New Mod - Paths of Glory, choose your own path through the ancient world

dugfromthearth said:
Yeah, I just avoided going to the tech advisor and did my selections when I got a new tech for the next tech.

If someone can tell me how to do narrow tech borders so I can unclutter it up, that would be helpful.

I'm not sure. I've seen that WH mod and RaR use them.
 
Ok, I've played through the majority of a game as the phonecians. I played on an easier difficulty to get a feel for it. It seems like very little warfare, I didn't take that route, maybe thats why, but I'm right next to the most powerful country with the largest military and they haven't attacked all game.

As far as balance it seems pretty reasonable, maybe a bit to many shellfish, the entire northern coast of the continent is covered, more than 60 total on a standard map.

A few cosmetic things: the berber and germans have the same color, easily fixed in the editor, but very confusing when they start next to each other and the leader heads don't match between the diplomacy screen and who you talk to.

I haven't found anything drastically out of balance, and it gives a new way to play civ. I love the era, there aren't enough ancient scnerios that don't center on greece and rome out there. Keep up the good work

Oh one more thing on the tech tree...maybe allow certain techs to give an improvement that is very cheap, like 5 shields 0 maintenance, but a civ is required to have one before they can research a tech, which would be in another age. This allows the player to continue to pick what he wants to research, only having to research a few select techs to advance age. I don't know how easy this would be to implement or if you want to, but its an idea.
 
can you make an improvement required for a tech? I don't know that you can. If you can, then I can fake it more and straighten out the tech tree.

I'll have to play with the Berber and German colors. I'm a bit confused about the leaderheads as I thought I just gave the new civs the same leaders as some other civ. I haven't taken the time to figure out how those work and give them new ones.

There are a lot of shellfish, but for some reason the editor seems to put them all in the same place. I've done maps and there would be a huge swathe of shellfish along a coast, and then none anyplace else on the map.

I'm not sure about the warfare. I haven't messed with the AI for that afaik. What civ were you next to? They all have aggression levels, maybe it was a peaceful one?
 
The leaderheads are just weird, Scythia for example has bismark in the diplomacy window but cleopatra when talking.

Ya, I get the same thing with the shellwish, all in one location. Seems to happen with fish and whales to some extent as well.

I stil don't understand the warfare, maybe I just got lucky, or that it was a lower difficulty and so the AI was less aggressive, but it still felt weird. I'm farther in the game now, and the AI doesn't seem to be cooping well. All their cities are stuck at size 6 and they don't have hardly any roads/mines/irrigation. I've looked at their cities and it doesn't appear that any have built the special improvment.
 
Am I the only one who can't build the 'contest'? I was a stratography, with warrior code... Am I missing something. It is a very interesting idea, but, like the previous posters - 1) lots of shellfish in one area, 2) ai sucked. They were very small and expanded very little. :(

But, I think this is a very good idea. It needs a little fine-tuning still, but I think that a lot of work has went into the tech tree and its implementation. One prob with the design, however, is tech trading. I end up with all of the techs anyways, just because I have to trade with the ai to stay ahead. How about making more techs untradeable? :confused:

Also, does anyone else think the war canoe is a little wimpy? 1 hit point?
But great job overall. Sorry if I sound negative - I am very impressed :goodjob: , but I think there is room too make the mod better.
 
Ya, i hope I don't sound negative as well, I'm enjoying the game imensly :) .

I've found a few little errors, the kiln and sawmill produce there unit every 5 turns, not 10 like the civlopedia says. The armoured poleaxe phlanax doesn't require copper, which seems weird considering it has the highest attack.

I was also wondering about a couple of the civs. The germans and russians I don't believe where that powerful in the time period, and were at least called something different. Maybe add a couple different civs. Here are a few that I can think of off the top of my head: assyrians, macedonians, nubians, minoans and a few from the far east: shang, choson, yamato. I'm not sure how much work you want to put in, but adding the far east and adding flavor units would definatly be cool, just a suggestion ;)
 
[I'm farther in the game now, and the AI doesn't seem to be cooping well. All their cities are stuck at size 6]

The AI does not cope very well. The higher levels of difficulty just give the AI more starting units and do not change the player rules (except Sid level). So you can play at higher difficulty and the AI will be bigger. I'm curious about the size 6 thing. Are any on rivers? They might just not build aqueducts?

[and they don't have hardly any roads/mines/irrigation.]
I think I know what this is. I put in paved roads. These function like railroad but take 600 turns to produce (they really can be built, it is 300 in plains, 150 if you are industrious, 75 if you have the wheel, then throw several peasants at it - but you won't build many of them). But the AI seems to try to build paved roads with no concept that it will take so long.

