NOT ANOTHER STONE AGE MOD ... for BTS 3.17

The_Triturador

Warlord
Joined
Apr 2, 2008
Messages
132
Location
Peru
STONE AGE
version 2.50 beta​

THIS IS A BETA VERSION OF THE LASTEST STONE AGE MOD. I think it's cleaned of bugs but we never know. Let's give it a try to see if something is missing ;)

Please, download Stone Age 2.50 beta version. It has plenty new stuff and a new DLL.

TO UPGRADE ... just Delete the old Stone Age Mod folder. By default, it should have this route: "C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\" (it may change if you installed Civ4-BTS it in a different location). After that, follow the Installation Instructions because everything is similar. :mischief:

INTRODUCTION

Let’s see, this is the second version of Stone Age Mod for Civilization IV: Beyond the Sword 3.17. It has been so long since the first version was released so I hope you enjoy this one :).

Let me tell you the idea. It’s 1 000 000 BC. You start as a small tribe. Everything is new for you and your people. You must learn the secrets of nature and lead your tribe through a dangerous way of life. Wild animals are almost everywhere. It’s about you to take advantage of it. In your way you may find other tribes who are developing as well as you. Year will go by and you will have to fight to get a space on Earth. You must be careful with nomad tribes. They could be kind with you, but once you turn them your back, you might regret it if you are not prepared.

Years still come and go. Only strong enough tribes will prevail. Nomadic lifestyle will stay in the past. New challenges approach your empire. Will you be proficient enough to lead your empire through the test of time? This is the real challenge! This is YOUR CHALLENGE :trouble:.

Stone Age Mod, as it’s name describes, divides the early game in 3 old (but also interesting) eras:

  • Paleolithic
  • Mesolithic
  • Neolithic

This MOD is different from others I've found before. You can continue your normal gameplay after reaching the Neolithic era. Some few changes to original game, but they are to keep its balance. You can read the Stone Age documentation file to have a detailed features of this mod.

This Mod has been specially designed for long games at Marathon Speed. It also fits well with Epic game speed and should not have problems in Normal or Quick games.

Here is the list with the current Stone Age mod features (NOT UPDATED YET):

Spoiler :

CIVILIZATIONS
  • Peru
LEADERS
  • Manco Capac - Charismatic/Spiritual - Incan
  • Pachacutec - Industrial/Organization - Incan
  • Andres A. Caceres - Charismatic/Protective - Peruvian
ERA
  • Paleolithic
  • Mesolithic
  • Neolithic (Ancient)
TECHNOLOGIES
  • Hunting
  • Grain Gathering
  • Natural Pigments
  • The Fire
  • Stone Tools
  • Wood Working
  • Parietal Art
  • Oral Tradition
  • Fine Edged Tools
  • Refuged Building
  • Cultural Identity
  • Cooked Food
  • Fletching
  • Exploration
  • Tribalism
  • Prehistoric Music
  • Microlith
  • Fibers
  • Early Fishing
  • Weaving
  • Mystical Beliefs
  • Stone Building
  • Dog Breeding
  • Boating
  • Herbalism
  • Sedentary Lifestyle
  • Ceremonial Burial
  • Advanced Tools
  • Poultry Farming
  • Barter
  • Naval Warfare
  • Falconry
UNITS
  • Tribe
  • Gatherer
  • Shaman
  • Atlatl
  • Clubman
  • Slinger
  • Stone Spearmen
  • Fletcher
  • Stone Axeman
  • Canoe
  • Dog Explorer
  • Hawk
  • Siege Quinquireme
  • Bombard
  • Witch Doctor
  • Doctor
ANIMALS
  • Herd of Lions
  • Panda Bear
  • Cave Bear
  • Polar Bear
  • Elephant
  • Cheetah
  • Siberian Tiger
  • Bengal Tiger
  • Gorilla
  • Stag
RESOURCES
  • Barley
  • Potato
  • Bison
  • Apple
  • Salt
  • Shrimp
  • Pearls
  • Cotton
  • Tobbaco
  • Coca Plant
  • Pine
  • Rubber
  • Sulphur
RESOURCES
  • Seed Camp
  • Stone Tools Workshop
  • Lumberyard
  • Cocaine Laboratory
PROMOTIONS
  • Hunter I
  • Hunter II
  • Hunter III
  • Great Hunter
  • Tracker
  • Trapper I
  • Trapper II
  • Seeking
  • Medic I
  • Medic II
  • Medic III
  • Heroe
  • Warrior
  • Super Guerrilla
  • Cargo
  • City Raider IV
  • City Garrison IV
  • Visibility I
  • Visibility II
  • Range I
  • Range II
  • Infiltration
  • Berzerker I
  • Berzerker II
  • Berzerker III
  • Berzerker IV
  • Mercenary
  • Great Mercenary
BUILDINGS
  • Hunting Instruction
  • Stone Tools Workshop
  • Cave Painting
  • Knowledge Inheritance
  • Palisade
  • Hunting Lodge
  • Microlith Workshop
  • Shaman Temple
  • Sacrificial Altar
  • Wheel Wright
  • Poultry Farm
  • Archery Range
  • River Trading Post
  • Shipyard
  • Ranch
  • Barter Post
  • Shrine
  • Falconry Instruction
  • Siege Weapons Workshop
NATIONAL WONDERS
  • Pottery Shop
WORLD WONDERS
  • Lascaux Paints
  • Skara Brae
  • Lepenski Vir
  • Machu Picchu
CIVICS
  • Ancestor Worship
  • Tribal Law
  • Tribalism
  • Barter
  • Mythology
MAP SIZES
  • Giant
  • Atlas
UNITCOMBATS
  • Wild Animals
  • Hunting Units
  • Trained Animals
  • Wheeld Units
  • Naval Transport
MODS INCLUDED
  • Better AI 0.50
  • AI Autoplay
  • Change Player
  • Attitude Icon
  • Yields from Animals

