The only thing I can say is that resources are almost overwhelming. Im playing on the High setting, i think its goes Legend, very high, high, as the other 2 had way too many. Funny that standard has none and even on high its alot. Still, I can now try out the stuff and see how it goes.
I may have to tweak down the resource counts a bit.
I like the color for copper...very nice...is there anything else we could do for Alligators? Like use foxes but make them dark green or black?
good to see corn back! Are you going to make a vodka distillery for this(lol kinda just joking)
Someone would have to do that, but I don't think it would look better than the swampy oil look.
I thought vodka was made out of potatoes?
Also a bit confused...at the top of my bar i see Corn Rice soybean tea an cocoa and a spot for a number, but nothing for wheat, gold, silver, etc. Are those coming?
Weird that you see the new resources but not the old. I hadn't expected you to see any actually.
Hey D, I think i have a bug; if I stop a game then come back to it later (due to tech tree crashes), when I resume I have more resources popping up than there were before. For example, my capital was without iron. I got a crash at 139 after looking for the shortest path to renaissance. After I popped up the save, I had iron. I think it's bugged because the city won't recognize that iron an let me build the buildings associated with it, even though it's in the city radius. This happens with other resources as well.
For balance, the first thing I can think of is to double the requirements for the original strategic resources, since their plots start off with 3-6. This leads to really fast monopolies.
Resources changing positions on reload is going to be a major annoyance for sure... I am going to have to talk with Deep Blue about this.
For crashes related to a possible prereq loop, can you guys tell me the techs that you could have researched when the crash happened?
I may either increase the cost for those, or I may incorporate the unit buildings into them. Not sure.
May also want to change Aristocracy has its +4 luxury doesnt work anymore, unless it comes in once you start making the special buildings?
Yeah, I will have to scour the mod for all luxury references and change them.
I also dont understand how we are going to build the really big trade buildings, when it doesnt seem like the resources are acting globally. I have gems at one city, but cant build a gem building in my main city, unless that is the intention. If this is the case, how are we ever going to get enough of a resource by a city to have huge monopolies buildings, if they are globally traded or what not. Did that make sense?
Each building must have a local resource. In addition, they use up resources. I may need to specify in the help text that a local resource must be present as well.
I was not expecting such a drastically awesome change, with such variety in the policies and tech tree. Lets just say a few shots of jameson aren't helping me wrap me head around what to pick since so many things cancel each other out.
Hehe.
The exclusive policies generally go along with the tyranny/freedom themes. Extreme freedom(anarchy) and extreme tyranny(totalitarianism) cancel the most policies out, but you can go along the middle pretty well I think.
No, he said he was still working on religion (?)
Religion is on hold, pending more schemas/dll access.
1. I can confirm what chrome-rome had happen. When you load a saved game it will go through the adding resources process again. Is there a function to see if you are loading a saved game then to not add resources to the map?
2. Found out what was causing the seemingly random crash, the pop-up that happens every 20 turns or so that shows who's winning. I had it crash everytime the number of techs learned one was supposed to be shown I think. Do you have a count of techs? 256+ now?
3. I noticed this
Runtime Error: [string "Assets/UI/InGame/Popups/VictoryProgress.lua"]:965: stack overflow
Runtime Error: Error loading Assets/UI/InGame/Popups/VictoryProgress.lua. Tech related and poor original recursive programming I think.
1. I will have to see if Deep Blue can work something out. But one thing is, that if it does add new resources, it shouldn't take the others away(the resgen mod doesn't touch vanilla generated resources for instance). So this seems to be a bit more complicated.
2. I have no idea how many techs are in the game total now, but I have added maybe 120-140, not sure.
3. FiresForever, you happen to have any insight into this issue?
Finally, some of the happiness buildings have had their effects changed. Would it be possible to let us know which ones? I think I spent a lot of time building buildings that didn't do as advertized
I only touched the buildings that gave flat bonuses, and generally lowered them by 1 or 2 where I could. I also updated the help strings, but if you see unexpected change, let me know. Also keep in mind that there is a limit as to how much happiness buildings can give per city population.
D: On the pearl resource, my cities can skip the earlier buildings and jump directly towards the huge building, as long as I have enough pearls. So if my empire had three pearls total, a city can build the large building, skipping the other two, but not build the huge one. I don't know if skipping takes up the three resources that should be used or if it only takes one.
Fixed. You will probably find that medium crab can be built without small crab as well, also fixed.
