[SDK/MOD] Throughout the Ages v1.0

sniperm13 said:
Hey there. Ive been looking out for this mod since ive seen the post and i have been eagerly anticipating it. One of my biggest gripes about CIV IV (and CIV III for that matter), was the tech overlapping the time period. Having gunpowder before reaching AD was kinda unrealistic. Im just d/ling your mod now to check it out, thanks for this. One suggestion though, I can see the reasoning for your starting the game at 500 bc because of the 1 yr/turn change but is there any way for you to start it at 3500 bc even if the difference between 3500bc and 500bc will last 50 or less turns? Just makes sense especially if youre playing ancient civilizations like the Egyptians or Greeks. Wasnt sure if the 500BC choice was a techinical issue or what...


Yeah it was a technical issue... I didn't want to be forced to make turns more than 1yr and then change as the original game did. So, I made the start date 500BC and calculated mathematically the average amount of tech points a city will make from start to finish and averaged it out, multiplied by how many cities the player would get and by how many techs there are. (Something like that.) :p Which is how I got the techs to have 100000 points each. ;) (I can't think right now... too hungry gotta go make food. ) :p

I know that 500BC is sort of considered the classical era and not ancient, however, the best course to take tech wise is to research to Alphabet ASAP so that you can build research, writing prior to that of course which unlocks libraries. This will be instrumental in providing the neccesary boost in research, and also Alphabet is a classical era tech, so researching it will put you into the classical era. This can be done in about 500 turns. ;)

If all of your cities have a library, and are building research, all techs after Alphabet should take around 40 turns or less and it will keep dropping. ;)

The way I have it laid out right now is, if you follow the suggested map size, game speed, and target number of cities, you should get to the classical era by about 1 AD, Medieval at 1000AD - 1200AD, Renaissance at 1600AD-1700AD, Industrial at 1850AD-1900AD, and modern around 1975AD. Future I am uncertain but it would be somewhere past 2000AD. (Hopefully)


NEW_Rome said:
Ok, I have no idea what happend. I installed the new patch and played. The techs took slightly longer than normal. Pottery took, like, 30 turns MAYBE. I don't know. I'm not having the same probolems with time everyone else is. So yeah, INSTALL THE PATCH!!!!!!

NEW_Rome

Actually I didn't change the techs at all. The only changes were the CIV4GameCore.dll (one change for the border growth) and I fixed the civilopedia entries that weren't working. ;)

One of these days I will get around to making unique buttons for the new techs. :p
 
New Patch available for download. Version 1.02 On page 1 in first post. ;)

Check change log for changes and check this Screenshot. ;)


 
hey agent 009 will the new patch be compatible with saved games? I like this mod, because the techs are slow that way you can keep the units awhile before having to upgrade them. Great work :goodjob:
 
yellowhorse said:
hey agent 009 will the new patch be compatible with saved games? I like this mod, because the techs are slow that way you can keep the units awhile before having to upgrade them. Great work :goodjob:

Yes these changes are only art and text related so saved games will still work. ;)
 
Thanks for the reply. Got a chance to play your game last night, it was actually very good. One of the best things Ive found about your mod was its cruel incapacity of giving techs too early (heck i fought with warriors alone during the first 270 years. But ive found that it was very punishing if youre not using a scientifically inclined ruler (or commerce). I used the French (Napoleon -- wish they would put Joan of Arc back -_-), and was stuck in an archepelago on the southeast side of the world (Terra). Took me 250 turns to get off the blasted island and started hopping but by the time i found a decent continent, the other civs had about 10 or so cities while i had 4. Was really a run of bad luck to be placed where i was but i was willing to take the challenge ^_^. However, it did occur to me that some of them were already getting chariots (Malis) while i was getting my first archer. they were also they were ahead in the religion race also, couldnt keep up. First game and a good story to tell already ^_^. Going to be restarting the game as i have found this mod to be really good in keeping the units long enough for you to actually use them, lol. Thanks again for the great work, but for your next update, any way you can squeeze the starting year thing in <.<, .
 
Hmm.. I just thought of how I might possibly be able to fit your request in without messing too much up.

How about still having a total of 6000 turns for a game but, instead it would go like this:

4000BC - 500BC = 100 turns (35 years per)

The rest of course would be 1 year increments. Instead of the end year being 5500, it would end up being 5400.

Let me know what you think of this, if it needs tweaking, or if you have any other suggestions. ;)
 
Hey agent
I'm in a game using the 1.00 mod(Didn't want to update until I get a chance to play this one out) While it took forever to get techs at first, I kept myself busy building cities and a military. By the time I reached 0 AD, the techs started rolling in at about 10 turns per. I just reached 400 AD, and get techs about every 2 to 3 turns. This is with all cities having Libraries and Universities. My slider bar is set to 90%. Just wanted to let everyone who hasn't made it that far, stick with it, the game really starts to move once you get estabablished. The game really rocks, thanks to you and everyone that helped. I played a marathon all dayer and just kept saying one more turn then I'll quit, LOL. I enjoy being able to build HUGE armies with minimal costs, plus get to use them before they become obsolete. I guess my biggest satisfaction from my current game, was when it said my population just exceeded one BILLION. WOW!!! Can't wait to finish this so I can update. Thanks again Agent 009!!!!

