AD 1640 North America

i think you may need to adjust goody huts, i started a new game with the version i downloaded today and i got astronomy as a free tech. seeing as it was worth a few thousand beakers, and it was turn 3 when i was researching much cheaper techs, they seem a bit unbalanced. I was playing on noble, warlords 2.08

I agree with you. I need to look into the goody huts coding and remove free techs that are Renaissance or later era. Not sure yet how to do that... What Civ were you playing? How far did you go (1700's, 1800's)?

Thanks for the feedback.
 
I agree with you. I need to look into the goody huts coding and remove free techs that are Renaissance or later era. Not sure yet how to do that... What Civ were you playing? How far did you go (1700's, 1800's)?

Thanks for the feedback.

I am playing England, only just started playing, still 1600s. I am not a modder, but i think in an xml file there is a list of bonuses you can get from goody huts, listed for each difficulty level, such as receive a free tech.
 
I am playing England, only just started playing, still 1600s. I am not a modder, but i think in an xml file there is a list of bonuses you can get from goody huts, listed for each difficulty level, such as receive a free tech.

OK, I'll have a look.

If you ever play that long with the Brits, let me know how the new promotions Bayonet & Horse work out. Haven't had the time to playtest these two much at all. Thanks!

Have fun!
 
I agree with you. I need to look into the goody huts coding and remove free techs that are Renaissance or later era. Not sure yet how to do that... What Civ were you playing? How far did you go (1700's, 1800's)?

Thanks for the feedback.

In the techinfos XML is a boolean tag for this.

Or you could remove free techs as a goodie from huts altogether.
 
In the techinfos XML is a boolean tag for this.

Or you could remove free techs as a goodie from huts altogether.

Thanks. I just cleaned up the entire list of techs available through goody huts. Should be fine now (next update)...
 
I received this error while playing at the start of the turn... non-fatal error
summer, 1664 AD, new england

python exception
traceback (most recent call last):
file "cvgameinterface", line 112, in cannotResearch
File "cvgameutils", line 1129, in cannotResearch
AttributeError: 'NoneType' object has no attribute 'isCoastalLand'
 
I received this error while playing at the start of the turn... non-fatal error
summer, 1664 AD, new england

python exception
traceback (most recent call last):
file "cvgameinterface", line 112, in cannotResearch
File "cvgameutils", line 1129, in cannotResearch
AttributeError: 'NoneType' object has no attribute 'isCoastalLand'

At least I know where this comes from. There is a Python app that prevents landlocked civs from researching Fishing/Sailing techs. When I upgraded the ZMaxUnit mod comp, I must have introduced an error with the earlier coding. I'll see what I can do. Thanks for the heads-up on this.
 
I checked and the game I played as the English I actually had all the other Euros beat the summer of 1718.

I'm still playing the game I started as the Sioux and doing well, rapidly catching up to the European powers and none of them have declared war on me yet.

Did you add the feature where units sometimes randomly upgrade themselves? This is neat once in a while, but sometimes, like when an archer you have as a city garrison upgrades himself to a fire archer, this is quite irritating. Fire archers are significantly worse at defending versus regular archers. Other times, braves would upgrade themselves into spearmen when I would have rather upgraded them myself to the more useful axeman.

Also.. are you sure that you designed the horse archers correctly? It says they are supposed to have -30% when attacking cities, but I think maybe they are really getting +30. I'm not sure, I haven't done any serious calculations to support this, but when I have a group of horse archers and a group of axemen, even when the axemen are upgraded with multiple city raider bonuses, the horse archers always have better odds of attacking the city. This combined with a few flanking upgrades actually makes them pretty ideal for just about anything other than defending. I'm glad that I decided to go for that tech first rather than trying to get stone for the axemen.
 
At least I know where this comes from. There is a Python app that prevents landlocked civs from researching Fishing/Sailing techs. When I upgraded the ZMaxUnit mod comp, I must have introduced an error with the earlier coding. I'll see what I can do. Thanks for the heads-up on this.

does that really make sense? It helps to be able to build fishing boats, especially since even some of the inland lakes have fish resources. and if a landlocked civ expanded to the ocean shouldn't they be able to figure out how to build boats as well as anyone else? I also noticed that played as the landlocked Sioux, I can research fishing and boating. But as the Cherokee, I could not.
 
Did you add the feature where units sometimes randomly upgrade themselves? This is neat once in a while, but sometimes, like when an archer you have as a city garrison upgrades himself to a fire archer, this is quite irritating. Fire archers are significantly worse at defending versus regular archers. Other times, braves would upgrade themselves into spearmen when I would have rather upgraded them myself to the more useful axeman.

That feature belongs with the Python coding that limits unit builds (ZMaxUnit). My understanding is that it helps the AI upgrade units when it has enough cash. It should not affect a player's units.

Also.. are you sure that you designed the horse archers correctly? It says they are supposed to have -30% when attacking cities, but I think maybe they are really getting +30. I'm not sure, I haven't done any serious calculations to support this, but when I have a group of horse archers and a group of axemen, even when the axemen are upgraded with multiple city raider bonuses, the horse archers always have better odds of attacking the city. This combined with a few flanking upgrades actually makes them pretty ideal for just about anything other than defending. I'm glad that I decided to go for that tech first rather than trying to get stone for the axemen.

