Steph's mod

Rate his mod!

  • Boring, not interesting, I don't like it

    Votes: 0 0.0%
  • Some good ideas, but I'll play only a few games

    Votes: 2 33.3%
  • Average, I will play it from time to time

    Votes: 2 33.3%
  • Good! I will play it often

    Votes: 0 0.0%
  • Excellent! I will play it, and only it!

    Votes: 2 33.3%

  • Total voters
    6
  • Poll closed .
Steph do this, it will spare you alot of time.

Make a little scenario(just a island with grassland) and place all the units in it(just for one civ). Then it will tell you all the bug when you load the scenario(ogcause it can only tell one bug when you load it, so you have load some times), then correct the bug and load it again. This has made the MEM Bug Free!
 
Originally posted by Yoda Power
Steph do this, it will spare you alot of time.

Make a little scenario(just a island with grassland) and place all the units in it(just for one civ). Then it will tell you all the bug when you load the scenario(ogcause it can only tell one bug when you load it, so you have load some times), then correct the bug and load it again. This has made the MEM Bug Free!


This is how I check my mods, works very well:)
 
Download patch 1

It should solve the ini pb. It also add the Greek settlers (as well as Asian flavour settlers and workers).
I've tried to undo my correction, and come back to a SwordmanFortify .wav (with the blank). I hope I didn't mess anything!

I'll try to add all currently done units for era 2 this week end.
 
Did you you fix the copper bug (copper is not aloud on any terrain) It sucks I can not biuld connons in the game I am playing. Well, besides these miner bugs this is a really good mod:goodjob:
 
The ini for the longship needs some work this is the way you had it.
[Animations]
BLANK=
DEFAULT=LonboatDefault.flc
WALK=
RUN=LonboatRun.flc
ATTACK1=LonboatAttackA.flc
ATTACK2=
ATTACK3=
DEFEND=
DEATH=..\Galley\GalleyDeath.flc
DEAD=
FORTIFY=
FORTIFYHOLD=
FIDGET=LonboatFidget.flc
VICTORY=
TURNLEFT=
TURNRIGHT=
BUILD=
ROAD=
MINE=
IRRIGATE=
FORTRESS=
CAPTURE=
STOP_AT_LAST_FRAME=


and this is the way it is suppose to be.
[Animations]
BLANK=
DEFAULT=LongboatDefault.flc
WALK=
RUN=LongboatRun.flc
ATTACK1=LongboatAttack.flc
ATTACK2=
ATTACK3=
DEFEND=
DEATH=..\Galley\GalleyDeath.flc
DEAD=
FORTIFY=
FORTIFYHOLD=
FIDGET=
VICTORY=
TURNLEFT=
TURNRIGHT=
BUILD=
ROAD=
MINE=
IRRIGATE=
FORTRESS=
CAPTURE=
STOP_AT_LAST_FRAME=

NOTE you do not have a fidget flc in the folder;) and you mispelled longboat on all of the names;)
 
The link for the patch is corrected (I didn't know it was case sensitive!).
It includes the correction for the longboat and the copper bug.
Warning : I suggest playing in a map which is not to small. It's easier to get all the resources then.

I thank you all for your bugs hunt, but I would also appreciate some more general feedback. Do you like the tech trees? The unit lines? The rules changes? In a word, do you like playing this mod?
 
I´ll take a game today and give you all my suggestions:)

edit-It says Mobile Artellery_sm.pic cant be found. Game will exit, when I load the game.
 
Originally posted by Yoda Power
says Mobile Artellery_sm.pic cant be found. Game will exit, when I load the game.

:confused: :confused: .pic? Are you sure? Not .pcx? I didn't know there were pic files in PTW...
And in the pediaicon, the name is Artillery, there's nothing with artellery. And in my games, it loads correctly.
When does it happens? When you launch the game, when you load the scenario, when the game is created after you select the civilization? When you access the civilopedia?
Anyone else with the same pb?
 
Yes I have the same problem. It is exactly like Yoda said, except it is really .pcx not .pic.

I tracked the error. PediaIcon.txt line 2644:
#TECH_MotorizedArtillery
Art\tech chooser\Icons\Mobile artillery_sm.pcx
#TECH_MotorizedArtillery_LARGE
Art\tech chooser\Icons\Mobile artillery_lg.pcx

...and there are no such files in tech chooser folder. It is seems you simply forgot to include them in the zip, that's why we get error and you don't :)
 
I can't see how I forgot files when I zipped the entire folder. :confused:
Any way, here is an update (about 2.7 Mb).
It correct everything I can, including some pb with magenta spot in civilopedia icons.
And it adds the first Renaissance era flavour untis : All the pikes units from Cossacks, including pedia icons and unit 32.