--------------------------------------------------------------------------------------
Thanks to digitCruncher for detailing the Mod features. Well done :goodjob:

Thanks to Dresden for helping me get the 30 Civs DLL. Thanks a lot :goodjob:

Thanks to TheLadiesOgre for helping me with the English translation for events. Many thanks :goodjob:
--------------------------------------------------------------------------------------

Installation Steps

  1. Download the file StoneAge2.50 beta.rar and save it into your Hard Disk
  2. Don't forget to delete any Stone Age folder in your Civ4-BTS MODs route (if you already have one) before continuing with the next step.
  3. Once downloaded, move it into your Civ4-BTS MODs Folder. Usually this is the link: C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods
  4. Now, right click on the file and select EXTRACT HERE (from any extractor). Let the file extract the Mod.
  5. Now, everything is ready!! You must start the game and load the Stone Age Mod from it.
  6. Have fun =)
PERSONAL RECOMMENDATION: Please, read the game HINTS to learn some tips ;)

You will find a File with the Documentation in the RAR. You will need WinRAR to extract the Mod.

This Mod can be played in English or Spanish language!! :)

--------------------------
VERSION 2.50 LOG
--------------------------
Spoiler :

MODS
  • Better BTS AI v0.76 included.
LEADERS
  • Tupac Yupanqui removed from game (no good art files for it).
  • New art files for Pachacutec.
TRAITS
  • New Trait: Nomadic
  • New Trait: Seafaring
  • Aggressive leaders build Siege Weapons Workshop 100% faster.
  • Aggressive leaders no longer have production bonus when building Drydock.
  • Expansive leaders build Ranch 100% faster.
  • Spiritual leaders build Shrine 100% faster.
  • Financial leaders build River Trading Post 100% faster.
  • Financial leaders build Barter Post 100% faster.
  • Creative leaders build Cave Painting 100% faster.
  • Philosophical leaders build Shaman Temple 100% faster.
  • Industrious leaders receive +35% production from killing animals.
RESOURCES
  • Cotton removed from game.
  • Sulphur removed from game.
  • Rubber removed from game.
  • New resource: Obsidian.
  • New resource: Coffee.
  • Pine is now revealed with Wood Working.
  • Pig is now revealed with Sedentary Lifestyle.
  • Cow is now revealed with Sedentary Lifestyle.
  • Pearls gives +1 happiness.
  • Shrimp gives +1 health.
IMPROVEMENTS
  • New Route: Path (only to connect resources).
  • Jungle chop is now available with Bronze Working.
BUILDINGS
  • Increased cost for Palisade.
  • Increased cost for Hunting Instruction.
  • Increased cost for Hunting Lodge.
  • Hunting Instruction now also gives Hunting I promotion to Hunting Units.
  • Hunting Instruction no longer gives experience to Hunting Units.
  • Stone Weapons Workshop now gives experience to all Land units.
  • Stone Weapons Workshop now becomes obsolete with Warfare.
  • Knowledge Inheritance now becomes obsolete with Cultural Expansion.
  • Microlith Workshop now requires Obsidian or Stone.
  • Microlith Workshop no longer increases military production.
  • Microlith Workshop no longer reduces maintenance in cities.
  • Microlith Workshop now gives a free hammer.
  • Microlith Workshop allows to build Stone Age Barbarian units.
  • Barter Post no longer gives health from Pine.
  • Barter Post no longer gives happiness from Pearls.
  • Barter Post no longer gives happiness from Shrimp.
  • Barter Post no increases gold rate to 25%.
  • Wheel Wright no longer increases production rate by 15%.
  • Wheel Wright now gives a free hammer.
  • River Trading Post now requires Sailing instead of Boating.
  • Shipyard is now obsolete with Steel.
  • Shrine now also requires Meditation and Polytheism.
  • Shrine no longer gives happiness from Mythology and Pacifism (only from free religion). It still works for Charismatic leaders.
  • Pottery Shop removed from game.
