code99
Mar 23, 2012, 08:06 PM
Is it possible to remove certain features from the mod ?
Lets say, wasted food for example ?
Lets say, wasted food for example ?
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View Full Version : removing features from c2c code99 Mar 23, 2012, 08:06 PM Is it possible to remove certain features from the mod ? Lets say, wasted food for example ? Dancing Hoskuld Mar 23, 2012, 09:18 PM No. Some features you can and some you can't. Options are the easiest then modules. I have not explained how to remove modules in the documentation yet. code99 Mar 23, 2012, 09:22 PM Ok then, what about disabling some ? This mod is great but i dont like the wasted food at all ... Dancing Hoskuld Mar 23, 2012, 09:26 PM Ok then, what about disabling some ? This mod is great but i dont like the wasted food at all ... You can turn things on/off in the Custom Game screen. Some other options you can turn on/off in the BUG screen. If I am going to describe how to turn on/off modules I may as well do that in the documentation thread. ;) code99 Mar 24, 2012, 02:51 AM Well, no, i know how to turn things on and off lol :) But i dont think i've seen the "wasted food" option anywhere ... I really dont want to have it in the mod, ruins everything for me (kinda like huge cities and with this "wasted food" thing, hard to do) so i looked in some files and all but havent found anything yet. If there would be a way to set it to 0 or something ... I know 1 or 2 things about modding so i dont need a step by step tutorial, i just wanna know where is the file that has wasted food feature in it. AIAndy Mar 24, 2012, 05:57 AM Well, no, i know how to turn things on and off lol :) But i dont think i've seen the "wasted food" option anywhere ... I really dont want to have it in the mod, ruins everything for me (kinda like huge cities and with this "wasted food" thing, hard to do) so i looked in some files and all but havent found anything yet. If there would be a way to set it to 0 or something ... I know 1 or 2 things about modding so i dont need a step by step tutorial, i just wanna know where is the file that has wasted food feature in it. I think there are two parameters for it in A_New_Dawn_GlobalDefines.xml Dancing Hoskuld Mar 24, 2012, 06:42 AM Well, no, i know how to turn things on and off lol :) But i dont think i've seen the "wasted food" option anywhere ... I really dont want to have it in the mod, ruins everything for me (kinda like huge cities and with this "wasted food" thing, hard to do) so i looked in some files and all but havent found anything yet. If there would be a way to set it to 0 or something ... I know 1 or 2 things about modding so i dont need a step by step tutorial, i just wanna know where is the file that has wasted food feature in it. You will find a link to the correct post in the "Player Document" the part on variables. I haven't written that yet either but there is a link to the original doco. Koshling Mar 24, 2012, 07:21 AM I think there are two parameters for it in A_New_Dawn_GlobalDefines.xml Correct. Look near the bottom of that file. JosEPh_II Mar 24, 2012, 08:38 AM Ok then, what about disabling some ? This mod is great but i dont like the wasted food at all ... :lol: A "fellow" City Spammer! I knew I wasn't the only one. :D :mischief: JosEPh ;) rightfuture Mar 24, 2012, 08:54 AM a few of the more controversial ideas could be made optional, game options. It could solve some arguments, and still preserve gameplay for the others, like revolutions. Just an idea:) Koshling Mar 24, 2012, 09:46 AM a few of the more controversial ideas could be made optional, game options. It could solve some arguments, and still preserve gameplay for the others, like revolutions. Just an idea:) Haet proliferating game options, becaue you then have to tune the AI for all of them. The reality is that I will only be able to tune the AI for some due to time constraints, so it's the default set that are likely to get the most attention, so the net result is that if you happen to want to play with options that are no considered 'core' and have an easy time vs the AI because it doesn;t handle that setting well, you're basically going to be on your own. For MAJOR features (like REV) I can see the need to support both, but for minor stuff not so much. Wasted food specifically is a straw man, because you can already adjust it easily (and in it's latest version as per the SVN rather than v21, you have to be in a fairly extrme position for it to be having much effect). That raises the question - is the op runnign with the SVN version or the v21 version? rightfuture Mar 24, 2012, 11:50 AM I agree the options are a lot of work. I am just suggesting that a few major and a few controversial minor features be prioritized to be made optional , to help the community, and end some of the back and