The Capo
godless Heathen
Wait, why would you even automate a Gladiator? I didn't know melee units have an automation button. The only real use for a Gladiator anyway is cannon fodder, well catapult fodder I guess.
When I clicked on the Constantine button from the Byzantium Civilopedia entry, the game minimized and an error message appeared saying "Failed to allocate video memory. Please try reducing your graphics settings. File:\main\Civilization4\SDKs\Gamebryo2_0\CoreLibs\NiDX9Renderer\NiDX9SourceTextureData.cpp,Line:749" This happened with Amenhotep III, Ptolomey, and Cleomenes as well. Each had a different line cited. I was able to re-enter the game, though, so this just minimized.
But that's the thing. Today I was looking at Tamerlane and he displayed this time, and I was able to successfully exit the Civilopedia without a CTD. I haven't tried to recreate the bug you cited, though. I don't know if it was a one-time thing. I had been told my graphics card isn't that good (in fact, it's waaaaay below the CV specs, but I don't think that effects CIV.
The French Musketman and Janissary have the same stats.
On animals,
I know the subject of animals have been done to death and you probably just never got around to changing their stats.
Also, as I reported last time the hunting feature is awesome. However, sometimes it creates some odd reasource distrubations.
Such as elephants on ice tiles. Is there anyway to disallow certain units to move into certian tile types? I remember a mod a while ago which disallowed chariots to enter forests, but forests are a terrain feature and it has been awhile since I have fooled around with the xml to see if this was possible. But I think the <TerrainImpassables/> tag does this, but I may be wrong. It would be nice if elephants could not enter deserts, ice and perhaps tundra as well. Horses and deer probably shouldn't enter deserts and ice. While deer could represent northern reindeer, I always interpreted ice as the absence of any vegetation at all.
On Serfdom,
I know this is a old change, but I love what you did to serfdom, it is now a powerful and valid alternative to slavery. However, it is now in my opinon a bit too powerful, now this has more to due with flavor then anything else so many would probably disagree with me. But it is a bit odd that serfdom gives a commerce bonus to farms and I found my science skyrocket after switching to it. Serfdom and scientific progress are two things that I would not usually connect with each other. Not only that, but river sided farms are very powerful when combined with the finical trait as they get+3 as well as the food and production. Is there anyway you could remove the commerce bonus or would this imbalance the civic?
However if you decide not to remove the bonuses, as it is, the Caste System civic seems a bit underpowered. Also, watermills, already a pretty odd alternative to farms seem even weaker thanks to farms getting a nice boost in serfdom.
How about making Caste System give 1+ Food to Watermills? Even if it is stacked with state property, it would not be overpowered when compared to farms as farms gain a nice bonus due to the biology and can be build anywhere while watermills need rivers.
On Incas and the dreaded Quecha,
This is one of my favorite subjects and since it was mentioned to be a over powered civ by Almighty dF a while back, I figured I may as well point out the fact that the Quechas already are nerfed in this mod. Due to the fact that this mod features many barbarian spearmen running about (in fact, in one of my games I saw more barbarian spearmen after about 2500 BC then I did Archers) any Inca player who spams quechas will be hardly able to defend himself against barbarians. I think this is because Spearmen only need hunting to be made and since barbarians don't need resources to spawn, they pretty much pop up everywhere. Warrior defenders beware!
Alright, so this time I've got a lot of new feedback for you, so get comfortable.
The "plant forest" worker action appears even when a forest tile is present. This probably should be an action that's only do-able on tiles without foliage.
When I looked at the victory conditions, one of the lines read "TXT_KEY_BEST_RIVAL..." the rest fades off. This is for one of the rival victory stats, but I couldn't figure out which it is.
Another one is "TXT_KEY_OTHER_NATIONS_CCV" yet again, I don't know what this is actually supposed to be.
When I clicked on the Constantine button from the Byzantium Civilopedia entry, the game minimized and an error message appeared saying "Failed to allocate video memory. Please try reducing your graphics settings. File:\main\Civilization4\SDKs\Gamebryo2_0\CoreLibs\NiDX9Renderer\NiDX9SourceTextureData.cpp,Line:749" This happened with Amenhotep III, Ptolomey, and Cleomenes as well. Each had a different line cited. I was able to re-enter the game, though, so this just minimized.
