Unofficial Byzantine fixes
Culture personnalisée · Autre · par ldog
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Version 1.6 changes official as of Millenaire 4.2.1
Unofficial fixes to the Byzantine culture, originally made by Ticlon, now included in official distro.
Small fixes to many building plans and data files. 1 new quest (thirsty lumberjack Byzantine style)
1. Delete the Byzantines folder from cultures (because I removed some files).
2. Unzip into the Millenaire folder. Allow it to overwrite (should only be some crafting goals modified if you deleted the Byz folder).
Do note that any buildings already built will not be modified unless changes are made on new levels. To see the full effects of all changes will require new villages to be built.
A couple major changes:
I have deleted the oak and cedar groves, leaving only the combined Byznatine grove. The other 2 were not working properly and having more than 1 grove per village is pretty pointless.
The sheep farm is now a combined cattle and sheep farm as both Byz armor and books (I corrected bookmaking, priest was already set to fetch leather) are made with leather.
Added steak as food (in addition to bread and fish).
I will be adding the moat to the fort (found unused and unfinished A10 plan that I can tell Ticlon was starting to add a moat) when I get around to it.
1.1 Fixed beds in late stage market. Some various roof and lighting fixes to other buildings (still could use improvement).
1.2 Added missing sign 8 (military strength) to fort, place, and playerfort.
1.3 Added the moat to the fort and playerfort. Some more balancing efforts on goods production and consumption. Reduced padding (around:) on buildings to 2 to allow tighter spacing since buildings are larger than average.
1.4 Moved some of the chests around the fort (npc and player). Also added a small basement storage area to fort a10 plan. Added a well as an extra building. Fixed some spelling and grammar in English language files for Byzantines, also added quest dialogue (sorry only in English). Found workaround to get fish cooked. Steak will have to wait on Kin to add code for cooking stuff other than glass and stone. Added archer tag to soldiers.
1.5 Fixed fort basement (removed dirt) also added some more torches to towers that didn't have them. Still quite a few spots with inadequate lighting but this is all I have time for tonight. If you already installed 1.4 you don't need to delete everything, just overwrite the fort png files (fort and playerfort).
1.6 Numerous building plan fixes. I set around back to 4 but trimmed the extra space from all but the towncenters. Put the sheepfarm back the way it was originally and added a cattlefarm (although it is just a copy of the sheepfarm with cows instead of sheep, too lazy to build a barn right now) to military villages. Added armyforge as subbuilding for fort and playerfort. Buildable at same level as Krebati. Regular forge only makes tools now.
Do note that the military village is trade dependant for wool (it is possible but unlikely for a sheepfarm to be built as an extra in the military village) and the other villages are dependant for leather (emporikos MAY be able to build cattlefarm as an extra). Beef can't be cooked into steak until Kin adds code for generic furnace recipes (right now only stone and glass can be made by miner). Only rich Byzantines ate beef anyway, so consider it there for the player or you can sell it to the Normans ;) . Also awaiting code change so fish can be cooked at buildings other than towncenter, my workaround is rawfish gets delivered to the townhall, fisher comes and cooks it (trying to slow him down since he produces WAY too much fish anyway) and then the wife brings whatever the other women dont snag back to the fishery. This is to keep the townhall from overfilling with fish.
This update is likely going to break some stuff from my earlier one, sorry Future updates hopefully will not. You won't be able to get the armyforge in an existing fort if it is already past stage 3.
Oh, added another quest too. File is about half the size since I realized I had inadvertently converted many png files to 32-bit, converted them all back to 24-bit.
Unofficial fixes to the Byzantine culture, originally made by Ticlon, now included in official distro.
Small fixes to many building plans and data files. 1 new quest (thirsty lumberjack Byzantine style)
1. Delete the Byzantines folder from cultures (because I removed some files).
2. Unzip into the Millenaire folder. Allow it to overwrite (should only be some crafting goals modified if you deleted the Byz folder).
Do note that any buildings already built will not be modified unless changes are made on new levels. To see the full effects of all changes will require new villages to be built.
A couple major changes:
I have deleted the oak and cedar groves, leaving only the combined Byznatine grove. The other 2 were not working properly and having more than 1 grove per village is pretty pointless.
The sheep farm is now a combined cattle and sheep farm as both Byz armor and books (I corrected bookmaking, priest was already set to fetch leather) are made with leather.
Added steak as food (in addition to bread and fish).
I will be adding the moat to the fort (found unused and unfinished A10 plan that I can tell Ticlon was starting to add a moat) when I get around to it.
1.1 Fixed beds in late stage market. Some various roof and lighting fixes to other buildings (still could use improvement).
1.2 Added missing sign 8 (military strength) to fort, place, and playerfort.
1.3 Added the moat to the fort and playerfort. Some more balancing efforts on goods production and consumption. Reduced padding (around:) on buildings to 2 to allow tighter spacing since buildings are larger than average.
1.4 Moved some of the chests around the fort (npc and player). Also added a small basement storage area to fort a10 plan. Added a well as an extra building. Fixed some spelling and grammar in English language files for Byzantines, also added quest dialogue (sorry only in English). Found workaround to get fish cooked. Steak will have to wait on Kin to add code for cooking stuff other than glass and stone. Added archer tag to soldiers.
1.5 Fixed fort basement (removed dirt) also added some more torches to towers that didn't have them. Still quite a few spots with inadequate lighting but this is all I have time for tonight. If you already installed 1.4 you don't need to delete everything, just overwrite the fort png files (fort and playerfort).
1.6 Numerous building plan fixes. I set around back to 4 but trimmed the extra space from all but the towncenters. Put the sheepfarm back the way it was originally and added a cattlefarm (although it is just a copy of the sheepfarm with cows instead of sheep, too lazy to build a barn right now) to military villages. Added armyforge as subbuilding for fort and playerfort. Buildable at same level as Krebati. Regular forge only makes tools now.
Do note that the military village is trade dependant for wool (it is possible but unlikely for a sheepfarm to be built as an extra in the military village) and the other villages are dependant for leather (emporikos MAY be able to build cattlefarm as an extra). Beef can't be cooked into steak until Kin adds code for generic furnace recipes (right now only stone and glass can be made by miner). Only rich Byzantines ate beef anyway, so consider it there for the player or you can sell it to the Normans ;) . Also awaiting code change so fish can be cooked at buildings other than towncenter, my workaround is rawfish gets delivered to the townhall, fisher comes and cooks it (trying to slow him down since he produces WAY too much fish anyway) and then the wife brings whatever the other women dont snag back to the fishery. This is to keep the townhall from overfilling with fish.
This update is likely going to break some stuff from my earlier one, sorry Future updates hopefully will not. You won't be able to get the armyforge in an existing fort if it is already past stage 3.
Oh, added another quest too. File is about half the size since I realized I had inadvertently converted many png files to 32-bit, converted them all back to 24-bit.
Fichiers
Pack au format ancien (1.12). Le mod moderne le convertit au chargement, mais la conversion est limitée : certains blocs ou objets personnalisés peuvent être perdus.
Commentaires
wyr3d · 2021-09-29
This link is working fine..
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