Terra Nostra

Dear Moriboe,

Never mind, it worked the second time.
Sorry to bother you on all these comments.

Your Friend,
HisAwesomeness
 
No problem at all, glad it works now :)

@unfairlane: In my current game also, the berserker appears fine here... if it still fails to work just tell me what unit you want it to replace (and maybe other stats) and I will handle the XML for you. If I get a confirmation of the issue by another user I will put your changes in the next version. For the current version I beefed the berserker to 15 strength and amphibious.

Thank you all for the feedback!

edit: submit to mod browser is failing, so still only available in the database here
 

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The Mongols are already in. Maybe you overlooked them or they got wiped out early?

I thought about the Spanish. I didn't include them so there is more room to expand in southern Europe for France, Rome and Carthage. Thinking of France as the Gauls at this stage makes this part of the world feel historically (at least for role playing) more fitting.
And then there's the AI's difficulty to colonize. Should the Spanish AI rush for the America's, I would definitely include them, but they most likely will just sit there in Europe until 1800 and maybe then send a settler... *shrug*

Perhaps in a next version, to lure hispanic gamers :D
 
My mistake, I thought you meant the AI didn't build these units. Take care that you need iron working, not steel! Steel is already the obsolete tech, so if you have steel: no more berserkers. I just did a test (using the Have Fun! cheat mod) and gave myself iron working, theology and an iron resource and the berserker appeared in my build queue... but I will play a game as Canute next and make sure.


P.S. I love Norway! Only been there once (three week tour with lots of hiking) but hope to go again next year :)


Thanks alot, that do not only clear up my confusion but also puts the berserker in exactly the right period.

Man, I had a hard time fighting to survive against attacks from Germany, France and Greece w. no berserker-warriors:confused::lol:
 
Cleaned up the project a bit, reducing file sizes. As a result I could upload it to the mod browser again.

I also made a logo, my graphics "skills" are improving (I hope) :)
 
Minor update (see OP for download link):
  • Linked soundtracks (Carthage now has Rome's music, Norse have the German's, ...)
  • Fixed alpha icons for Norse and Kongo
  • Turks get the siege promotion plus Germany's vanilla power
 
this a very good scenario. the only problem i had is that the greek penisula is not very good desinged.
 
Thanks!

I had been puzzling with it before settling on the current version. The problem is that the scale of the map quickly makes attempted inclusion of geographical features look grotesque. Take or leave a tile and it may look more weird than just brushing over some features.

But please do make suggestions for improvement, I'm listening!
 
Well I've played through multiple time so I must enjoy it quite a bit. Just wanna vent some frustrations and observations I've had over my games.

The entire New World is almost a useless inclusion as I never see any of the AI settle it with the exception of Songhai getting parts of Brazil. Dunno what it is that causes the AI to avoid it completely. The City States there are useful allies but they are never what they are suppose to be for some reason (i.e. Cuzco or Teotihuacan ends up being Brussels or Edinburgh :( )

The barbarians are too much for me most games and I feel like ragequitting when I'm in multiple wars and one of the buggers pillages a luxury putting me below -10 happiness. This has happened in almost every game and I don't think I suck that much at defending myself in the game that its a just me problem. Additionally certain areas of the map become almost totally inaccessible. Australia, Philippines, and Indonesia I never see settled by Siam, Korea and Japan. First times I played through I would send an advanced unit to Australia to clear the barbarians, and upon landfall it would be shot by 4-5 archers :/ The AI doesn't fair much better with dealing with them, I wonder if the barbs cause the AI to not want to settle those areas.

I think the placements of some of the City-States could be improved for balance sake. Middle East is somewhat difficult to deal with. Arabia tends to bottle itself up in most of my games after Persia claims Kuwait. Egypt is also somewhat disadvantaged having some key territories around it being gobbled up by the City States near it. I thought getting rid Nineveh and placing Tblisi up in Georgia might give Arabia and Egypt a shot at another good city and clear up some space.

Creating a coastal passage from New Zealand to Australia might allow Waikito to help deal with the massive amounts of barbs in Australia. I like the Sibir placement as it acts as a buffer zone from the hordes of barbs coming from the north. Maybe another one in eastern Russia would spread them out more.

