View Full Version : Possible features/changes


strategyonly
Nov 25, 2007, 02:12 AM
Here is where opinions and changes should be placed to what YOU'D like to see implemented in the mod.

strategyonly
Nov 25, 2007, 02:16 AM
ok here is just a fast look at what i see when first trying out the mod:

1. Dont like the way the Archers/Spearman are there so soon, that way there is no need for the warriors.

2. Need an Archery Range or building so that the archers need prior to being built.

3. Need to move Bronze Working in the tech tree to a later place.

4. I think wooden walls should be before stone one?

5. Copper is already founded way to early.

6. Elephant unit is way to early.

Some food for thought for now.

Feel free to voice your opinion and or suggestions also. Thats what this is all about. (Or is that the Hokey Pokey?):p

Darque
Nov 25, 2007, 02:49 AM
1. Dont like the way the Archers/Spearman are there so soon, that way there is no need for the warriors.

I want warriors out fairly quickly.
2. Need an Archery Range or building so that the archers need prior to being built.What do you say that the archery range increases XP for new archery units built instead?
3. Need to move Bronze Working in the tech tree to a later place.
5. Copper is already founded way to early.

I suggest that Mining requires Masonry and Metal Casting requires Early Prospecting.
4. I think wooden walls should be before stone one?
What tech would enable wooden walls?
6. Elephant unit is way to early.
What is your idea for changing this? Right now, elephant riders would require the techs hunting, agriculture, animal husbandry, riding, and animal training, as well as a supply of elephants.

woodelf
Nov 25, 2007, 07:13 AM
Wooden Walls could have no tech prereq.

strategyonly
Nov 25, 2007, 07:37 AM
Wooden Walls could have no tech prereq.

I agree here completely, just use this as the first wall built. Then use Taller walls as the first stone wall, then highest wall or some other name for the best wall to be built.

strategyonly
Nov 25, 2007, 07:44 AM
I might have found a bug is why i asked some of the questions above.
See attached pics:

1. Three pics of when starting a game with Custom Scenario's map. This one shows alot of techs already given to the player when first starting. Didn't matter which custom map i played all of those techs were there to start. (CM1, CM2 and CM3) Total around 22.

2. Two pics on a Play Now map. This one shows only two techs given when starting. (PN1 and PN2) Total around 2.

3. Still need more ideas and or suggestions from everyone , thx.

Darque
Nov 25, 2007, 11:49 AM
The reason for the free techs is the difficulty level; Some Civs get free techs too. I'll list them in a bit.

Here are the global free techs per difficulty level:
Settler Difficulty: Free Roads, Early Tools, Early Prospecting
Chieftain Difficulty: Free Roads, Early Tools
Warlord Difficulty: Free Early Tools

The opposite for higher difficulty; AI gets free techs:
Monarch:Archery
Emporer:Archery, Hunting
Immortal:Archery, Hunting, Early Tools
Deity:Archery, Hunting, Early Tools, Roads

Looking at this, I realize the AI free techs need to be changed. I will change it to:
Monarch:Early Tools
Emporer:Early Tools, Roads
Immortal:Roads, Early Tools, Early Prospecting
Deity:Early Prospecting, Hunting, Early Tools, Roads

Opinions on this?

woodelf
Nov 25, 2007, 11:50 AM
That seems about right to me.

Darque
Nov 25, 2007, 12:00 PM
Free techs per civilization:
Black Orcs: Orcish Folklore, Hunting
Grey Orcs: Orcish Folklore, Mining (Should replace mining with Early Prospecting?)
Mithrilcraft Clan: Dwarven Folklore, Early Prospecting
Stonecutter Clan: Dwarven Folklore, Mining (Replace Mining with Early Prospecting?)
Rock Clan: Dwarven Folklore, Mining (Replace Mining with Masonry?)
Ironfist Clan: Dwarven Folklore, Pottery
Warg Goblins: Hunting, Mining (Replace Mining with Riding?)
Gashmog Goblins: Ceremony, Hunting
Tang Zul Goblins: Wheel, Hunting
Wildarrow Elves: Elvish Folklore, Hunting
Runehaven Elves: Elvish Folklore, Ceremony
Kalagori Elves: Elvish Folklore, Agriculture
Drow: Drow Folklore, Ceremony
Paladorn: Early Tools, Ceremony
Ungdu: Hunting, Fishing
Furn: Fishing, Mining (Replace Mining with Masonry?)
Thay: Alphabet, Pottery
Hazelfire: Ceremony, Early Tools
Osterlands: Fishing, Early Tools
Sundabar: Agriculture, Pottery
Jihish: Wheel, Ceremony
Isendorf: Hunting, Roads
Wei: Agriculture, Mining (Replace Mining with Early Prospecting?)
Matsujima: Fishing, The Wheel
Silver March: Orcish Folklore, Hunting (Replace Orcish Folklore with Ceremony?)

strategyonly
Nov 25, 2007, 12:01 PM
The reason for the free techs is the difficulty level; Some Civs get free techs too. I'll list them in a bit.

