[Warlords] Epic mod

A couple of things, since until now ppl have been posting only marginal comments:

The civic Harmony and the unit Trader are utmostly overpowered. They need to be toned down by a great deal, like at least halved.
 
Well, I also have a nice idea, see if you can make a random building name generator, like when I build the granery, it be named "Danny's Storehouse" or something similar to that. There is a random unit name, but we do need a random building name. see if your mod skills can do that.
Sorry, I can't. I did mention I can't add SDK changes myself since I have no programming software or knowledge (It's been over decade since I studied basics of C++ and Delphi and haven't used them since). Same goes with python changes, I can do slight adjustments to screens for example but that's about it.

did what you said and it worked thanks
one bug I saw was joan of arc was pink
evrything else so far is working enjoying the heck out of the mod:goodjob:
Joan of Arc? Isn't she Great Leader or something? Shouldn't be problem there... When I've added new units I've tried to test them all in worldbuilder and when I've noticed pink graphics ie. textures missing, I've disabled those units. This happened with roman quereme unit and with some other units. Once I figure out correct settings for those art files, I can add them to the mod.

Damn dude this is great, kinda sucks that BTS is gonna be out so soon. You gonna adapt your mod to that one? That would be sweet.
Yes, I'll adapt this mod to BtS. Disasters are one thing that I want to have in my Civ games. :)

Excellent. The three wonder limit per city makes it a challenge. The only change I would make is to change the religious shrine built by profits from a world wonder to a project. This will stop the disappointment of not being able to build the shrine :)

I have noticed a possible bug - I got Zoroactrism but was not able to build a monestry, missionary or Holy Shrine.
At the moment they can't build missionarys (I'm not sure this religion had missionaries the same way as other newer religions had). For Holy Shrine I haven't found yet a historical place/building that would fit.. Though I've thought that maybe The Hanging Gardens could be changed to their Shrine since originally it was located on the same area at that time.

I'm still downloading it, but a few things from your OP...

1. Protestantism is not a religion. At best, it should be a technology which represents the splitting into several different denominations of the religion of Christianity.
2. Hellenism is also not a religion, unless this represents the Greek/Roman pantheon - then ok, but why not include other polytheistic ancient religions if you'll include this one? Egyptian religion for instance?
3. Why does Chrisianity get 6 missionaries? Historical reasons I'd guess, which is fine, but Islam also had/has just as much of a missionary approach. You should consider granting it more missionaries as well, perhaps?
I'm aware of the fact that protestantism isn't one religion but group of religions that divided from christianity (Martin Luther being one of the historical persons that caused this). Hellenism is there to represent Greek Gods and their worship, I had planned also to add Roman religion with their worship of Jupiter and other gods, Vestal Virgins with their temples and so on. I was going to make full religion overhaul (egyptian, mayan, african etc. religions) once I've figured out the icon issues as mentioned before.

Impaler[WrG];5629562 said:
Wow theirs a ton of material here, I like a lot of it particularly the nice Icon buttons used on many techs, but think a lot needs to be cut or condensed as their are too many empty techs and superfluous buildings.

First things first the tree needs to be done in such a way that it wont require vertical scrolling, I really find that makes it very very difficult to follow, stick with horizontal only scrolling and longer length if necessary.

Throung the early and mid game I'd only drop a few techs here and their but the futuristic portion needs a lot of work, I really love future era stuff (SMAC man to the Core!) but its 90% empty and it focuses a little too much on Nana, Genetics and Digital techs without enough social/intellectual movements.

