View Full Version : Jabarto's Balance and Flavor Tweaks
Jabarto May 17, 2009, 12:35 AM For ROM 2.7test2
Okay, I'm going to take a different approach to this. Since WoC made the odd decision to make modular mods additive instead of having them overwrite the base files, I can't make this modular anymore. Sorry.
I'm still planning on making this a community effort, so I invite any suggestions on gameplay balance or flavor that you think would make ROM a better mod. I'm too lazy to keep this post updated with all my changes, suffice it to say that I'm focusing heavily on toning down excessive building effects, particularly in the late era. I have a notepad file in the download that keeps track of all of the changes I make.
Extract the files to your "Rise of Mankind" folder. Make sure you back up your originals.
Soul oWar May 17, 2009, 08:22 AM So I'll guess this is made for 2.7 test line? and not for 2.63?
Nice work by the way
Jabarto May 17, 2009, 05:30 PM So I'll guess this is made for 2.7 test line? and not for 2.63?
Nice work by the way
Yes. I'll make a note of that in the OP.
DRJ May 18, 2009, 04:49 PM Using it. Loving it. Thx, Mr. Map (Can we expect a few conversions for 2.7test1 maybe? I like earth so much...). Keep on the good work!!!
Jabarto May 18, 2009, 05:05 PM Using it. Loving it. Thx, Mr. Map (Can we expect a few conversions for 2.7test1 maybe? I like earth so much...). Keep on the good work!!!
Thanks!
Well, I've got those two Europe maps I was talking about my conversion thread, and I found a new map that I might want to ROMify. So yes, you can expect a few conversions for 2.7. :)
Jabarto Jun 07, 2009, 07:48 PM So does anyone still use this? Should I bother updating it for the latest ROM version?
konradcabral Jun 07, 2009, 08:35 PM So does anyone still use this? Should I bother updating it for the latest ROM version?
Could you expand it a little? Sometime ago I posted some building nerfing suggestions, same kind of yours, in 2.7 discussion forum. Did you agree with it? Would you apply some of it? :goodjob:
Jabarto Jun 07, 2009, 08:50 PM Could you expand it a little? Sometime ago I posted some building nerfing suggestions, same kind of yours, in 2.7 discussion forum. Did you agree with it? Would you apply some of it? :goodjob:
Well, I'm looking through it now, and I think you've got a few good ideas. Nerfing Artist Guilds, Toll Houses/Customs Houses, Hotels, and Desgin Studios is a good idea, and it seems we're in agreement on Ports and International Ports. I think I'll adapt a few of your suggestions. :)
Chiyochan Jun 07, 2009, 09:39 PM not seeing the flavor.
Jabarto Jun 07, 2009, 10:08 PM not seeing the flavor.
Th "flavor" aspect comes from redesigning certain aspects of the mod (like the financial trait) to be more in line with what reality and/or what the names suggest. Like the financial trait being more geared toards makng cold hard cash instead of a general economic boost.
konradcabral Jun 08, 2009, 12:02 PM Well, I'm looking through it now, and I think you've got a few good ideas. Nerfing Artist Guilds, Toll Houses/Customs Houses, Hotels, and Desgin Studios is a good idea, and it seems we're in agreement on Ports and International Ports. I think I'll adapt a few of your suggestions. :)
My suggestions were based in the same principle of yours. Diminish the huge ammount of gold (and consequently research) by trade routes. I took the opportunity and suggested some measures to also bring down production and culture ones that I considered overestimated. This is a urgent question to improve the fun in the post-renaissance eras. So, if you can provide more cuts, even if it's different from mine, I'll apreciate immensely. :-)
How did you learn XML modding? Is there a manual? Is it easy? My time dedicated to Civ IV is short, max 2 or 3 hours per day, so if I try to mod things, it have to be quick-learning and doing. Cheers!
