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PAE VI Patch 6.5 and higher (latest 28.02.2021)

Discussion in 'Civ4 - Ancient Europe' started by pie_at, Jan 5, 2021.

  1. pie_at

    pie_at PAE-Let's play ancient :)

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    Patch 6.x is now available for PAE VI. The main screen looks smoother now due to 25% smaller units and improvements. Cities and buildings stays the same. brettschmitt offers his XXL and XXXL maps for a playing experience of up to 52 civilizations! I adapted the CIV III (Conquests) Rise of Rome scenario to PAE on the Eurasia XL map.



    Patch 6.5.1 (11.11.2020):

    - Fix: Nationality Warning in city bar
    - WorldSize: more CIVs on random standard (16), large (20) and huge (24) maps
    - Grasshopper disappear faster
    - Assur: no Quradu-upgrade when units are officers
    - Python-fix: error when vassal gets a city from player
    - Map: PAE_Creation: no peak borders on coasts
    - Unit: horse DefaultAIType: UNITAI_ENGINEER instead UNITAI_ANIMAL
    - Fix: Panhellenion wrong movie & sound
    - Reduced provincial govenor tributes
    - Fix: no ranking and elite upgrade button for special elite units (eg Sons of Mars)
    - Fix: Supply wagon: non-friendly, non-allied CIVs refilled supply wagon
    - Fix: Supply wagon: farm and river +20 supply
    - Fix: AIweight for Trojan Horse
    - Fix: Hunter can now build Promo V buildings
    - Bugfix: Christianity 0 AD to Barbarians (disables BTS tech choosing with Theology)
    - Fix: no popup when civil war ends (ingame text is sufficient)
    - Scenario: PeloponnesianWar: small fixes
    - Fix: Olympic period adapted to the scenario calendar
    - Trait: Imperialist: improved
    - Change: Archer units 50% city defense instead 100%
    - Small changes in civic options
    - Tech tree changes (600-300 BC)
    - New tech: Republic (for Romans)
    - War dogs +50% against skirmishers
    - Maps: less fish resources
    - Heavy battering ram now later with Tech Weapons manufactories
    - Supply waggon provides 25-75 instead of 25-100 food (game speed)
    - Civic polyarchy: no civil war due to the loss of a general
    - Fix: no shield wall formation for Teutons and Thracian Warrior
    - Pedia: Improvement Trading Post now shows merchant or caravan for requirement
    - Fix: end city riot with General in onCityDoTurn instead with onUnitMove
    - Trading post 10% defense
    - own unit class for early trade unit (keftion)
    - Bugfix: Apothecary button twice
    - Fix: Illyrian city txt_keys on Eastern Med map fixed
    - Fix: only pasture or camp will be removed when collecting bonus resource for distribution
    - Update: creating autom. trade routes: shows amount of bonus resources the player or CIV has
    - Update: missionaries and cultists: circles of missing religion or cult also shown above vassal cities
    - Fix: comissioned mercenaries: gold cart immobile too
    - Update: gold carts can now be sold in foreign cities (for less gold than in capital)
    - Bugfix: Provincial palace: amount of happy bonus stays the same when establishing a new governor
    - Onager skin -> CIV catapult skin
    - cheap Onager for Greek CIVs too
    - Update: Roman roads are like trade roads (trading center calculation)
    - Change: fire catapult is now an upgrade from a catapult/onager (with accuracy III)
    - Change: unit supply limit changed with handicap (10,15,20)
    - Fix: no negative culture due to civil war
    - Wonder update: Great Pantheon of Rome: No Roman gods req, no civil war in cities due to missing state religion
    - New CIV for scenario modders: city-state

    Patch 6.5.2 (28.11.2020):

    - smaller units and periphery
    - Olympic winner gets one more gold cart and there is a chance of getting a supply wagon with grain, olives, grapes or even horses
    - external trade posts: no costs
    - bug fix: civil war feature
    - bug fix: unit stacks

    Patch 6.6 (06.01.2021):