Many techs that are empty could be fleshed out with effects from the CCCP, things like Commerce and Yield modifiers for Techs and Specialist, and more pre-requisites for Promotions would help as well. Probably a third should get the ax and the rest fleshed out.
Uh, removing vertical scrolling would be huge task but I'll consider it and do it if I find enough time for it.. more un-slept nights coming.. ;) Future era techs are indeed empty at the moment and there will be added more stuff to them later. I know it's missing social and intellectual things for now but I hope to change that too later. I've been working from Ancient techs towards modern times when filling out the techs.
A couple of things, since until now ppl have been posting only marginal comments:

The civic Harmony and the unit Trader are utmostly overpowered. They need to be toned down by a great deal, like at least halved.
Thanks, civics need balancing still, I agree.. keep these info bits coming and I'll make changes. :)
 
Playing on a large earthworld map. Rescourses are crammed. this mod is for bigger maps? if so my computer has trouble enough as it is :crazyeye:

Some bugs:

Government funded H.C. shows text bug (when the game asks for civic change).

Naval academies are being built in land locked cities by the AI. Restrict this to coastal cities?

I get crashes in the late game. At two occasions i can say what it was. First confirmed is when i try to build a military airbase. Second was a FW 109 fighter.
Didnt select other types of aircraft to test those, now i think of it, i am able to build all nation specific aircraft of that techtype, maybe thats the culprit.

Wardogs dont upgrade? didnt check sevopedia.

Thats it. prob wont test (this version) anymore since those crashes are a turnoff. Last time i crashed it was at the start of my turn out of the blue, cant give you more specifics there.

hope this helps

cya
 
Warlords: Epic -mod

There are still many balancing issues left - I just haven't had enough time to test my mod more than couple times since the whole game takes so long on marathon mode.


I to like to play the maraton games on huge maps but there is some great problems that Civ 3 & 4 doesn't solve, particulary the massive logistical nightmare when the game become is large and particulary when you enter the later ages. I wondered if you could do something about that? I have made a list over changes I'd like to see.


1. There are too many units allowed on the map as the game enters the medium and later game periods. That makes the game slow and tedius. Both when the computer players have hundreds of attackers that it moves every turn it takes a lot of time and when you yourself has endless amounts of units it's such a time consumer without a corresponing level of fun.

* One solution would be to either drasticly increase the upkeep the more advanced a unit is. The upkeep of a battleship should be a tiny bit more than a stone age warrior....

* Another solution would be to bring back the shield and food upkeep. I really liked it as the more units you had the less production capacity you had. It balanced the game in a very good way. More advanced units should require a higher upkeep. That way you could have many cheap units for the cost of fewer advanced units.


2. Make a feature where you can specify how many units of each type your cities shall produce when using governors. I usually don't the governors because they build the most useless units squandering loads of resources. I'd like a column of current producable units with the number of actual units you have of each type in the next column and a third column where you input the number of units you want of that type. Then the governor of your cities can look at this list to see what military units are most needed and also stop producing them when they have reached the wanted number of units.


3. Enabeling the removal/hiding of production choices. Many times there are units or buildings that I just don't want to produce. A palace for instance, or older unit choices that are or will soon be obsolete. Some lesser usable wonders may also be placed there so that they don't constantly be suggested for production.

By allowing those pieces to be moved to a holding list(for retrieval if you change your mind), you will have a shorter list of producable items allowing quicker selection. It will also prevent governors to produce those unwanted units.


4. Perhaps most important of all is the religious missionaries and convertions. In the earlier Civs you got a logistical nightmare with the multiple caravans needed from every city and moved as far as possible. It was removed to make it more playable(at least I assume that was the reason) but here we have Civ IV introducing the same nightmare in an even larger scale. 7 religions for each city and they have a less than 100% chance to succeed. That's a lot of units and management!

One solution is to make religious convertion an ongoing production like research, culture and money. You chose a city and set it to produce convertion of religion X (you must of course have a monastery or the appropriate civic) and also set the target nation. The target nation can be your nation or other nations.

* Convertions toward your own cities: full effect
* Convertions toward cities of other nations where you have open border: 50% effect.
* Convertions toward closed border cities: 10% effect.

The more and better cities you set to convert, the faster the convertion happen.

The effectivity of the convertion should be a mix of the city(ies) production value plus their culture output per turn. A very cultured city should have more effect it seems to me.


