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

oh... and how about changing the "farm" to "housing"? since you get all your different types of farming.. i prefere the idea that housing helps increase the growth rate of my citys.. rather than a farm + a grain farm..

erm might be random waffle... but heck.. jus my 2cents
 
turret pic? dont know how to make the ingame units tho...

New-7.bmp
 

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dugfromthearth said:
the tower, wall

where do these occur ingame? ive played right through and not seen them
 
nice pic. Turret and tower require wood and stone respectively. Not sure what tech gives them to you. They are immobile units with ZoC.
 
slozenger said:
and the preview:

Palisade.jpg


just resize it, and copy it into the zulu32 file... them go into editor and find the image and select it for palisade..better than a fish!

yea, il check it out... BTW.. all my posts might have made u miss this on the previous page..
 
dugfromthearth said:
Lion warriors should not have that text, they never were going to have it.

And they don't, I checked :)

- bonuses from Wonders allowing more troops in an army don't accumulate (I have a Monument or so
[...]
Curses.

It was Triumph, more precisely.

- when I captured an unconnected city perhaps built on Iron, I was able to build all Armored units despite I hadn't discovered Iron Working yet. After I connected it to my trade network, this possibility disappeared.

Sounds like a game bug. The game can have weird road effects sometimes.

It turned out that it was not because of Iron but because of Slaves. It seems that an unconnected city with some resource pretends to have all available to the civ, the same with luxuries.

The AI does suck. [...] Is there some specific area where they seem lacking (like tech or improvements)?

Workers are much less efficient, AI has too few of them -> no good road network, resources and luxuries unconnected -> no growth. That is why Hanging Gardens give a big boost to the AI that builds it. AI was designed to deal with default conditions.


Best regards,

Slawomir Stachniewicz.
 
stachnie said:
It turned out that it was not because of Iron but because of Slaves. It seems that an unconnected city with some resource pretends to have all available to the civ, the same with luxuries.

Im getting a bit confused with the different resources aswell... i think i may sort out the civlopedia file and post it up with atleast the resources fixed.
 
I think I did the resources correctly under "Resources" in civilopedia, but not under individual resources - they all just point to the standard resources. So you can't sort that out in the civilopedia - lots of them all point to the same civpedia entry.
 
you can make new civpedia entrys very easily, and then simply edit the resources to look for these entrys through the editor....

...if i wasnt enjoying playing so much, and also the fact i have exams next week id sort out some sorted files.

gimme a few weeks perhaps :)
 
okay updated biq on first post 2 changes

Tower of Babel lets you produce armies without a leader. How this works in game - Heroic Code gives you the "Host" type of army and to be able to produce it you can build National Games - but that requires government type stratocracy. The standard wonder which lets you build armies comes at a much later tech. So Tower of Babel would let a non-stratocracy produce Host army units much sooner.

There is a wonder called For AI Balance Do Not Build - I added to that making it produce a peasant every 10 turns. That should help the AI with having peasants and doing terraforming.
 
right ive looked closer at your resources.. WOW i didnt realise you could add so much!

But i dont know what does what, thats where i need you.

Sure i could make it say:

Timber is found in wooded areas and provides a production bonus to the settlements located near it.

But it might allow buildings etc.... and i dont know that.

So, below is a list of all the new resources, if they are merely a bonus resource.. il just imagine something up. Anything thats required for buildings however... please tell me:

Amber
Timber
Olives
Sacred Ruins
Lion
Bear
Kracken
Giant Octopus
Sheep
Walrus
Shellfish
Oysters
Pigs
Caribou
Moose
Copper
Stone
Clag
Marble
Roots
Beans
Fruit
Reeds
Slaves
Salt
Gems...



...i realise you have also changed what the original resources do.... but i will edit them later.. for now i just want them to all have their own civ entry.
 
oh, and how about a nice banner for the first post?
coollogo_com_27203064.jpg


#edit.. oops its a bit big, will scale it down if u think ul use it.
 
Nice banner. I like the stone look of the letters. I'll use it if you make it smaller.
Heck, I should make an html version of the readme and include it in that. I do need to make some sort of a strategy guide.

Amber - luxury
Timber - ships larger then canoes/outrigger cannoes, pallisade, turret, sawmill (maybe some others, that's all I can think of off hand)
Olives - olive press
Sacred Ruins - Oracle, League
Lion - Lion Warrior
Bear - Bear Warrior
Kracken - just for looks
Giant Octopus - just for looks
Sheep - fold improvement
Walrus - no function
Shellfish - no function
Oysters - no function
Pigs - sty improvement
Caribou - no function
Moose - no function
Copper - copper foundry, used with tin for "armoured" units
Stone - lots of improvements, paved streets, amphitheater, colosseum, wall, tower, ...
Clay - kiln improvement
Marble - luxury
Roots - root field, root farm, root plantation
Beans - bean field, bean farm, bean plantation
Fruit - no function
Reeds - no function
Slaves - appears were goody huts were, used for slave unit, slave auction, slave galley
Salt - luxury
Gems... - luxury
 
here we go:

untitledDDDD.jpg


*grabs list and gets ready to civpediaeditize*
 
just a plot bunnie, but.....
if you would place the kraken in the swamps then a truly fearson kraken warrior could be made, 5 3 2 with blitzing

oh we will sing pirate songs late into the after we pillage the next town
 
kracken being a big squid thing right? i think it would fit nicely in swampy/marsh... but lets make it unique and only appear once on the map. A rare old creature left behind after major extinctions!
 
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