Vincentz Infinite Projects (VIP) [Modpack]

Well once Afforess finishes his "Goods" system I can change my wool resource into a "good" rather than a "resource". As well as other BtS and RoM resources becoming "Goods" thus opening up many resource slots.

Personally I think Afforess did a good job with the AND Guild system. However I could see it expanding back to its original idea once the "Goods" system is put into place.

which mod of yours was it that adds the wool by the way?

Yeah, afforess did an excellent job but it is kind of difficult for him to update it every time I make changes.
 
which mod of yours was it that adds the wool by the way?

Yeah, afforess did an excellent job but it is kind of difficult for him to update it every time I make changes.

It was the Domestic Animal mod. it its was not so much that it added the wool but put it back in after Zappra took it out for the latest version of RoM. I was only trying to give a use to a resource which seems to have no other use before.

How often are you changing stuff? You should make a mod and then release it. That's what I do. Rather than making one big mod I make many little mods.
 
I did in the beginning, but it's so much work to keep all the mods up to date.

And since its less than 2 megs for the hole lot, I might as well keep it together for userfriendliness ;)

I'm refining, balancing, adding, modding, tweaking, inventing, discovering and building every 10-15 minutes when I play. Not all changes are good, so they may be reverted back when I release a new version. In basics a lot of the mods seem.... small... when its in the folder, but usually it has taken a lot of hours playtesting, modifying, minimalizing and using the feedbacks from the forum. But hey, you are a modder, so you'd already know this ;)
 
Yeah, that is 1.61 patch. Wait for 1.62. He said he knows about this.

Ah, missed that. I have been to busy getting SubdueAnimals to work as I want it and getting a generic building builds units mod going like Vintcentz asked. So far there are two possibilities. 1) like the Crusades in RoM every x turns every building of the specified type builds a unit and 2) like Crusades in Total War every turn after a building is built there is a chance that a unit will be built. I have yet to look at the option where building X builds the unit after you build building Y.
 
Just had the funniest little encounter:
The Babylon Kingdom (me) was prospering from an early age, but compared to the Mayas they were small and puny. The Mayan King Pascal II was therefore not interested in peace, and sent wave after wave of Swordsmen and Axemen only to be met by black clouds of arrows from the Babylonian Bowmen hiding in the jungles. There were fierce battles and eventually the Mayas was pushed south of the Three Great Lakes and into the Opis Dessert by a Babylonian Warlord where a city was later founded to collect the precious salt. The war ended as the Mayan retreated back to safety in Calakmul and the time of peace came. Or did it? The Warlord who had fought front row was not about to settle down. Instead he challenged anyone who would venture north of Izamal, and if the opposition became to strong he would retire to his fort he had built on a junglehill on the small passage between the southern lake and the ocean, preventing settlements capturing the horses and collecting the marble there.

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Untill one day where the Mayan set up a trap. They brought forward 6 workers within the reach of the Warlord, who could only dream about the gold and labour those slaves would bring him. So he set up a raid into the now friendly Mayan territory and caught all 6 workers bringing them back to build paved roads and work in the marble quarry. Out of nowhere a Mayan Warlord came to the rescue of some of the new caught slaves, and only a long battle between the two warlords could settle the fate of the helpless workers. It ended with a small victory to the experienced (113 xp) Babylonian Warlord and the capture of the Mayan Chief. The joy was short however as the now wounded and tired Warlord was caught offguard by a small army of Horsemen and Elephants ending one of the most notorious Warlords of my time playing CIVROMVIP. The year is now 530AD and it's time to upload VIP 1.7
 
Great story!:lol: I have done the same thing.

I should install 1.7 over AND right?
 
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Wow!

This is the first time since...... ever, that I was being outrunned in 1600AD.

Usually the game had ended or I was bored being nr 1, so I'd start a new game.

But not this time I don't even have a top5 city...

Good Game! Almost time for 1.71 update.
 
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Wow!

This is the first time since...... ever, that I was being outrunned in 1600AD.

Usually the game had ended or I was bored being nr 1, so I'd start a new game.

But not this time I don't even have a top5 city...

Good Game! Almost time for 1.71 update.

What map size is this? huge or giant?
 
Hmm, perhaps i need rethink my always play on gigantic playstyle ... turns are 3-4 mins in medieval and further ...
 
I just came to ROM the other day to find that not only had Zappara put out v2.91 but that my favorite modmod had also been updated as well. YAY!!! .... now the bad news.... in the 2 games i have played since they have both ended with infinite loops. both occured in separate games during an anarchy phase when i changed to Republic-Senate-Free Church-Prolitariat.
 
I just came to ROM the other day to find that not only had Zappara put out v2.91 but that my favorite modmod had also been updated as well. YAY!!! .... now the bad news.... in the 2 games i have played since they have both ended with infinite loops. both occured in separate games during an anarchy phase when i changed to Republic-Senate-Free Church-Prolitariat.

I'm sorry to hear that. There is a sollution however : If you go into your documents folder
C:\Users\YOURNAME\Documents\My Games\Beyond the Sword\Logs

there is a file called MPLog. The last unit moved in that log is most likely the one causing the trouble. So simply get the cordinates, go into world builder (ctrl+w) and delete that unit.
The infinite loops used to be a shiploading problem, and I'll check up ASAP what was done to prevent it, as this world builder thing is not really a good sollution....
 
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