forth discussions/frustrations, so that your time can be more effective. If so you could open up voting as to what is most frustrating to be worked on for each version. Could end some yes/no debates. :) JosEPh_II Mar 24, 2012, 12:00 PM Quite frankly I'd prefer for Koshling to continue with his current focus. And this can be put on a backburner. I don't like wasted food either but I'm learning to live with it even if I do kick and scream every inch of the way. :P ;) :mischief: JosEPh :) rightfuture Mar 24, 2012, 12:03 PM :lol: A "fellow" City Spammer! I knew I wasn't the only one. :D :mischief: JosEPh ;) Larger maps, need more cities. For me more cities is a good thing, especially in early years, but at some point, I get sick of managing them. I would like to build for strategic growth, exploration, and resources, but not to spam them. :) Non-related Inspired idea: how about we have city traits, like leadership, so we can have a merchant city, a science city, etc. Maybe it could be an achieved event, like once you produce enough in a city, with the right resources, it could acquire the trait or label. Maybe you could change the city flag to an identifying color that helps you quickly identify it's specialty, like blue for science, red for military, gold for merchant hub, black/grey for production etc. JosEPh_II Mar 24, 2012, 12:10 PM Larger maps, need more cities. For me more cities is a good thing, especially in early years, but at some point, I get sick of managing them. I would like to build for strategic growth, exploration, and resources, but not to spam them. :) It's not that I "spam cities" for the sake of just doing it, but for those reasons you just stated. But it Will get you labeled as one. ;) Non-related Inspired idea: how about we have city traits, like leadership, so we can have a merchant city, a science city, etc. Maybe it could be an achieved event, like once you produce enough in a city, with the right resources, it could acquire the trait or label. Maybe you could change the city flag to an identifying color that helps you quickly identify it's specialty, like blue for science, red for military, gold for merchant hub, black/grey for production etc. Hold on to that thought. I don't think it can be done this upcoming version but might be a project for a future one. JosEPh ls612 Mar 24, 2012, 12:10 PM Quite frankly I'd prefer for Koshling to continue with his current focus. And this can be put on a backburner. I don't like wasted food either but I'm learning to live with it even if I do kick and scream every inch of the way. :P ;) :mischief: JosEPh :) I completely agree with this sentiment, Koshling has been doing fantastic work in the past few versions with the AI. The only thing I'd like changed is that with all this new AI stuff, the turn times are up a good bit, so some performance work might be nice after V22 comes out. rightfuture Mar 24, 2012, 12:23 PM It's not that I "spam cities" for the sake of just doing it, but for those reasons you just stated. But it Will get you labeled as one. ;) Hold on to that thought. I don't think it can be done this upcoming version but might be a project for a future one. JosEPh I agree, the last thing I want to do is stop everyone's momentum. I want to see C2C get better, and The Modders do a awesome job of making progress while entertaining ideas, squashing bugs, balancing, and including people. I'm just logging ideas as they come up. I only want them to not be forgotten. Never a distraction. When I have an idea that looks like it will solve problems for the team, I try to mention it. Maybe we need a thread for collecting major feature suggestions vs tweaks and ideas. I think we should also keep a list of ideas that we have been suggesting, and their status for considering. rightfuture Mar 24, 2012, 12:33 PM It's not that I "spam cities" for the sake of just doing it, but for those reasons you just stated. But it Will get you labeled as one. :) JosEPh I think that city growth and, building cities for all sorts of reasons, is very fun and an important feature in the earlier eras of the game. After that curtail city growth for realism and management. Being able to place a city is one of the most fun strategic features of civilization. It would be nice to have the option in every era. I don't want the map completely filled up ever, but I want to have the freedom to drop a strategic city. Too much / too little is a balance for each era. rightfuture Mar 24, 2012, 12:41 PM This could just be a thread for discussing the necessity of a feature be eventually made optional. It could focus the 'gone off the rails' or 'what I dislike most' debate and help the modders find solutions, while other things get prioritized and worked on by the modders, instead of getting stuck, bogged down in the same old debates. Sgtslick Mar 24, 2012, 02:04 