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#181 |
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Warlord
Join Date: May 2010
Posts: 156
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There is a way to change fix this. This is what I did to prevent population growth in a scenario that I'm balancing. In GlobalDefines.xml, there are three variables
BASE_CITY_GROWTH_THRESHOLD CITY_GROWTH_MULTIPLIER FOOD_CONSUMPTION_PER_POPULATION The amount of food need for the next population is equal to BASE_CITY_GROWTH_THRESHOLD + (current city size * CITY_GROWTH_MULTIPLIER) So in a sense the BASE_CITY_GROWTH_THRESHOLD doesn't do too much. In my scenario, I set CITY_GROWTH_MULTIPLIER to 1000. Also I set food consumption down to 1 instead of the regular 2 And the following happens: A city size of 1 takes approximately 500 turns to size 2, another 1000 turns to size 3, another 1800 turns to size 4, etc.... A city of size 40 (producing 80 food per turn, consuming 40, with 40 extra) takes 13334 turns to size 41.... For my scenario, I want to halt population growth almost indefinitely, so this is what happen. Also I'm planning to play my scenario to about (48 turns per year, 1000 years = 48000) turns. To slow down population growth, you should set the multiplier to 20~50~100 ish. You'll have to gauge it. Note that this doesn't stop Russia or Australia from growing, they just grow really slow. BUT WARNING: Everyone else is also growing very slow. Effectively this gives you the ability to set the initial advantage to other civs ![]() In a scenario set in 2010 where all cities have already settled and probably no more cities will be found, I found this very effective. Last edited by allypower; Feb 14, 2012 at 06:30 AM. |
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#182 |
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Warlord
Join Date: May 2010
Posts: 156
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Barbarian King, I'm not sure if you still read this thread, but I have a question. How do you add in the scroll bar for the civ scores? In a scenario I'm making, 50 opponents are a little too much to display all on the same screen. I would really appreciate it if you can show me how to make that scroll bar.
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#183 |
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Warlord
Join Date: May 2008
Location: Yorkshire, England
Posts: 262
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Hi,
Any update in the pipeline for the Mod? With the minor changes discussed? Just started playing this mod again and introduced it to my brother - we both love it!
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Adhesive86
There's no 'I' in 'TEAM', but there is an 'M' and an 'E'. Last edited by Adhesive86; May 05, 2012 at 01:43 PM. |
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#184 |
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Armenian
Join Date: Sep 2008
Posts: 2,443
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Anyone here interested in PBEM game with this scenario? We need 5 players with each player controlling multiple powers directly or via vassal state mechanics:
1. American block: USA. Vassals are Israel, South Korea, Iraq, Taiwan. 2. EU block: Germany, France, UK and EU as German Vassal. 3. Communist block&Iran: China: Vassals are -- North Korea and Iran. 4. Russian block: Russia with vassal Kazakhstan, 5. Muslim block: Saudi Arabia, Pakistan, Indonesia, Egypt, Libya, Mali. The rest of the countries are controlled by AI. Standard victory conditions enabled. Every country starts with SDI to prevent overuse of nukes. Marathon speed, with default victories enabled. Active committed players only (48 hours per turn max). Last edited by Tigranes; May 25, 2012 at 06:02 PM. |
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#185 |
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Warlord
Join Date: Jun 2011
Posts: 189
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The problem here is that the whole "Muslim bloc" thing would not be realistic, because these countries are all part of their own blocs (ex. Saudis are really American vassals; Turkey is closer to EU; Libya 2010 was Commie) IRL.
But this is Civ, so that doesn't really matter. |
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#186 |
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Armenian
Join Date: Sep 2008
Posts: 2,443
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When it comes to defend Islam they could cooperate. Imagine if right wing radicals come to power in France, Holland, USA. Islam is rapidly expanding in Europe and at some point there will be a right wing reaction followed by counter-reaction from Muslim countries. Also all those countries unite in their dislike of Israel (Turkey just joined the club). Imagine if Israel attacks some Muslim country... Leaders of Muslim counties may align with different blocks but popular sentiment in the countries they rule is quite united. Arab spring shows what can happened with Socialist Gadaffi or USA leaning Mubarak in one year after 2010...
