Svartalfar Mod

! C:\downloads\AssetsSCMM1.2J.rar: CRC failed in Assets\art\units\Civs\calabim\assassin\explorer_fx.nif. The file is corrupt
! C:\downloads\AssetsSCMM1.2J.rar: Unexpected end of archive
 
hmm, i used winrar3.51 for it, which version are you using?

ive played several games of it with others whove downloaded it fine

perhaps redownload if its corrupt? if thats not the problem then im guessing its winrar versions, or else the problem is out of my scope heh
 
Wow, I can see that you've expanded quite a bit on what we've done. A few pointers for your consideration:

  1. Scrap the writing requirement on Summoning and Sorcery, and instead use Mathematics;
    .
  2. I was thinking over the archery line, and I think the techs could be renamed (allowing us to logically link them up better). Something that has to do with tension-loaded strings would do fine for Archery, and Composites would be a fine replacement for Bowyers (though it should keep the "bowyer" building name);
    .
  3. Do you plan to add an extra requirement to each of the religion specific techs? If so, I'd suggest Optics for Mind Stapling, Animal Handling for Hidden Paths, Smelting for Arete, Fanatacism for Unquestioning Obedience, and Arcane Lore for Corruption of Spirit;
    .
  4. You might want to consider moving rangers back to Feral Bond. It'll leave Animal Handling sort of vacant, but we can do something about that;
    .
  5. Try making Smelting lead to both Iron Working and Metal Casting. Then, make both Iron Working and Metal Casting be required for Mithril Working. The fact that Metal Casting reveals mithril should make it a viable tech to take before Iron Working, for some. Also, you may want to average the two techs' costs to reflect their similar position on the tree;

That's all for now. Agree? Disagree?
 
More ramblings, along with some specific requests:
  1. We ought to do something about Drama. Try linking it to education. I don't like piling anything more on that tech, but I get the feeling you wouldn't appreciate linking it to writing. Also, we ought to consider adding another tech after it.
    .
  2. Note that both of the non-religious techs that stem from Mysticism now require Education. Not sure if you want to do anything about that right now.
    .
  3. I just realized what you did with Trade. Smart move. Only complaint is that it puts chariots and horse archers on the same tech. It would be nice if we could correct this.
    .
  4. I'd suggest making Warfare a requirement for Smelting.
    .
  5. Sanitation ought to have another requirement, but I can't for the life of me decide what. On a side note, we probably should do something with the public baths building.
    .
  6. I think linking Optics to Tracking would be a good idea.
    .
  7. Seems like Currency ought to be linked to Trade.
    .
  8. Linking Construction to Mathematics would also be good.
    .
  9. Priesthood- link it to Writing?

Edit: also, now that Poisons and Deception are the same tech, you might want to have Deception require Tracking. No idea why that escaped my notice until now. Did you intend to link it to Tracking instead of Drama?
 
ah, finally, was waiting for you to wake up lol

was hoping to get your ideas earlier, but ill be making a newer version not too long from now too since i got more things i want to add.

alot of what you wrote is things i was thinking about but wanted another opinion, lets chat over hamachi to iron out the details ;)
 
Wow, I can see that you've expanded quite a bit on what we've done. A few pointers for your consideration:

  1. Scrap the writing requirement on Summoning and Sorcery, and instead use Mathematics;
    .
  2. I was thinking over the archery line, and I think the techs could be renamed (allowing us to logically link them up better). Something that has to do with tension-loaded strings would do fine for Archery, and Composites would be a fine replacement for Bowyers (though it should keep the "bowyer" building name);
    .
  3. Do you plan to add an extra requirement to each of the religion specific techs? If so, I'd suggest Optics for Mind Stapling, Animal Handling for Hidden Paths, Smelting for Arete, Fanatacism for Unquestioning Obedience, and Arcane Lore for Corruption of Spirit;
    .
  4. You might want to consider moving rangers back to Feral Bond. It'll leave Animal Handling sort of vacant, but we can do something about that;
    .
  5. Try making Smelting lead to both Iron Working and Metal Casting. Then, make both Iron Working and Metal Casting be required for Mithril Working. The fact that Metal Casting reveals mithril should make it a viable tech to take before Iron Working, for some. Also, you may want to average the two techs' costs to reflect their similar position on the tree;

That's all for now. Agree? Disagree?
1 & 2 could work
3 sounds perfect
not sure about 4
about 5, im almost considering compacting smelting/iron working/metal casting into 2 techs and making both the units available with the same tech so one doesnt outshine the other and situation then dictates the choice, though if i could make some space up there it might be worth making them two choices at the same level
 
More ramblings, along with some specific requests:
  1. We ought to do something about Drama. Try linking it to education. I don't like piling anything more on that tech, but I get the feeling you wouldn't appreciate linking it to writing. Also, we ought to consider adding another tech after it.
    .
  2. Note that both of the non-religious techs that stem from Mysticism now require Education. Not sure if you want to do anything about that right now.
    .
  3. I just realized what you did with Trade. Smart move. Only complaint is that it puts chariots and horse archers on the same tech. It would be nice if we could correct this.
    .
  4. I'd suggest making Warfare a requirement for Smelting.
    .
  5. Sanitation ought to have another requirement, but I can't for the life of me decide what. On a side note, we probably should do something with the public baths building.
    .
  6. I think linking Optics to Tracking would be a good idea.
    .
  7. Seems like Currency ought to be linked to Trade.
    .
  8. Linking Construction to Mathematics would also be good.
    .
  9. Priesthood- link it to Writing?