PM the city governor in smacx was good like that, i chose not to use it usually, but you could tell the governor (automation) to focus in certain areas, and also combine areas such as science + economy - (similar to what c2c has now). One of the nice features was that it would manage workers to avoid unhappiness etc You could also exclude certain units / settlers / workers etc. Or include them in the automations choices. I feel the same way it does become tiresome sometimes managing your cities. Its not so much the 'managing' that I don't like its the never ending choose what to build now- here- here - here - here - here - here oh and here ever turn. This is even with build ques. The problem sometimes with build ques in since certain buildings go obsolete or will go obsolete soon, and the fact that with new techs comes new priorities- having long build q's really isn't viable. The game does play better on slower game speeds but then I find it frustrating stuck in the same era for hours and hours. Koshling Mar 24, 2012, 02:06 PM I completely agree with this sentiment, Koshling has been doing fantastic work in the past few versions with the AI. The only thing I'd like changed is that with all this new AI stuff, the turn times are up a good bit, so some performance work might be nice after V22 comes out. My first focus afeter v22 is released will be phase 2 of the pathing changes, which should speed things up a fair bit I'm expecting. strategyonly Mar 24, 2012, 05:54 PM I believe after this next version, almost everyone will be satisfied with the NEW City Governor that Koshling has done an amazing NEW job on, and it works 10 times better than ANY mod out there right now, its choices are very good, all you need to do it point it in the direction you want, ie production, food, commerce etc, and it works great now, you can turn it on and off anytime you want or add your own when you think you have a handle on it, then place it back on again, i have NEVER ever used it before, but NOW, :eek: its just again, Amazing.;) Sgtslick Mar 24, 2012, 07:45 PM yeah i agree strategyonly, its a really innovative and impressive improvement. Food + Hammer ~ FOR THE WIN :) If for instance the filter system in the city screen (where you can isolate particular units or buildings) could be incorporated into an automation system that would be incredible!!! Even just a simple military choice automation icon- this would be ace. Remember you can also add things in whenever you want while keeping the automation on. So if you just got commercial ports, you can add it to the build que and it will build next and afterwards the city will go right back to automation. Epona222 Mar 24, 2012, 09:28 PM Non-related Inspired idea: how about we have city traits, like leadership, so we can have a merchant city, a science city, etc. Maybe it could be an achieved event, like once you produce enough in a city, with the right resources, it could acquire the trait or label. Maybe you could change the city flag to an identifying color that helps you quickly identify it's specialty, like blue for science, red for military, gold for merchant hub, black/grey for production etc. I tend to super-specialise certain of my larger cities, and also play on gigantic maps so end up with a LOT of cities (96 cities in my current game, most of the map still empty) - I flag them myself by renaming a city eg. Mohawk is renamed to Mohawk (Mercantile) as a reminder to myself that Mohawk is producing a lot of gold and would be a good place to build any mercantile/trade Wonders or any buildings that give a free Merchant specialist. Cayuga is similarly renamed Cayuga (Science) and Susquehannock is Susquehannock (Military) so that I remember to keep it bang up to date with all the + Military Production buildings and any buildings that give special promotions - sure I can churn out units in any city, but if I want to build a particular unit extra quick with every available building related special promotion available and max starting experience, I go to that city. It doesn't roll off the tongue particularly well, but when you have a lot of cities it's a major help! It's not like I'm writing some sort of story about it and they need pretty names after all, and it does the job of reminding me of what the city's main focus should be when I'm in the city screen setting up a build queue, I just need to glance at the top of the screen to remind myself. And you can change it if your priorities for that city change throughout the game. Edit to add: Honestly, I wouldn't want the AI to flag this sort of thing on my behalf - I tend to play the game in what I have come to understand is a vastly different way than other people, and for that reason I tend to not give the AI any control whatsoever over my own units or city production, and really wouldn't appreciate