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 .
These are not 100% OK. I hope to get more specifics graphics for the fusillier.
 

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Originally posted by Yoda Power
I did´nt patch(I have ptw anyway), maybe I should patch and see if the name changes. Thats my only explanation:confused:
ha! it was that, now my leader is called leader anciant times.
 
I believe in tech tree of the second era there is a missing link between anatomy and medicine. In the first era you become the possibility to build the iron works, but coal isn't visible.(?)

Will you make a better version of the tech trees? (I mean optics not the trees) Can anyone help you at this point?

goethe posted
I believe not all of us have these directories. So it is possible the mod crashes
Steph answered
All of you should have it, it's installed with PTW.
Are your sure? May be I deleted them few months ago. :confused:


PS: :mad: I hate the Firaxis guys. I possess US version of CIV3 and German version of PTW. In german PTW-version Firaxis translated all names of the unit folders. So I become error messages like "File not found ...\CannonRun.amb" cause the foldername is "Kanone" and not "cannon". :cry:
 
Originally posted by goethe
Will you make a better version of the tech trees? (I mean optics not the trees) Can anyone help you at this point?
Do you mean in the science advisor screen? Then no, to many techs.
You also have a picture version of the tech tree that should come with the zip. Or perhaps I forgot to put it in the second beta zip, and it was only in the first??

Anyway, you also have it here, with regular updates if any

Link to the tech trees
 
The Tech Tree I've got doesn't look like this. How do I get mine to look like that?
 
Originally posted by Warlord 101
The Tech Tree I've got doesn't look like this. How do I get mine to look like that?
Oh, I changed the tech advisor screen because Steph didn't want to do it. If you want to use it, save the files techboxes.pcx and science_ancient.pcx in the folder ...\art\advisors. Additional you have to change the x/y-coordinates with your editor. The new coordinates are in the zip-file.

Tech advisor - ancient era

BTW: Steph, your mod is the best I ever played :goodjob: :worship: :worship:
 
Thanks for the help. And yes, Steph's mod is absoluely excellent!
 
Originally posted by goethe

BTW: Steph, your mod is the best I ever played :goodjob: :worship: :worship:

Thanks! I need some incentive to work on it, and comments like that are likely to reduce the delay before next version.

It's not that I don't want to finish it, I simply have so many on going projects that they keep going up and down on my priority list.
 
I simply have so many on going projects that they keep going up and down on my priority list.

Ah, yes, I've experienced that before. I'm animating 2 comics at once, writing a piece of Fan Fiction and desginging a JC's The Thing based Card Game.

So go for the gold, man! This mod is both accurate and intensely enjoyable!
 
I think the Minutemen needs to be cheaper. that is all I have to say right now, I will let you no about things I like and don't like as I make progress in my game.
 
I have some comments and feedback frist of all you need to get some defensive units for all eras preferably 2 to 3 defensive units that upgrade to each other, for the ancient/middle age nothing is really required (there is plenty of defensive you should have the spearman upgrade to something in the late middle/early industrial age then to Heavy Machinegunner though) but in the late middle/early industrial age you need alot more defensive units and in the industrial age you need more defensive you could just make the Heavy Machinegunner have 20 defensive then have it upgrade to a advanced Heavy Machinegunner that has 30 defensive and so on though the ages. (Making it's defensive match the main Infantrys attack in that era.)


I have two bug reports for the Americans. The Americans can build the Hussar witch in the civilopedia says is the Swedish UU, and American can also biuld Imperial Musketman witch the civilopedia says is the German UU.(I do not no if these are mistakes or on purpose;)) and the Cavalry civilopedia entry is invalid.(I still think the Cavalry should upgrade to MechInfantry :p)


A couple more things I wanted to comment about, frist is the ships I thing you need to increase the amount of pleople on the industrial/modern age Transport ships, here are some suggestions make the Troop Ship carry 8 units foot units only, the Transport ship carry 12 units foot units only, and the Assault Ship carry 14 units foot units only. Then make three deferent ships that can carry all units but can only carry like 6 then the next ship carry 8 then the next carry 10, this is just an idea that I thought would be cool. I think you should increase the range of navel planes, navel bombers and land bombers.




Now for increasing the cost of techs and boats, I think the Battleship class and aircraft carrier class ships should cost 25% more then what they are now and the techs should be increased by about 25 to 35%. btw I still think the cost of the ships and techs should be increased eventhough I am playing accelerated production:)



Now to tell you about the game I am playing on a 362 by 362 world map 10 players (I think) the turns are like a 30 to 40 seconds long about 870 AD accelerated production (I love the industrial/modern age) 4 civs died I have settled 3/4 of the united states (I am the Americans) all of Europe is settled 1/2 of Aisa is settled and it is really fun to play(if anybody wants the modified world map I can upload it:), I have to fix some stuff Because the map is alittle missed up)



I have some more things to add, frist you need to put something in-between the brave and minuteman when it comes to upgrading units. You need to add more city improvements and I have some ideas about this. In my mod I am making for myself, instead of having city improvements like water mill, wind mill, and Sky Scraper have it like Industry zone 1, Industry zone 2,
tech Industry zone 1, tech Industry zone 2, etc. but still have the stuff that is all ready in the game and have it where Industry zone 1, 2, 3, 4 and so on cost more then the one before it. (hope you understand I had a little trouble trying to explain it ;))
 
Hmm... Probably when it will be ready :D

I have difficullties to find time working on this mod right now.

I want to finish American Conquest / Fight Back / Cossacks first. That will be a big item on my TO DO list.

I will probably work a bit on the mod, but I start to have to many units : organizing them with this damn editor that cannot sort things alphabetically is a pain in the :spank: ...
So it goes slowly...

And as I keep thinking "hey, I could do a more convenient editor", I'm always tempted to work on SSS instead of the mod...

I will try to make a new version with the 3rd era before the end of the month, and do the 4th before the release of conquest.

That means also a another version after conquest, as I'm not in the beta test and cannot prepare things in advance :cry:
 
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