  • Sacrificial Altar now becomes obsolete with Constitution.
  • Sacrificial Altar no longer gives happiness from Paganism.
  • Sacrificial Altar now gives happiness from Mythology.
  • Barracks are now available with Warfare.
  • Increased cost for Walls.
  • Siege Weapons Workshop now becomes obsolete with Steel.
  • Drydock now has its original features (since shipyard becomes obsolete).
WONDERS
  • Increased cost for The Stonehenge.
  • Increased cost for The Oracle.
  • Increased cost for The Great Wall.
  • Increased cost for The Great Lighthouse.
  • Lepenski Vir no longer gifts a Sacrificial Altar to all cities.
  • Lepenski Vir now gifts a free specialist in its city.
UNITCOMBAT
  • All Naval Transport Units are Naval Units again (cargo promotion restriction now works from SDK).
ANIMALS
  • New Animal: Sabretooth Tiger.
  • Siberian Tiger removed from game.
  • Bengal Tiger removed from game.
  • Panda bear removed from game.
UNITS
  • Removed Explorer Dog from game.
  • Removed Bombard from game.
  • Removed al dependencies to Sulphur and Rubber.
  • New Unit: Javelineer.
  • Clubman is now available with Cultural Identity.
  • Stone Spearman no longer receives bonus vs Mounter/Wheeled units.
  • Stone Axeman now requires Obsidian.
  • Stone Axeman is now available with Microlith.
  • Stone Axeman strength increased to 4.
  • Stone Axeman no longer receives bonus when attacking cities.
  • Chariot now receives +50% strength vs Stone Axeman.
  • Quechua now requires Copper.
  • Quechuca now only receives +15% vs Archer units.
  • Quechua now starts with Berzerker I promotion.
  • Increased Hawk's range to 2.
  • Increased cost for Shaman.
  • Increased cost for Witched Doctor.
  • Increased cost for Doctor.
  • Settler is now available with Cultural Expansion.
  • Triremes are now available with Metal Casting (was Naval Warfare).
PROMOTIONS
  • Drill I is now available with Stone Tools.
  • City Garrison I is now available with Stone Building.
  • City Garrison II is now available with Warfare.
  • City Garrison III is now available with Archery.
  • City Raider II is now available with Warfare.
  • Trapper I now increases defense from jungles/forest by 15% and from hills by +10%.
  • Trapper II now increases defense from jungles/forest by 25% and from hills by +15%.
  • Mercenary now increases pillage rate by 50%.
TECHNOLOGIES
  • Removed Weaving from game.
  • Removed Dog Breeding from game.
  • New Tech: Cultural Expansion.
  • New Tech: Warfare.
  • Tribalism now also requires Fletching.
  • Reduced costs for Paleolithic Techs.
  • Reduced costs for Mesolithic Techs.
  • Reduced costs for Neolithic Techs.
  • Sedentary Lifestyle now requires Tribalism and Stone Building.
  • Sedentary Lifestyle now longer allows to capture cities (now from Warfare).
  • Cultural Expansion now increases trade routes in all cities by +1.
  • Barter no longer increases trade routes in cities.
  • Monarchy now doubles defense from culture in all cities.
  • Naval Warfare cost increased.
  • Falconry now gifts a free Hawk.
  • Nationalism no longer doubles defense from culture in all cities.
CIVIC
  • Tribalism now reduces cultural rate by 25%.
  • Tribal Law is now available with Sedentary Lifestyle.
  • Barter no longer allows free merchants.
  • Barter now reduces distance maintenance by 25%.
  • Mythology cost reduced to medium.
  • Mythology no longer increases great people birth rate.
  • Caste System now allows free merchants (again xD).
  • Nationhood now increases defense from culture by 10% in all cities.
  • Police State now increases defense from culture by 10% in all cities.
WORLD MAPS
  • Giant size map is now 15% bigger than Huge (was 30% aprox).
  • Atlas size map is now 30% bigger than Huge (was 60% aprox).
INGAME
  • Enhaced AI.
  • Reduced handicap bonus to AI.
  • Players can train Stone Age Barbarian units.
  • All Barbarian units start with Berzerker1 promotion.