    - less gold cart trade bonus in foreign cities
    - slower combat promotions for units
    - for Scenario makers: CIVIC_SACRAL -> CIVIC_ROYAL
    - for Scenario makers: CIVIC_DYNASTIE -> CIVIC_TYRANNIS
    - New scenario: Sicily 500 BC by Barcas
    - New UU Hitti: Chariot runner
    - WorldPicker Picture for Second Punic War and Sicily 500 BC
    - No forests on farms
    - New unit upgrade structure for Roman swordsmen: Principes -> Pilumni -> Legionary
    - changed x/y coords of silk road caravans (cause of very high bonus on big maps)
    - new scenario: CIV III Rise of Rome (adapted to PAE)
    - bugfix: civil war feature: didn't end with leader or rhetoric unit
    - buildings pedia: added required buildings (buttons) into requirement panel
    - territorial unit Son of Mars strength 12 to 10
    - graphical unit amount from 1,2,3 -> 5,6,7,8 (due to smaller units)
    - new unit: lioness (small group of female lions)
    - unit lions stronger (due to male lions)
    - new wonder: Great Serapeion of Alexandria (no unhappiness in city)
    - fix: AI mobilise army only in nearby forts when a city gets attacked (except capital)
    - Latifundium feature historical upgrade: level upgrade by slaves, without slaves their levels get reduced by time
    - new scenarios: Eurasia XXL (empty or 35 CIVs), Eurasia XXXL (empty, random resources or 52 CIVs) by brettschmitt

    Patch 6.7 (10.01.2021):

    - Unit updates in iMeleeWaveSize, iRangedWaveSize, bQuickCombat
    - Combat strength of neolithic era units +1 (hunter, warrior)
    - Fix: culture level for XXXL game speed
    - AI city lost: lower chance for offering to become a vassal
    - Greek religious cities take part at the Panhellenic Games after the research of Exhibition Fight
    - Fix: missing help text for tech Imperialism
    - Bear unit: added child bear
    - Fix: fortress units
    - Fix: emigrant culture

    Patch 6.8 (02.02.2021):

    - movement over ice feature allowed
    - fix: Thracian peltast moves: 2 instead 3
    - Teutons strength: 12 instead 14
    - promo mobility for mounted units: req: combat 2 instead of flanking and healing
    - bugfix: Persian officer units (Crash2Desktop)
    - fix: arts for chariot (light chariots, maryannu)
    - AI update: chance of automatical religion spread on islands
    - Manufactory (terra cotta): -1 health, +20% food kept instead +% food (=> bread manufactory)
    - Bank: -1 :)
    - fix: art for gardens smaller, art for Hanging Gardens bigger
    - hunter unit: strength 3 again (instead of 4) but +100% to melee (animals)
    - less profit with gold carts via foreign city trade then capital trade
    - territorial units: cheaper in standard prod but higher instance cost modifier
    - fix: siege units can't get enslaved, siege units can't run over from stacks
    - spear manufactury doubles skirmish units, scorpio and ballista too (UNITCOMBAT_SKIRMISHER)
    - military academy: +100% prod in military units instead of 50%
    - heroic epic: adds morale promotion to units produced in city
    - Hittites can research Cuneiform -> can now construct archives in cities
    - Upgrade: auto trade route pop up: added smiley if a CIV has bonus resource or not; added distance info
    - Wonder Zeus: not holy shrine anymore, +1 XP to all cities, can increase the morale of units (like Hagia Sophia)
    - Wonder Parthenon now Holy Shrine of Greek Religion
    - No emigrants for city states
    - new promotions: Formations I, II, III (against mounted, chariots and elephants)
    - changed promotions against chariot, mounted units and elephants (fight only)
    - new promotion: Encircle (for leaders): +25% combat, -25% city attack
    - changed overrun promotions
    - new building: weapon manufactory for siege units
    - Hittites: new special building: Underground city
    - Hittites: new national building: Code of the Nesilim
    - new national building in Bronze Age: Craft center
    - new leader action: burn down the forest (destroys the improvment and leaves burning forests)
    - new feature: burning pigs and fire catapults can burn down the enemy forest during combat
    - new Iberian unit: Scutati replaces shield bearer
    - new Carthaginian unit: libyan spearman replaces spearman
    - modern combattypes (helicopter, gun, tank) removed (AdvisorUtils adapted)

    Patch 6.9 (28.02.2021):