5. Make the automated workers look at the city in which radius they are working when they decide what improvements to make. A city with so low food production that they can't grow large enough to use all tiles should favour food production. Also the workers should chose tile improvements according to what tags are set for that city. The tags for the governor doesn't work since small cities will be set to growth and perhaps production which will change later when it has grown large. A new set of tags for workers are needed. Production or Income seems to be enough? Either the workers develop the city's tile for max production, max income, or a balance between the two.


6. Make another build option where the production output is diverted to aiding other cities producing their building. That way a highly developed city can boost the development of a new settlement. I'd prefer a tag that can be set for all receiving cities which will then share all the production from those cities that are giving away they production output. Actually two tags, one for receiving aid and one priority tag which will cause that city to receive a far larger share(or perhaps all it needs to complete it's build).

* Cities building wonders should not receive any production aid.
* Some part of the production given should be lost, perhaps 10%, maybe more in order to prevent abuse. For instance if someone send all their production to a city which produce very highly experienced units it might be a problem. On the other hand, that is maybe the way military training works in the real world so it might be wanted? How many training centres do USA have for fighter pilots and fighter production for instance?
* A city should only be allowed to give or receive production aid if they can trace a safe route to the Palace. If you want be more advanced, The Forbidden Palace or Versaille wonder could work as hubs as well.
* Resources sent across water...that might be a problem. Perhaps make them raidable or just deduct a 50% penalty or just plain disallow it.


7 Make a standard production que for max development speed. It must contain all buildings in the game so that they are added to the production que as soon as you research new advancements. When you have many cities it is tedious to chose production for each single one and the governor's choices leaves something to be desired. Either that or make making queues(sp?) easier.

Does the city governors chose production based on the tags chose for working tiles? If you have a city which has the growth and production tagged, will the city governors then focus on growth and production buildings? If not, it should.


8. With open and peaceful civics settings, the losses of large amounts of lives in war should cause a nationwide loss of morale(like USA in Vietnam or Irak). I guess that means the loss of an infantry unit is worse than the loss of a fighter unit in Civ.

This seems to cause the problem of infantry being even less useful than they are today. A solution could be to make conquered cities require infantry units to keep the peace. For instance give conquered cities one extra unhappy per city size until the war is over when it is halved. Then reduce the remaining unhappy faces by one per 5 years(or turns)? That would slow down agressive conquest by a very superior nation, particulary in the later (and one extra unhappy per city size. They'd have to pour loads of infantry into the conquered cities for a very long time.

Razing cities should be considered an atrocity by all nations including your own nation if you have an open and civilized nation. A democracy shouldn't be able to survive a war where the military are massacring a city that is already conquered. Bombing a city to ruins should also be a problem but not close to the problem of a massacre.


9. Civic settings that could be hurt by large combat casualities are democratic settings, peaceful religions, open society/media freedom.

Hmm, there should be some open siciety/free media civic which caused a significant reduction in corruption, a large science boost but an increase in population unhappiness from war and war casualities. Open society should cause large long lasting nationwide unhappiness if abandoned. Once people get a taste of free spreach they really won't be happy going back to a heavily sensured media civic. Stalinesk deportations to 'Siberia' which casued huge losses in population(didn't he deport and kill 20 million of his own population?) might be needed to bring order to such a drastic removal of civil rights. so you don't want to do that unless you are a crazy military dictator hell bent on world conquest(which players often are :eek:).


10. Another thing regarding wars. Wars won should strongly increase morale(by morale I mean mean reduction of unhappy faces or increase in happy faces in your cities). So if you have wars against 3 different countries, winning against one of them should boost morale significantly. Of course it must depend on how large that state was compared to you and the other enemies when war was initiated.
* Winning against Luxenburg when you're still at war with France, Great Britain isn't much to celebrate.
* Winning against Luxenburg if you're a 100 times larger country isn't much to celebrate either.
* Winning against a nation which has very contrary civics/religion will give a higher morale boost.
* Winning against nations with similar civics/religion give low morale boost.
* Initiation war against a nation with very contary civics/religion give a lower morale penalty for open and peaceful societies.
* Initiation a war against a nation with similar civics/religion give extremely high morale penalties not only for your nation but for all nations with similar civics/religions.