"Am I the only one who can't build the 'contest'? I was a stratography, with warrior code"
I'll check that. At one point contests required "games" to be built first. I changed my idea of contests, but maybe that requirement got left in.

"One prob with the design, however, is tech trading. I end up with all of the techs anyways, just because I have to trade with the ai to stay ahead."
I do expect tech trading. That is how most people in history got the wheel,horseback riding, the alphabet, etc.

"Also, does anyone else think the war canoe is a little wimpy? 1 hit point?"
It is supposed to be very wimpy. It is a canoe after all. It is really a token unit to have some combat ability. The mod includes several "token" units like that - sentry, lookout.

"the kiln and sawmill produce there unit every 5 turns, not 10 like the civlopedia says."
It is supposed to be every 5 turns (for all such improvements), the civilopedia is wrong. I had found that every 10 turns made them worth too many shields and you tended to waste a lot of shields when you disbanded them to increase production.

"The armoured poleaxe phlanax doesn't require copper"
That would be a bug.
"The germans and russians I don't believe where that powerful in the time period, and were at least called something different."
The Germans were called that at least by the time of the Romans. I could call the Russians Varangians or Slavs. I basically just chose the civs that circled the Med. I do include silk and the halberd is really Chinese at this time, but the look is Med oriented so I did not want to include Asian civs and have them look wrong.


"But great job overall. Sorry if I sound negative - I am very impressed , but I think there is room too make the mod better."
Thanks for the feedback. I am sure there is a lot of room for improvement in the mod.
 
I got the info from Isak (thanks Isak) on narrow tech borders. I will do an update with them, but if you want to add them yourself you can.

Get the file from this thread
In the Art/ folder create a folder called Advisors and put the pcx file in there. It does make the tech tree easier to read.
 
dugfromthearth said:
"Am I the only one who can't build the 'contest'? I was a stratography, with warrior code"
I'll check that. At one point contests required "games" to be built first. I changed my idea of contests, but maybe that requirement got left in.

This might be it. I didn't build games, (couldn't afford them).

"One prob with the design, however, is tech trading. I end up with all of the techs anyways, just because I have to trade with the ai to stay ahead."
I do expect tech trading. That is how most people in history got the wheel,horseback riding, the alphabet, etc.

are any of the techs untradeable? Maybe some should be tradable but not all?

"Also, does anyone else think the war canoe is a little wimpy? 1 hit point?"
It is supposed to be very wimpy. It is a canoe after all. It is really a token unit to have some combat ability. The mod includes several "token" units like that - sentry, lookout.
.

This makes sense - now I understand. Good idea.
 
Ok, ya thats cool with the far east civs if you wanted to focus more on the med. I still feel that maybe somebody like the assyrian, minoan, or nubians.

As for the roads, they didn't even have the normal ones, they basically had nothing.
 
isthere something need more that download the file and install?
do ineed to download others files to fix the error from someone 'pic above?
 
sounds great... d/l ing now. But jsut a thought... how about a few screenys of the tech window?
 
sparkilng - After you download the zip file, open it into a folder named after it "Paths of Glory" then place the entire Paths of Glory folder into your Conquests folder. Then put the biq file in the scenarios folder.

The problem in the pic is because he didn't put it in a Paths of Glory folder - I didn't include one inside the zip because I always unzip into a folder named after the zip file so I just didn't bother with another Paths of Glory folder inside. My mistake.


Slozenger - until I redo the tech tree with small borders a pic of the tech tree would just scare you away.
 
hehe ok fair enough.. got it.. will get back to you if i faIL to make it work... or il get a review done ;)
 
dugfromtheearth: I just DL'd your mod and will give a spin tonight (at work now). This mod look quite interesting, and I think I'll use the narrow tech boxes.

TDG
 
thanks TomG.

I just made some changes to the biq to fix some issues - I attached it to the first post in this thread.

Changes:
Changed Berber color (I hope this works better)
Reduced frequency of shellfish
Scythia should now have Bismark for all diplomacy (I have to do custom later)
AI gets more peasants and settlers to start, reduced improvement cost for them
Civs got their aggression levels bumped up - all are close to top now
Armoured Poleaxe Phalanx now requires tin and copper
Contest does not require Games

I did some quick playtesting on this - none of this should break anything as it is mostly checkboxes, but let me know if something got out of whack.
 
woopsie.. idiot over here cannot get it to work... which files go where? perhaps this could/should have been included in your readme?
 
oooh, ok got it now... but ARGH! how scary is the science screen! how on earth can i understand what links to what? everything is layers upon layers!..... cant you split it between the other ages?
 
there is a jpg in the zip that shows the tech tree properly sorted out. And no, I can't split it between the other ages.
 
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