New Destiny

im glad you like it SoG :), the unit upgrade chart in the civlopedia is a good way to see some of the changes in the game. both the new units added and the changes in the upgrade paths. yeah if they have techno repulic already they must have the pyrimids. that has to many requirements for them to be that far ahead of you.


ok i found the problem with the missing sounds and fixed it. patch 4 is now waiting in post #1 :D. if i have another patch, whether it is a another minor comsmetic fix or something serious i think ill have to wrap them all up in 2.5 for anyone that hasnt downloaded the mod yet. just so they dont have to download and install all the patches too :).
 
Seems I missed out on a few patches! (Just a thought: by not making use of the DL Database there may be quite a difference between those who DLed the mod and those who DLed the patches. But - for me anyway - there's no way to tell whithout a DL counter.);)
 
All the fixes have worked so far. I played a game last night once i had patched up the original and i found that once i had revealed the salt resource there was no way to exploit it. Unfortunately i had a CTD before i could investigate through the worldbuilder although when i had a worker on top of the resource there was no shaded icon to show the resource could be worked when i get a certain technology. Also when the cursor was placed over the resource it gave no indication of what technology and/or tile improvement would give access to it. Hope it's not a major problem.
 
ill look into it and see whats up with it. it may just be missing a file path. that was one of the resourses mamba added in so it may not mesh with my mod and just have to be taken out. ill let you know what i find out and i hope thats the only problem you find ;)

quick question, has anyone else noticed 2 emoticons next to the civs names in the game ? i have 2 each, which is no big deal, but its suppose to be one.
 
ill look into it and see whats up with it. it may just be missing a file path. that was one of the resourses mamba added in so it may not mesh with my mod and just have to be taken out. ill let you know what i find out and i hope thats the only problem you find ;)

Add the CIV4ImprovementInfos.xml from Assets\XML\Terrain of 0.95 to fix that ;)

EDIT: It cannot hurt to get the resources dir from 0.95 as well, I believe I made some changes there too ;)
 
@mamba thanks ill download .95 and add that in, hope thats all it takes :)

@SoG ill check the late game aircraft and see if i can track that one down.

@ Sir Robin & PsiCorps well at least i know its not just me, ill try and straighten that out so its back to one. this one makes me nervous cause the last time i messed with these emoticons i some how managed foul up half the game lol ;).

ok back to work, ill have patch 5 up as soon as i can.

edit:

ok SoG i havnt been able to track down that plane yet so if you or anyone else runs across it again see if you can get me a name for it please :)

ok ive uploaded patch 5 it will take care of the minor problem with the emoticons putting them back to 1 per civ. it should also fix the problem with the salt as it can now be worked. :)

i will putting up a 2.5 version here in a few hours that will include all the patches for anyone that hasnt downloaded yet so they wont have to download and install all the patches. :D
 
Greetings, I have played a little further now, got my first Great General, really liked the model, armour and royal shield.:goodjob:
I've made a few more discoveries along the way.:)
I Created my first colony and got India/Ghandi complete with a leader pop up greeting. I then created a second colony America/Roosevelt this time but i didn't get a leader head popping up as i did with India. :confused:
I Upgraded all my cool Redcoated musketmen when i got rifling but was really surprised that they didn't upgrade to Recoats. Instead the upgraded to standard rifleman in blue coats.:sad: I looked further and found that the Redcoat is effectively now an early Marine, is this correct?
Final possible problem. After i had researched Education the main page showed what Education leads to, it had Archaeology on there twice. Guessing it should only be once.
Other than that i'm enjoying the heck out of this Mod.
 
thanks for the info as you go PsiCorp. ill try to answer the questions and fix the problems.

ok as to the leaderhead with the colony. I have no idea why the a leader head popped up on one and not the other. heck i didnt know they popped up at all, ive never done colonies when ive been playing and ive never done anything with that option while modding. ill look around and see if any of the other mods or mod comps that i merged in make any adjustments to the colony option.


ok now the upgrade path. yes at this time it currently goes musketman to rifleman to infantry man on one route and grenadier to imperial marine to marine on another. the redcoats are right now the english replacement for the imperial marine. the unit upgrade chart in the civlopedia shows all the changes in this mod. i thought the redcoats worked better as the english imperial marine unit but if you and some of the others would rather have them back as riflemen i can easily change it back :).

and the education/Archaeology issue. yup it accidently got listed twice and i will fix that and put it in the next patch :)

glad you are enjoying it alot :D
 
Ok SoG i tracked down that aircraft and the fix for it is up in post #1. there are also a couple of other small fixes included with it.

we are slowly tracking down the bugs and getting rid of them :D. im just glad that so far they have all been pretty minor ones ;) :cool: keep your bug reports and feed back on the mod coming folks i appreciate it :goodjob:
 
The ones Chiyu added to his mod: Hellenism(Ancient Greek faith), Amun-Ra(Ancient Egyptian Religion), Zoroastrianism, and Norsism(I forget what he called it but its the Viking Religion)

All have spreading songs, buildings and founding movies, all were originally made by Firaxis.
 
LOL may the force be with you ;). I think Arma had some of those in his old mod, the one i based this on originally. One of the reasons i didnt include the extras in his or add any of my own was ive seen some of the disagreements that have arisen from it. kinda like which civ goes in and which one doesnt. there is always one someone else thinks should be there. However i may add those later as i dont have a problem with any of them. First i have to get them to work right as that was the other reason i didnt bring any over with me, i could never seem to get rid of all the glitches with them :crazyeye:, that was awhile ago though, before they change the religon in the game. it might be easier now since i wont have to actually fit them into the tech tree :) i just have to find 4 more techs for religion to be founded when you get there.
 
The ones Chiyu added to his mod: Hellenism(Ancient Greek faith), Amun-Ra(Ancient Egyptian Religion), Zoroastrianism, and Norsism(I forget what he called it but its the Viking Religion)

All have spreading songs, buildings and founding movies, all were originally made by Firaxis.

Asatru or something (Amra knows).

@PsiCorps: Most Roman gods have a Greek equivalent (they copied a lot from those fellows), which generally is older too.;)
 
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