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#101 |
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Chieftain
Join Date: Jan 2012
Location: Germany
Posts: 72
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Hey, it seems that Ri-Hatz is taking over the "chief mod tester" job that I had been occupying over the last couple of months.
![]() That's great, because I can't spend much time on playing the mod right now. ![]() Just want to add that terrain damage should be deactivated in cities. I have got a city on a flood plains/plains tile, and whenever I build a unit it already has got some damage before I can move it. And I agree that the Planetary Mongoose map script is not perfect in choosing balanced starting locations. As an alternative until this is improved, I recommend to play on my Africa map . Just go to scenarios and load the first one in the list. It's not really a scenario, however, just a map.
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#102 | |
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King
Join Date: Feb 2002
Location: UK
Posts: 874
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Hi, LunarMongoose. Just started playing this mod a few days ago (single player).
Must say I am enjoying it so far - I am almost at the end of the Ancient Era. ![]() I dont usually like fantasy units in a Civ mod, but yours (so far) seem to fit in well with ancient myths etc. I do like the birds, so do the barbarians with occasional attacks and the AI Civs. My Viking neighbor has a stack of 10 in his nearest city. A few early observations. 1. Quote:
So allowing roads to be built in forests/jungles would be great. I have not yet reached Bronze Working so not sure what happens then. 2. I am playing on your reccommended speed for single players: TwilightLama (I know I should have chosen an easier level - first time), Small World, Eternal Speed. I know it has been mentioned before, but it is annoying to keep on building units and then deleting them (to avoid bankrupting yourself) because you have completed all the available building and can not yet convert hammers to wealth etc. I end up building settlers which take longer and then deleting them -it lessens the fun of the game. Realism Invictus ( a very big, detailed Mod - which I guess from reading some of your posts, you are not too fond of.) has an early build which converts 50% of hammers and splits it between gold and science. (Myself I think they should have included culture as well.) The reason I mention it is that they say the AI uses it as well. In fact that is their policy - if the AI can not use it, it is not in the mod. 3. Some of the animals seemed quite strong, Panda, Bear etc. I did not attack them due to the very poor survival odds. But as I said earlier nearly all my tiles arround the city were either forest or jungle. Well thats my few cents worth and again thanks for a great mod - very impressive for a solo modder. |
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#103 | ||||||||||||
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King
Join Date: Jan 2006
Location: Boston, MA, USA
Posts: 611
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Sorry for not responding til now, been busy getting ready for the Big Day (which is now in 7 hours - I can't believe I actually made it).
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FIRST, there's the total commerce (candy ) a city is doing. That is broken down into its parts based on your empire spending levels.SECOND, any +x effects are added in, such as Priest or Merchant specialists, Priest or Merchant Superspecialists (Great Merchant that joined the city for example), certain Events that can make all your Granaries do +1 gold (hypothetical example), and a few buildings like the eBank wonder (which has +100 gold per turn on it). Those TWO components are then added together, and the result has the sum of all active subtype modifiers (Barter, Monarchy, Market / Grocer, Wall Street, etc for gold) applied to it. So if you had 10 commerce per turn in your capital, had gold funding at 50%, had a Priest specialist, had a Market, and were running Barter, you would get 6 * 1.75 = 10.5 gold per turn there. (Don't ask me how it handles fractional amounts, that's complicated, heh.) Quote:
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Guilds. ![]() Quote:
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![]() Ships are still critically important for defending key water resource tiles and transporting units, and after you get past the initial Raft and Canoe types they are stronger than Falcons anyway. Falcons were put in as a highly-optional alternative scouting and harassment option, basically. They can fly on Coast because there's no reason a well-trained bird shouldn't be able to, and it's neat having Prehistoric helicopters. Both the tech and the unit are expensive enough to justify their capabilities imo. Which is not to say I won't tweak their stats a little in the future; I tweak stuff all the time hehe.Quote:
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__________________
MongooseMod 4.1 is nearing completion... If you check it out there's a good chance you'll fall in love! ![]() <-- BBAI/UP Contributor, Original BTS Sevopedia and PW3 Civ4 Port Author |
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#104 | |||||||
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King
Join Date: Jan 2006
Location: Boston, MA, USA
Posts: 611
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Just a heads-up, with Diablo 3 launching in 6.5 hours now, I am going to be extremely unavailable for the next 7 years or so. The mod isn't completely done (will it ever be?
), and I've already made a few minor changes in my private version that I plan to release as a 4.0.2 update at some point here, but it's very stable and balanced in its current form, so I feel okay in leaving it mostly-alone for a while.I apologize, but I've been desperately waiting for this game since it was announced 5 years ago, and I have the potential to make money playing it, which isn't true of Civ, so for the moment I'm dedicating my heart and soul in the Diablo direction. I will still keep an eye on this subforum though, so feel free to keep posting! ![]() Quote:
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There were absolutely roads in Ancient times. Building them anywhere only requires the Wheels technology, for obvious reasons. Bronze is required to build them in woodlands because of the trees you need to chop down to make room for a path. This is the same rule as in the vanilla game, so it's not like I was going out on a limb (pun intended) doing it. ![]() Quote:
I still maintain it should never actually be necessary, but I suppose I could be wrong about that, haha.Quote:
But yes, that is my policy as well about the AIs being able to use stuff, as you probably know. ![]() Quote:
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I've had my real-life best friend, Rakete, and a few other people helping out with ideas, suggestions, playtesting, and bugfinding as I've gone along, but yeah I'm very proud to have done all the actual development myself. Even though I'm using a lot of resources from the other modders on this public forum here, hehe.
