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#361 | |
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Warlord
Join Date: Oct 2010
Location: The Great Midwest
Posts: 139
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Quote:
This mod (which is one of my must-haves by the way) compounds the values of wonders and great persons, by giving you the both a City State influence bonus (food, culture, units), as well as the benefit of said building or person. Therefore, I'd be inclined to reduce the frequency of City State quests. Now, I've specifically attempted a diplo victory as Alexander, on a small map, King Difficulty. My early game strategy was similar to a cultural victory so I could a) unlock all of Patronage, and b) build the Foreign office. Once established, I started modest expansion and bee lined all diplomacy techs and the WTO. By end game, I was popping influence all over the place because of GP generation, and cranking out wonders faster than anyone else because of my strong tech lead (Patronage + Freedom + Reason + Landed Nobility). I also use CCMAT as mentioned earlier. This mod makes Diplo victories as decision intensive as the Domination victory, and I applaud its design wholeheartedly. ideas: 1) Reduce quest frequency 1a) Quests to generate Great Person requires that you gift Great Person to that City State, in turn, get HUGE Influence benefit. 2) Create ability to gift a resource to a Civ for influence 2a) Specific resources give more influence than general ones. Strategic gain greater influence over Military, subject to era necessity (iron less useful in Modern era). Luxury greater influence over Cultural and Maritime. 3) Ability to sell resources for fixed GPT to city states. (It sucks to have no customers, because the AI is spamming cities and has locked all the resources down) 4) Gift workers Last edited by TheHarshax; Dec 02, 2010 at 11:30 PM. |
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#362 | |
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King
Join Date: Sep 2010
Location: Eerily Quiet Gardens
Posts: 624
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Quote:
Your ideas are also cool, and will be very feasible once we get full access to the SDK. Also, the mod seems to be slipping...off...the...front...page... we can't let that happen! All glory to the HypnoCSD2! G
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Tired of having to bribe your way to a diplomatic victory? Look no further! City-State Diplomacy Mod (CSD) |
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#363 | |
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Warlord
Join Date: Sep 2007
Posts: 118
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Quote:
See your supposed to drag your projects out until the last minute of the deadline and make it look like you saved the day.... er... well maybe. Happy Monday; you did do a great job though. |
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#364 | |
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King
Join Date: Sep 2010
Location: Eerily Quiet Gardens
Posts: 624
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I'm going to laugh a lot when the ideas we have developed for CSD2 can't be implemented using the SDK for some inane and possibly arcane reason. Let's hope that's not the case. G
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Tired of having to bribe your way to a diplomatic victory? Look no further! City-State Diplomacy Mod (CSD) Last edited by Gazebo; Dec 06, 2010 at 09:46 AM. Reason: to... |
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#365 |
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King
Join Date: Feb 2007
Location: Just north of Boston
Posts: 896
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Great Mod...
Using with the CCMAT mod. No issues as of yet... Thanks for all of the hard work. What are the chances that the boys at 2K or Firaxis use this for a new Supplement? |
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#366 |
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Chieftain
Join Date: Apr 2006
Posts: 17
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I love your mod but for some reason all the unit icons on the strategy map other then Warrior are wrong whenever I use your mod.
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#367 |
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Warlord
Join Date: Sep 2007
Posts: 118
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#368 | |
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King
Join Date: Sep 2010
Location: Eerily Quiet Gardens
Posts: 624
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Quote:
If it does hit while I'm out, I would greatly appreciate a few of you trying CSD and seeing if you can compile a list of problems- this would make the patch turnaround time much, much quicker, as I won't have to playtest as much (I guess this is the same philosophy as Firaxis, amiright?) ![]() G
__________________
Tired of having to bribe your way to a diplomatic victory? Look no further! City-State Diplomacy Mod (CSD) |
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#369 | |
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King
Join Date: Sep 2010
Location: Eerily Quiet Gardens
Posts: 624
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Quote:
"A man can dream, can't he? A man can dream..."
__________________
Tired of having to bribe your way to a diplomatic victory? Look no further! City-State Diplomacy Mod (CSD) |
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#370 | |
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Warlord
Join Date: Sep 2007
Posts: 118
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Quote:
I think a lot of games get released in Beta no a days and the end user tests them. Look at WoW though; they are still taking user created Addons and putting them in game. I wouldn't call it as bad a beta the whole time though.
