View Full Version : Is There a Way Mod This? Need Advice
Sayounara Feb 05, 2007, 11:09 PM I want to make a mod that can acheive the following:
In Deity, everything stays the same for the AI, but:
1) Reduce human player's upgrade cost to same as the AI's.
2) Reduce human player's production cost to the same as the AI's.
3) Reduce human player's corruption deficit rate to the same as the AI's.
Basically, for the human player to have the same civilization settings as the AIs have on Deity. I play Deity because the AI is most exciting, smart, fun and strong on Deity. But is there a way to have that AND make the human player just as quick in production?
How can I acheive all this with a mod?
Lord Olleus Feb 06, 2007, 01:28 AM The AI is not any cleverer on Diety, it just does everything faster. If you want to play with Diety bonuses against a Diety AI, I suggest you change your gamespeed to play a faster game. The result will be the same.
Impaler[WrG] Feb 06, 2007, 04:23 AM If you did all those changes about the only advantage left to the AI would be the fact your getting less health and happiness and its bonus start techs and units. It would probably feel like playing Monarch level early in the game but once you got over the 'hump' of their initial advantage you would out pace them rapidly and it would feel like Prince level.
Sayounara Feb 06, 2007, 10:32 AM The AI is not any cleverer on Diety, it just does everything faster. If you want to play with Diety bonuses against a Diety AI, I suggest you change your gamespeed to play a faster game. The result will be the same.
Are you sure the AI isn't more clever on Deity then on Noble or Prince...?
If so, then what about corruption levels?
Also, how much does it take for the AI to upgrade?
;5071403']If you did hall those changes about the only advantage left to the AI would be the fact your getting less health and happiness and its bonus start techs and units. It would probably feel like playing Monarch level early in the game but once you got over the 'hump' of their initial advantage you would out pace them rapidly and it would feel like Prince level.I just like the Deity AI's pace. They get size 12 cities in the ancient/classic era. I want them to somehow retain that power while the human player gets an equal benefits boost. It seems all I'll have to do is modify a noble level mod tho... just wanna make sure.
Edgecrusher Feb 06, 2007, 10:38 AM Are you sure the AI isn't more clever on Deity then on Noble or Prince...?
Machines dont think.
I just like the Deity AI's pace. They get size 12 cities in the ancient/classic era. I want them to somehow retain that power while the human player gets an equal benefits boost.
I dont think its all that hard to get to a level 12 city that quickly. Build the Granary quickly, and a city with 2+ Food resources with the propor improvement will grow pretty quickly.
Granted the city will suffer some serious health and happiness penalty.
Kael Feb 06, 2007, 11:11 AM Are you sure the AI isn't more clever on Deity then on Noble or Prince...?
If so, then what about corruption levels?
Also, how much does it take for the AI to upgrade?
I just like the Deity AI's pace. They get size 12 cities in the ancient/classic era. I want them to somehow retain that power while the human player gets an equal benefits boost. It seems all I'll have to do is modify a noble level mod tho... just wanna make sure.
He's right, there is no AI logic that is difficulty dependant. It plays the same game on any difficulty, it just gets different bonuses/penalties in doing so.
On increasign difficulty the AI's war weariness and inflation costs are decreased, which is probably the lower corruption you are seeing (meanwhile player maintenance is increasing).
Unit upgrade costs are also modified by the game difficulty, getting cheaper for the AI.
You probably see then grow larger cities faster on deity because the ai growth percent is also effected by difficulty.
Sayounara Feb 06, 2007, 11:56 AM I think I understand how to do this now then, thanks, except.
I wasn't aware whether or not human player war weariness and inflation costs is adjustable by modding. Is it? (if so, where?)
Kael Feb 06, 2007, 12:01 PM I think I understand how to do this now then, thanks, except.
I wasn't aware whether or not human player war weariness and inflation costs is adjustable by modding. Is it? (if so, where?)
The file that controls most of what we are talking about is CIV4HandicapInfos.xml.
Sayounara Feb 06, 2007, 12:05 PM The file that controls most of what we are talking about is CIV4HandicapInfos.xml.
=D Ahh, thank you.
Iustus Feb 07, 2007, 03:24 AM You might find this useful: civ4 handicaps breakdown (http://sourceforge.net/docman/display_doc.php?docid=37200&group_id=178407)
I can confirm that the AI 'thinks' absolutely the same at settler level as it does at deity level. The only difference is the handicaps (or bonuses) it recieves.
You might also want to adjust the game speed settings, if you are looking to generate a different pace of game. You can adjust the production to research ratios, for example. Somewhere there is also a value you can change to adjust how much food is needed to grow cities, if that is what you are looking for.
-Iustus
Sayounara Feb 07, 2007, 08:01 AM You might find this useful: civ4 handicaps breakdown (http://sourceforge.net/docman/display_doc.php?docid=37200&group_id=178407)
I can confirm that the AI 'thinks' absolutely the same at settler level as it does at deity level. The only difference is the handicaps (or bonuses) it recieves.
You might also want to adjust the game speed settings, if you are looking to generate a different pace of game. You can adjust the production to research ratios, for example. Somewhere there is also a value you can change to adjust how much food is needed to grow cities, if that is what you are looking for.
-IustusI'm looking for how to adjust food it costs to feed each citizen. Like, can I adjust the 2 bread requirement down to 1?
Also, does anyone know how to change these settings per civilization?
Like, I want the Japanese to have 1 bread per citizen requirement, 200% base production, 200% commerce, and 150% science in all cities on continent.
I want the German units to have 3 free strength promotions too.
Is there a way to acheive that WITHOUT resorting to modifying unique buildings?
Chuggi Feb 07, 2007, 11:21 AM You could just play on Noble? AI and human have the same stats I think
Iustus Feb 07, 2007, 12:01 PM I'm looking for how to adjust food it costs to feed each citizen. Like, can I adjust the 2 bread requirement down to 1?
Also, does anyone know how to change these settings per civilization?
Like, I want the Japanese to have 1 bread per citizen requirement, 200% base production, 200% commerce, and 150% science in all cities on continent.
I want the German units to have 3 free strength promotions too.
Is there a way to acheive that WITHOUT resorting to modifying unique buildings?
The food per cirizen is in GlobalDefines.xml, but it is gamewide, not customizable per civ. If you just want some civs to have it, you may have to make a custom building (could make it a free building the civ always gets though). Actually, you could also do it by making a new trait and giving that trait to the leader you wanted to have it.
Leaders can have more than 2 traits I think. (Or you can make a combo trait that does two things)
-Iustus
Lord Olleus Feb 07, 2007, 12:52 PM Have you thought about balance AT ALL?
|
|