Here are the global free techs per difficulty level:
Settler Difficulty: Free Roads, Early Tools, Early Prospecting
Chieftain Difficulty: Free Roads, Early Tools
Warlord Difficulty: Free Early Tools

The opposite for higher difficulty; AI gets free techs:
Monarch:Archery
Emporer:Archery, Hunting
Immortal:Archery, Hunting, Early Tools
Deity:Archery, Hunting, Early Tools, Roads

Looking at this, I realize the AI free techs need to be changed. I will change it to:
Monarch:Early Tools
Emporer:Early Tools, Roads
Immortal:Roads, Early Tools, Early Prospecting
Deity:Early Prospecting, Hunting, Early Tools, Roads

Opinions on this?

Sounds good, but if you look i had 22 techs just starting the game? And thats without even putting a settler in place yet? And this is on Quick/Warlords settings.

Darque
Nov 25, 2007, 12:16 PM
I wonder if your custom script somhow added more free techs at the start of the game?

strategyonly
Nov 25, 2007, 12:32 PM
I wonder if your custom script somhow added more free techs at the start of the game?

It shouldnt have, it happend on every custom game i played on, same results.
It doesnt happen in other mods?:blush:

Darque
Nov 25, 2007, 01:16 PM
Which custom map script and settings are you using? I want to try it out on my end to try to find the issue.

strategyonly
Nov 25, 2007, 02:00 PM
Which custom map script and settings are you using? I want to try it out on my end to try to find the issue.

This was the map i was working on also.;)

Darque
Nov 25, 2007, 10:57 PM
I have tested the WBSave you provided and I think the issue is that in that WBSave, those techs are enabled for all players at the beginning of the game.

strategyonly
Dec 07, 2007, 01:52 PM
On the terrain that has changed, i took out the grass that you added in and now, it looks fantastic, try it that way once and see what you think??

Darque
Dec 07, 2007, 02:27 PM
I'll give it a try. Any other opinions from anyone on the altered terrain?

woodelf
Dec 07, 2007, 02:49 PM
I'll need screenies for an opinion. Shadow testing is hard work. :p

Darque
Dec 07, 2007, 05:05 PM
I'll post some tonight. We'll have 3 versions:
a) original terrain
b) altered terrain
c) altered terrain with original grasslands

(Strategyonly - feel free to beat me too this if you want)

strategyonly
Dec 07, 2007, 08:14 PM
I'll post some tonight. We'll have 3 versions:
a) original terrain
b) altered terrain
c) altered terrain with original grasslands

(Strategyonly - feel free to beat me too this if you want)

I just think that the new grasslands are to hard to see for the darker colored items such as cows, ale, wine etc.:rolleyes: Looks good but thats about it.

Darque
Dec 08, 2007, 12:26 AM
Here are the 3 images:
a) Original
http://diabolicstudios.net/images/Civ4ScreenShot0012.JPG
b) Altered
http://diabolicstudios.net/images/Civ4ScreenShot0010.JPG
c) Altered with original grasslands
http://diabolicstudios.net/images/Civ4ScreenShot0011.JPG

winddelay
Dec 08, 2007, 01:58 AM
I think the new grassland looks pretty good in-game.

hexagonian
Dec 08, 2007, 07:46 AM
b) :goodjob:

strategyonly
Dec 13, 2007, 05:39 PM
OK ran into a little problem (maybe)?

As marked in the attached pic:

1. Can hardly see elephant and its hut?(trees to tall)
2. Coffee in forest?(trees to tall)
3. Bronze mine in forest?(trees to tall)
4. Deer in forest and hut?(trees to tall)
5. Workers in forest and cant cut down (new) trees, but bronze has been researched already, and chopping accessed??

Just trying to figure this out is all.

Maybe its just me, what do you'll think?:rolleyes:

Darque
Dec 13, 2007, 06:09 PM
That is the Ancient Forest, not a normal forest. You don't have to chop the trees down, as improvements can be built under the tree canopy. Ancient Forests will only grow in elven lands.

We can address the actual graphics used by the ancient forest after the beta release. FFH2 uses the same ancient forest graphics set, and I haven't heard any complaints on that platform.

Functionality opinion question: Should ancient forests slowly revert to normal forests if the elves no longer own the land? Also, should workers be able to chop down ancient forests? And if so, would it provide more production than a normal forest?

strategyonly
Dec 14, 2007, 02:21 AM
OK ran into a little problem (maybe)?

As marked in the attached pic:

1. Can hardly see elephant and its hut?(trees to tall)
2. Coffee in forest?(trees to tall)
3. Bronze mine in forest?(trees to tall)
4. Deer in forest and hut?(trees to tall)
5. Workers in forest and cant cut down (new) trees, but bronze has been researched already, and chopping accessed??

Just trying to figure this out is all.

Maybe its just me, what do you'll think?:rolleyes:



I think it might have been a glitch or something, cause you can see in this pic that the Ancient Forest arent there anymore, and you can see the resources???:confused:

Darque
Dec 14, 2007, 09:16 AM
Yes, I see the resources. Did you remove the ancient forest feature using worldbuilder? Removing the forest doesn't remove the resource; so I am confused as to what the issue you are trying to show is.

strategyonly
Dec 14, 2007, 11:49 AM
Yes, I see the resources. Did you remove the ancient forest feature using worldbuilder? Removing the forest doesn't remove the resource; so I am confused as to what the issue you are trying to show is.

