[WIP]Byzantium: Beyond the Golden Gate

I don't think I will be needing the maps. Thanks for at least looking at the map.
 
hi Ajidica i just discovered this today, nothing worked for me tried with fictional map and the tech tree appeared unmodified, did i miss something?
i hope you are planning a convert to BTS
 
What Warlords version are you running? If you are running a non-english version, I think that might be your problem. All decriptions are in english. I am currently reworking the map and fixing a couple errors. This will (Hopefully) be uploaded in 2-3 weeks, it would be sooner if I didn't have finals.
Were there new units?
 
i use 2.08 version english language and the map crash i think ill wait until next release also the for the units i have some of them i will upload them next week
 
I 'may' be running 2.13 (update came with BTS), I'll have to check. Hopefully by monday I will be able to transfer the new map to the mod and get it uploaded.
Sakhr, when I get the new map uploaded, I would like your help in fixing the Arabic cities names. I know I got most of them wrong, and in the completely wrong place. Your knowledge of the Middle East and muslim countries is alot greater than mine.
 
Thank you so much! I hope to have a working map by Sunday.
 
I spoke to soon. The map is STILL not working. I have checked my spelling countless times, but it is not loading. Jeleen, could you please look at the map in the file? From what I can tell from your scenerios, you are alot better at map editing than me. It works fine on Wrlords, but it crashes the mod.
 
Thanks. Since I am done with finals, I hope to put more time in getting the map to work.

THE UNITS ARE AWSOME!!! Thank you so much for doing them.
 
thanx Ajidica im glad you liked them since the mod treat heavy cavalry they will be useuful also the others have their place too i think
good luck for finals
 
Finaly, the apha version is almost ready for upload. All I have to do is finish the TXT_KEY errors, balence out the Civics and building, then it is ready. I also have to place resources on the map though. That will take a while.
 
The mod is finnaly working in a rough beta version. Please download and and offer comments.
 
Well, I did and after countless load error messages the mod loaded. Unfortunately it "Failed to load" the map. I tried in Warlords (copied it to Warlods/Mods) and everything loaded fine (i.e. only 2 load errors): the map looks like a lot of work went into it, but starting as Byzantium I noticed some city errors:
- "Bari" is were Messina should be (Sicily; Bari is on the Adriatic Sea)
- "Panormius" should be one tile east (at least; although originally called Panormos/Panormus, by this time it was known already as Palermo)
- Tarentum (Tarente by now) should be one tile SE (it's on the Ionic Sea, not the Adriatic)
- Adrianople should be in-land (not on the coast; that might be Herakleia or Kallipolis)
- Byzantine cities start with no Workers, no ships and very little irrigated tiles; in all Byzantine cities I could find just one Lighthouse; also, they have no active army, so basically it's just "let's sit and wait what happens".

But the map itself looks really great.;)
 
I know alot of city names are messed up, the maps I had werent very good. About the lighthouse thing, those are supposed to be granaries. I just went through the building xml files to add new buildings, so I will be fixing that next release. In addition, the lack of irrigated tiles is partly I want to represent the civil wars and invaisions Byzantium had. The other reason is that Byzantium is more powerful than the Abbasids, so I didn;t want their difference to profound. About the no workers, see above.

About the load errors: 3 are just things from goody infos that I havent got around to changing. THe other one is from buildinginfo that I cant find the missing tag, the game runs fine though.

The reason I gave Byzantium a defensive army is because the Field Armies had just been destroyed and there werent huge numbers of soldiers. In additon, the themes were defensive until the reign of Theoplilius and Basil the Macedonian.

I am adding 2 units that I would like your opinion on. They are called 'Raiders' and 'Home Guard'. Raiders act like bombers destroying improvments and damaging armies and Home Guard act like short range fighters that are one of the few and the only early game unit that can stop them. I think this will make the AI better at taking cities due to being able to bombard longer, but I feel it will be to exploitable. Opinions?
 
I know about the Lighthouse graphic, I meant were's the Byzantine fleet (fishing and naval)?:confused:

Forgot about the Cretan city of Kandia (you spelled it differently): if you move it 1 tile W it won't be possible to sail through Crete (seems more accurate).

About the new units: sounds intrigueing. (Wonder how that works out.)

Anyway, I hope you can restore the file to something playable on BtS (on Warlords I had no problems to speak of.);)
 
Oh, the fleet. They have a small one near Constantinople and another near scicilly. The reason for the small fleet is that until Leo the Wise Byzantium didn't have much of a fleet. They had a decent fleet during the reign of Justinian, but it was neglected. Contrary to what most people belive about Byzantium, Byzantium didn't have a great fleet. It only survived due to Greek Fire. The fleet was only returned to its former size by either the Emperess Irene (For her conquest of Greece) or Constantine V for his attepmted conquest of Crete.

About the BTS errors. This mod was designed from the ground up for warlords. When I started it I was annoyed at BTS (Just abandined by 300 AD mod), so I went to warlords. I have kept it there. There is only 1 thing that I wish Warlords had and that was ethic unit artstyles. That would be nice because then I could do more stuff via promotion(Might still do that). BTS has the annoyance of complete crashes if I forget a tag and errors with Vista.
 
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