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PAE VI

Discussion in 'Civ4 - Ancient Europe' started by pie_at, Dec 28, 2018.

  1. pie_at

    pie_at PAE-Let's play ancient :)

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    Pie's Ancient Europe VI

    PAEVI_Promo.jpg

    DOWNLOAD
    (File-Size: download: 671 MB | installed: 1 GB)
    uploaded 14.07.2019


    Important: Remove the .dll file (52 CIVs) from the Assets folder if
    a) you have trouble to play advanced scenarios
    b) you play the MAC version

    Languages:
    English: 100%
    German: 100%
    Spanish: 98.9%
    French: 90.5% (= only pedias in english)
    Italian: 72.5%
     
    Last edited: Jul 14, 2019
    Loffas likes this.
  2. pie_at

    pie_at PAE-Let's play ancient :)

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    First of all: the ranking system of the Romans you've learned to play with in PAE V since patch 4 will be expanded to the Egypt, Carthaginians, Macedonians, Greeks, Spartans, Sumerians, Persians, Assyrians and Babylonians.
    with those new ranking systems (works like unit promotions, but come automatically in almost every won battle) they are new officer units playable and I try to gave them their historical look (skin).

    PAE-Ranks.JPG

    more changes:

    XML:
    -) Herbs +1 :health:
    -) Druid: special unit for Celts, Gauls and Britons, can create a herbary
    -) Building herbary +1 :health:: can only be built by a druid (Tech: Shamanism), creates herbs and is conquerable
    -) Special building Herb Garden: +1 :health: (Tech: Veterinary Medicine): Sumerians, Babylonians, Egypts, Nubia and India, creates herbs and is not conquerable
    -) Changes in tech tree
    -) New civ buttons (accurate to their ingame color again)
    -) Big vessels buildable with hammer only again (it was food before)
    -) new unit structure due to the new ranking system
    -) Germans, Vandals: spear thrower and frame warrior instead of bowmen
    -) Start of inflation suitable to gaming speed. Shall start with mint press.
    -) Sea Peoples gets a swordsman. Units renamed to historical Sea Peoples groups. Can now deflect. (cause they fought as mercenaries eg for Egypt)
    -) Olive press (new improvement)
    -) Decreased cult costs (from 5 to 3)
    -) Updates in maintenance costs (units, buildings)
    -) Separation of chariots and war chariots: part of ranking system for some CIVs (eg Egypt)
    -) Silk road (project) is precondition for trading post again
    -) Promo Blitz gets renamed to Maneuver; earlier available, also for infantry units (2 moves): needs Combat3 or Drill2
    -) New promos for vessels: Corvus I,II,III (must be conquered/stolen from Romans)
    -) Tech flavors customized
    -) Mounted units customized (no ignore terrain, no first strike, lower strength)
    -) Spearmen to ST 8 again
    -) Skirmisher instead of fixed first strike -> chance of first strike
    -) Bugfix: no golden age with amphitheaters
    -) Bugfix: no stealing of monuments in foreign cities
    -) No WarWearinessbonus in cities, provincial cities, metropolis
    -) Quadrireme, Quinquereme and Deceris updates
    -) Roman road: more expansive but better than trade roads
    -) Aqueduct to Romans only
    -) New wonder: Arg-e Bam
    -) New special building: Murex Manufactory (Phoenicians, Carthaginians, Lydians)
    -) New building: vivarium (animal cage)
    -) New tech: venatio (animal hunts)

    Python:
    -) Fix: Civ name in Trade advisor (in scenarios)
    -) Fix: auto activation of automatic merchants
    -) Building Pedia: Conquer chance
    -) Unit Pedia: trainable or not (due to new ranking system)
    -) Stranded goods can disappear per turn (5% chance, helps the AI to settle on islands)
    -) Bugfix: gold waggon of AI
    -) Bugfix: vassall HI<->HI
    -) Bugfix: city plot gets drained too with sanitation
    -) Duel: units can train their XP with slaves (in arenas)
    -) Head cult: slaves can be sacrified to increase the moral (Celts, Gauls, Britons)
    -) Leader: new promo Rhetoric: can increase the moral of some units in stack
    -) Unit govenor gets provincial govenor again (creates provincial palace)
    -) Bugfix: temple and palace slaves don't decrease the basic culture of a building
    -) Bugfix: slaves -> buildings
    -) Victory Screen: Shows amount of required points for legendary cities
    -) Tech Leadership: city gets palace automatically (saves time and helps some AIs)
    -) Bugfix: gold waggons can only be redeemed in own cities
    -) Forest can spread again on burned terrain
    -) The trade of bronze, iron and horse can increase the attitude to AIs by +1
    -) Patronage: half death rate of house slaves (instead of gaining free citizen)
    -) PopUps when a merchant gets robbed
    -) Auto-trade: PopUps when cities don't possess goods anymore
    -) unit supply in cities: only from pop 3
    -) Supply food delivery into cities adapted to game speed
    -) bronze forge movie is shown only once now, when first built. even if you've lost all of them during game it will be shown again once (eg due to natural disasters, pillaging)
    -) Added pedias for military ranks, veterans and elites and leader traits