11 Maybe all states should have a favoured religion at all times? If you look at the world today there are few nations that don't have a domination religion. ... large secondary religions could be a major problem and cause your country to split apart, like india once split into Pakistan, India and Bangladesh. There are loads of examples of other countries with rebellious religious minorities.

Perhaps each city should have a dominating religion and if this is at odds with the main religion in the country or the country's attitude toward this religion, that city might rebell.


12. Make the movement of units and AI player faster! Don't care how but I want ultra fast piece movement whether it's units or changing the city's work tiles. I think more than half the playing time goes to waste because of slow responses, movement and AI turns. The less time wasted the more intense the game experience will be!


I'm not convinced that this point 11 it is a good idea but I'd really like point 1-10 and particulary point 12 to be implemented....

I can hope at least :rolleyes: :lol:


Cheers,
Andreas
 
Civics function ? because i see nothing in civics screen, because no description for civics:(
 
Civics function ? because i see nothing in civics screen, because no description for civics:(

Yea, I noticed that too. You have to actually select the civic and then hover the cursor over the main icon to see its effect. Hopefully that will be fixed?

Also, I encountered a crazy glitch just now. I loaded my game at 700BC and all of the sudden all buildings require only one turn to build. I went along with it and two turns later I built the Pyramids which gave me a ridiculous amount of gold. Here are links to the screens I took:

Civ4ScreenShot0001.jpg


Civ4ScreenShot0002.jpg


Civ4ScreenShot0003.jpg


Also, here is the save file prior to the glitch. Check it out.
http://forums.civfanatics.com/uploads/118970/Me_BC-0700.CivWarlordsSave
 
Playing on a large earthworld map. Rescourses are crammed. this mod is for bigger maps? if so my computer has trouble enough as it is :crazyeye:

Some bugs:

Government funded H.C. shows text bug (when the game asks for civic change).

Naval academies are being built in land locked cities by the AI. Restrict this to coastal cities?

I get crashes in the late game. At two occasions i can say what it was. First confirmed is when i try to build a military airbase. Second was a FW 109 fighter.
Didnt select other types of aircraft to test those, now i think of it, i am able to build all nation specific aircraft of that techtype, maybe thats the culprit.

Wardogs dont upgrade? didnt check sevopedia.

Thats it. prob wont test (this version) anymore since those crashes are a turnoff. Last time i crashed it was at the start of my turn out of the blue, cant give you more specifics there.

hope this helps

cya
Most new civics don't have other text elements added except object name. Pedia, help and strategy will be added in some future release.
Naval Academies will be coastal buildings on next version, thanks for reporting it.
FW109 and few other planes had small typo problem in XML file. I fixed those and those units should work correctly on next version.
Wardogs don't have upgrade - I couldn't figure to which unit they could be upgraded as they're trained animal unit and I don't know if those kind of units were actually used much in wars in classical/medieval times.. If you can give ideas for good upgrade paths please let me know or if you know historical info about those kind of units, I'd like to see weblink for it. :)
I'll try to post small patch next week with these fixes and with some small changes based on people's posts here.

Yea, I noticed that too. You have to actually select the civic and then hover the cursor over the main icon to see its effect. Hopefully that will be fixed?