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#187 |
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Road to War Modder
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I have had a look at this scenario.
Technologies are too advanced for most nations. - The starting tech levels, should reflect not just the knowledge the nation has but also the capability it has of building the tech units that come from it. e.g. Modern Fighters are only really capable of being built in a handful of nations. Other than that , it seems very well put together.
__________________
Now developing Modern Earth (Giant), which will have nearly 800 cities and 5,000 units. Completed The Road to War - Historical 1.04a" - which is based on The Road to War - Original and has already had 4,700+ downloads. Dale (author of The Road to War) says "But what KiwiTT has done is take my core and expand the realism to form a version of RtW that is pleasing for the hard-cores. For that, KiwiTT gets a dip of my hat. - For future development and info see ... Facebook" *** Need help installing Civ4 onto Windows7/Vista read my thread in here *** IOT GM of the year for 2011 for Iron and Blood 1 |
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#188 | |
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Destroyer of worlds
Join Date: Mar 2004
Location: My Lair
Posts: 4,229
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Quote:
__________________
I am Fluffy.
Destroyer of worlds. Celestia 1.6.1 | Celestia Users of CFC | Lavender Skies Economic Left/Right: -6.62 Social Libertarian/Authoritarian: -5.44 |
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#189 |
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Road to War Modder
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Pretty much everything really. I may have a go at creating a better 2010 scenario, using the same excellent framework.
__________________
Now developing Modern Earth (Giant), which will have nearly 800 cities and 5,000 units. Completed The Road to War - Historical 1.04a" - which is based on The Road to War - Original and has already had 4,700+ downloads. Dale (author of The Road to War) says "But what KiwiTT has done is take my core and expand the realism to form a version of RtW that is pleasing for the hard-cores. For that, KiwiTT gets a dip of my hat. - For future development and info see ... Facebook" *** Need help installing Civ4 onto Windows7/Vista read my thread in here *** IOT GM of the year for 2011 for Iron and Blood 1 |
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#190 | |
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Destroyer of worlds
Join Date: Mar 2004
Location: My Lair
Posts: 4,229
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Quote:
Spoiler for :
__________________
I am Fluffy.
Destroyer of worlds. Celestia 1.6.1 | Celestia Users of CFC | Lavender Skies Economic Left/Right: -6.62 Social Libertarian/Authoritarian: -5.44 Last edited by PlutonianEmpire; Jun 13, 2012 at 12:53 AM. |
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#191 |
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Armenian
Join Date: Sep 2008
Posts: 2,443
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To be honest, I really wanted to see accurate 2012 scenario. The one that reflects populations and GNPs, at least, and also navies and armies, obviously. Russia does not have active Battleship in her Navy, few countries do actually. Japan has the 3rd highest GNP, but it is trailing behind the Russia in this scenario. In my PBEM adaptation I gave Japan Feitorias (Brazilian UB) to increase her GNP and nerfed Russian population big time...
One of the most annoying feature in modern scenarios is culture flip of the tiles. I have no idea how to nerf it and to keep cultural borders stable, just like national borders are nowadays (well, most of the time). South Korea culture chocking North Korea within 2 turns looks very ugly
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#192 |
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Chieftain
Join Date: Jun 2012
Posts: 5
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hi this is great, but is there any way to play this scenario on lan or direct ip ? or in anyway in multiplayer (other than on the same computer ?)