Well i noticed a few things.. there doesnt seem to be enought horse or iron on maps and couldnt seem to trade that with other civ... Also there is no need for luxury strings any more in diplomacy, goverments and not sure about some Civ's love the icons but cant wait for real resorces. Also The feel of 10 techs or so poping up when discovering trade seemed off and painful spreading them with other techs would be nice like animal husbandry or fishing, mining,metalcasting though not too far they help with happiness since luxury bonuses are gone. Also im not sure if AI Civ is actually researching those they seem to hurry up for ages more. got to turn 284 without a hitch game ran well between turns.. ill check it out for reload problems next week good job.
I will see about increasing key resource spawn rates.
Also need to work on the AI flavors. I realize that I forgot to add them.
hehehe i test with a mini map and it's take 5 mins here to laod it with ressources setted : (default) normal.
hmmm i see the aligator icon is look like black lake (petrol) and copper is look wwith some green part on it it's that ok?
Yeah oil and uranium were used for those 2 resources.
Now that all the Luxury resources are Strategic, I don't get any happiness from them. Is that on purpose?
A strategic resource can not give happiness or it won't act like a strategic. So, if you guys find yourselves with real happiness problems early on, I will have to find another way to address that.
Just thought of something: does Russia's bonus count for all the resources, since they are all strategic? This would give them a huge boost on settings with high resources. I know you said you didn't want to change the civs just yet, but it's probably something to keep in mind.
Well, at least russia won't get double all resources. And besides, I think Russia's bonus is on the old base 1 system so it would be near useless anyway. This might actually make it closer to viable.
In civilopedia are some bugs. Social policies don't have names. Some promotion don't have names in index. I have errors when i chose for exapmle new resource or new buldings: Unable to load teaxture[ResourceTwo2048.dds].
I am going to have to hit the social policy pedia entries at a later date.
Can you see the resource new icons on the map?
im having a bug on reload..Resources just apear and dissapear...improvements also dissapear but are still there... was able to trade horses and iron sorry.. no crashes upon reload from 284 turns to 387. besides that all is swell gotta go thanks hope to see a little update on em resorces after this weekend that would be great
Yeah, hopefully we can get that fixed.
Can you guys give me some more details on the reload? Do the resources stay under improvements(always or sometimes?)?
I can confirm a few bugs previously reported:
- CTD Crash around the Renaissance Era. All out of Techs to research. Manually selecting one causes the crash.
- The resources move around on reload. Some stay there, some move. I've noticed that what had an improvement on it tends to stay there more. Although this could be totally random.
Sounds like a prereq loop. Going to have to track that one down.
I have a feeling that it won't actually move a corn under a mine, as you can't set such an improvement over such a resource.
If I may make a suggestion. Could you make any new resource (corn, tobacco, rice, etc) that use a certain vanilla resource art use the corresponding vanilla improvement? For example, you improve corn with a farm instead of a plantation, the art doesn't change then, you just have a farm under the corn. It looks kinda weird. You could either give corn the wheat art and then improve it with a farm or you could give corn the plantation improvement so the art changes properly when the resource is improved.
Hmm, I could but the bonuses wouldn't follow through. Your corn would recieve plantation tech upgrades which is mostly gold related.
All the new minerals you put in use the mine improvement so no problem. The alligator's the same problem. Maybe use ivory resource art with camp are for now? I don't know if any of this is under your control since you're using the resource generator script.
Alligators using elephant art would look worse to me I think. I can change things around, but given various bonuses and whatnot, there isn't a whole lot of room to play. Generally I would rather see a base resource art generally match the resource than improvements matching the resource. But maybe not, I will have to think about it.
was just surfing a bit throughout the forum, and I found a very interesting idea wich in my opinion would make the game much more realistic and fun:
An "catch-up" system
This is a system where the cost of each tech is reduced by some % for each known Civ that's already researched it. Unless you're a tribe living in total isolation, you're going to learn things from your neighbors, whether they are friendly or not. And especially if they're fighting you. Trying to fend off Tanks with Muskets isn't something that would continue for very long.
Good or Bad idea?
I have long liked this idea and argued for it before Civ 5 came out. There is already a mod(Tech Diffusion) that does this to some extent. I may incorporate it eventually, but not anytime soon I think.
I have two questions, not related to the last CtP. Isn't the food on tiles a little too high? I know it was kind of intented but in the late game cities become stupidly populated.
This is generally intended, though the rate you get there is up for balancing. Between decreasing plot food numbers and raising city growth costs, I would likely go with raising city growth cost.
Expanding seems too easy, settlers are stupidly cheap in civ5 (no idea why) and the city benefits when expanding are always far better than the maintenance cost for it. The settler issue is even bigger in CtD since there is so much food, on turn 1 my settler builds faster than a worker. Do you think we could increase the settler cost? (double or more)
I agree. Been meaning to look into it. The settler cost is handled a little differently than normal, so I will have to locate it's scaling mechanisms and tweak them up.