--------------------------
VERSION 2.32 LOG
--------------------------
Spoiler :

EVENTS
  • Better balance for events. Now you have chance to get positive relation hits with other leaders so you can keep good relationships with them depending on your choices.
TRAITS
  • Charismatic trait no longer gives +1 happiness from the beggining of the game.
  • Charismatic trait now gives +1 happiness from Shrine (so you still can get the happiness bonus, but later).
AI
  • Enhaced AI.

--------------------------
VERSION 2.30 LOG
--------------------------
Spoiler :

INTERFACE
  • Longer City Bar.
  • Attitude Icons displayed in the Score area.
  • Current Era displayed in the Game Screen.
  • Improved interface to show new features.
ERAS
  • Paleolithic Era allows to control up to 3 cities.
  • Mesolithic Era allows to control up to 3 cities.
  • Neolithic Era allows to control up to 5 cities.
  • Later Eras allow to control unlimited cities.
TECHNOLOGIES
  • New Tech: Falconry
  • Stone Tools no longer increases Worker's build rate.
  • Fine Edged Tools now increases Worker's build rate.
RELIGIONS
  • Buddhism spread factor reduced to 75%
  • Hinduism spread factor reduced to 75%
  • Judaism spread factor reduced to 85%
  • Confucianism spread factor reduced to 85%
CIVICS
  • Decentralization no longer forbids foreign trade.
  • Decentralization now doesn't allow Corporations (National nor Foreign ones).
IMPROVEMENTS
  • +1 hammer from Lumbermill.
  • +1 hammer from Forest Preserve.
BUILDINGS
  • Cave Painting cost reduced.
  • Knowledge Inheritance cost slightly increased.
  • Knowledge Inheritance now gives +1 culture commerce.
  • Increased cost for Shrine.
  • The Moai Statues available with Stone Building and Boating.
UNITCOMBATS
  • Removed Land Transport unitcombat.
ANIMALS
  • New Animal: Gorilla.
  • New Animal: Stag.
UNITS
  • New Unit: Hawk
  • Warrior gets +25% city defense bonus (as it has in vanilla Civ4).
  • Warrior cost slightly increased.
  • No Unit Support costs for Barbarian Units.
  • No Barbarian Canoes.
  • Clubman now receives +100% bonus vs Hunting and Recon units.
  • Barbarian units (Hidden Nacionality) have restrictions for some promotions.
  • Barbarian Fletcher now has Hidden Nacionality (it seems I forgot to set it).
  • Atlatl no longer upgrades to Scout (actually, they are very different).
  • Atlatl will become obsolete with Poultry Farming.
  • Scout Strength increased to 2.
  • Scout will be available with only Stone Building.
  • Scout can also carry Hawk.
  • Dog Explorer movement increased to 2.
  • Shaman is no longer available after researching Civil Service.
  • Witched Doctor is no longer available after researching Medicine.
  • Siege Units can no longer Promote to Combat I.
  • Caravel can no longer receive the Cargo Promotion (because it can upgrade to Frigate).
  • Mechanized Infantry is GUnpowder unit again (since Land Transport no longer exists).
  • Marines are no longer Special Units.
PROMOTIONS
  • New Promotion: Trapper I (Hunting Units)
  • New Promotion: Trapper II (Hunting Units)
  • New Promotion: Visibility I (only for Hawk)
  • New Promotion: Visibility II (only for Hawk)
  • New Promotion: Range I (only for Hawk)
  • New Promotion: Range II (only for Hawk)
  • New Promotion: Infiltration (only for Hawk)
  • New Promotion: Mercenary (only for Barbarians)
  • New Promotion: Great Mercenary (only for Barbarians)
  • New Promotion: Berzerker I (only for Barbarians)
  • New Promotion: Berzerker II (only for Barbarians)
  • New Promotion: Berzerker III (only for Barbarians)
  • New Promotion: Berzerker IV (only for Barbarians)
  • Hunter I Promotion is now available with Hunting.
  • Tracker Promotion is now available with Exploration.
  • Seeking Promotion now requires Hunter III.
  • Charge II removed from game.
  • Charge III removed from game.
  • March is now available with Herbalism.
  • Blitz is now available with Military Science (as it is in BTS).
  • Drill II is now available with Fletching.
  • Drill III is now available with Archery.
  • Speed Promotion removed from game.
  • Great Generals cannot be attached to Barbarian units.
OTHER CHANGES
  • Increased waiting time before Inflation starts to grow.
MODS
  • Better AI 0.50
  • AI AutoPlay
  • ChangePlayer
  • Attitude Icons Mod included.
FIXED BUGS
  • Fixed bug that was making a bad distribution of Culture Defense rates. Now it is well distributed for each player.
  • Fixed bug for Civilopedia that wasn't showing the description of a Civilization.
  • Fixed bug that wasn't showing things properly in the Tech Tree Screen.
  • Fixed bugs relative to the game interface.