    XML und Python:
    -) New message when a unit flees in villages (improvements)
    -) New ranking system and officer units for Greeks, Sparta, Macedonians
    -) New ranking system and officer units for Persian infantry
    -) New ranking system and officer units for Persians+Parthians -> Sassanid cavalry
    -) New ranking system and officer units for Egypts, Carthaginians/Phoenicians
    -) New ranking system and officer units for Sumerians, Assyrians and Babylonians
    -) Gladiator not buildable anymore. Appears automatically again.
    -) Horse breeding center: gains 1 bonus horse and spreads 1 bonus horse if you don't possess one.
    -) Dog breeding center: same mechanic like horse breeding
    -) Piracy: Everybody can switch to a pirate now. but the tech will be available for only some CIVs. Tech is conquerable.
    -) Merchants and Caravans can hire for protection in cities (decrease the robbery chance. -25% costs with civic Mercenarism)
    -) Christianity is connected with tech again. But if a player reaches year one, it gets founded automatically with the PAE mechanics
    -) New formation for vessels: full or half speed
    -) Victory monument changes


    SDK:
    -) added a .dll for 52 Civs (Ramk)

    Extras:
    -) Mourndraken's movies (200 mb, from 2015)
     
    Last edited: Jul 14, 2019
    cmakk1012 and Allain[Rus] like this.
  3. Brosso B.

    Brosso B. Chieftain

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    looking forward to it.

    This is going to torture my computer, but it's too tempting lol
     
  4. pie_at

    pie_at PAE-Let's play ancient :)

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    The use of this is voluntary ;)
     
  5. Allain[Rus]

    Allain[Rus] Chieftain

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    How soon? :)
     
  6. pie_at

    pie_at PAE-Let's play ancient :)

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    I don't know. I am testing now and found lots of small things still to change (unit strength, buildings, wrong buttons, help texts, etc.) I try my best.
     
  7. Allain[Rus]

    Allain[Rus] Chieftain

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    OK, thank you.
     
  8. Soulmate

    Soulmate Warlord

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    Great news! What a cozy present for holidays :p

    Please, take your sweet time to finish everything.

    ==
    I don't remember which version I tried last time, but I was greatly disappointed by the ludicrous limits on National units (literally 1 or 3? )

    Is this system still in place?

    (don't take this as criticism, everything else is just perfect :lol: (well... maybe cost for irregulars is illogical for me as well, standing army is cheaper than raised irregulars?)

    ==
    I assume a lot of this can be outdated, just letting you know that there are people eagerly waiting for the release:goodjob:
     
  9. rjsalpha

    rjsalpha Chieftain

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    Happy new year Pie and thanks for a 2019 I'm really looking forward to with version VI around the corner
    R
     
  10. pie_at

    pie_at PAE-Let's play ancient :)

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    Thanks to all of you and yes : a happy new year!

    national units: yes but you can get some more during combat. some units are limited because of either the AI or they "power". eg lots of merchants means lots of money etc. more than 2 work boats and the AI only build them for exploring... etc...

    and , I am sorry to inform you but my new modding situation: :D

    (but I still have connected my old harddrive to another notebook to continue modding...)

    Spoiler mycrashednotebook :
    MyKilledNotebook.JPG


    Edit: I could find a mainboard at ipc-computer.de! yeah
     
    Last edited: Feb 16, 2019
  11. pie_at

    pie_at PAE-Let's play ancient :)

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    Yes, I will change the amount of rankings for Romans from 20 to 15.
    The players of the german forum were against, 10 would be very less, but it's true, you won't have a unit winning 20 battles that easy,... even not in 20 turns.
    so I'll do 15 (max) or even 12 for other CIVs. I planned to give Assur 20 but I've decreased it to 12. Greeks 15->12 too.

    I could find lots of small bugs I've fixed. Improved pedia, strategy and help texts, where necessary. I think it is going to be a very stable and enjoyable version!
     
    RedMaul likes this.
  12. pie_at

    pie_at PAE-Let's play ancient :)

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    Does anyone can find out, if any IT specialist in your surroundings has access to a mainboard for an ASUS n71vn ?
     
  13. pie_at

    pie_at PAE-Let's play ancient :)

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    hehe.. good news... I think.... I really, really think.... THIS WEEKEND ?
    a first try of PAE VI...
     
  14. rjsalpha

    rjsalpha Chieftain

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    Sickie at work this week coming up..............
     
  15. pie_at

    pie_at PAE-Let's play ancient :)

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    hehe... It's done. You can download PAE VI from the first post. I call it BETA, because I don't know if there are still some bugs. I will wait some weeks and after that it gets official/final.
     
    Last edited: Feb 17, 2019
    mourndraken likes this.
  16. pie_at

    pie_at PAE-Let's play ancient :)

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    Damn. just found out that the advanced scenarios don't work with the .dll file in the Assets folder. The dll means 52 CIVs.
    Please remove the .dll when playing the advanced scenarios. I will fix that.
     
  17. Jarlaxe Baenre

    Jarlaxe Baenre Emperor

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    Might want to add to the feature list that ships can go up rivers now. That's cool, if a bit weird at times (I just sent a boat through Ireland).
     
  18. pie_at

    pie_at PAE-Let's play ancient :)

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    What? No. How?
     
  19. Jarlaxe Baenre

    Jarlaxe Baenre Emperor

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    It doesn't work on all tiles, but definitely flat grasslands with towns.
     

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  20. pie_at

    pie_at PAE-Let's play ancient :)

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    aaah. yes. Villages (the developed hut improvement) in PAE acts like fortresses in BTS.
     
    Jarlaxe Baenre likes this.

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