[NOT IN DEVELOPMENT] DOC Community Mod Compilation

Two other things:
1. The AI was too focused on military. As Greece, I tried to conquer Egypt, Babylon and Persia but their cities had like eight Archers each.
2. The monarchist dynamic names are bugged. For example, "Spanish Kingdom" instead of "Kingdom of Spain", and so on.
 
Two other things:
1. The AI was too focused on military. As Greece, I tried to conquer Egypt, Babylon and Persia but their cities had like eight Archers each.
2. The monarchist dynamic names are bugged. For example, "Spanish Kingdom" instead of "Kingdom of Spain", and so on.

In addition to that, I have only seen the "Byzantine Kingdom'' instead of Byzantine Empire or Empire of the Romans, Roman Empire etc.
 
I am not sure why the Monarchist Dynamic names would be bugged, I don't think I've modified them. I'll look into them regardless.

The new version I'm working on has a hugely different early game AI behavior, so I'd rather not make changes based on the current version
 
About things that came from my modmod:

Another thing I noticed was that there was no Jewish holy city, and that Judaism spread very easily, sometimes the AI adopting it.

Juddhaism has the bad habit to spread in all your cities when founded, so I moved its founding in Maccabean revolution. Sometimes Greek AI founds it around that date, which is fine to me (Maccabean revolution ahppened during Seleucid era in Levant).

On another issue, as China I never saw Jiangning being renamed Nanjing. I suppose that was the intention. Also, I started China with two spearmen, and only Zhongdu was defended so I conquered them all pretty easily.

Nanjing is renamed in Medieval era. Luoyang should be a stronghold, in my games they have 3-4 archers, militias and walls.

In addition to that, I have only seen the "Byzantine Kingdom'' instead of Byzantine Empire or Empire of the Romans, Roman Empire etc.

Default names have been changed, but I haven't reached Byzantium yet.
 
HUGE NEW VERSION

I've probably made more changes that what's listed below, I've been working on this for the last 3 days.

Since the changes are so massive, the game will certainly be unbalanced and unstable. I'm releasing this version so that we can balance it and bugfix it together.

Huge rework of Game Speeds: Unit production is doubled and movement, attacks per turn, healing, and interceptions per turn have all been increased to proportionally match Marathon. This means 3 times the movement and 3 attacks per turn on Normal Speed and 1.5 times the movement and 2 attacks per turn on Epic.

Persia spawns in 550 AD and starts with more units. This aligns with the ascension of Cyrus to the throne and gives AI Babylon some more time to work towards capturing the Levant.

Persia starts with more units, including catapults.

Persia spawns at war with Egypt and Independent2 in addition to Babylonia and Carthage.

Ankuwash now builds Hulugannis, and very rapidly at that.

Added Djoser, a Ramesses lookalike that leads Egypt prior to building their first wonder.

The Egyptian and Babylonian AIs are much more warlike than ever before. Proper production management is crucial in the early game.

Added multiple scripted AI wars to help civs like Egypt and Babylonia conquer their historical territory. It is intended that they do not consistently succeed, the declaration of war may be scripted, but they alone decide how to wage it.

Tweaked Independent City ownership and starting units

Optimized Egyptian and Barbarian Huluganni movement AI. Don't expect them to wander into the Sahara, Rome or Russia anymore.

AI civs get 20% more production towards units and buildings, to make up for the fact that they aren't the smartest when it comes to what to build or what UnitAI it should have.
 
Fixed an error with Asharittu Bowman having 2 Strength and 3 Power

Civ selection screen correctly displays Djoser (No Leaderhead as of yet, so it's Ramesses)

Merged latest Bits of Tales

Merged all of Bits of Tales graphics except the Terrain Textures and Civ Colors. The mod now looks better without changing it's art style.
 
Fixed Egypt having two starting stacks due to a stupid merge mistake
 
About things that came from my modmod:



Juddhaism has the bad habit to spread in all your cities when founded, so I moved its founding in Maccabean revolution. Sometimes Greek AI founds it around that date, which is fine to me (Maccabean revolution ahppened during Seleucid era in Levant).

I don't remember seeing this problem in vanilla DOC. In fact, while it happened, it was controlled, so it didn't happen as often as it would.
 
New minor update

I'm still experimenting with the Egyptian War Chariot. After testing I've found that adding 50% combat vs Archers made it way too strong, so I nerfed it's base combat to 4, the same as the base Chariot. This means it serves primarily as a counter to early game units such as Militias and Archers, but is less useful against resource based units like spearmen and other mounted units. I feel like this should help it conquer it's historical territory better, while giving it a greater weakness to it's historical counters (Hittites and Greeks) and granting the Babylonians a slightly better chance at beating the egyptians in order to claim their historical territory, as the Babylonian Bowman's bonus vs Light Cavalry and the War Chariot's lowered strength will give them a slightly better chance.

Apparently Halicarnassus was spawning with 1 Archer instead of the two that I originally intended. No idea how that happened.

Gave Independent1 Pastoralism and Masonry at the start of the game because I hate watching Niwt-Rst's Worker spend 9 turns doing nothing and then immediately deciding to build a farm on their stone resource.
 
After launching a agame as China at 600 AD, almost all the UI is missing, none of the other 3000 BC civs have spawned but the Byzantines and Japan have
 
After launching a agame as China at 600 AD, almost all the UI is missing, none of the other 3000 BC civs have spawned but the Byzantines and Japan have
I'm not sure how this is happening, my local version isn't portraying this error, and neither does it happen if I download it again.

Does deleting and redownloading fix it.
 
After launching a agame as China at 600 AD, almost all the UI is missing, none of the other 3000 BC civs have spawned but the Byzantines and Japan have
I've been having a similar issue with my games too. 3000BC runs fine for me but for some reason 600AD doesn't load any data and 1700AD crashes. If you don't mind me asking, what kind of OS are you using/
 
I've been having a similar issue with my games too. 3000BC runs fine for me but for some reason 600AD doesn't load any data and 1700AD crashes. If you don't mind me asking, what kind of OS are you using/
I'm using Windows if that helps.
 
Back
Top Bottom