--------------------------
VERSION 2.05 LOG
--------------------------
Spoiler :

BUILDINGS
  • Skara Brae is now more likely to generate a Great Spy.
ANIMALS
  • Werewolf removed from game.
  • Animals lifetime increased.
UNITS
  • Atlatl has now defensive bonuses.
  • Atlatl has now +75% strength vs Wild Animals.
  • Atlatl now starts with +25% withdrawal chance.
  • Scout is now available with Weaving and Advanced Tools.
  • Slinger no longer starts with a First Strike bonus.
  • Slinger now starts with a First Strike Chance bonus.
  • Slinger no longer has defensive bonus on hills.
  • Slinger can no longer withdrawal from combat.
  • Slinger cost reduced.
  • Clubman now also has +50% vs Hunting Units.
  • Fletcher no longer starts with a First Strike bonus.
  • Fletcher now starts with a First Strike Chance bonus.
  • Explorer Dog now starts with Commando Promotion.
PROMOTIONS
  • New Promotion: Hunter III (available with Fine Edged Tools).
  • New Promotion: Seeking (available with Exploration).
  • Hunter I now only gives +25% strenght vs Wild Animals.
  • Hunter II now only gives +30% strenght vs Wild Animals.
  • Hunter II is now available with Stone Tools.
  • Sentry is now available with Dog Breeding.
EVENTS
  • Better balance for some events (specially the ones that affect Seed Camps).

--------------------------
VERSION 2.00 LOG
--------------------------
Spoiler :

BUILDINGS
  • School of Scribes is no longer available in game.
  • Barracks now gives +3 experience points to every Land Unit (as it does in vanilla Civ4).
  • Archery Range now requires Pine.
  • Wheel Wright now requires Pine.
  • Siege Weapons Workshop now requires Pine.
  • Barter Post now increases gold rate by +10%.
  • Shaman Temple now gives +1 science point.
  • Shaman Temple now gives +1 happiness from Tobacco.
  • Shaman Temple now gives +1 healthy citizen from Incense.
  • Shaman Temple now gives +1 unhappy citizen with Organized Religion or Theocracy.
  • Shrine now gives +1 happy citizen from Mythology, Pacifism, or Free Religion.
  • Microlith Workshop now expires with Bronze Working.
  • Lepenski Vir is shown in Ceremonial Burial Tech. However, it still requires both Ceremonial Burial and Sedentary Lifestyle technologies.
  • Library has now its old features.
NATIONAL WONDERS
  • New National Wonder: Pottery Shop
AI
  • Enhaced AI.
  • AI handicap has been completely rebalanced (from original handicap features).
HANDICAP
  • -1 happiness from the beggining of the game.
EVENTS
  • Better balance for some events.
CIVICS
  • Reduced free units given from Tribal Law.
  • Nomadism now reduces culture from city by -75%.
UNITS
  • Atlatl now has better results from Tribal Villages.
  • Reduced cost of Gatherer.
  • Spearman is now available with Poultry Farming (also requires copper).
  • Catapult now upgrades to Bombard.
  • Bombard strength reduced to 8 (was 9).
  • Priest can no longer be attached to a city ( too many bonuses from a simple unit ).
  • Shaman no longer upgrades to Witched Doctor.
  • Shaman now costs +1 gold per turn.
  • Witched Doctor now costs +1 gold per turn.
  • Witched Doctor no longer upgrades to Doctor.
  • Doctor now costs +1 gold per turn.
PROMOTIONS
  • City Garrison III is now available with Masonry.
  • City Garrison IV is now available with Feudalism.
  • City Raider II is now available with Advanced Tools.
  • City Raider III is now available with Iron Working.
  • City Raider IV is now available with Monarchy.
  • Drill IV is now available with Archery.
TECHNOLOGIES
  • Nationalism now doubles defense from culture in all cities (so defense from culture recovers its strength in the middle-late game when walls and castles are useless against gunpowder units).
  • Writing no longer requires Barter.
  • Currency now requires Barter.
IMPROVEMENTS
  • Seed Camp becomes obsolete with Sedentary Lifestyle (-1 commerce yield) and Agriculture (-1 food yield).
  • Stone Tools Workshop becomes obsolete with Sedentary Lifestyle (-1 commerce yield) and Mining (-1 production yield).
  • Cottage is again available with Sedentary Lifestyle.
  • Cottage now requires Pottery to grow.
  • Cocaine Laboratory yields increased with Chemistry and Biology.
RESOURCES
  • Marble is now available with Ceremonial Burial.
  • Rubber is now available with Physics.
OTHER CHANGES
  • I'm sorry if I'm missing something. I didn't report the changes when they were done, but I think the most important ones are listed above.