Also, I encountered a crazy glitch just now. I loaded my game at 700BC and all of the sudden all buildings require only one turn to build. I went along with it and two turns later I built the Pyramids which gave me a ridiculous amount of gold. Here are links to the screens I took:

Civ4ScreenShot0001.jpg


Civ4ScreenShot0002.jpg


Civ4ScreenShot0003.jpg


Also, here is the save file prior to the glitch. Check it out.
http://forums.civfanatics.com/uploads/118970/Me_BC-0700.CivWarlordsSave
That Civic issue is known bug and was mentioned in readme. I hope to get it fixed - I've been looking for python solution for it but seems that it also requires some changes to DLL file. I've seen one mod that had as many civic categories and it had required SDK changes to the DLL file. I don't know yet what features BtS CCCP's DLL will have so I don't know when this problem can be solved. Maybe some python wizard could help me out with this to see if this bug can be solved just with python changes? I had on idea maybe it could be possible to make summary of selected civics' effects to one text area instead of showing effects for each selected civic separately ie. combine all the bottom text areas to one big text area and sum up all the active civics on that text area. Python gurus, would this be possible?

The other crazy clitch is most likely caused by Hammer Overflow (cut down trees for example). On city screen, move your mouse pointer over the hammer amount and it should show where you get the hammers. Building hammer % bonuses stack with the overflow from previous turn (or it seems so). So yeah, I've encountered similar situations in my test game, now that I think of it.
 
The other crazy clitch is most likely caused by Hammer Overflow (cut down trees for example). On city screen, move your mouse pointer over the hammer amount and it should show where you get the hammers. Building hammer % bonuses stack with the overflow from previous turn (or it seems so). So yeah, I've encountered similar situations in my test game, now that I think of it.

What about the amount of gold? I went back to an earlier save and it plays fine from there so it's no big deal, I'm just curious.
 
Did some searching on wardogs. Since they are a melee unit, you could have them upgrade to another higher ranking melee unit at a reasonable cost of course. On the site below, USSR in ww2 used them in an anti tank role. Some 300 German tanks were destroyed that way (explosives on their backs) The project was abandoned however since they also turned on their own tanks. Other role might be to snif out spies? since espionage will be enhanced in BtS might be an option.

http://en.wikipedia.org/wiki/War_dog

Hoopyfrood reminded me; When you chop a jungle tile you get 150 hammers (with mathematics) forest will yield you much less. Seems way to much. Or maybe it was so big since i normally dont play epicspeed games.

Have you thought about including speed mod? In your mod you can play with superbig maps. It would greatly shorten waiting time beteen turns. Could be alot of work though.

bb :)
 
What about the amount of gold? I went back to an earlier save and it plays fine from there so it's no big deal, I'm just curious.
My first thought was that AI player completed pyramid at the same time as you but he got it and your production was converted to gold since you wouldn't be able to complete it. I got now your save file and I'll check it today evening when I get home and see if I can find what caused the gold issue.
Did some searching on wardogs. Since they are a melee unit, you could have them upgrade to another higher ranking melee unit at a reasonable cost of course. On the site below, USSR in ww2 used them in an anti tank role. Some 300 German tanks were destroyed that way (explosives on their backs) The project was abandoned however since they also turned on their own tanks. Other role might be to snif out spies? since espionage will be enhanced in BtS might be an option.

http://en.wikipedia.org/wiki/War_dog

Hoopyfrood reminded me; When you chop a jungle tile you get 150 hammers (with mathematics) forest will yield you much less. Seems way to much. Or maybe it was so big since i normally dont play epicspeed games.

Have you thought about including speed mod? In your mod you can play with superbig maps. It would greatly shorten waiting time beteen turns. Could be alot of work though.

bb :)
Thanks for the weblink - it helps me design upgrade line for wardog units. :) Those anti-tank dogs and spy reveals would be good (upgrade to riot police), perhaps upgrade to explorer type units as well.

I'll have to check those chop amounts. Reducing chop amounts would probably solve the huge hammer overflow issue.

I haven't had much time to check other mods, only those that I've downloaded, since at the moment I don't have net connection at home - I'll have to wait few weeks to get the connection and then I can really start digging up these mod forum sections. But I'll download Speed Mod now and see what it holds inside and see if it's something that I'd like to include into my mod. :)
 
The mod looks awesome, dling now.