Jabarto Jun 08, 2009, 04:41 PM My suggestions were based in the same principle of yours. Diminish the huge ammount of gold (and consequently research) by trade routes. I took the opportunity and suggested some measures to also bring down production and culture ones that I considered overestimated. This is a urgent question to improve the fun in the post-renaissance eras. So, if you can provide more cuts, even if it's different from mine, I'll apreciate immensely. :-)
How did you learn XML modding? Is there a manual? Is it easy? My time dedicated to Civ IV is short, max 2 or 3 hours per day, so if I try to mod things, it have to be quick-learning and doing. Cheers!
Well, after reading the v.2.7 thread a bit, it seems a lot of people share that view, so I'll be doing extensive work on later-era buildings.
As for learning XML, I just picked it up by observation and trial-and-error. It's pretty easy to do, and if you're looking for a guide, this one helped me out quite a bit with modular stuff - http://forums.civfanatics.com/showthread.php?t=229557
Also, check the tutorial section in the Creation and Customization forum. I think there are several XML basics guides there.
Dancing Hoskuld Jun 08, 2009, 05:48 PM How did you learn XML modding? Is there a manual? Is it easy? My time dedicated to Civ IV is short, max 2 or 3 hours per day, so if I try to mod things, it have to be quick-learning and doing. Cheers!
My favorite XML book is "Teach yourself XML in 10 minutes." that is how easy it can be :)
Jabarto Jun 08, 2009, 07:38 PM I asked this in the main C&C forum, but I'm starting ot think it's a ROM issue so I'll ask here. Did something change with the latest test version in regards to modular mods? I made my module as before, but now it won't completely override the ROM files. Like when I modded Financial, both the orginal effects and my new ones stacked when mine should have completely rewritten the trait.
konradcabral Jun 08, 2009, 07:57 PM Well, after reading the v.2.7 thread a bit, it seems a lot of people share that view, so I'll be doing extensive work on later-era buildings.
That's great news.
My favorite XML book is "Teach yourself XML in 10 minutes." that is how easy it can be :)
Great news too, I'll give it a try.
Dancing Hoskuld Jun 08, 2009, 09:30 PM I asked this in the main C&C forum, but I'm starting ot think it's a ROM issue so I'll ask here. Did something change with the latest test version in regards to modular mods? I made my module as before, but now it won't completely override the ROM files. Like when I modded Financial, both the orginal effects and my new ones stacked when mine should have completely rewritten the trait.
With WoC, which 2.7test2 uses, XML bonuses in modules is additive they do not replace the base XML bonuses. AAranda has the same problem with the Religions modmod, had to replace the base XML building files to get it to work. This is a known problem (design feature) with WoC and modmods
This is a good example of the problems this causes - if I put your modmod in it will be broken by AAranda's stuff if I put theirs in. Don't know how to fix it! Reading the WoC forum and wiki suggests that each building/unit/religion/etc. should be in its own module. They even have a converter program to do it. This would reduce the conflicts between modmods but I am not sure it would solve the problem completely.
Jabarto Jun 08, 2009, 10:29 PM With WoC, which 2.7test2 uses, XML bonuses in modules is additive they do not replace the base XML bonuses. AAranda has the same problem with the Religions modmod, had to replace the base XML building files to get it to work. This is a known problem (design feature) with WoC and modmods
This is a good example of the problems this causes - if I put your modmod in it will be broken by AAranda's stuff if I put theirs in. Don't know how to fix it! Reading the WoC forum and wiki suggests that each building/unit/religion/etc. should be in its own module. They even have a converter program to do it. This would reduce the conflicts between modmods but I am not sure it would solve the problem completely.
Great, just when I think I've got the hang of modular modding...:sad: Maybe I should just stick to my maps. I'm gonna go look for that converter program and see if it won't help any.
Jabarto Jun 09, 2009, 04:01 PM So what do you guys think? Should I make a mod that overwrites the base files, since that seems to be my only option at this point? Or should I just let this project die?