All cavalry units have a -30 city attack penalty in this scenario. The Horse Archer unit, on the other hand, gets a +25 attack bonus vs all mustketman-type units and... the axemen. Your Combat 6 horse archer is far more dangerous than Combat 5 axeman. A defending archer won't fare that well either, considering its basic Combat Value of 3... Does that answer your question? Imagine if I hadn't put in the penalty... ;)
 
does that really make sense? It helps to be able to build fishing boats, especially since even some of the inland lakes have fish resources. and if a landlocked civ expanded to the ocean shouldn't they be able to figure out how to build boats as well as anyone else? I also noticed that played as the landlocked Sioux, I can research fishing and boating. But as the Cherokee, I could not.

As far as the latter goes, I had already noted that problem in the Known Issues section (see Post #3). In some cases the restriction applies, in some others it does not. I have no expanation for this. The AI seems to ignore this restriction fairly often. It also seems to ignore restrictions on certain Wonders as well. Dunno why...

A Civ is considered landlocked if its port cities have access to less than a certain number of water/sea spaces (including lakes). Even with the Fishing tech, you may not normally be able to build fishing boats if your Civ "port city" isn't connected to a minimum number of water spaces. The Python coding uses that same definition to determine whether a Civ is landlocked or not, so it should not interfere with normal gaming. The reason why I had this restriction added is because it is silly for an AI to reseach Fishing and Sailing when it is totally landlocked.
 
I received this error while playing at the start of the turn... non-fatal error
summer, 1664 AD, new england

python exception
traceback (most recent call last):
file "cvgameinterface", line 112, in cannotResearch
File "cvgameutils", line 1129, in cannotResearch
AttributeError: 'NoneType' object has no attribute 'isCoastalLand'

Did you do anything with the cvgameutils file? Mine runs 332 lines (not 1129).
 
Did you add the feature where units sometimes randomly upgrade themselves? This is neat once in a while, but sometimes, like when an archer you have as a city garrison upgrades himself to a fire archer, this is quite irritating. Fire archers are significantly worse at defending versus regular archers.

That feature belongs with the Python coding that limits unit builds (ZMaxUnit). My understanding is that it helps the AI upgrade units when it has enough cash. It should not affect a player's units.

I'm playing as the Sioux, and to me it's not random.
After I discovered the Drums of War, Archers automatically kept upgrading to Fire Archers as soon as I had enough cash. This way I could never have more than 115 gold, as I reached 116 pfuff! the stronger Archer was gone, and I had a new Fire Archer (maybe with a City Garrison II promotion, totally useless to Fire Archers).
Now I have the Portuguese Mission and I can build Musket Warriors. And now my gold is down to a maximum of 73, as the upgrade from Axeman to Musket Warrior costs 74.

This is really annoying.

Fortunately it's the only flaw in an otherwise perfect scenario.
So, along with my compliments, I implore you to fix it.
;)
 
2h 7'. :lol:
You have a weird concept of delays!

I was out for several days. I just happened to catch your post today anyway. Lucky you! :D

I checked the issue with the auto-upgrade. It is annoying. I'll get that fixed as soon as I can. I hadn't noticed the problem with the Euros (whom I had playtested last).

Cheers...
 
I'm playing as the Sioux, and to me it's not random.
After I discovered the Drums of War, Archers automatically kept upgrading to Fire Archers as soon as I had enough cash. This way I could never have more than 115 gold, as I reached 116 pfuff! the stronger Archer was gone, and I had a new Fire Archer (maybe with a City Garrison II promotion, totally useless to Fire Archers).
Now I have the Portuguese Mission and I can build Musket Warriors. And now my gold is down to a maximum of 73, as the upgrade from Axeman to Musket Warrior costs 74.

This is really annoying.

Fortunately it's the only flaw in an otherwise perfect scenario.
So, along with my compliments, I implore you to fix it.
;)

Try this...

In this mod's directory, find the file labelled zMax Units Config.ini. Open it with Notepad and look for the following line, somewhere toward the bottom: iMaxAIUnitForceUpgrades = 5. Change the number to 0.

This should disable the auto-upgrade until I can get an update to this mod comp. I just tried this, and it seems to be working. You have the previous version of this file since I haven't uploaded the one I have now. The fix should still work anyhow. (Let me know if this doesn't work).

Cheers
 
In this mod's directory, find the file labelled zMax Units Config.ini. Open it with Notepad and look for the following line, somewhere toward the bottom: iMaxAIUnitForceUpgrades = 5. Change the number to 0.

This should disable the auto-upgrade until I can get an update to this mod comp. I just tried this, and it seems to be working. You have the previous version of this file since I haven't uploaded the one I have now. The fix should still work anyhow. (Let me know if this doesn't work).

It worked.
No more unsolicited upgrades: now I'm the proud owner of a 200 coins Gold Reserve!
:goodjob:

Thank you!
 
Back
Top Bottom