it if particular cities were automatically flagged as being specialised - I want to make those decisions myself, and with the city renaming mechanism that I described above as a reminder to myself (and if you didn't want to do that, a notebook and pen next to the keyboard to make notes in while you play would be a good alternative), I do not need any additional help in order to play my game the way I want to play it. Sgtslick Mar 25, 2012, 03:23 AM Ideally I 'want' make decisions myself too Epona222 but I think there is a consideration with micromanagement that needs to balance depth and strategy and control etc with fun. If you micromanage every single thing the game can just become like your working.. not playing a game. Also civ4 quite simply is a game that is more fun as you progress through it. If you turtle along at 2km an hour for 3 months before even reaching modern era - sorry but this is just ridiculous to me and not at all enjoyable. The main concern I have with playing the game like this is that what if it turns out your not all that happy with map/context/situation. Sometimes its better to just start again than play out an average game. If you want to continue simply coz you invested so much time into it.. well this sux :( xartah Mar 25, 2012, 04:15 AM I choose to play mostly on small maps with standard as the limit on what map sizes I play on. I also only play on epic/marathon. I hate managing 20+ cities on larger map sizes as well as the increased turn time that comes with larger maps. Spending ages just pressing enter on the really slow game speeds and waiting over a minute each on large maps is just completely opposite to fun to me. BTW will the faster game speeds be fixed in v22? Building/research ratio on snail is 300/700 while on marathon it is 250/200 which means that building construction lags far behind technological progression on marathon. Dancing Hoskuld Mar 25, 2012, 05:09 AM Ideally I 'want' make decisions myself too Epona222 but I think there is a consideration with micromanagement that needs to balance depth and strategy and control etc with fun. If you micromanage every single thing the game can just become like your working.. not playing a game. Also civ4 quite simply is a game that is more fun as you progress through it. If you turtle along at 2km an hour for 3 months before even reaching modern era - sorry but this is just ridiculous to me and not at all enjoyable. The main concern I have with playing the game like this is that what if it turns out your not all that happy with map/context/situation. Sometimes its better to just start again than play out an average game. If you want to continue simply coz you invested so much time into it.. well this sux :( Interesting. I like the early part of the game and not the later so I am quit happy to play for many months before the modern era where I get bored and start a new game. Koshling Mar 25, 2012, 08:07 AM Interesting. I like the early part of the game and not the later so I am quit happy to play for many months before the modern era where I get bored and start a new game. I too prefer early game, but it's a style thing. I'm not very warlike, and prefer the strategtic elements of deciding where you need to grow (geographically) to secure choke points, key resources, etc. which is more early-game oriented. I suspect if I was into big wars I'd prefer late game. rightfuture Mar 25, 2012, 08:09 AM For me, the game seems to bog down a little in micromanagement, in the Medieval - Industrial Eras. I want sweeping actions to matter a little more. I love the fine-tune details, I just would like some more low-mid level macro movement in addition; Maybe city / regional tactics? I'm not solely interesting a linear war or city management either. I like implications of applied concepts. The classic era works the best because it is so dynamic, and choices have a serious effect on the success of your civilization. It's not just build a unit for war, or build a building for city improvement. I like the idea of the re-worked governor, but I'm not sure it would bridge that feeling between city management and country management. Maybe more variety in worker improvements? Maybe Localized (or regional) terrain effects like pollution, crime around cities (not just in them), disasters like in SimCity, and meaningful events tied to choices and behavior. Policies (in civ v) didn't cut it, but even though they bridged a little they seemed artificial, cartoony, and simplified. Not sure what I'm looking for yet, but I hope that it helps the modders find areas for improvement. I definitely don't want a simplified Civ5 feel, I want more of an exploration, mercantile, colonization race feel, broad / epic, where choices matter a little more than just adding another incremental building or