Download update 1
 
ummm Steph...
this time TotalWar_sm.pcx (and _lg) is missing from tech chooser folder... i still can't play :(
 
Originally posted by Steph
The link for the patch is corrected (I didn't know it was case sensitive!).
It includes the correction for the longboat and the copper bug.
Warning : I suggest playing in a map which is not to small. It's easier to get all the resources then.

I thank you all for your bugs hunt, but I would also appreciate some more general feedback. Do you like the tech trees? The unit lines? The rules changes? In a word, do you like playing this mod?

I was going to save the suggestions untell I finished my game but to bad here goes;)

The tech trees are the best part but industrial and modern need alot of work in the since of organization.(I'm in the industrial ages) Now the unit upgrade lines are not the best I'm playing as the Americans and for a start I think braves should upgrade to pikes, boats should upgrade to Galley then Galley upgrde to Galleon. In my game my navy sucked untell I got Frigate and if I had a war over seas in the ancient times I would only be able to Transport 1 unit at a time and could not even go in to ocean or sea. Now for Cavalry I think Cavalry should upgrade to something like Armored Cavalry/Mech Infantry the Cuirassier should upgrade to tank the tank to armor. When it comes to rule changes the are good but I have a couple of suggestions: frist I think bombers should have longer range and be more powerful (a good examlpe is TETurkhan Test of Time love that mod) the armors, Modern Armors, Heavy Armors, MBTs, and Hover tanks should move faster alot faster (I have Horses in the ancient times that move faster then tanks and Modern Armors) and how is a MBT stronger then a Laser Tank and Mechs, MBTs should upgrade to Laser Tank the SPA should upgrade to MRLS then the MRLS upgrade to the Hover artillery and please make Carriers, and Nuclear Carriers Carrier more planes I mean come on 5 aircraft what the heck is that going to do and I think all industrial\modern ships should cost more. One last thing could you or someone else make Civilopedia entries for governments because I have no clue what type of government any of them are.

These are suggestions so you do not have to put them in but I think it will make the game better.;)
 
Originally posted by embryodead
ummm Steph...
this time TotalWar_sm.pcx (and _lg) is missing from tech chooser folder... i still can't play :(

Ok, I think I solved that mistery. I've send the beta to Thunderall a week ago already, but in the meantime I've added a few new icons from BeBro, and I forgot to add them in a patch!

Here they are :D
 
>The tech trees are the best part but industrial and modern need >alot of work in the since of organization.

Do you mean in the science advisor screen? In that case, it's normal, only the first era is "finished" in beta 1. If you mean in general, could you be more specific?

>Now the unit upgrade lines are not the best I'm playing as the >Americans and for a start I think braves should upgrade to >pikes, boats should upgrade to Galley then Galley upgrde to >Galleon.

That's done on purpose : the Americans are in fact Iroquois during the first era, and have very few units. But they are stronger at the end. In general, boats do upgrade to galley, then caravel, then galleon. But americans don't have these boats. they must wait for the "discovery" of America, when Iroquois switch to American...

Try with a european civ like France or England, you will get a more "standard" game.

>In my game my navy sucked untell I got Frigate and if I had a >war over seas in the ancient times I would only be able to >Transport 1 unit at a time and could not even go in to ocean or >sea.

Yep, the native american navy was not so famous

>Now for Cavalry I think Cavalry should upgrade to something >like Armored Cavalry/Mech Infantry the Cuirassier should >upgrade to tank the tank to armor.

They will. Remember beta 1 = first era. The other eras will be done step by step, so the upgrade path is not completly implemanted, as all the flavour units are not in (and I need them to finalize the upgrade path)

>When it comes to rule changes the are good but I have a couple >of suggestions: frist I think bombers should have longer range >and be more powerful (a good examlpe is TETurkhan Test of >Time love that mod).

I could do this, but I had the feeling it was enough. I can change it if several testers agree.

> the armors, Modern Armors, Heavy Armors, MBTs, and Hover >tanks should move faster alot faster (I have Horses in the >ancient times that move faster then tanks and Modern Armors)

I could increase the MP by one, but not more. Because :
1- Giving more MP = more attack (Blitz)
2- MP = not only sheer speed, but also the capabilities to have supply line. Horses can live off the land. Armor cannot. So there speed is limited by oil availability, etc. IF they were a real supply system in civ III that could limit it, I may consider increase the speed.
3- When tanks are available, railroad should be everywhere in your territory. So the speed limitation is actually in ennemy territory, were supply is harder to organize -> see 2 above.

>and how is a MBT stronger the a Laser Tank and

Because MBT = whole division. LAser tank = support AT unit (read the civilopedia entry ;o) ).

