Orions Mod Collection

I have Vista, and it crashes here too

>Ah Ha! It was a Windows operating system compatibility issue. Hope you >enjoy the mod. You will have even more wonders and resources to choose >from when I release ver 255B. I even solved the longbowman promotion issue. >I have several more things to add and discuss with the historian before its >released. So, have fun with version 255A for a while.

Version 255B has some fixes that should stabalize the mod a bit. I hope to release it in about a week.
 
Orion,

Any ETA for your new update? I noticed things have gotten quiet over here.

Can't turn out the mod just yet, as I'm still testing new traits and leaderheads. Note: The python "expansion mod" really does a nice job of helping the AI to keep up or even take the lead. The AI is no longer a push over.

Ver 255B will be worth the wait.
 
it would be good if you adapt the Strategic trait, I like the :espionage: modifiers.

I have added the Covert Trait, which is similar to your Strategic trait. It focusses on Hidden nationality units.

+2 :espionage: /City
Free Promotion: Mobility
Double Production Speed of Spies, All Prirate Ships, the Ninja Assassin and the Commando.
Double Production Speed of the Jail, Intelligence Agency and Security Bureau

I think this trait will allow plausible deniability for the increased number of covert attacks made against enemy civs. :backstab:

Look for it when ver 255B is released. :)
 
A big change to ver 255B is that every leaderhead in the game will get 3 traits instead of just 2. This change was driven by the addition of 6 new traits over what standard BTS provides. It will be much more difficult to decide what leader to play. :D

that is a very unique option! especially when playing an unrestricted leader.

Hurry up and finish we're all awaiting the new release!:D
 
that is a very unique option! especially when playing an unrestricted leader.

I thrive on adding unique options that no other mod has ever seen until it is released. My latest idea is a new National Wonder, which becomes available with the Piracy Tech: Lost Treasure! Once you have built the wonder, you will discover that you have received 2500 gold. I found an excellent graphic for the Treasure Chest. See post 255 for the latest updates to ver 255B.

Hurry up and finish we're all awaiting the new release!:D

As with everything I create, I have to research the Internet for historical accuracy and confirm the attributes with the historian. Then it must be tested for bugs. That is why the development takes so long.
 
Bump just to check on the progress. Still eagerly awaiting this one!

Yes, I know people are waiting. But I ran into a couple of SDK issues I needed to solve. Their solved and I had to create a new DLL. This means ver 255B is scrapped, in favor of 255C. Since the SDK is fixed, I'm back to working the traits.

The work on traits is long and difficult. A lot of considerations must be made, as to which trait gets what. Know that the historian and I are discussing each trait's advantages and disadvantages in detail and coming up with the best solutions for balance. As you know, each leaderhead will have 3 traits, instead of just 2. As of now, I am working the advantages for each trait and I'm only half way through them. The trait attributes will be geared to compliment the trait type. For example, The Agricultural trait will focus on food production, the Covert trait will focus on Spying, etc. Once that is done, the disadvantages will be next. The result will be another revolutionary change to Civ4 found only in the Grand Inquisitions Mod. :D
 
Bump just to check on the progress. Still eagerly awaiting this one!

It turns out that any advantages given to one trait, turns out to be a disadvantage for all other traits. This simple fact has simplified my work and I expect to release ver 255C within the next couple of days, after documentation and testing is complete. See post number 255 for the latest changes.

Note: I still want to get the Hacker unit added to the game before the release.
 
Just D/Led the mod and ran it....it works just fine....until I tried to launch a game; then it crashed. :(
 
Just D/Led the mod and ran it....it works just fine....until I tried to launch a game; then it crashed. :(

Did you select the OGI_Smartmap Map option? The mod will crash if you don't use this option.

Also make sure your hard drive is defragmented, as this mod will use a lot of system resources and memory.

You may also need to clear the game cache for your first time run.
 
Did you select the OGI_Smartmap Map option? The mod will crash if you don't use this option.

Also make sure your hard drive is defragmented, as this mod will use a lot of system resources and memory.

You may also need to clear the game cache for your first time run.

Why can't we use any of the standard map scripts, Big/small, etc..?
 
I can't seem to stop thinking of new ideas to add to Grand Inquisitions. The Diplomat may not be an original idea, but it was certainly awol when Civ4 was released. When all is said and done, the Diplomat will be able to conduct up to 6 different diplomatic bribery missions:

1. Bribe a Civ to obtain a city
2. Bribe a unit to change allegiance
3. Bribe a Great Leader to change alligiance
4. Bribe a city to incite a revolt
5. Bribe a Civ for a technology
6. Bribe a Civ for improved diplomatic relations

The cost for each diplomatic mission will vary depending upon the current conditions in the target foreign city. After selecting a diplomatic mission from a popup menu, there will be 3 choices available to determine how much the mission will cost in gold:

Slim Chance: -25% off of the base cost (The cheapest rate)
Fair Chance: The Default or base cost (The average cost)
Best Chance +25% added to the base cost (The most expensive rate)

This allows you to determine just how much gold you are willing to risk for a diplomatic mission. Once the diplomatic mission is executed, a calculated random chance will determine the success or failure of the mission. The Diplomat will be just like the Missionary and Inquisitor units, as it will be used up whether or not the mission was successful. The gold spent will be non-refundable.

There will be consequences for a successful diplomatic mission, in the form of a change of attitude of the target civ towards your empire. 5 out of the 6 missions will result in worse diplomatic relations. Only one mission attempts to improve diplomatic relations. Well that's my initial plan and now I am going to see if I can make it all happen. :king:
 
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