh and like i told mice if you have any ideas or suggestions on things to add or change please let me know :)
 
ok Sir Robin i finally figured out why the game speeds where coming with the old warlords times instead of the BtS times.
you need to go into assests/modules/Next War and delete the file NextWar_CIV4GamespeedInfo, that will fix the problem.

i also changed the odyssey game speed. it still starts at 4000BC and goes for 2000 turns but it now ends in 3100AD instead of 2050.

i am posting the upgrade file in post #1

unzip the gamespeed xml file and drop into the GameInfo folder.

these will probally not work right with a saved game as it changes the number turns in a game. you can try it though.

EDIT: ok i pulled the game speed change cause after i did some more testing on it i found that the numbers arent working out quite right. at least not from about the halfway point on. so if i can get it working right ill put back up otherwise im leaving it out.
 
...very nice mod :goodjob: ! No CTDs :eek: !

I just found some minor things:

- the brigantine (replaces the privateer for the pirate-empire) should be always hostile, otherwise it can not attack any ships without declaring war. No pirate declares war :p ...

- i can not build any corporations. I do have the ressources, the technology and the necessary great person, but i can not push the button in the menu. The button exists but can not be activated.
 
OK really like this mod. Alot of nice things going on in it, but here are a few things I noticed that are wrong (I think unless they were meant to be done).

1. Can't change City Names.

Tried a few civs and couldn't change the city names from their base names (acutally could type in something new but when I hit OK the name wasn't changed)

2. AI's weren't getting tribal villages, they would walk right through them. This made the game very unbalanced (though a bit fun too ;*) )


Also was wondering if you would add a mod for different Civics?


Thanks for the work on the Mod though. Hope it keeps up.
 
Im glad your enjoying it.

@Dithmarscher:
hmmm i hadnt thought about the brigatine always being hostile. its a really good idea. ill look into that and see if i can make it work :)

ok the button for the corps i dont know about. i will look and try and find out what happened there. i might have changed something i shouldnt have.


@Hexed : i noticed that a little while ago about the city names but i havnt figured out why yet. it really irritates me and im trying to fix it. you also cant change the name on your general, units or anything else that ive seen. i just hope its not part of the python code from the one of the other mods i incorparated into mine, im no good with python.

the AI not getting the goody huts i also just noticed a little while ago while playing. im looking into that one too trying to find out why. it is nice not to have to worry about them getting to them first but as you said its also not very fair.

what kind of changes in the civics are you thinking of? its something i would think about. if i did it would depend on what the changes where. im trying not to so much change what is there, except to fix what i think are mistakes, but to add to it.

i will do an upgrade, after i fix a few minor bugs, and add a few changes to the mod. im hoping to get more feedback on whats good and whats broke and what might need changing. hasnt been alot of posts about this even though there have been over 70 downloads so either its really boring or they havnt found anything to complain about lol. but by the end of the month at the latest i will have a new version up with fixes and new stuff. the fixes i will put up in the first post as i find them too.

thanks both of you for trying it and leting me know how its been working for you :D
 
I havent had enough play time to be able to get a feel for the tech tree changes and then be able to make any suggestions. I think the mod needs time to absorb the changes because they are subtle.

I have one gripe, and it's the art for the Roman late units. They have ancient Roman look on a grenadier. It doesn't match by my opinion, but that's just someone else's art work that you used I know. I hate to complain because I cant mod to save myself, but you did ask for feedback.

Personally I like that the civics aren't changed. You can go to Marnznmod of that. This mod seems to me to be about tech tree and unit stat differences, with some key wonders to help direct your strat. I like Underground tomb of Marnz and other mods because you can get to 0% war wariness if you try, earlier than jails and Rushmore. It might be OP, but just a thought.
 
Im glad your enjoying it.


@Hexed : i noticed that a little while ago about the city names but i havnt figured out why yet. it really irritates me and im trying to fix it. you also cant change the name on your general, units or anything else that ive seen. i just hope its not part of the python code from the one of the other mods i incorparated into mine, im no good with python.

the AI not getting the goody huts i also just noticed a little while ago while playing. im looking into that one too trying to find out why. it is nice not to have to worry about them getting to them first but as you said its also not very fair.

what kind of changes in the civics are you thinking of? its something i would think about. if i did it would depend on what the changes where. im trying not to so much change what is there, except to fix what i think are mistakes, but to add to it.


thanks both of you for trying it and leting me know how its been working for you :D



Thanks for the quick response. Hope you can find out what is wrong with both the issues and that it isn't too hard to fix. As for the Civics, I am not really sure, but I have seen some Mods (can't think of the names off top of the head) that have done them in a more reasonable way, there just isn't enough choice and honestly I always need up seeing only 1 useful one per Civic in the straight game. I know that doesn't help much but let me think about it and get back to you.