Dancing Hoskuld Jun 09, 2009, 05:34 PM This is the big question! Or more accurately the big question is "How do I use everyones modmod when they all change the base files?" While I argue about the problems this will cause for some people I say go for it. Just be sure and mention what you are changing in the base files so that others have a chance of merging it OK.
Jabarto Jun 09, 2009, 10:54 PM Yeah, I want these changes mysefl, anyway, so I'm going to be editing the base fiels one way or another. Might as well make it public.
A question, though. I've read posts saying that incense is underpowered in this mod. What do you all think of making temples give and additional happiness bonus for it instead of cathedrals?
Dancing Hoskuld Jun 10, 2009, 01:59 AM Yeah, I want these changes mysefl, anyway, so I'm going to be editing the base fiels one way or another. Might as well make it public.
A question, though. I've read posts saying that incense is underpowered in this mod. What do you all think of making temples give and additional happiness bonus for it instead of cathedrals?
I mentioned this and zappara said that he would bring back the health bonus for incense. If the bonus gos obsolete sometime in the industrial era it will at least get the AI to work it. So I think this is covered.
Jabarto Jun 10, 2009, 03:14 AM I mentioned this and zappara said that he would bring back the health bonus for incense. If the bonus gos obsolete sometime in the industrial era it will at least get the AI to work it. So I think this is covered.
Ah, that's good.
Anyway, here are my current changes. Once I figure out how to change building upgrade paths, I'll upload them.
***BUILDINGS***
-Commercial Airport gives +1 trade routes (down from 2)
-Fisherman's Hut gives +4% food per resource (down from 5%)
-Accelerator gives +5% commerce with power (down from 10%)
-Artesian Well gives +10% food with rice (down from 15%)
-Artist's Guild increases culture by 20% (down from 50%)
-Advanced Quality Control gives +25% production with power (down from 50%)
-Removed Granary requirement from Bakery; Bakery increases commerce from fruit by 3% each (down from 5% each); Bakery does not upgrade to Food Processing Plant.
-Casino increases wealth by 10% (down from 25%)
-Cloning Laboratory increases science by 20% (down from 25%); removed Great Person Rate (was 25%)
-Computer Laboratory increases science by 15% (down from 30%)
-Convention Center gives +25% culture (down from 50%)
-Design Studio gives +10% commerce with power (was 25%)
-Customs House gives +30% international trade route yield (down from 50%)
-E-Bank increases city's commerce with power by 15% (down from 25%)
-Food Processing Plant increases food by 10% (was 25%); no longer upgrades Bakery
-Hotel increases wealth by 10% (down from 25%)
-Info Net increases science by 25% (down from 50%)
-Manufacturing Plant increases production with power by 30% (down from 40%)
-Removed Nanofactory base production bonus (was 25%)
-Removed spy defense penalty from Sewer Systems (was 20%)
-TOll House increases foreign trade yield by 15% (was 25%)
***CIVICS***
-Removed Free Market bonus to trade route commerce yield (was +25%)
***PROMOTIONS***
-Drill 1 gives 1 first strike (was 1 first strike chance)
-Drill 4 gives 1 first strike and 1 first strike chance (was 2 first strikes)
***TRAITS***
-Financial gives 2 wealth per city, doubles production speed of Market, Grocer, Bank
-Scientific gives 2 science per city, doubles production of
***UNITS***
-Mech Infantry are Gunpowder Units (was Tracked)
EDIT: ALso, I don't know what i was thinking suggesting that incense apply to temples. I guess I forgot ahow many of them can exist in a city at once. :crazyeye:
Jabarto Jun 20, 2009, 06:04 PM Alright, I'm feeling a bit better now, so I uploaded my changes. They're in the OP.
Extract the files to your "Rise of Mankind" folder. Make sure you back up your originals.
JosEPh_II Jun 20, 2009, 06:10 PM Have you been ill?
Hope everything is alright.
Your input has been valuable and respected.
JosEPh :)
Jabarto Jun 20, 2009, 07:02 PM Have you been ill?
Hope everything is alright.
Your input has been valuable and respected.