My mistake, i forgot it was the Ancient forest that was the main problem, as you can see the trees are Extra tall and hides mostly everything.:rolleyes:

Darque
Dec 14, 2007, 01:25 PM
So you are stating that the ancient forest trees should be shorter so that bonuses are more visible?

strategyonly
Dec 15, 2007, 11:21 AM
So you are stating that the ancient forest trees should be shorter so that bonuses are more visible?


Yes, and maybe down the road chopable.:p

Darque
Dec 15, 2007, 12:24 PM
If you've been paying attension to the latest lizardfolk screenshots, this is the flag I have created for the Silver March Lizards:
http://diabolicstudios.net/images/SilverMarch.png

strategyonly
Dec 23, 2007, 09:18 PM
OK, a couple of things for the Lizardsfolks, i could change one of these but rather than doing that, just put them here, that way you can change all that i can find, cause i cant do graphic changes:

Have a graphics error on the Female settler, someplace, i tried it without the female in game and i got it to work. I think. Been to busy to make sure.

WarSaurus: ArtDefinesUnit: you have the wrong nif listed, you have
Art/Units/Lizardfolk/Knight/WarElephant_Carthage, should be one of the other ones in art folder.

Right now when trying to play SilverMarch it crashes.

Darque
Dec 24, 2007, 12:36 AM
I'll check out the female settler and infantry issues.

As for the War Saurus, I purposely did this. I had decided not to use that first War Saurus animation. I'll fix the file locations this week.
For the Lizard Knight replacement, winddelay will make a lizardfolk riding on the back of a clawfoot or such.

strategyonly
Dec 24, 2007, 02:28 AM
Fixed the problem.

Darque
Dec 24, 2007, 03:20 AM
Jeff,
Stop posting bugs from your own mod!!
I had accidentally uploaded old versions of the liz swordsman and goblin worker. The correct versions were referenced by the Dragonia II mod, but you referenced the wrong nifs in your own mod.

strategyonly
Dec 24, 2007, 06:32 AM
Jeff,
Stop posting bugs from your own mod!!
I had accidentally uploaded old versions of the liz swordsman and goblin worker. The correct versions were referenced by the Dragonia II mod, but you referenced the wrong nifs in your own mod.


That was the only way i could get the lizard to work was put them into another mod, .:blush: So i just moved gobs & lizs both and tried them, sorry.:D Only took me three hours to get to this point, and this, umm

But your right i did ref liz swordsman rather than swordsman2, and the gob worker i had FX on the end, sorry.:)

Cant blame an ole boy for trying?

Darque
Dec 24, 2007, 11:50 AM
I have updated SVN with a few bug fixes. The Liz Female settler won't crash the game now.

strategyonly
Dec 24, 2007, 07:48 PM
I have updated SVN with a few bug fixes. The Liz Female settler won't crash the game now.

OK it doesnt crash now, PHEW, but now it has No interface?:rolleyes:

Darque
Dec 27, 2007, 02:25 AM
hmm...I get the same. Short term fix, do an Alt-Tab out of the game and then restore the game again...then the interface returns. Till then, I'll hunt down the reason that the interface is disappearing in the first place.

Darque
Dec 28, 2007, 03:55 AM
Ok...interface bug fixed now. Was a bad reference to art defines that caused the problem. Download latest SVN version 104 for the fix.

strategyonly
Jan 08, 2008, 02:56 PM
I have a new look for the water, more blue looking. :p

Darque
Jan 08, 2008, 03:11 PM
Can you post a before and after picture of the water ingame?

strategyonly
Jan 08, 2008, 03:35 PM
Can you post a before and after picture of the water ingame?

Sure, no problem. Before then After.

Darque
Jan 08, 2008, 04:49 PM
I think the darker water looks better. How does everyone else feel?

winddelay
Jan 09, 2008, 01:36 AM
I like the darker one... it makes the land look lighter by comparison, and gives it all greater contrast.

woodelf
Jan 09, 2008, 07:38 AM
Contrast is good. Darker is good. :)

Darque
Jan 09, 2008, 09:37 AM
The votes have been cast. I will implement the darker water for beta 2.

winddelay
Jan 18, 2008, 10:48 AM
Good choice I think. :)

I found a few small issues.
http://forums.civfanatics.com/uploads/122690/cotfarm1.jpg
I was able to build a cotton farm, despite the fact that it said I need the calendar.

http://forums.civfanatics.com/uploads/122690/noticebar.jpg
I'm not sure if this is new or not, since i'm pretty ADD, but there is a lot of crap on the notices popup.

Darque
Jan 18, 2008, 11:33 AM
thnx for the update. I'll check out the cotton farm issue.

As for the messages, I'll make sure they are disabled for the patch release. (I had them enabled for debugging purposes.)

strategyonly
Oct 06, 2008, 08:20 AM
Anything new in the changes department, lately??