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#371 | |
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Warlord
Join Date: Sep 2010
Location: Pennsylvania, US
Posts: 108
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Quote:
You might want to consider taking a look at that particular xml to check for possible unintended consequences concerning gold gift multipliers, etc. I just started using his combined pack (which is newer than CCMAT's) and haven't brought CS Diplomacy into the picture yet, but I did take notice that there are changes to gold gifts, CS attack quests and possibly others. Will post back after I take a look later today or tomorrow. Of course, when the patch bomb goes off this could all be moot
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#372 | |
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King
Join Date: Sep 2010
Location: Eerily Quiet Gardens
Posts: 624
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Quote:
Anyways, sorry I've been in-and-out for the past week or so. My plan (tentatively) is to create three versions of this mod: 1.) Standard (what you are all playing and loving right now) 2.) CTP compatible (boost gold costs, etc.) 3.) Stripped (takes out all CS/AI modifiers and non-critical AI tweaks- this will work with CCMAT and others) What do you think? For v.6, I'm not going to change much, just bump the infrequency of quests up, increase WTO cost slightly and maybe rearrange some of the artwork to reduce file-size. By the way, has anyone actually used or built the WTO? I thought it was fun (paradropping ambassadors FTW), but I'm biased.
__________________
Tired of having to bribe your way to a diplomatic victory? Look no further! City-State Diplomacy Mod (CSD) |
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#373 | |
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Warlord
Join Date: Sep 2007
Posts: 118
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Quote:
I never did WTO. My diplo game way back I had all the CS's so close. I have been deep in C2P lately, than Cat came out for WoW and friend got me running around there once in while. So much gaming, so little time. ![]() congrats on project. My white board in my cube is full. . .
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#374 |
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Warlord
Join Date: Sep 2010
Location: Pennsylvania, US
Posts: 108
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Maybe you could address mod compatibility in a more general sense by breaking your xml down further so it's inherently more descriptive and easy to 'switch off'. It would be easier for you to mange as well, I'd imagine. The mod collection is only going to grow.
On that note, Gazebo, can you recommend a tool or method for analyzing xml elements across multiple files (find changes to common elements, etc)? Since file organization is pretty much arbitrary with CiV, something to alleviate the eyeball strain would be quite welcome
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#375 | |
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Warlord
Join Date: Sep 2007
Posts: 118
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Quote:
They are all just "text" files. Find across multiple folders, files, types of files only, all files, case sensitive, whole words only. Replace across same. |
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#376 |
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Warlord
Join Date: Sep 2010
Location: Pennsylvania, US
Posts: 108
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Thanks Yanikan. Grep is nice when you know what you're looking for and I've looked at it but generally stick to integrated utilities (eg Dopus) for finding duplicate files and strings. The problem here is not being familiar with all of the available strings and having wade into huge blocks of text to learn anything. What I'm after is something that shows an aggregate view of xml elements so it's easier to find conflicts and have a clear view of everything that's in play for a collection of mods/files. I'd imagine I can do that with Access or something similar, but thought there might be a more focused non commercial application that I was missing. If anyone did any Total War modding, there was a nice community developed DB manager for that file system that displayed an aggregate view and even allowed editing. Something like that would be brilliant.
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#377 |
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Warlord
Join Date: Sep 2007
Posts: 118
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I'm not sure I know what you are asking for than. Only other thing I can think of is notepadd++
I do a lot of coding at work with that. It has a compare to show to files at once? |
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#378 | ||
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Deity
Join Date: Aug 2010
Posts: 2,168
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@Gazebo, remember this?
Quote:
Quote:
(Don't worry, I thanked him!)
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Communitas Unofficial Expansion Pack Working every day to make Civ5 a better game. City-State Diplomacy Mod Tired of having to bribe your way to a diplomatic victory? Look no further. Tectonics, PerfectWorld3 Mapscripts: Never get a boring map again!
Common Checklist Having trouble with Mods? Try these suggestions. |
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#379 | |
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Warlord
Join Date: Sep 2010
Location: Pennsylvania, US
Posts: 108
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#380 | |
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Likes to ski
Join Date: Jul 2007
Location: Leeds
Posts: 190
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Quote:
Im not sure, I probably had some patronage but probably not the entire tree in that game. I think I was mainly getting influence via wonders and letting trade deals expire for a turn or 2, then getting the connect xx to your network thing and redoing the deal. I just find that I barely build diplo units late game and if I do its not really much effort. In the early game its more of a tactical choice whether to commit 10 turns or whatever for just bumping yourself into friend territory. For me, it would be nice to see: Harsher AI diplo penatlies for stealing their CS Some harder more rewarding quests (capute xx city) - I know this may not be possible yet The work req late game to build diplomacy levels increased |
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