In addition, there were blank entries (no leaderhead images, no buttons, no text, etc.) for Basil II, Abu Bakr, Henry VIII, Hitler, Alexander, Pyrrhus, Joshua, Solomon, Smoke Jaguar, Xerxes, Marcus Aurelius, Scipio, Franco, and Tamerlane (I was playing as him). When I went to check what happens on the statistics screen, and exited the Civilopedia, the game CTD'd. Can't figure out why...
Now to Vortilex...
Yeah, you chop the forest to get the hammers, plant one and then chop that. That is intentional, and not a mistake.
I'll go have to check that stuff out, Thomas SG is the creator of CCV and helped me with the mod so he may have left some of his stuff in there accidentally. I'll try to get it fixed.
I am going to check the blank entries for these leaders, but I'm relatively sure that I have them working. You may be missing some files (due to a bad DL or something like that) which might be causing this. Has anybody else experienced this stuff?
Well, I agree that the Inca are not really that overpowered and that the Quechua UU is not really that good either, I think I said something about this before. But I didn't change the amount of barbarians at all, so I don't really understand the "
Due to the fact that this mod features many barbarian spearmen running about" statement, but yeah, I agree the Quechua isn't that great.
Personally I was always a fan of unique barbarian units and not that many mods have them, so I say go for it! You could also have something like Bedouin desert raiders pop up in the desert too.
I remember Total Realism has some unique barbarian units, including a very annoying primitive tribe unit that only had 1 str but 2-3 moves and would run around pillaging improvements if you weren't careful.
Also speaking of Jaguars reminds me, these are the current stats for the animals in the game:
Bear (3,1)
Cheetah (2,3)
Gorilla (4,2)
Jaguar (2,2)
Lion (2,1)
Panther (2,2)
Polar Bear (5,2)
Tiger (2,2)
Wolf (1,2)
Deer (1,2)
Elephant (3,1)
Horse (2,2)
I would definitely change some of these, especially the lion, gorilla and polar bear sounds bad to me
EDIT: Bear, Cheetah, Jaguar, Panther, Wolf ok
Lion and Tiger should be (3,2), Gorilla (3,1), Polar Bear (4,1)
Deer should be (2,2) Horse (2,3), Elephant (5,1) - as they can only defend it doesn't bad if they are stronger than they should be compared to the other animals
Also, you should change the civilopedia entry for Deer, Horse and Elephant from the usual "Beware, animals hunt your settlers and attack your units."
@AbsintheRed
Those animal stats look pretty good for the most part, but I have a hard time judging on which should be more dangerous, a bear or a tiger.
Also, I would leave the deer at 1 strength, I have actually started up some games and rushed to animal husbandry, and at most I was only able to really bag a couple of deer (once I did get a horse though) before animals disappeared and were replaced by barbarian warriors. Also, the deer I did kill where sometimes a long way away from my starter city. So I probably just helped out a rival civ.
In games where I didn't get animal husbandry right off the bat I didn't get to kill any animals at all. There should be a easy, non-game breaking prize for rushing to animal husbandry to hunt animals and the 1 strength deer work just fine.
True.
But when I anno suggested to put some new animals in the game - a few months ago in the old thread - I remember we discussed to extend the animals.
I mean they won't disappear in the end of the ancient era, rather in the end of the classical (although I'm not exactly sure when the animals disapper, but I always thought it's something like this)
If Capo still plans to include that, then there will be plenty of time to hunt them all
EDIT: If we won't change this, then I have no problem to further reduce some of the strength. Especially the bonus-giving ones
Something like this:
Bear (3,1)
Cheetah (2,3)
Gorilla (2,1)
Jaguar (2,2)
Lion (3,2)
Panther (2,2)
Polar Bear (3,1)
Tiger (3,2)
Wolf (1,2)
Deer (1,2)
Elephant (4,1)
Horse (1,3)