--------------------------
VERSION 1.60 LOG
--------------------------
Spoiler :

BUILDINGS
  • Building costs decreased (AT LAST xD).
  • New Building: Hunting Lodge
  • Knowledge Inheritance now increases science rate by +20% (was +25%).
  • Knowledge Inheritance now expires with Writing.
  • Shaman Temple now increases both Gold rate by +20% and Science rate by +10%.
  • Wheel Wright no longer requires Pine.
  • Wheel Wright costs increased.
  • Wheel Wright costs reduced if player has Pine.
  • Wheel Wright increases production rate by +15%.
  • Wheel Wright now expires with Engineering.
  • Archery Range no longer requires Pine.
  • Archery Range costs increased.
  • Archery Range costs reduced if player has Pine.
  • Siege Weapons Workshop no longer requires Pine.
  • Siege Weapons Workshop costs increased.
  • Siege Weapons Workshop costs reduced if player has Pine.
  • River Trading Post is now available for free from Medieval Era.
  • Poultry Farm now gives +1 food yield.
  • Ranch now requires Poultry Farm to be built.
  • Barter Post is now available for free from Renaissance Era.
  • Library now increases science rate by +30% (was +25%).
AI
  • Enhaced AI.
  • AI will no longer get stuck in the Stone Age eras.
ERA
  • Max Number of Cities allowed for Neolithic and earlier Eras: 5
  • No City Restrictions for later eras.
EVENTS
  • Better balance for some events.
CIVICS
  • Ancestor Worship now gives Happiness from Knowledge Inheritance.
  • Tribalism no longer reduces city maintenance.
  • Tribalism now increases worker's speed by +25%.
UNITS
  • Tribes from goodies won't interfere with Tribes been built in cities.
  • Tribes can ONLY be built if player has less than 3 cities.
  • Settler can ONLY be built if player hasn't reached the Max Number of Cities allowed per Era.
  • Gatherers now upgrades to Workers (if you have the money =P).
  • Barbarian Clubman now has +25% strength against Melee AND Archer units.
PROMOTIONS
  • Leader attachment now gives 25 experience points (was 20).
  • Heroic Promotion name changed to Warrior.
  • Fixed Warrior Promotion bug that prevented Blitz promotions to units with a movement value of 1 (this will only be allowed for Leaders).
  • Warrior Promotion now requires Moral.
  • Warrior Promotion has different bonuses when Unit is Mounted.
  • New Promotion: Heroic (available for leaders only)
TECHNOLOGIES
  • Tribalism now requires Oral Tradition.
  • Hunting grants 2 free Atlatls.
  • Sedentary Lifestyle now allows to capture cities.
  • Literature now requires Alphabet.
  • Writing now requires Barter.
IMPROVEMENTS
  • Seed Camps no longer become obsolete.
  • Stone Tools Workshops no longer become obsolete.
  • Cocaine Laboratory no longer provides Coca Plant.
  • Drug Traffickers will bother more if there is a Cottage, Hamlet, Village or Town over the Coca Plant resource (Yeah, I know you will hate me =P).
RESOURCES
  • Barley is now available with Agriculture.
GAME ISSUES
  • NO Inflation rate growth during the Stone Age eras.
  • Cities CANNOT be captured until you get Sedentary Lifestyle OR if you have reached the Max Number of Cities allowed per Era.