I thought I asked this before (guess not on this thread)

How come capitalism is under government civics?

Isn't capitalism an economic civic?
 
Hi. Was wondering if anyone knows how to fix the bug that makes all the buildings and wonders build in one turn......???
Nice mod by the way....
 
Fantastic mod zappara! Keep up the great work (Great Artist style)!
I have been playing a game and was wondering if you would be interested in some feedback? I would be happy to post my thoughts here or in a private message if you would prefer.
 
I have uploaded v1.0.1 patch for the mod now. Check the first post on this thread for download link and installation instructions. I've tried to fix most issues that have been mentioned here before and add some new things from my to-do-list. I finally found instructions how to edit gamefont files but after 15+ hours of editing them, I didn't get them to work yet correctly. I followed to the instructions to the word but don't know why the new edited font file won't work - so no new religion icons yet... I have to read more help files how to edit those gamefonts.

This patch has these changes:

version 1.0.1beta
-----------------

Changes
- Fanatic promotion requires now Attack2 promotion and doesn't give Immunity to first strikes. Other effects are bit smaller too and promotion is no longer available to all unit types.
- Kamikaze promotion limited to same unit types as Fanatic promotion.
- Catapult units require now Mathematics instead of Construction
- Glasssmith now requires Stone and Salt.
- Harmony Civic no longer give happiness from Forest. It still give happiness from Jungle
- Caste System Civic gives now 1 Free Specialist per city (was 2)
- Caravan unit cost 50->60, BaseHurry 25->12, BaseTrade 50->25 (benefits halved)
- Freight unit cost 150->200, BaseHurry 100->50, BaseTrade 150->75 (benefits halved)
- Plato's Academy Great wonder requires now School of Scribes buildings instead of - Libraries, Wonder can be built now earlier
- Naval Academy can be now only built on coastal cities
- Hinduism Spread factor 150->120
- Hellenism icons changed to icons in Warlords atlas
- Fockewulf 190A set for Viking and Celt Fighter unit. German used it too in WW but Luftwaffe had other choices as well so this unit is not used for germany here.
- Forest Cut base production 30->20
- Jungle Cut base production 50->30
- Icon for Sun Tzu's Art of War
- Globe Theatre national wonder moved to Free Artistry
- Mastery Civic no longer give 10% commerce bonus
- IL2 and P38 early bombers upgrade now to Bombers instead of early jet units
- Entertainer unit ignores terrain movement costs now

Python changes
- cityscreen resource/citizen display adjustments

Added
- Marsh terrain graphics, only accessible in Worldbuilder, not used yet on mapgenerators (requires python changes?)
- New unit flags for Civilizations
- Wardog pedia
- Icon for Museum
- Icon for Bazaar
- Icon for Silk Farm improvement
- Icon for Medical Research Institute
- Icon for Automated Traffic tech
- Icon for Space Colonies tech
- Pedia text for some techs
- Treefarm Improvement (req. Environmental Economics), produces food, hammers, commerce from forest
- Strategy text for all Civics

Mods Combined
- Not Just Another Clock Mod v0.4w

Bug Fixes
- aircraft icon bugs (FockeWulf190a etc)
- Military airbase icon bug

========================

I have already started making next patch version and currently it has Ethnic Diverse Citystyles included, first Air unit promotion lines (lot of work here still to do) and some new buildings and wonders as well small changes to civics.
 
I'll look into it soon. Why did i think it was a good idea to delete some old save games last week.. ill start on modern and see how it goes... Nice to see stuff being added that ppl suggest! :D
 
I just had a crazy idea... Would it be possible to have the game generate another planet so there can be multi-planet civs? You could take the game even further in the future and since there's telepathy, sentient planet-nets would be a cool tech. I don't know if this is possible at all. Just a thought that occurred to me. Running two or more planets at once seems a bit crazy but w/e.
 