Edit: also, now that Poisons and Deception are the same tech, you might want to have Deception require Tracking. No idea why that escaped my notice until now. Did you intend to link it to Tracking instead of Drama?

1 drama already does require education heh
2 could make knowledge of ether require calendar on the basis that you'll need calendar for archmages (reagents)
3 i thought this was a problem at first, then i figured the need for construction for chariots and archery for horsearchers made it an interesting tech
4 how about warfare for iron working instead? smelting isnt too impressive on its own, and would be nice to be able to research something off of bronze without needing other far techs
5 for santitation, how about calendar (usually plantations are why one wants sanitation so good synergy)? previously only 1 tech used it, so adding it to KotE and sanitation would make it a better tech
6 good idea, would technically add the cartography tech as a requirement and mapmaking should be involved in such
7 not sure about linking currency and trade, theyre both on the same level atm, maybe a mining requirement on currency?
8 construction as a req for math might be heavy handed, maybe masonry instead?
9 priesthood used to have education as a req, but i removed it since philosophy now has it, writing could work on it now tho

about deception requiring tracking, i had it that way originally, but removed it since it seemed a hefty req, but i may readd it after seeing such early assassins heh
 
This will fix the assassins spawning from ruins early on

i linked it in the first post as well, the problem was that there was a python check to see if everyone had poisons yet, which is signalled Yes if the tech doesnt exist, which it no longer does since deception deceptioned it and then ate it.
 
no problem, i had done it before, but i forgot that i replaced it with a file from keldan which didnt have the changes i had made, but had french translations (which i should have then updated with my changes, but i forgot heh)

if you or anyone else can translate all the things for your language in that GameText file, ill be sure to include it as i did for the french translations.
 
that would mean to translate the whole mod into german....i like the english version more because some things sound silly in german

example: there is conjurer and summoner you could both translate the words with the german word "Beschwörer" there is another option to translate conjurer because conjure means "herbeizaubern" conjurer could be "Herbeizauberer" but this sounds REALLY stupid in for my german speech feeling. I dont think i would be a good translater in this things;)
 
hey i just tried this mod on chands computer and thanks for making basium a playable leader ^_^. ive been waiting for kael to do that since i 1st started playing ffh...so thanks ss
 
Uploaded a new version, has a new Shapeshifting hero available with Tracking, Lanun Coastal cottages, more techtree revision based on chands ideas, and some changes to improvements to aid the general trend of being built on new terrain types for small gains and the chance to find resources, also allows dwarven warriors to upgrade to soldiers of kilmorph (who can upgrade to axemen) and elven warriors to upgrade to archer of leaves, other changes fixes i cant think of atm heh, download link is on the first post and here:
Sureshot Complete Modmod 1.31J
 
Nice work, Sureshot. I've not yet gotten to playing the newest version, but after taking a brief look at the next part of the tech tree:
  1. I'd scrap the Animal Husbandry requirement on Animal Handling, and make it require Horseback Riding- I see no problem with putting rangers ahead of other tier-3 units, but adding 200 more beakers to it couldn't hurt.
    .
  2. The Education requriement for Medicine might as well not be there- how about making it require Optics instead? Hey, that's the way it is in vanilla Civ...
    .
  3. I suppose I'd make Astronomy require Trade- after all trading over oceans is one of the most powerful uses for the Astronomy tech.
    .
  4. I'd make longbowmen require Military Strategy instead of Bronze Working- I'd also remove the metal requirement on them (so players without resources can build good city defenders, if nothing else).
    .
  5. On that note, I'd make Engineering require Smelting, and make crossbowmen unbuildable without either iron or mithril.
    .
  6. I'd remove the Bronze Working requirement on Alchemy, and make it Sanitation instead.
    .
  7. I'd remove the Bronze Working requirement on Fanatacism, too, if only to let some Civs get their special hero without it, but it's really not hurting anything.
 
Ah, playing as the Calabim, I noticed that you made a mistake with their scout replacement. It costs as much as a hunter (60:hammers:), and only gets a 75% bonus against animals. Probably not intended.
 
Sureshot, I'm pretty sure this is a problem with your mod-

Check those fishing boats- they let Basium research each tech in one turn. I don't think these are a problem with fishing boats in general, else I would have seen it earlier, but maybe you can find the source.
 
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