    - fix: national trading via carts reactivated (PAE_Trade, ScreensInterface)
    - scenario FirstPunicWar fix: CIVIC_SYNKRETISMUS -> CIVIC_HENOTHEISM
    - scouts and explorer can now build look-out
    - bugfix: emigrant culture (when joining cities)
    - improvements: village: -1 food, town: +1 prod
    - small changes in formation promotions (form I and buttons)
    - new buttons and names for sentry promotions
    - horse stables +1 food
    - rams and catapults cheaper again
    - camel bonus resource more brown
    - pedia fix by Dertuek (Greek and Roman tech)
    - interface fixes by Dertuek
    - trade route popup fixes by Dertuek
    - city conscript value 90 instead of 50 (hammers)
    - no state-religion revolt in cities when founding a new religion (by Dertuek)
    - AI: no food cost when AI builds unit
    - iCorporationMaintenancePercent: higher on bigger maps
    - civics: hurrying population removed
    - tech button: Gnosis
    - Illyrians: Mountain Warrior ST 9, no limits (SPECIAL_UNIT4)
    - Numidian horseman cheaper
    - AI added chance of offering to become a vassal, when loser power * 2 < winner power
    - new leader formation: +1 sight, 100% flight, -99% strength to prevent constant defense in a stack
    - fix button: slaves to bread manufactory (max 3) (thx westinator)
    - fix button: slaves to manufactory (max 5) (thx westinator)
    - vassal popup: attitude icon, when vassal demands a tech
    - city unit train buttons: blue pulse button on units that get trained twice due to weapons manufactories
    - new hoplite unit for Sparta: Perioecian Hoplite
    - new special unit for Greeks and Sparta: Kalos Kagathos: a unit between hoplite and lochias
    - fix: reloading supply unit on enemy plots (thx Dertuek)
    - healer bar still visible when carrying a monument
    - fix: storm on dark ice feature
     
    Last edited: Feb 28, 2021
    HobyMorgan and hydezt like this.
  2. mourndraken

    mourndraken King

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    :thumbsup: This looks amazing. Thank you Pie !
     
  3. pie_at

    pie_at PAE-Let's play ancient :)

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    moooourn! you're still on! :D Great! :hug:
     
  4. pie_at

    pie_at PAE-Let's play ancient :)

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    I had to fix some bug, so please install patch 6.7 now!

    main bug fix is:

    1) if you have deactivated single unit animation (graphic options), you'll now see eg 8 hoplites instead of 1 unit. 4 of them will now fight simultanously instead only one by one.

    2) city culture infos for XXXL map was missing. now you can play till the end....


    HAVE LOADS OF FUN!

    (the smaller units and their multiple fighting animation looks really, really good....)
     
  5. mourndraken

    mourndraken King

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    Thanks again Pie :grouphug:

    Do I see a content gap that we can fill for PAE VII ???

    Please send me a list of the open and unfinished spoken quotes from your technology tree ? I have a plan.:egypt:
    I work with a vulnerable wheelchair who's seeking some diversion since the pandemic has ended her social life.
    She needs a hobby that interests her that she can pursue in house. She has a strong, clear and emotional voice.

    My program might be able to find you many voices to read these quotes into their phone and send the sound file to me and to us all :love:
     
  6. pie_at

    pie_at PAE-Let's play ancient :)

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    Oh yeah!
    Yes, then it will be definetly PAE VII ! :)

    ok, I will write down every missing quote. does your friend do it in other languages too or only in english?

    And: are u able to do some videos too? if not, it's ok. I just wanted to try to add a simple dds graphic file instead of a video... could propably work too.
     
  7. mourndraken

    mourndraken King

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    Hi Pie :egypt:

    This is something she wants to do !
    She lives with Cerebral Palsy and I'm one of her care aides.

    Movies ? :smoke:Yes I could make some video content for PAE VII. Love to try !
    .. but I think you should definitely put in dds images in place until a video gets produced.

    I have less time to obsess over these new movies so they will take longer to make. PAE3 was a long time ago :eek:
     
  8. mynystry

    mynystry jaguar warrior from hell

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    Thanks for the Update Pie, I think Hunter with strenght of 4 will be a bit overpowered imo. I also wanted to point that in the last games I have played Celtic and Nordic religions struggle to appear in the game early, they come a bit late when almost all nordic and celtic civs have adopted greek or phoenician religions, it kills a bit the flavor. Greetings and keep up the great work! :goodjob:
     
  9. pie_at

    pie_at PAE-Let's play ancient :)

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    About hunter: lets have a try. with only ST 3 they even get killed at once very often.
     
  10. Cat Whisperer

    Cat Whisperer Chieftain

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    During a game I played a few updates ago the barbarians warriors and basket archers never healed. I don’t know if this was a glitch or by design. The other civs permanently reduced the strength of the barbarian defenders from 2 to 1 (or less after unsuccessful assaults) and quickly captured most of the barbarian cities and formed large empires early the game. The game was very fun.