--------------------------
VERSION 1.53 LOG
--------------------------
Spoiler :

Events
  • Fixed event that was out of control by AI.
  • Fixed some attitude incongruities.
  • Better balace for event chances for some event-triggers.
  • Fixed some Event Texts.
  • Fixed bug that always triggered the same event (very important)
DLL
  • New DLL that allow more than 18 players per game.
WORLD
  • Giant map - 24 default players.
  • Atlas map - 30 default players.

----------------------

I’m sorry if you find many grammar mistakes. English is not my native language so I try to make as good as I can. :crazyeye:

Well ... I don't have more to say but HAVE FUN WITH IT!!
Any comments or recomendations are welcome
:)

------------------------
DOWNLOADING LINKS
------------------------

AtomicGamer: http://www.atomicgamer.com/directory.php?id=19011

You can also find the Stone Age SDK files in the link mentioned above.

You must select StoneAge2.50 beta
------------------------

Send Email To The_Triturador: El_Triturador
 

Attachments

  • StoneAgeUnits.jpg
    StoneAgeUnits.jpg
    79.6 KB · Views: 2,165
  • TechTree_01.jpg
    TechTree_01.jpg
    98.8 KB · Views: 1,602
  • TechTree_02.jpg
    TechTree_02.jpg
    110.4 KB · Views: 1,054
  • TechTree_03.jpg
    TechTree_03.jpg
    120.7 KB · Views: 959
  • TechTree_04.jpg
    TechTree_04.jpg
    111.6 KB · Views: 1,020
  • Civics.jpg
    Civics.jpg
    112.9 KB · Views: 1,212
Are we suposed to start with 25 techs? Or did I do something wrong. Or is it something I got because I was playing Hapshetsut (Egypt) on a Giant map at Noble level?

Looks good so far.
 
Are we suposed to start with 25 techs? Or did I do something wrong.

you have to go into the custom game menu and select the eras earlier than ancient.

I played about 140 turns and liked it alot. then things got really jerky graphically, and then CTD.

Apart from that it was interesting and moved along nicely. I want to play again, so I hope the CTD is fixable.
 
Very interesting, I gave up when I could not build the Hindu religious shrine because I already had the maximum number of wonders in the city. Hindi was my state religion and I really needed the money :)
 
Are we suposed to start with 25 techs? Or did I do something wrong. Or is it something I got because I was playing Hapshetsut (Egypt) on a Giant map at Noble level?

Looks good so far.

You must start a game in CUSTOM GAME and select the Era from which you want to start. Thanks for answering Mice :goodjob:

I played about 140 turns and liked it alot. then things got really jerky graphically, and then CTD.

Yeah ... sorry about that mistake. I made several tests on Marathon game speed but not in others. :rolleyes: I've already fixed that bug. Now you can play at any Game Speed mode without getting problems ;)

this is an interesting concept. i would like to see this mod finished as i would like to try it :)

Thanks you man!! Bug has been fixed ;)

Very interesting, I gave up when I could not build the Hindu religious shrine because I already had the maximum number of wonders in the city. Hindi was my state religion and I really needed the money :)

Sorry for the inconvenient :sad: I just didn't though about it. :mischief: I've already changed the value to Unlimited so you won't have to worry about that. :D Original Civ4 game doesn't have that limit so I will remove it.

Please ... download version 1.02 to make use of these changes. :rolleyes:
 
The mod plays out really well. I had a great first 400 turns at Epic speed. I really like techs that reveal resources.

I did a stone axeman rush on Shaka and rexed through to sedentary life when I could build cottages (I think it was that tech) Then the game blended well into the ancient era with standard worker techs. The Gatherer unit before that is clever.

Zara just DOWed me so I have to defend. It really plays like a standard game with an early settler rush to get to this point, except I had 400 turns of interesting play to get to this point.
 
I can not seem to download it. It says "You have reached the download limit for free-users. Would you like more?". Just one question. Did you add anything like a moving camp or city? Or are they all like default Civ?
 
I can not seem to download it. It says "You have reached the download limit for free-users. Would you like more?". Just one question. Did you add anything like a moving camp or city? Or are they all like default Civ?