Here is one with a more balanced Civics MARNZMOD. They were inspired by Visa which did a great job too.
 
I havent had enough play time to be able to get a feel for the tech tree changes and then be able to make any suggestions. I think the mod needs time to absorb the changes because they are subtle.

I have one gripe, and it's the art for the Roman late units. They have ancient Roman look on a grenadier. It doesn't match by my opinion, but that's just someone else's art work that you used I know. I hate to complain because I cant mod to save myself, but you did ask for feedback.

well it sounds like i achieved what i wanted with the tech tree anyway :). there will be one more change in the next version as well as some additions in the future age. yes i did ask for feedback and im glad to get it. ok the late roman units look im sorry to say isnt something i can fix as i no nothing about graphics. i can pass it on to mamba as he is the one that did 90% of the graphics in this mod, or you can also tell him in the Diversica thread. he did just update is mod and i will be using his new one in my next upgrade so maybe it has changed. sorry i cant take care of that little issue for you but i do appreciate the feedback :).

Personally I like that the civics aren't changed. You can go to Marnznmod of that. This mod seems to me to be about tech tree and unit stat differences, with some key wonders to help direct your strat. I like Underground tomb of Marnz and other mods because you can get to 0% war wariness if you try, earlier than jails and Rushmore. It might be OP, but just a thought.

the civics are one of the areas that i never really worried about as they seemed fine to me for the most part.i might wish a couple of them came a bit earlier but i think that would unbalance the game if i did that. ive played Marnznmod and its good but he has more changes than i like. i hadnt noticed the Underground Tomb. is that a wonder they put in?

Thanks for the quick response. Hope you can find out what is wrong with both the issues and that it isn't too hard to fix.

well good news is i think if found the problem, the bad news is it means a whole new mod upload and not a patch. im still looking it over though but if im right it will fix your problem as well as the one Dithmarscher ran across and maybe the small issue Lachlan had.

As for the Civics, I am not really sure, but I have seen some Mods (can't think of the names off top of the head) that have done them in a more reasonable way, there just isn't enough choice and honestly I always need up seeing only 1 useful one per Civic in the straight game. I know that doesn't help much but let me think about it and get back to you.

Here is one with a more balanced Civics MARNZMOD. They were inspired by Visa which did a great job too.

i will look at Marnznmod again and his Civics. where you thinking of a change in the exsisting civics or adding new ones? Marnznmod is probally pretty close to mine in alot of things since they are both based on Arma's mod :). i like Marnzmod but i found that he changed a few to many things and added a few to many things for mine own taste. thats why i made this one like i did. i will look at the civics though.
 
there will be one more change in the next version as well as some additions in the future age. yes i did ask for feedback and im glad to get it. ok the late roman units look im sorry to say isnt something i can fix as i no nothing about graphics. i can pass it on to mamba as he is the one that did 90% of the graphics in this mod, or you can also tell him in the Diversica thread. he did just update is mod and i will be using his new one in my next upgrade so maybe it has changed.

No need to tell me, I follow this mod (though I haven't played it yet) ;)

The graphics for the roman units have not changed in 0.70
 
I gave it a second try to find out what is wrong with the corporations. Maybe it is just the Civilopediaentry :rolleyes: .

It says for example, that you need ONE of the resources corn, wheat and rice to build the Standard Ethanol .

In the first try owned two of these three resources and was unable to build it, in the second try i owned all three.....now i was able to build the corporation ;) !

So what is wrong...the Civilopediaentry ?
 
@ Dithmarscher hmmm it could well be a mistype in the pedia. ive never paid attention to the corporations and i havnt changed anything on them or they text for them in the pedia so if its an error it came that way :confused: . i can change the pedia entry though to show it needs all the resources. or maybe change the corp itself to needing 1. let me look at it.

well i just finished doing the new 1.5 version, and it seems i will be doing a small patch for it soon already lol, and it is posted in the first post along with the changes in it.

EDIT: i accidently uploaded the wrong version earlier :( the correct 1.5 will be up in about 2 hours sorry about that. ok the correct version is up now and ready to go
 
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