Millennia

Millennia

Age of Beasts (WIP)
25 条留言
Red Death  [作者] 8 月 27 日 下午 2:35 
Oh, that's definitely supposed to be a requirement, that goes on the list to check later.
Suri 8 月 27 日 上午 11:14 
Oh awesome I'm looking forward to that, but what I meant was if there's any reason why I don't need to research the usual 3 techs before being able to advance to the age of beasts.
Red Death  [作者] 8 月 27 日 上午 7:15 
@ Suri, If I recall correctly, standard megafauna are enabled by the Age itself, with a tech to let you upgrade them. They do cost maintenance for balance reasons.

Sorry for the late response, it did not show up in my notifications earlier. I am planning to update this once the current beta version goes out of beta.
Suri 8 月 18 日 上午 3:41 
I'm a big fan of this mod, really looking forward to the next update, also does this mod increase the upkeep for megafauna? If so I can assume it's for balancing reasons. Also is the lack of technology recuirements on purpose?
Red Death  [作者] 7 月 9 日 上午 3:27 
@Daveplays7 Happy to see someone is enjoying it! Hmmm, that's probably in the setup for the Seafarers NS. (Unfortunately I had to make a new Shipbuilding tech, because referencing the original does not seem to work for modded Ages).

I am not actively modding Millennia anymore, but I will see if I can get around to fixing it!
Daveplays7 7 月 8 日 下午 12:02 
Hi, great mod. I love the new tech requiring food to work. One issue i found, the Seafarers national spirit does not consider the Age of Beasts Shipbuilding tech as the one required to unlock the Byblos boats upgrade, making it forever locked. Might be my problem as i have a few mods, but the upgrade shouldn't be changed.
Dissenswurst 1 月 8 日 下午 1:25 
I promised feedback. Since this feedback may be extensive, I opened a thread in the discussion section: 'Feedback of Dissenswurst'.
Red Death  [作者] 2024 年 12 月 31 日 上午 12:12 
@tcw7468 Neat, thanks for checking! I will include the change in the mod itself then.
tcw7468 2024 年 12 月 30 日 下午 11:57 
@Red Death yeah I changed it on a local copy of the mod and it works fine! Played through the age a few times with it and I didn't see any issues loading the age so far
Red Death  [作者] 2024 年 12 月 29 日 下午 11:45 
@tcw7468 I've actually tried to use that image before, but when I did, the Age refused to start properly. Are you saying you tried, and this actually works? If so, neat and thanks!
tcw7468 2024 年 12 月 29 日 下午 7:16 
It was a nightmare to figure this out, but if you wanted to use the snowy megafauna image for the tech card that the DLC included in loading screens but not for any ages, the path is: [code]Cards/Techs/SpecialAge/Age0_EarlyStart_3840x2160[/code]
Red Death  [作者] 2024 年 12 月 22 日 上午 3:12 
I've got it set up in the same way as the spawning of barbarian camps in the Age of Blood, so the behaviour you described should technically not be happening. I will confirm it when I get the time, and probably try to get a comment from the game's developers.
Red Death  [作者] 2024 年 12 月 21 日 下午 5:22 
@conmkchar, Hmmm let me look into it and I will let you know!
conmkchar 2024 年 12 月 20 日 下午 12:16 
I was playing a game during the age of beasts and it seemed that mega-fauna dens spawned in every time a player or AI researched the age rather than just the first unlock. Thing got pretty crazy and I just wanted to post this to see if it was a bug or not.
Red Death  [作者] 2024 年 12 月 17 日 上午 4:30 
@Annihilat0r Hey thanks, glad you enjoy it!
Annihilat0r 2024 年 12 月 17 日 上午 2:11 
I just wanted to quickly say thank you for your mod!
Red Death  [作者] 2024 年 12 月 15 日 下午 3:45 
Updated!
* Replaced the "Community" tech and rearranged unlocks.
* Replaced several Improvements with variants that are more productive, but cost food to run.
The360MlgNoscoper 2024 年 11 月 20 日 下午 5:15 
When this mod becomes more complete i might add support for it into Ultimate Timelines.
K did literally nothing wrong 2024 年 11 月 19 日 上午 10:18 
thwarted by a derg...
Questionable 2024 年 11 月 17 日 上午 11:40 
i mean yeah but thats a hell of a lot of work for a pretty small dev team lol, they're published by paradox they're not staffed by paradox, there's only like less than 25 people who work at C Prompt Games guys, only 4 named on Linked In give them a break on "missed opportunities".
K did literally nothing wrong 2024 年 11 月 15 日 上午 8:48 
Honestly, I could go on about missed opportunities from the devs but then I'd just end up ranting for hours about the fact they didn't include ripple effect type stuff from picking variant ages. Where are my alchemical grenade launchers in the modern age? Where are my modernised airships? Where are my sabretooth tigers decked out in scrap armour like something outta Fallout 4 in the Age of Wasteland after the hypothetical integrated into the DLC Age of Beasts?
Red Death  [作者] 2024 年 11 月 15 日 上午 2:38 
I do actually agree with you, a Variant Age based on diving further into the mechanics added in the DLC seems like a natural fit. I will see if I can turn this mod into that vision when we get the proper resources for modding the game post-latest DLC.
K did literally nothing wrong 2024 年 11 月 14 日 上午 11:22 
Should have been in the DLC, to be honest.
Caveman2Cosmos-tier wacky divergent stuff should be considered by the devs by default.
Red Death  [作者] 2024 年 11 月 14 日 上午 2:04 
@timstravels Thanks for the comment and I'm glad you enjoyed it!

If you can recall which parts still showed unlocalized code I would love to know. Some parts of the game don't seem to work with localization yet, so I will have to pass it on to the game's developers.
timstravels 2024 年 11 月 13 日 上午 9:02 
Good work, thanks for this! It makes for some fun changes to the way the early ages play out. On a three continents map I ended up spending a lot of time clearing megafauna dens then ended up in a several hundred year war with my only neighbours, both armed with endless mammoths and tigers well into the medieval period. There's a few bits of code in the text boxes which need tidying but it's playable and stable and makes a nice subtle change to the game.