[submod] Cross' Overhaul: New Civs, Shia Religion, More Wonders, Civics Rework, Crusades and Much More!

I'm doing a few rounds of balance and bugfix patches. Later I'll get back into the rhythm of continuing to expand the roster of UUs (as an alternative to implementing Varietas Delectat, which would take almost as long), and adding some civs - playable Hamdanid instead of AI-only, playable Ireland instead of AI-only, the Xiongnu / eastern Turkic/Altaic civ that has previously been suggested, Australia (yes, it is planned, it's just that a 1900s civ is a lower priority). Eventually I'll make a 600 AD scenario, although I'm not sure it would actually be 600 AD. I'll find the date that best separates the Antique from the Medieval world, and suits the spawn dates of various civs, and pick that.
Thanks for your great work, your tempo of patches is unbelievable. Have you considered Kingdom of Judea from Aeons? As the map got bigger, I like the smaller civs more...
 
I'm now diving into Pie's Ancient Europe mod for assets (similarly to Sword of Islam or RFCE).

New Patch
  • Add Principes unit
  • Change art for sagittarii, give it as UU to Rome as well. Reduce bonus against light cav from 50% to 25% (given the increase from 3 strength to 4)
  • Remove generalship from Roman starting techs.
  • Change tech prereq for Legion.
  • Add Triarii unit as UU for Rome.
  • Add post-roman archer for most early west euro civs.
Thanks for your great work, your tempo of patches is unbelievable. Have you considered Kingdom of Judea from Aeons? As the map got bigger, I like the smaller civs more...
Maybe, but Judea would require a lot of tuning to make sure it doesn't mess up the expansion of Assyria, Persia, Alexander, Rome and so on.
 
OK. I tried the Kingdom of Hungary now, thanks for it and it is too easy to conquer Bulgarian capital immediately because right in this year of 895 there are Magyar barbarian Horse Archers (I saw 6) coming over Danube from north-east. I guess these could be removed as Hungarians now represent them...
 
OK. I tried the Kingdom of Hungary now, thanks for it and it is too easy to conquer Bulgarian capital immediately because right in this year of 895 there are Magyar barbarian Horse Archers (I saw 6) coming over Danube from north-east. I guess these could be removed as Hungarians now represent them...
No, the barbarians are there to put pressure on the area before the civ spawns, just like with the Bulgars and the Germanic civs. I will adjust starting unit quantities to get it right.

New Patch
  • Nerf human Hungary start
    • AI Hungary start remains the same.
 
Last edited:
The partition of Italy has not been pleasant.
 

Attachments

  • italybordergore.PNG
    italybordergore.PNG
    1.4 MB · Views: 154
No, the barbarians are there to put pressure on the area before the civ spawns, just like with the Bulgars and the Germanic civs. I will adjust starting unit quantities to get it right.

New Patch
  • Nerf human Hungary start
    • AI Hungary start remains the same.
Strange, I have to fight them too - Hungarians against Magyars...
 
Sagittarius model is broken in the latest patch, I see red balls instead of archers when I start the game for the Byzantines
 
I think the art for the BYZANTINE_ARCHER is missing, the path to the nif is Art/Units/Archers/Roman_Longbowman/romanbowmanfinal.nif but I dont see such a file to exist
Thanks for the find. They were supposed to be contained inside of an FPK file from Pie's Ancient Europe, but it was too large for GitHub (and forks don't support LFS). I've unpacked them into the repository now. It's a sizeable commit with lots of unused files, but I will be using more and more of them over time so it won't be a waste.

Hey just a question, is there a reason for Romans/Byzantines getting this many UU's? Will other civs that only have 1 UU potentially get second ones?
I have been adding multiple UUs for civs for a little while now, it's just noticeable for the Romans because I added many all at once. As I have said before, instead of implementing varietas delectat (unique unit art for each civ), I am implementing unique unit art via UUs. Which civs and in what number is arbitrarily based on whatever assets and ideas I happen to have at hand on any given day.

New Patch
  • Add Pies Ancient Europe Unit & Structure FPKs to the repo
 
Yemen UHV......

Except not really, turns out that the spices in South India don't work because I don't have a trade route, because I had to declare on Ghurids to get naval access (wouldn't give me open borders), and thus, it doesn't count as a trade route, cause I have no optics.


I now realise I could have just got it peacefully twenty turns earlier by settling Madagascar... oops.
 

Attachments

  • yemen fail.png
    yemen fail.png
    2.4 MB · Views: 70
Hello!

Playing as the Ottomans, and Izmir is showing up as city ruins?

I can go into WB, and the city shows up fine.

It's been doing this for a long time, I'll get a save file uploaded shortly
 

Attachments

  • IMG_20250702_174715.jpg
    IMG_20250702_174715.jpg
    2.4 MB · Views: 55
Last edited:
Caught another python error
 

Attachments

  • IMG_20250703_192521.jpg
    IMG_20250703_192521.jpg
    1.8 MB · Views: 31
  • IMG_20250703_192538.jpg
    IMG_20250703_192538.jpg
    1.3 MB · Views: 18
  • IMG_20250703_192544.jpg
    IMG_20250703_192544.jpg
    1.4 MB · Views: 13
  • IMG_20250703_192551.jpg
    IMG_20250703_192551.jpg
    1.4 MB · Views: 15
  • IMG_20250703_192557.jpg
    IMG_20250703_192557.jpg
    995.2 KB · Views: 13
  • IMG_20250703_192603.jpg
    IMG_20250703_192603.jpg
    1.3 MB · Views: 13
  • IMG_20250703_192610.jpg
    IMG_20250703_192610.jpg
    799.7 KB · Views: 42
Hello!

Playing as the Ottomans, and Izmir is showing up as city ruins?

I can go into WB, and the city shows up fine.

It's been doing this for a long time, I'll get a save file uploaded shortly
Doesn't this issue also appear in base DoC? I've known about it for a while but haven't tried fixing it yet. I can think of a workaround for it though.
 
Back
Top Bottom