My 2 cents. Anyway I'm so pissed at this map that I'm gonna go play another round on it :p
 
The entire New World is almost a useless inclusion as I never see any of the AI settle it with the exception of Songhai getting parts of Brazil. Dunno what it is that causes the AI to avoid it completely. The City States there are useful allies but they are never what they are suppose to be for some reason (i.e. Cuzco or Teotihuacan ends up being Brussels or Edinburgh :( )
True :( I will play around with AI settler parameters and see if I can help colonization without every civ rushing to Siberia instead.
As for the other problem it seems that the XML file for city states in the Americas is not being loaded. This is probably due to a conflict with another active mod. Do you have one active that introduces new city states?

First times I played through I would send an advanced unit to Australia to clear the barbarians, and upon landfall it would be shot by 4-5 archers :/ The AI doesn't fair much better with dealing with them, I wonder if the barbs cause the AI to not want to settle those areas.
Empty areas are ruled by barbs, but I haven't encountered threatening levels like you describe :eek: I know I'm taking the easy way out here, but could you have another mod active that increases barbarian activity? I've played some 10+ games on this map and the only obnoxious barbs I encountered were massed galleys.
I also followed your line of thought; at some point I tested a "no barbs"-version, but it didn't increase AI settling so I dropped it. I hope above approach can do it.

I think the placements of some of the City-States could be improved for balance sake.
You are right, I will revisit this area. Tblisi is a good pick but would close the Caucasus too much I think. Its units would jam the passage. Plus, I like how the Turks sometimes settle Turkey, which would become impossible as well.

I will link NZ and Australia.


More like 2 euros than 2 cents; I appreciate it! And good to here you still enjoy it, somehow :)
 
That was quick :) I meant by coastal squares, to drain of barb galleys. Sorry for the misunderstanding, my bad :)
 
Yes, like so:

  1. Open the map using the World Builder
  2. Click on Scenario Editor
  3. Remove the Norse from the player list, add the Danes
  4. Go (back) to the map, click the tile you want the capital to appear on
  5. Set the start location using the Map Editor Tools (at the right)
  6. Save & play

If you want to add the Polynesians too you can suggest map changes to accommodate them, this is of interest to me also :) I don't have them, but am interested in making a copycat civ (without stealing Firaxis art of course) for this map.
 
As I see it, there are two options for a Polynesian look-alike.

a. Have Polynesia, and make Hawaii habitable (i.e. Hill instead of mountain and loads of marine resources to compensate for lack of land tiles.
b. Have a Maori civ in NZ instead of Waikato (Happy to assist with all aspects of this civ) and drop the min city distance back down to 2 (Should help with Europe too)
 
I just found out there is a maximum of 22 civs on a map :( So no Polynesian civ, unless I throw another one out. But thanks for the suggestions! I will just add Tonga as a city state.

Did a few tests increasing the evaluation range of settlers, but to no avail. The best I got in my runs (300 turns, until 1860) was a Persian city in New Guinea, a Carthaginian one in North America and an Arabian city in South America. Pretty poor still. The side effect were some far-flung continental expansions.
A future fix may be some scripting; e.g., the first 5 civs to reach the new world get a free settler there. Then, new settlers appear at the initial settlement (at the cost of population in the homeland) depending on factors like population size, happiness, naval power, ... Far future work.

So what is next: I will include the "not another city states" mod (good tip Lachlan!), which adds more types. I will then also add more city states: Dublin (as England mostly fails to found it), Karelia (I don't want any Germans or such there), Awdaghost, Tblisi (I enlarged the region; good pick KaiserKevin!), Aksu (in Xinjiang), Yakutsk, Sri Lanka (India has enough space), Uluru (Ayer's Rock) and Tonga. This will bring the total to 30. I also consider including the "better city state diplomacy" mod.
 
Downloaded v5.4, i clicked on scenario button, i gone to selection of civs...

A problem : can't slide top to down...

Hope you will correct this...
 
I hope Firaxis will correct this ;)

You can avoid the problem by sliding down once in the civ list before clicking the load scenario button. Or, if already active, unload it again, slide, reload.
 
Done with v6, check OP. As said, this version includes Iceco's Not Another City States Mod, allowing for more varied city states. Hope you enjoy!
 
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