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#193 |
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Chieftain
Join Date: Apr 2012
Posts: 3
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Hi,
One problem: A few turns after the game starts all other civilisations (except mine) have lost a proportion of their army which means that it is far too easy for mine (UK) to wipe out any civilisation that started out less powerful anyway. Places like Libya only had 1-3 units to defend each city. Even when I deleted alot of my own units the UK still could easily out power any African/ Middle-eastern/ South American nation. Thanks. |
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#194 |
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It's Pronounced Sah-TEEN
Join Date: Oct 2008
Location: Bad-Anon
Posts: 4,189
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I don't know why the AI does that. Even giving them a ton of money doesn't prevent them from deleting their units, as Tigranes has discovered.
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My Civ4 Mods. I'm totally quoting this out of context and putting it in my signature. - Choxorn |
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#195 |
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Chieftain
Join Date: Jan 2009
Location: Leeuwarden, Holland
Posts: 45
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Hello Darknova,
This is a problem of the AI. It prefers to disband units instead of building it's economy another way. I'm working on a 1990 wwIII scenario based on Earth 2010 and i learned from other modders that there is a file named :"GlobalDefines" You can find it where you installed BTS under Mods/Earth2010/Assets/XML . You can open it with wordpad or another text proggramm en change the following: <Define> <DefineName>AI_CAN_DISBAND_UNITS</DefineName> <iDefineIntVal>1</iDefineIntVal> </Define> into: <Define> <DefineName>AI_CAN_DISBAND_UNITS</DefineName> <iDefineIntVal>0</iDefineIntVal> </Define> Then close and save. It helps a bit. In the mod of Kiwit "Road to war historical" its works good, the ai does not disband units. So far in my scenario it still disbands units, although not as much as normal. Hope it helps. Last edited by skyfire; Jun 19, 2012 at 11:28 AM. |
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#196 | ||
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Chieftain
Join Date: Apr 2012
Posts: 3
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Quote:
Quote:
Edit: I think I've got it to work. Last edited by darknova111; Jun 19, 2012 at 12:09 PM. |
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#197 | ||
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Road to War Modder
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Quote:
Quote:
1) Gave every unit a couple of promotions 2) Gave every unit some experience The AI is less likely to disband units that have these.
__________________
Now developing Modern Earth (Giant), which will have nearly 800 cities and 5,000 units. Completed The Road to War - Historical 1.04a" - which is based on The Road to War - Original and has already had 4,700+ downloads. Dale (author of The Road to War) says "But what KiwiTT has done is take my core and expand the realism to form a version of RtW that is pleasing for the hard-cores. For that, KiwiTT gets a dip of my hat. - For future development and info see ... Facebook" *** Need help installing Civ4 onto Windows7/Vista read my thread in here *** IOT GM of the year for 2011 for Iron and Blood 1 Last edited by kiwitt; Jun 19, 2012 at 02:47 PM. |
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#198 |
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Chieftain
Join Date: Jan 2009
Location: Leeuwarden, Holland
Posts: 45
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Thanks Kiwitt, i'll try that.
Darknova: Take the folder Earth 2010 from its original location into another folder (e.g. documents) or another, then do what i discribed and than place the folder back into the original location. That is what i always do, works for me. Good luck. |
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#199 |
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Chieftain
Join Date: May 2010
Posts: 95
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It has been a while since I have done any civ modding or checked this site, but since there still seems to be quite a bit of interest in this scenario I think I may have a go at updating it again. I'll post any progress to this thread.
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#200 | ||
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Road to War Modder
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Quote:
Quote:
http://forums.civfanatics.com/showth...3#post11666683
__________________
Now developing Modern Earth (Giant), which will have nearly 800 cities and 5,000 units. Completed The Road to War - Historical 1.04a" - which is based on The Road to War - Original and has already had 4,700+ downloads. Dale (author of The Road to War) says "But what KiwiTT has done is take my core and expand the realism to form a version of RtW that is pleasing for the hard-cores. For that, KiwiTT gets a dip of my hat. - For future development and info see ... Facebook" *** Need help installing Civ4 onto Windows7/Vista read my thread in here *** IOT GM of the year for 2011 for Iron and Blood 1 |
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