PS BTW make sure you research archery and Bronze working as soon as you can. Normally the AI is slow doing so, making you the big Kahuna. You'll be able to defeat any and all civs.
 
If you can pump out techs near the end of the game at one every 2 or 3 turns, doesnt that make all units nearly always obsolete as soon as you've built them?
 
sickre said:
If you can pump out techs near the end of the game at one every 2 or 3 turns, doesnt that make all units nearly always obsolete as soon as you've built them?
Many of the units can be upgraded, but I choose to stagger them, some snipers, some muskets, etc. That way I have some throw aways to attack a city if need be. Plus many of the techs I'm getting now, don't have an associated military upgrade, but it's my first try at this patch, so I'm still learning.:)
 
chas1951 said:
Hey agent
I'm in a game using the 1.00 mod(Didn't want to update until I get a chance to play this one out) While it took forever to get techs at first, I kept myself busy building cities and a military. By the time I reached 0 AD, the techs started rolling in at about 10 turns per. I just reached 400 AD, and get techs about every 2 to 3 turns. This is with all cities having Libraries and Universities. My slider bar is set to 90%. Just wanted to let everyone who hasn't made it that far, stick with it, the game really starts to move once you get estabablished. The game really rocks, thanks to you and everyone that helped. I played a marathon all dayer and just kept saying one more turn then I'll quit, LOL. I enjoy being able to build HUGE armies with minimal costs, plus get to use them before they become obsolete. I guess my biggest satisfaction from my current game, was when it said my population just exceeded one BILLION. WOW!!! Can't wait to finish this so I can update. Thanks again Agent 009!!!!

PS BTW make sure you research archery and Bronze working as soon as you can. Normally the AI is slow doing so, making you the big Kahuna. You'll be able to defeat any and all civs.


:woohoo: :thanx: Much appreciated. :D

This is sort of what I was trying to explain in previous posts. It does take quite a while for the first tech or two, however, as you might imagine, libraries and other research increasing buildings' apparent output is exaggerated. In other words, you can see the difference a lot more in this mod than in the original game. ;)

1 Billion pop you say? LOL I am also playing my mod and well because of the patch work I haven't had much time to play so I only have 25 or so cities so far and still I am under 1 mil pop. :p

Then again, I guess such is the life of a modder... never really having as much time to play his own creation than actually desired. :p
 
Although I don't see much use for the borders over ocean part for my mod, the other things, except the slower cultural growth (which is in my mod already), would certainly be a really good addition.

Biggest problem is that it would most like make saved games no longer function, and if they did still work, the new code probably wouldn't effect current saved games.

Either way it is a lot of work, so I will get to it at some point however, for the time being I think I'll let everyone play my mod first before coming out with any major changes. ;)
 
Only thing I can think of that would make that happen is that you didn't place the files in the right folder. Place the Troughout the Ages folder within the Mods folder and it should work....

NEW_Rome
 
johnjohn said:
You have Civ4 update 1.61 installed? Many people have that problem with MODs lately.


Yeah that's the problem alright. This mod is only compatible with patch 1.61. ;)
 
Agent 009 said:
Hmm.. I just thought of how I might possibly be able to fit your request in without messing too much up.

How about still having a total of 6000 turns for a game but, instead it would go like this:

4000BC - 500BC = 100 turns (35 years per)

The rest of course would be 1 year increments. Instead of the end year being 5500, it would end up being 5400.

Let me know what you think of this, if it needs tweaking, or if you have any other suggestions. ;)

^_^, yes, that would work!

Like i said, just to make the game a little more authentic. Working on my second game now, but they seem to be knocking the wind out of me in the tech race by playing Napoleon O_o. Civs seem to be real smart about using the Great People system to get techs quicker... , Guess its time to check out some other civ now, heh... maybe Sid O_O, lol. Please note that the balancing is good i think, having a horde of warriors and archers can keep you on the offensive just like ancient times. thanks for this, its great fun! Will be looking out for your next update ^_-.
 
sniperm13 said:
^_^, yes, that would work!

Like i said, just to make the game a little more authentic. Working on my second game now, but they seem to be knocking the wind out of me in the tech race by playing Napoleon O_o. Civs seem to be real smart about using the Great People system to get techs quicker... , Guess its time to check out some other civ now, heh... maybe Sid O_O, lol. Please note that the balancing is good i think, having a horde of warriors and archers can keep you on the offensive just like ancient times. thanks for this, its great fun! Will be looking out for your next update ^_-.

Ok, I guess I'll make that change at some point in the near future. I also plan on adding a Canadian Empire with the leaders of John A. MacDonald, and Pierre Elliot Trudeau. I don't know why I didn't think of adding them before, afterall I am Canadian. :p

Keep the suggestions coming guys, I'd like to keep refining this mod. ;)
 
Back
Top Bottom