You should have already downloaded something from Rapidshare today. I'll better upload the file in some other websites later today. As soon as it's done, I'll update the forum with the new links. ;)

No, the game works as default Civ does :rolleyes:. I think it would be nice if you could appear in some other place every specific numbers of turns. I'll take your idea and try to figure it out a way to do it :crazyeye:. It will take some time but I think that would be a great difference :goodjob:
 
Well we are going to try and add the Mongol camp to act like a pre-city in WoC is why I asked. I was hoping you had made one already to save some work.I am starting to add just a Neolithic era now as well.

Ya I did not download anything from rapidshare ever in my entire life I think. So don't know. I will be interested to see when possible.

Edit: Now it is allowing me to download the mod.
 
I just wanted to say you put a lot of work to this. I am impressed with how much has been done. I just do not like the the beginning vanilla Civilization tech tree, but other than that you have really did a lot. Good Job:goodjob:
 
Why do you need Archery for bronze working?

Anyway, may I suggest to rename archery to fletchery (like a more global term)? It could lead to carpentry/enable something more :).

Well, I just didn't want somebody to get Sedentary Lifestyle, choose Mining Tech and rush for Bronze Working (specially AI). AI many times forgets to get Archery before Bronze Working and that leaves it defenseless :sad:. Other reason is that I just wanted you to have some war with the Stone Age units :D Carpentry may be a good idea ... thanks for it :goodjob:

I just wanted to say you put a lot of work to this. I am impressed with how much has been done. I just do not like the the beginning vanilla Civilization tech tree, but other than that you have really did a lot. Good Job:goodjob:

I had to make some little (maybe not really little :crazyeye:) changes there to get some balance into the game (like costs, tech and inflation). Thanks for your opinion :goodjob:

Nice work done here, Trit! Seems to inspire other modmakers too! :goodjob:

Yeah ... Thank you for that too :D
 
I am greatly enjoying playing this mod. It really extends the interesting period where civs are truly different not just copies as occurs in the latter game.

There is and event which gives you a camp and road on dear before you can build these things yourself. I suspect it is because hunting in vanilla allowed the camp.

Have you changed the automated worker actions? I specify in the options that I don't want them to chop down forests but they do.

Gatherers upgrade to settlers, shouldn't that be workers? I captured a city with 3 of them and had to delete them all because I could not afford to upgrade them.

When you get Sedientary Lifestyle or Agriculture (the free tech I choose) the gatherer's work on non-forest terrain stops giving +1 food. Design? It caused a number of my cities to starve while I built workers to irrigate.
 
There is and event which gives you a camp and road on dear before you can build these things yourself. I suspect it is because hunting in vanilla allowed the camp.

Upss ... i'll take a look at the events XML files and update them (haven't touch them yet). Thank you :goodjob:

Have you changed the automated worker actions? I specify in the options that I don't want them to chop down forests but they do.

Hmmm that's strange. I haven't changed anything related to AI behavior (except the BETTER AI DLL). I'll take a look on the XML files again and try to solve that for the next version ;)

Gatherers upgrade to settlers, shouldn't that be workers? I captured a city with 3 of them and had to delete them all because I could not afford to upgrade them.

Yeah ... I'm sure you should have though that was really stupid :crazyeye:. They upgraded to workers when I was developing the Mod. But when you discovered Sedentary Lifestyle you could upgrade the Gatherers to Workers for just 30 gold each one so it would be some kind of cheat if somebody built many gatherers without using them just planning to get workers faster and cheaper. I just didn't want to leave that posibility. I haven't found an alternative solution yet. I'm planning to start working on the Source Code to get more interesting stuff. Maybe then I could find a way :crazyeye:.

When you get Sedentary Lifestyle or Agriculture (the free tech I choose) the gatherer's work on non-forest terrain stops giving +1 food. Design? It caused a number of my cities to starve while I built workers to irrigate.

Yeah, I did that because from there you won't live eating grains and a Seed Camp should not give the same amount of food of a Farm nor a coin (that was just to let you grow on earlier eras). Well ... it's hard at the beginning. Maybe I should find an alternative solution. Hmmm, maybe I could set a higher food cost to grow on Neolithic and later eras and let farms give 2 more food (instead of 1). The Seed camp would only lose the coin. What do you think about that?

--------------------------------------------------------------------------
BTW ... Thanks for playing and enjoying the game :D
 
The techs still seem to come a bit too quick on Epic. I'm going to try marathon to see if that feels better.
 
Top Bottom