__________________
MongooseMod 4.1 is nearing completion... If you check it out there's a good chance you'll fall in love! ![]() <-- BBAI/UP Contributor, Original BTS Sevopedia and PW3 Civ4 Port Author |
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#105 | |
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Chieftain
Join Date: Jan 2012
Location: Germany
Posts: 72
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1. Check if you have built the Palace in one of your cities. 2. Stop building new cities, because they increase your maintenance costs. 3. Check your civics and choose ones with low or better no costs. For example, Herbalism and Heritage are often not really necessary. 4. Check if you have researched Early Fishing. Then zoom into everyone of your cities and work water tiles instead of land tiles wherever possible. Try to research sailing to build lighthouses. 5. Build Gatherer/Workers and build Woodland cottages wherever possible. Work those tiles then. Woodland cottages are new in Version 4 and are a big gameplay-improvement ! 6. Until you are able to build new buildings/wonders, build units, but do not delete them. You can still upgrade them later in the game, because there can be times when you have got a high commerce output, but desperately need more military. Check in the trade advisor if you exceed the number of free units. If that is the case, choose Tribal law civic. 7. Instead of building military units, you can also build settlers and move them to the tiles where you want to build your next cities, but wait until your research pace has become faster. I hope this helps! If it doesn't, we can talk about the mod itself being the problem.
Last edited by Rakete4; May 19, 2012 at 02:48 PM. |
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#106 | |
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King
Join Date: Feb 2002
Location: UK
Posts: 874
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In this game: !. Yes built. As soon as available. 5. I built Lumberyards not cottages. Will try cottages next. 6. I had to delete them because my income could not support them. Science at 0%. Probably because of your points (2, 3, 4). I think I was runing Tribal Law ( xx free unit support). 7. I did build settlers, as they took longer to build, then deleted them. I may be wrong, but I assumed they had a support cost the same as combat units. My income was hovering over negative at zero research. I did not want the game deleting valuable units arbitarely to get out of negative income. As a side note I was using LM,s PW3 version map script. My initial city was surrounded by forest and jungle. (it could not connect to other cities till wood chopping). My second city had plains and some forest. (became my capital) The other 3 locations were, 1. hills and mountains. 2. Desert and forest. 3. forest and marsh. 5 cities and 2 AIs on the same landmass (small) P.S. In Industrial age and still surviving. Just two civs on differant landmasses. Trying for cultural or spacerace victory. Last edited by Harrier; May 24, 2012 at 09:15 PM. |
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#107 | |
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Chieftain
Join Date: Jan 2012
Location: Germany
Posts: 72
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When you have got coastal cities in your next game, do research Early Fishing, Advanced Fishing and Sailing early. And good luck with your games. I can't play much myself right now I have only reached the renaissance age in my first game so far. The game is still ongoing.
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#108 | |
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King
Join Date: Feb 2002
Location: UK
Posts: 874
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Spending all your production on work boats and canoes etc. - which then get destroyed a few turns later - is not Fun. In the early game I built 5 canoes (2 strength) and attacked a turtle (5 strength)- all died and the Turtle was still at full strength. If the Turtle appeared randomly, that may be OK, but as soon as I placed a work boat in any of my coastal cities within a few turns a Turtle appeared. I hate to see what happens when the Kraken (150 strength) appears. Last edited by Harrier; May 26, 2012 at 05:00 PM. |
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#109 | |
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Chieftain
Join Date: Jan 2012
Location: Germany
Posts: 72
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Have you maybe been very close to a more advanced player? If you like, you can send me your savegames to shamainz at web dot de. I will then take a look. |
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#110 | |
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King
Join Date: Jan 2006
Location: Boston, MA, USA
Posts: 611
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Once they are unlocked they will spawn randomly in the world. There is no connection to which players got the tech first. They are subject to normal barb rules, meaning they cannot spawn in tiles that any player has active vision of. So one possible strategy is to station sentries all along your coastline in advance. Like all other barb units (particularly ones that can't directly attack cities), they will lock on to any nearby player units and try and kill them, but if there aren't any then they will move around randomly. They may leave and cross an entire ocean, or they may stay in the same general area forever. The specific counter for Turtles is Quinqueremes, and if that unit needs to be made even stronger vs Turtles I'm willing to consider doing that. (There is also a unit with a specific bonus vs Serpents, namely the Clipper.) But these are sea monsters we're talking about, so the idea was they're supposed to be deadly when all you have is Rafts and Canoes, heh. They were put in as a random deterrent to the otherwise extremely-lucrative early use of water tiles. It should also be noted that, since version 4.0, the maximum number of Turtles that can exist at once scales with world size from 1 up to 4, so on medium and especially large maps you will usually not be alone in having this problem. All that being said, if you still hate playing with them, the No Elite Units game option can be used to disable sea monsters completely (along with the other stuff it disables).