unit. Diplomacy, trade, religion, exploration, crime, flammability, resources, law, culture, etc. are worth exploring more. Maybe slow diffusion and influence between regional cities could give them greater color and depth. I like the buildings and the details, I just want broader country/regional strategy/consequences to stand out a little more. Maybe it could be spiced up a bit to not get lost in another era or detail; slight flavor or emotion could help address potential boredom, without overshadowing or ignoring the working tweak-able details. Unless they improve gameplay, please don't remove features. The depth of detail is what keeps C2C a living world, working behind the scenes to flavor the environment. Patterns of unseen dynamic modeling behavior can make the game breathe and come alive. I am looking forward to the continued tweaking of each era to more fun and depth, and of course the soon-to-be C2C love for the Modern - Future eras. Koshling Mar 25, 2012, 09:10 AM Maybe Localized (or regional) terrain effects like pollution, crime around cities (not just in them), disasters like in SimCity, and meaningful events tied to choices and behavior. We already have crime around cities, though currently the game doesn't make (direct) use of it (indirectly it can lead to crime spread to nearby cities). BlueGenie Mar 26, 2012, 02:57 PM Hah. I'm like DH, like the building part of the game and can play the early parts for hours. By Industrial and Modern I tend to get a little bored, especially if the outcome of the game already seems to be decided. Maybe we should all start posting the saves we get tired of, letting some who like the later parts of the game take over and bring the game to it's end? Cheers Hydromancerx Mar 26, 2012, 03:14 PM Hah. I'm like DH, like the building part of the game and can play the early parts for hours. By Industrial and Modern I tend to get a little bored, especially if the outcome of the game already seems to be decided. Maybe we should all start posting the saves we get tired of, letting some who like the later parts of the game take over and bring the game to it's end? Cheers Multi-Maps should chnage up things since even behind nations will be able to claim land in space. But it will be awhile until that is added to C2C. Epona222 Mar 26, 2012, 10:58 PM Multi-Maps should chnage up things since even behind nations will be able to claim land in space. But it will be awhile until that is added to C2C. I can't express how much I am looking forward to multi-maps, I was a big fan of the Test of Time spin off for that very reason and if you can get multi-maps into CIV 4 I for one will be delighted! Mind you I think it has long been a problem in vanilla CIV 4 or ROM/AND/C2C that if one Civ gets ahead early they can basically dictate the rest of the game, it is very hard to come back in a decisive manner if you've lagged behind early on. If there are any odd mistakes in this post it is because my small blue cat was climbing up me whilst I was trying to write it, I hope it makes sense! Edit to reply to another post, to avoid making 2 posts in a row! Ideally I 'want' make decisions myself too Epona222 but I think there is a consideration with micromanagement that needs to balance depth and strategy and control etc with fun. If you micromanage every single thing the game can just become like your working.. not playing a game. Also civ4 quite simply is a game that is more fun as you progress through it. If you turtle along at 2km an hour for 3 months before even reaching modern era - sorry but this is just ridiculous to me and not at all enjoyable. The main concern I have with playing the game like this is that what if it turns out your not all that happy with map/context/situation. Sometimes its better to just start again than play out an average game. If you want to continue simply coz you invested so much time into it.. well this sux :( I am one of those people who micromanages every single aspect of the game, and there are other people like me who take charge of every last little command. Any tweaks to the game ought to take account of our needs too, that's all I'm saying - and a graphic indicator next to the city bar indicating what that city is best at is something I can live with, although I'd still ignore it and make use of my trusty notebook and pen :D I actually ENJOY that aspect of the game of working it out for myself, assigning specialists, deciding where to build Wonders in order to get the best benefit from them -to me it is one of the most interesting parts of the game - a visual indicator or something that I can otherwise ignore would be fine by me, but I don't want the AI taking charge of anything in my game, I don't even automate my workers! In terms of not getting a map that you are happy with, I completely understand that, because I am not going to play a game every night for the next 