Have you thought about including speed mod? In your mod you can play with superbig maps. It would greatly shorten waiting time beteen turns. Could be alot of work though.
Combining Speed mod would require SDK changes ie. new dll file and since I'm using dll from CCCP, I can't add speed mod (yet). After this mod is converted to BtS expansion, I might consider combining mods like speed mod but for that I would require help from programmers.

The mod looks awesome, dling now.

I thought I asked this before (guess not on this thread)

How come capitalism is under government civics?

Isn't capitalism an economic civic?
Capitalism isn't here exactly the same thing as you might think. In this mod it represents corporations which have taken over the government - you as a leader have "bought" the government ie. you are a merchant leader. This hasn't happened in our real world even though some mega corporations have enough wealth to buy states.

Hi. Was wondering if anyone knows how to fix the bug that makes all the buildings and wonders build in one turn......???
Nice mod by the way....
Could you post the game settings you used when this happened? Game speed, world size, difficulty especially. Playing this mod on other game speeds than Marathon will probably cause buildings to be built in just few turns.

Fantastic mod zappara! Keep up the great work (Great Artist style)!
I have been playing a game and was wondering if you would be interested in some feedback? I would be happy to post my thoughts here or in a private message if you would prefer.
Yes, please. Any feedback is welcome :) Post your feedback here and I'll read them and make the needed changes to the mod.

I just had a crazy idea... Would it be possible to have the game generate another planet so there can be multi-planet civs? You could take the game even further in the future and since there's telepathy, sentient planet-nets would be a cool tech. I don't know if this is possible at all. Just a thought that occurred to me. Running two or more planets at once seems a bit crazy but w/e.
I've been toying with this same idea as well for some time now. Space exploration will take us to Moon again around 2020-2030 and to Mars some time after that so it would be interesting if Moon and Mars could be added to the game as new game areas to conquer when the required techs are founded (like Might of Magic had 2 world maps and teleports to go between them). My dream Civilization game would have whole solar system to be explored and conquered... I don't know if anything like it would be possible to make with Civ4 engine.

I have now 1.0.2 version almost ready, actually it was ready but I just noticed that Ethnic Diverse Citystyles had texture bugs. I downloaded newest EDC and I have to add those fixed textures to my mod and then run some tests and re-pack update zip file. After tests I can upload it - probably early next week.
 
Speed mod by Kael is Native to BtS (the WL version is actually the port)
 
Patch 1.0.2 is now available for download!

I really love those ethnic citystyles, civilizations look even more unique now. Big thanks for Geomodder for combining all different citystyles and releasing them in one mod. It was easy to combine the mod to my own mod. :) For this version I also made Air unit promotions and those need some testing now - I may have to add adjustments to them on next couple versions to get them balanced nicely. I added to this version one new civilization: Hittites and I plan to add them more but I'll have to check what they're going to add to BtS expansion so that I don't add same civilizations.. I have no clue what other features BtS is going to have except disasters, corporations and some new civilizations so I haven't made yet any decisions what to add to this mod's BtS version. First BtS version will probably just have BtS features added to this mod.

For this version patch 1.0.2 I added some new buildings, new units and made some changes. Noticed also that worker improvements for new forests and terraforming didn't work correctly so I fixed those (hopefully without bugs).