    Even with the reward halved, captured treasure is still better off being sold in the cities of another civ rather than sold in your capitol. You are guaranteed a set amount instead of a random amount after a long tedious haul. I would suggest that it be reversed. You get a random amount in another civ’s city and a set amount or much larger random reward in your capitol.
     
  11. mynystry

    mynystry jaguar warrior from hell

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    Actually I think Hunter with ST3 is very strong, if you play with them carefully you get tons of promotions making them formidable even against later units like Axemen. IMO they should have ST2 and a BIG bonus against animals, this way they would be very efficient doing their job without being overpowered against proper military units.
     
  12. pie_at

    pie_at PAE-Let's play ancient :)

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    treasure: ah, thx, I will reduce the trade bonus in foreign cities

    hunter: ok, then I will reduce its strength again and give em some more bonus to melee.

    about not healing units: in foreign terrain you cant heal without healing units or promotions.
     
  13. Cat Whisperer

    Cat Whisperer Chieftain

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    Regarding the healing glitch--These were barbarian units in barbarian cities. They never healed. I would come across barbarian cities were the defenders were permanently damaged from previous unsuccessful assaults by the AI (for example, some were stuck at .2 strength). The only barbarian units that would heal would be hunters. The glitch was actually very cool as it really helped the AI expand and stay competitive with me playing as Rome. The AI ... especially in the Middle East ... was able to quickly capture almost every barbarian city early in the game using just hunters and basket archers. When I updated to Patch 6.5.1, the glitch went away and now the AI is back to slowly expanding their empires.
     
  14. pie_at

    pie_at PAE-Let's play ancient :)

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    hm... I didn't change anything with Barbarians. I just changed the appearance of Barbarian cities by turn! They come very late now! So the AI has lots of time to found cities now. this should be easier now for the AI because not every AI could capture a neighbour Barbarian city and stayed small.
     
  15. Reverse Ideology

    Reverse Ideology Chieftain

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    Hello.
    After instaling the 6.7 patch, I get a lot of error while loading the mod. A lot of "python exception" boxes pop up:
    "Traceback (most recent call last):"
    "File <string>, line 1, in?"
    "File <string>, line 52, in load_module"
    "File CvEventInterface, line 13, in?"
    "File CcEventManager, line 84, in?"
    "ImportError"
    ":"
    "No module named Diadochi_JD"
    "Failed to load python module CvEventInterface"
    And another one that's labeled as "XML Error":
    "Tag: UPKEEP_NON in Info class was incorrect. Current XML file is: xml/GameInfo/CIV4CivicInfos.xml"
    Afterwards, the mod loads, but when I jump into a game I get a myriad error boxes, also labeled a "python exception".
     
  16. Jaguar55

    Jaguar55 Chieftain

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    Hi Pie, first of all, thx for this awesome mod!
    This last patch is great so far, i didnt get into it too deep, but i find some visual bugs, prob cause of the smaller units and improvments,
    some units and resorces are bigger then the rest, so far chariot units, cedar trees are much bigger...like cedars looks like Sequoia trees and chariots like giants :)))
     
  17. pie_at

    pie_at PAE-Let's play ancient :)

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    Hi Rev: it sounds that the installation is broken. please try to download the patch again. or just unzip again. perhaps it happened when copying the files into the original PAE folder of the BTS mods and you didn't say replace files. then windows keep them twice.

    hey Jag: thx, it was the light chariot and the maryannu. I'll change that! about the trees: it is intended to be that big to see the difference. but ok, I make them smaller and I have to color them darker... otherwise you can't the the ceder wood.
     
  18. pie_at

    pie_at PAE-Let's play ancient :)

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    You're now able to download PAE 6.8 !

    I hope everything works!

    see patch notes of 6.8 in the first post.
     
    hydezt likes this.
  19. madboy77

    madboy77 Chieftain

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    Excellent ! Can't wait to try the Hittites :)
    The community is thankful, master !
     
  20. Jaguar55

    Jaguar55 Chieftain

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    Tnx for new patch Pie! Looking great so far, but I have a question about automatic trade routes between your own cities, it seems that this feature not working, when I try to make automatic trade route between two of my cities it doesnt gives me an option for a second city route to make.
     

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