>Mechs MBTs should upgrade to Laser Tank

Do you mean mech infantry or mech?

>the SPA should upgrade to MRLS then the MRLS upgrade to the >Hover artillery

In another thread, someone else I shouldn't as they are to different piece or artillery with different purpose ;)

>and please make Carriers, and Nuclear Carriers Carrier more >planes I mean come on 5 aircraft what the heck is that going to >do

Not 5 aircaft, but 5 squadrons, or whatever you call it. I may increase it a bit, like 6 or 7, but never 10.

>and I think all industrial\modern ships should cost more.

This is OK. Would you have a suggestion about this increase? x1.5, x2?

>One last thing could you or someone else make Civilopedia >entries for governments because I have no clue what type of >government any of them are.

I'm still working on government, the key change will be a small wonder, government specific, that will make them more different that just a few modifiers in the editor. Be patient...

>These are suggestions so you do not have to put them in but I >think it will make the game better.;)

That's exactly this kind of feedback I was waiting for!
 
I played a little game, but desided to go to sleep now, so here are the small things I noticed.

The unit32 for the asian worker is wrong

I dont like the new map sizes, not everyone wants to play oin giga maps( I for one like small maps:))

you really need to start on building gfx, the shrine is showing the gaia generator from TET.

I think the goverments civiliopdeia entries should have priority, I have no idea which goverments I should choose when playing.

I noticed Pikes does´nt require Iron, should´nt they?

Also im researching far to fast, higher tech cost is needed too IMHO

If the castle has bombard ability it can only be build in towns. However if you remove the bombard it can be build in all cities. I think that would be a good idea.

thats all for now, expect more tomorrow:)
 
Do you mean in the science advisor screen? In that case, it's normal, only the first era is "finished" in beta 1. If you mean in general, could you be more specific?

I mean science advisor screen.


That's done on purpose : the Americans are in fact Iroquois during the first era, and have very few units. But they are stronger at the end. In general, boats do upgrade to galley, then caravel, then galleon. But americans don't have these boats. they must wait for the "discovery" of America, when Iroquois switch to American...

I was just checking I was not sure if you did it on purpose or intentionally:)


Try with a european civ like France or England, you will get a more "standard" game.


I am but on a world map;)


They will. Remember beta 1 = first era. The other eras will be done step by step, so the upgrade path is not completly implemanted, as all the flavour units are not in (and I need them to finalize the upgrade path)


ok, just checking.




I could increase the MP by one, but not more. Because :
1- Giving more MP = more attack (Blitz)
2- MP = not only sheer speed, but also the capabilities to have supply line. Horses can live off the land. Armor cannot. So there speed is limited by oil availability, etc. IF they were a real supply system in civ III that could limit it, I may consider increase the speed.
3- When tanks are available, railroad should be everywhere in your territory. So the speed limitation is actually in ennemy territory, were supply is harder to organize -> see 2 above.


I think one more MP is fine.



Do you mean mech infantry or mech?

Mechs


In another thread, someone else I shouldn't as they are to different piece or artillery with different purpose

At least make the Artillery upgrade to MRLS (I hate units that do not upgrade)


Not 5 aircaft, but 5 squadrons, or whatever you call it. I may increase it a bit, like 6 or 7, but never 10.

How about 6 for the Carrier and 10 for the nuclear Carrier I think that is reasonable;)


This is OK. Would you have a suggestion about this increase? x1.5, x2?

I think x2 is cool, might give me a challenge. You should make battleships cost more then Carriers and add a patrol fast, weak, and cheap.



Three more things. Frist, I built all of the water Improvements and can not upgrade my boats but I can build them? Second I am in the late industrial ages and my roads\railroads can not cross rivers pic below (see how my units are avoiding the river)

bob.gif




And third can you add some more Luxury Resources here is a list of Resources in my mod. I have all of the icons and most of the Civilopedia icons.(these are only Luxury Resources;) )

Cotton (Luxury)
Luxury Food (Luxury)
Luxury Goods (Luxury)
Cars (Luxury)
Medicine (Luxury)
Suger (Luxury)
Refined Suger (Luxury)
Coco (Luxury)
Refined Coco (Luxury)
Silver (Luxury)
Huge Gold Vane (Luxury)
Paper (Luxury)
Huge Silver Deposit (Luxury)
Jewelry (Luxury)
Vgames (Luxury)
exotic animals(Luxury)
Ancient Ruins(Luxury)
Salt(Luxury)
Refined Salt(Luxury)
Cloth(Luxury)
Paper(Luxury)
Glass(Luxury)
Clay(Luxury)
 
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