version 1.0.2beta
-----------------
Changes
- spearman bonus requirements are now stone, copper or iron (was copper or iron)
- happiness and health effects removed from slaves specialist (weren't functioning correctly)
- happiness effect removed from Celebrity specialist
- Cybernetic Civic moved to tech Human/Machine Interface
- Telepathic civic moved to tech Sentient Earth
- Early Fighter interception % dropped from 50 to 20 due to new air unit promotions
- Early Fighter-bomber interception % dropped from 25 to 0 due to new air unit promotions
- Early Jet fighter interception % dropped from 60 to 30 due to new air unit promotions
- Jet fighter interception % dropped from 70 to 40 due to new air unit promotions
- Supersonic planes' interception % dropped from 77 to 47 due to new air unit promotions
- Supersonic planes' evade interception % dropped from 15 to 0 due to new air unit promotions
- Stealth bomber evasion chance dropped from 60 to 50
- Stealth fighter interception % dropped from 85 to 55
- Stealth fighter evasion chance dropped from 30 to 20
- Air units can use Fanatic, Kamikaze promotions
- all bomber units can use Barrage I and Accuracy I promotions
- Most air units can get Blitz promotion (req. Refuel in Air promotion)
- Unit: Wardogs strength 4->5, upgrades to Guard dogs, req. now copper or iron (these units had spiked collars and chain mails etc.)
- Unit: Police Squad's dog changed to bigger dog
- Building: Archery Range obsolete at Rifling
- Building: School of Scribes obsolete at Education
- Building: Colosseum obsolete at Realism
- Building: Military airbase +3 xp to air units
- Building: Coal plant and Shale plant health now -6 (4 dirty power + 2 new), Oil plant is cleaner power plant (-4 health)
- Building: Customs House: -15% trade route yield changed to +25% and +25% commerce bonus removed
- Building: Recycling center no longer remove all unhealthiness from buildings, instead it gives +2 health and +1 happiness to city
- Building: Protestant Church cost 60->80, Can turn 1 citizen to priest
- Building: Skyscraper bonuses changed, was way too overpowered (bonuses will be changed later to <LocalSpecialistCommereChanges> tag, when it has been fixed in CCCP)
- Building: Sacrificial Altar (not aztec's) renamed to Ceremonial altar.
- Space Ship: SS Casing moved to tech Superstrong Alloys
- Space Ship: SS Life Support moved to tech Ecological Engineering
- Tech: Future tech requires now techs Cryogenics, Weather Control, Sentient Earth and Planetary Economics
- Tech: Gene Manipulation doesn't give anymore +1 health in all cities
- Civic: Paganism gives +1 happiness from Ceremonial Altar
- Civic: Theocracy commerce bonuses changed to new tags added by CCCP mod
- Hellenism icons reverted back to v1.0.0 settings (was missing one icon file in 1.0.1)

Added
- Android Worker city specialist (+10 hammer)
- Building: Android Factory, gives 1 free android worker
- Building: Bioenhancement Center , +2 free experience all units
- Building: Protestant Chapel, can turn 1 citizen to priest, spreads protestantism
- Thought Police civic to legal category
- Sensors I-III promotions, req tech Smart Dust
- Air unit promotion line: Rookie, Veteran, Ace and Top Gun Pilot
- Air unit promotion line: Interception I-III (+icons)
- Air unit promotions: Extra Fuel Tank, Refuel in Air, Napalm bombs, Precision bombing (+icons)
- World News Network Great Wonder, req. tech Mass media
- Shopping District building, req. tech Entertainment
- Oil Power Plant (dirty power with oil), costs more than coal plant but less unhealthy
- New Civilization: Hittites
- unit: Remote Controlled Bombers (Unmanned Air Vehicles tech), short range but devastating power
- Unit: Trained dogs, upgrades to Wardogs, req. tech Animal husbandry, str 3
- Unit: Guard dogs, upgrades to Police Squad, req. tech Absolutism, str 7
- Few names added to Great Person lists

Python changes
- fix for cultivate new forests / terraform improvements
- cityscreen resource display adjustments again

Mods Combined
- Ethnic Diverse Citystyles mod 0.92

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I'll probably make at least one more patch for Warlords since I'm not sure when BtS is available here in stores. For the next version(s) I'll try to fill up the rest of near future techs, add the New World Wonders that were chosen recently and make small adjustments here and there. I have about 30-40 ideas for different new buildings, just need to decide which ones of them to use and what effects they will have. One version will be dedicated to total religion revamp but that might be delayed to BtS versions.
 
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