The Mod of Modness

The problem with the technologies is that the way I've put them on is the best way they all fit on the screen. Cos some expand and detract depending on age of power, and I don't like having techs overlapping. But I've now done the arrows for all but the neo-modern era.
 
George. First off, great job. You've put a bit of work into this, and it shows.

I've been playing a game as Sumer, and although I fell behind in technologies, it's nothing that a few wars can't sort out. Now I'm in the medieval era, and things are really picking up.

I know you are still working on this, but there are a bunch of units missing sounds. In this game, I've encountered Sumerian, Aztec, and Iroqouis. Just a heads-up, bud.

There are no game-breaking bugs, however. You've done a great job in that regard. Also, your tech and wonder graphics are fantastic as well. As Nihtantuel pointed out, the tech tree is busy and can be tough to decipher, but still is playable.

I really enjoyed how you separated the farmers and workers. It requires good planning to get the most out of both. I'm looking forward to more Modness these next few weeks!
 
A lot of missing unit sounds is due to several reasons - The units without sounds didn't come with sounds originally; I don't think the sounds are all that important; I play with the volume off. But when I've sorted out some other things, I may have to start work on that too.
Thanks! =D
 
Hi George, FNF: Art\Units\Hawking\Hawking.INI :) (I've found some tanks that are missing sounds, so I'm going to try and add them. Gotta have the sounds. :D)
 
Hi George, FNF: Art\Units\Hawking\Hawking.INI :) (I've found some tanks that are missing sounds, so I'm going to try and add them. Gotta have the sounds. :D)

I fixed that in Patch #1. But if you're adding in some tank sounds, can you send them to me or post them so they can be included in the next patch?
 
I haven't applied any patches yet, but I peeked at patch #1 and that's exactly what I did to get it working. However, after that fix, I got another FNF: Art\Units\Hawking\AlbertEinsteinRun.amb. :)
 
Damn. I'm not that clever. =P
It'll be fixed in the next patch.
 
Yeah, I'm not sure I fixed Hawking but game continued. The next turn I got FNF: "Art\Units\AC_MusketeerSpanish\FusillierDefault.flc" Do not be modest.

I don't know about Windows machines, but with Macs all you need to do is search with Spotlight and if the file is on your harddrive you can find it. I suspect PCs also have a search function you can use to find files.
 
Yeah, I'm not sure I fixed Hawking but game continued. The next turn I got FNF: "Art\Units\AC_MusketeerSpanish\FusillierDefault.flc" Do not be modest.

Will be fixed in next patch. Thanks. :D
 
Hey georgestow this is a great mod! I'm playing as the Chinese who have an extremely long age of power, which is great! Like AnthonyBoscia I fell behind in techs quite fast and then caught up with some wars and extortion :)

Just a heads up: the Slavery wonder is set to autoproduce "None" every 5 turns. Not game breaking, but I'm pretty sure I know what you want, which isn't "None".

Also the pedia entry for Shakespeare's Theater and Hospital both reference the max city size 2 as 12, which seems to be incorrect, as I have a few cities with size 16 at this point that only have Aqueducts. I know pedia's are a pain. I just thought I'd let you know in case you eventually get around to it.

Finally (for now) I think Plate Armour should require Chivalry as a pre-req. I mean its nice to get the Xi-Xia Horsemen right after Tang, but 5/5/2 to 8/7/2 is a lot really quick, which no one else can compete with. It also skips the whole Song dynasty that you went to all that trouble adding into your mod. This shouldn't change things too much, but I think would be a good change.
 
Hey! just some small feedback:

laboratories are missing description,it's pretty obvious that they give 50% research but still.
I haven't found a way to build "cure for smallpox" wonder... what am i missing?
I think civ-specific units should be able to be upgraded, was playing a game with the chinese I build like 100 han swordsmen and won the war, but then could not upgrade them anymore and ended up disbanding them all later :(
for example, also, i'm playing at the romans, and I'm in the late industrial era and can still build stuff like camels or something that have stats atk of 2 haha. Maybe that should be fixed.

but still, pretyt awesome mod, thanks!
 
Hey georgestow this is a great mod! I'm playing as the Chinese who have an extremely long age of power, which is great! Like AnthonyBoscia I fell behind in techs quite fast and then caught up with some wars and extortion :)

Just a heads up: the Slavery wonder is set to autoproduce "None" every 5 turns. Not game breaking, but I'm pretty sure I know what you want, which isn't "None".

Also the pedia entry for Shakespeare's Theater and Hospital both reference the max city size 2 as 12, which seems to be incorrect, as I have a few cities with size 16 at this point that only have Aqueducts. I know pedia's are a pain. I just thought I'd let you know in case you eventually get around to it.

Finally (for now) I think Plate Armour should require Chivalry as a pre-req. I mean its nice to get the Xi-Xia Horsemen right after Tang, but 5/5/2 to 8/7/2 is a lot really quick, which no one else can compete with. It also skips the whole Song dynasty that you went to all that trouble adding into your mod. This shouldn't change things too much, but I think would be a good change.

Klkl, thank you! =D
Okay, the Slavery will be sorted out in the next patch, thanks for pointing that out, as will those civilopedia entries. As for the Plate Armour and Chivalry thing, I may simply increase and decrease the tech costs to achieve the desired effect. =P
Anyways, thanks for playing! =D
 
Hey! just some small feedback:

laboratories are missing description,it's pretty obvious that they give 50% research but still.
I haven't found a way to build "cure for smallpox" wonder... what am i missing?
I think civ-specific units should be able to be upgraded, was playing a game with the chinese I build like 100 han swordsmen and won the war, but then could not upgrade them anymore and ended up disbanding them all later :(
for example, also, i'm playing at the romans, and I'm in the late industrial era and can still build stuff like camels or something that have stats atk of 2 haha. Maybe that should be fixed.

but still, pretyt awesome mod, thanks!

I haven't near finished the civilopedia yet, but I thought I had all the buildings done, so I'll sort that out.
Smallpox wonder requires a 'Doctors Office' and to be a city level 2, as it allows city level 3.
The problem with integrating the AOP units into the unit lines is that it does make lots of things rather complicated too. I know it's weird to be able to build the units later on and to not be able to upgrade, but for now, I don't intend on changing it. It may be changed later, when I've 'completely' finished this mod so far. Then I'll do something big like that.

Thank-you! =D
 
Okies, new patch done. Fixed the stuff I said I would. I think. Whatever. Point out more bugs please? ;)
 
Good calls! Thanks! =D
Need to find more bugs to warrant another patch yet though. ;)
Thanks for playing and feedbacking!
 
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