__________________
MongooseMod 4.1 is nearing completion... If you check it out there's a good chance you'll fall in love! ![]() <-- BBAI/UP Contributor, Original BTS Sevopedia and PW3 Civ4 Port Author Last edited by LunarMongoose; May 31, 2012 at 04:27 PM. |
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#111 | ||
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Warlord
Join Date: May 2012
Posts: 157
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http://samiam.org/Civ4/Totestra-20120524.diff Here is the relevant code; I added the stuff in bold. Code:
for n in range(len(continentList)):
oldWorldSize += continentList[0].size
# Don't delete "new worlds" from the list if we're going to
# put everyone on the "old world" continent
if mc.ShareContinent == False:
del continentList[0]
if float(oldWorldSize)/float(totalLand) > 0.60:
break
__________________
Check out my map script, my collection of all known CIV4 map scripts, as well as my update to Legends of Ancient Arabia (which includes three map scripts). I also have my own Civ4 web page |
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#112 |
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King
Join Date: Jan 2006
Location: Boston, MA, USA
Posts: 611
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Oh.
Umm... oops. ![]() I'll take a look at that when I have time, but it's probably something I deleted and shouldn't have. Sorry!
__________________
MongooseMod 4.1 is nearing completion... If you check it out there's a good chance you'll fall in love! ![]() <-- BBAI/UP Contributor, Original BTS Sevopedia and PW3 Civ4 Port Author |
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#113 |
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Chieftain
Join Date: Jan 2012
Location: Germany
Posts: 72
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Ancient Temples, Thermal vents and probably also Methane ice can be traded. That does not make sense, not only because they do not have any health or happiness effects.
As far as I remember, they could not be traded in Version 3.6.1. Any idea how this bug arised ??? |
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#114 |
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Chieftain
Join Date: Jan 2012
Location: Germany
Posts: 72
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The Roman Forum (unique building) is very strong:
+50% Great Person birth rate seems a bit much, maybe reduce to +25%? The unique unit of the Romans (Legionary) is also quite strong, so 25% should suffice. Last edited by Rakete4; Jul 01, 2012 at 05:22 PM. |
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#115 | ||
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King
Join Date: Jan 2006
Location: Boston, MA, USA
Posts: 611
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But yeah, I already changed it to 25% a while ago. I'll try to get 4.0.2 out to you guys soon... That Old World code fix is pretty important too.
__________________
MongooseMod 4.1 is nearing completion... If you check it out there's a good chance you'll fall in love! ![]() <-- BBAI/UP Contributor, Original BTS Sevopedia and PW3 Civ4 Port Author |
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#116 |
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Chieftain
Join Date: Feb 2004
Location: UK
Posts: 31
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Hurry production seems to be bugged. When I hover over the button the price in the tool tip seems to be correct and I can only press the button when I have enough gold for it, but when do, it only ever takes 1 gold from my treasury.
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#117 | |
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King
Join Date: Jan 2006
Location: Boston, MA, USA
Posts: 611
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![]() Btw I'm aware my files are unavailable at the moment. Sorry about that, I lost my website service when Apple switched from MobileMe to iCloud a week ago. I've been meaning to sign up for a free file hosting place but I've been sick, heh.
__________________
MongooseMod 4.1 is nearing completion... If you check it out there's a good chance you'll fall in love! ![]() <-- BBAI/UP Contributor, Original BTS Sevopedia and PW3 Civ4 Port Author |
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#118 |
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Chieftain
Join Date: Jan 2012
Location: Germany
Posts: 72
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Insufficient culture bug
While I was testing my new Africamap overhaul (which will soon be released
), I saw that sometimes a Civ does not develop properly, because they have got insufficient culture in most of their cities, actually no culture at all. This is because they do not research Parietal art and thus can not build Cave paintings, which are the only regular source of culture in the prehistoric age. This does only happen once in a while, but it is still annoying, because these civs will never be able to catch up. After a while without any culture growth, the 4 workable tiles on top, bottem, left and right of the city even decease so that the city can not work any tiles. Obviously this can only happen to Civs which do not have the Creative trait or a culture-iflavor in the civ4leaderheadinfos.xml. The doubling of tech costs for previous ages, which is new in Version 4, could have worsened the problem, because the AI will be less likely to research parietal art once it has passed the prehistoric age. There are plenty of ways to solve the problem, but it's up to you to choose the best one. |
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#119 | |
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King
Join Date: Feb 2002
Location: UK
Posts: 874
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#120 | |
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King
Join Date: Jan 2006
Location: Boston, MA, USA
Posts: 611
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![]() Although from the current co-op game I'm playing with Daryn, I'm leaning more towards accepting defeat and caving in and adding the early build process that you guys have been clamoring for for generations... That could have a culture component potentially.
__________________
MongooseMod 4.1 is nearing completion... If you check it out there's a good chance you'll fall in love! ![]() <-- BBAI/UP Contributor, Original BTS Sevopedia and PW3 Civ4 Port Author |
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