[SDK/MOD] Throughout the Ages v1.0

Just wanted to let you know that I'm very much enjoying your mod. I know a much longer game isn't for every taste, but the changes you've made pretty much fit the kind of things that make a game enjoyable to me. The way your mod is structured let's me have the sense that I'm bringing my civ through the ages as you've named it. Having said that, I'm really looking forward to the changes your going to make, shortening the techs just a bit, and allowing more civs by reducing the number of cities needed......as I likes a crowd when I play civ...lol. Just wanted to say thanks for the work you've put into this mod, and look forward to the changes.
 
Just wanted to know if the game i had is normal or not?
I played a Large game, with 5 other AI, i got the first tech with Bronze Ironmen (12 strength) and was amazed that four of the five others, sat at a strength of 1.
Well i went thru them like putty and it was only 80BC when i was done, then i got Iron tech and finished off the other player. I only had like four or five tech's total before end of game????
 
strategyonly said:
Just wanted to know if the game i had is normal or not?
I played a Large game, with 5 other AI, i got the first tech with Bronze Ironmen (12 strength) and was amazed that four of the five others, sat at a strength of 1.
Well i went thru them like putty and it was only 80BC when i was done, then i got Iron tech and finished off the other player. I only had like four or five tech's total before end of game????

Ok, I don't know if you chose "Custom Game" or not, however, if you do and check where those check boxes are you'll see there is no option for a conquest or domination victory. I removed them because they would defeat the entire purpose of this mod.

The mod wasn't created to win by eliminating your opponents. It is designed to be a simulation of real civilzation developement along with some fictional aspects. The purpose of the mod is to patiently develope your empire from the beginning of history (4000BC) and take it throughout the ages (Hence the name) to eventually win either through a space race or a cultural victory. Of course you could uncheck all the win conditions (excluding UN as it is no longer possible to win with) and just continue to play as long as you feel like and attain a future tech level of 10000. It's all up to you really. ;)

The point I am trying to make is that in this mod you can build units for free more or less, and yes after researching bronze working you will most likely be the only one with the strong units. However, the point is to not kill off all the AI, but to only involve yourself in wars with them if they annoy you or if one of them is much stronger than another AI they declare war on. Don't worry about the wars, they will come often enough. Just concentrate on building an empire you'll be proud of. ;)
 
Agent 009 wrote::
"The mod wasn't created to win by eliminating your opponents. It is designed to be a simulation of real civilzation developement along with some fictional aspects."

Well then isnt this just SIMCITY?:p just joking?:confused:
 
This would be awesome if someone could get a good revolution mod working so there were a ton of dynamics during a long long game.
 
strategyonly said:
Agent 009 wrote::
"The mod wasn't created to win by eliminating your opponents. It is designed to be a simulation of real civilzation developement along with some fictional aspects."

Well then isnt this just SIMCITY?:p just joking?:confused:

LOL! That's funny, but no, my mod is not really meant to be anything like Sim City. Sim City is about cities. Civ 4 is about civilizations. (World) They are both good games but sim city is more of a one player (no AI) game without any kind of strategy involved. That's why I like Civ 4 much better personally. It gives a better feel to real life than Sim City ever did.

Other than that, I did mention an upcoming patch. I was hoping to have released it by the end of May, but unfortunately, I also have been talking with ploeperpengle and seZereth about helping them out with their Warhammer Fantasy Battles Mod. Ploep confronted me about 2 weeks ago or so... (could be a month now) and asked me if I'd help out. It was only last week while in the midst of making the patch that he asked about it again.

Basically he was waiting for JPeriod and well it would seem J is either busy or away and so Ploep is co-ordinating the efforts atm. So since I promised I'd help them out I've been in contact with both ploep and seZ for the past week or so to get started on the unit XML programming for their mod.

I am nearly complete on my patch... the only thing that is missing atm is the strategy entries. If you guys want I can release the patch as is but, you will still get those TXT_KEY_CIVIC_WHATEVER_STRATEGY popups for civics when you get new civic options, and the new units and techs have yet to be done as well.

Let me know what you guys think and perhaps I'll release the patch as it is now and just update the strategy entries for the next one. ;)
 
For me personally, I would deal with the pop-ups for now to have the update to your mod.
 
darkedone02 said:
I don't want any pythlon errors, we can wait till you finish the things you need to do before you release it.

LOL! I don't know if you are kidding or not but the things I meant that aren't done are the strategy entries... it's XML and it is in game text. There are no errors at all. Just those pesky TXT_KEY thingies. :P

I really need to get some sleep right now though so, I'll upload the patch tomorrow so I can check to see if I am missing any files first. ;)
 
Alright I have posted the newest patch.

It is a CivFanatics Quick Links upload, (so it is on the forum) and the link is located in my first post.

Be sure to check the changelog for more info. ;)
 
strategyonly said:
You know you have some competition now, Total Realism takes aloooong time to play also (for now). It took me 2 1/2 hours just to get five cities.


LOL! :D It was bound to happen. There are so many mods around and the SDK now as well... it was only a matter of time before players started wanting longer games. ;)
 
Was giving this mod ANOTHER chance, and when i was playing i went for Bronze and should have revealed, tin/copper and more but it did not reveal any tin, so i checked the worldbuilder and i had tin in places within my border, but to no avail. So i put some tin in just in case it didn't read what the initial map had put there and still nothing.
 
My only problem has been that the research time for all of the techs is 100,000 beakers, but I just downloaded the newest patch so hopefully that should fix everything.
 
Yeah the tech costs have been reduced by 50%.

As for your problem strategyonly, I don't have a clue how that could be happening. It has always been working here and no one else has complained.

Are you sure it is tin that is not appearing? Cause it looks like ALuminum and so those two can be easily mistaken for the other.

I can't see how after researching Bronze Working that it doesn't appear. If it says it does on that tech then it will. That function is hard-coded into the Game Core. I don't even know how to change it. ;)
 
Hello, i downloaded this mod and am trying to play it. When it starts up it has the tta title screen, but no new techs and civics. I put it into c:\Programs Files\Firaxis Games\Sid Meier's Civilization 4\Mods. Which is the same place i have my other mods. I am running version 1.61 of civ4. What did i miss?
 
maybe since i havent had this mod before i dont need version 1.07 put should only install version 1.16? AARgh i dont know im confusing myself i think. I burned my brain out this weekend 40 hours of play this weekend. Yes i have no life!!!
 
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