3 weeks just to find out the random map is not to my liking - but that is what WorldBuilder is there for if that sort of issue is going to stop you enjoying a game - I am quite happy to set up my own scenario in WorldBuilder to make sure that I get a map that I am happy with. I play on Gigantic Terra map, so if left to chance it can be an awfully long time before I realise it's not going to work for me, so rather than lose interest after 500 turns on a random map I make my own scenarios (not cheaty, I make a good effort to keep them balanced) to ensure that I will keep interest in the game for a long time. Hydromancerx Mar 26, 2012, 11:34 PM I suspect i play somewhat like Epona. While I do set my workers on automate I do enjoy micromanaging which buildings and units I am making. In the old days of vanilla I would automate explorers but since the introduction of subduing animals I control all my scout/hunters by hand because hunting is fun. As for maps, I love C2C PW2f. However I don't always get the best starting location or region. However this is why I love the game. Trying to climb out of a bad situation even when the odds are against you. In fact in one game i was getting my butt kicked because I had no iron or horses. And I manged to trade my way into getting both. Once I got them I made a great comeback and destroyed the evil civ who was kicking my butt. If there are any odd mistakes in this post it is because my small blue cat was climbing up me whilst I was trying to write it, I hope it makes sense! Blue cat strikes again!! http://img.photobucket.com/albums/v651/Epona222/2009_0128Cats_Jan_090042.jpg code99 Mar 28, 2012, 05:38 AM I suspect i play somewhat like Epona. While I do set my workers on automate I do enjoy micromanaging which buildings and units I am making. In the old days of vanilla I would automate explorers but since the introduction of subduing animals I control all my scout/hunters by hand because hunting is fun. As for maps, I love C2C PW2f. However I don't always get the best starting location or region. However this is why I love the game. Trying to climb out of a bad situation even when the odds are against you. In fact in one game i was getting my butt kicked because I had no iron or horses. And I manged to trade my way into getting both. Once I got them I made a great comeback and destroyed the evil civ who was kicking my butt. Blue cat strikes again!! http://img.photobucket.com/albums/v651/Epona222/2009_0128Cats_Jan_090042.jpg That sums up the way i play too, with one exception, i automate only a couple of workers (or more, depending on the size of my empire) and set them "Build Trade Network (automate)". This way they dont spam with stupid improvements and it reduces the chance that they build the same thing and they will build the apropriate improvement over resources. The rest, micromanage ... DRJ Mar 28, 2012, 07:49 AM However I don't always get the best starting location or region. However this is why I love the game. Trying to climb out of a bad situation even when the odds are against you. In fact in one game i was getting my butt kicked because I had no iron or horses. And I manged to trade my way into getting both. Once I got them I made a great comeback and destroyed the evil civ who was kicking my butt. Lol I know how you feel :crazyeye: i my recent game I just had turn 1335 (GEM deity/eternity/minor/raging) and an AI got sedentary lifestyle first - I counted the techs I was still missing to SL: I am 18 techs behind that AI. [My neighbour AI, Korea and me are same score(!), I have 4 cities and he has 3 or 4, but about 1 tech more with little less population. At least playing as Japan you can have good intelligence about your neighbours lol] Considering that techs take around 30 turns at this time and I can't expand beyond 4 cities before chiefdom and boats I think I will be overrun by riflemen once I have currency (which is when I would be saved as AI just can't trade :rolleyes: ). gonna tell you in a few weeks, after all it's Eternity, so happy v22 everybody :king::cool::goodjob: Epona222 Mar 28, 2012, 08:09 PM Blue cat strikes again!! http://img.photobucket.com/albums/v651/Epona222/2009_0128Cats_Jan_090042.jpg Did I post that picture up here at some point, I don't recall doing so but that is one of my photos of my little blue cat :confused: If I did post it here, I must have taken whichever thread I posted it on very off topic, my apologies :o Although he has deleted a few units and sent a few workers off into no-man's-land in his time by trampling on the keyboard, so I might well have mentioned him! Hydromancerx Mar 29, 2012, 02:54 AM Did I post that picture up here at some point, I don't recall doing so but that is one of my photos of my little blue cat :confused: Nope. :groucho: |
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