JosEPh :)
Yeah, I had an appendectomy the other day, but I'm doing better now. And your concern is appreciated. :)
JosEPh_II Jun 21, 2009, 11:34 AM My Prayers are with you and for a speedy and complete recovery.
JosEPh :)
Jabarto Jun 21, 2009, 08:28 PM Hey, do you guys think the financial trait as I made it in this modmod is too powerful early on? I'm finding it really easy to expand like mad withour ever having to lower my resaerch slider. I'm thinking of changing it from +2 wealth/ city to +1 wealth/city with a 10% statewide bonus. That way it would still have some kick in the late game without dominating early on.
I'm also thinking of making the Parliament civic available with Constitution instead of Political Philosophy,
vincentz Jun 21, 2009, 09:00 PM I think the +2/city is definately too much, as you said in the beginning it is very overpowering. Maybe +1 is too much too. Maybe only add the 10-15% bonus. Just my thought.
Jabarto Jun 21, 2009, 10:51 PM I think the +2/city is definately too much, as you said in the beginning it is very overpowering. Maybe +1 is too much too. Maybe only add the 10-15% bonus. Just my thought.
We'll see. I'm going to go with my idea first and see what happens, but it might come to making it only a percentile bonus, as you said.
DRJ Jun 22, 2009, 03:51 AM The +2 helps me to update a few warriors to spears during the first 300 or so turns (of snail speed), especially on maps without huts (like huge europe 2.7) and their lack of a 192-something-gold bonus which I use normally (for upgrades). But after I have 3 cities, my income goes in the red, so: no, it's not overpowered.
Jabarto Jul 06, 2009, 11:33 PM I'm not sure I like the idea of Breweries and Filling Factories being national wonders. What do you guys think of making them regular buildings again, perhaps with -1 health penalty to balance them out?
DRJ Jul 07, 2009, 07:09 AM Good idea! Btw. is there a updated version for 2.7+ out yet?
Jabarto Jul 09, 2009, 09:28 PM Good idea! Btw. is there a updated version for 2.7+ out yet?
There is now. :)
For this version, I removed most of my previous changes to buildings, becasue Zappara did some work in this regard. Let me know if you think they should be reinstated.
DRJ Jul 10, 2009, 03:45 AM Alright, thx! Gonna try it right now.
Btw here's the changlog of Jabartos Tweaks, if anyones interested:
***BUILDINGS***
-Bakeries no longer upgrade to Food Processing Plants; reduced bonus commerce from fruit to 3% (was 5%); no longer requires Granary
-Breweries, Chemical Plants, and Aluminum Factories are no longer national wonders
***CIVICS***
-Parliament is available with Constitution (was Political Philosophy).
***PROMOTIONS***
-Drill 1 gives 1 first strike (was 1 first strike chance)
-Drill 4 gives 1 first strike and 1 first strike chance (was 2 first strikes)
***TRAITS***
-Financial gives 1 wealth per city, +10% wealth nation-wide; doubles production speed of Market, Grocer, Bank
-Scientific gives 2 science per city, doubles production of [stuff]
***UNITS***
-Mech Infantry are Gunpowder Units (was Tracked)
JosEPh_II Jul 11, 2009, 11:47 AM I'm not sure I like the idea of Breweries and Filling Factories being national wonders. What do you guys think of making them regular buildings again, perhaps with -1 health penalty to balance them out?
I see you remove breweries from being a NW, but don't see Filling factory back to normal. Future plans or oversight?
JosEPh
Jabarto Jul 11, 2009, 03:03 PM I see you remove breweries from being a NW, but don't see Filling factory back to normal. Future plans or oversight?
JosEPh
Oversight. Come to think of it, I think I forgot to include the TraitInfos file as well. I'll upload a new version soon.
I've always thought that water tiles are a bit weak in ROM. How would you guys feel about using the GEM modifications to water tiles (basically, all water tiles produces -1 commerce and +1 production, and harbors and their ilk would restore the lost commerce once built)?
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