[MOD] MaxRigaMod - video+1901-1941-1961-2001 scenar.

Hi MaxRiga, first of all great mod. Seems like you put much thought and effort into this. The 1941 scenario is sooooo much better than Dales RtW.

Few small problems.

Every time I am playing a game, and exit to main menu, it has a CTD for some unknown reason.

The cost of workers and workboats are completely ridiculous. Honestly to win any scenario in this mod, all you have to do is pillage your opponents resources... Game over. If you are going to keep the cost of workers and workboats ridiculous, you need to drastically change the AI's weighted value's of what to build. Some of them sit there building workboats for 700 turns.

other than that great job. :)
 
Hi MaxRiga, first of all great mod. Seems like you put much thought and effort into this. The 1941 scenario is sooooo much better than Dales RtW.

Few small problems.

Every time I am playing a game, and exit to main menu, it has a CTD for some unknown reason.

The cost of workers and workboats are completely ridiculous. Honestly to win any scenario in this mod, all you have to do is pillage your opponents resources... Game over. If you are going to keep the cost of workers and workboats ridiculous, you need to drastically change the AI's weighted value's of what to build. Some of them sit there building workboats for 700 turns.

other than that great job. :)

Hi
thx for kind words ;)
the crash ( it i'd say it just system error ) appears with everybody after closing BTS game in MaxRigaMod. I don't know how to fix it :( but as long it doesn't effect on the game process it's ok, lol.

concerning the cost of workers we had lot of conversations about it already long ago, he he. The point is - the mine ( or farm ) is not just the thing to build it is RESOURCE! Just imagine how long it take to build up factory ( mines or oil industry ) in real life - years! So, once some1 destroy it it will really effect on economy of the country in general. The civilization game is not close to realism at all so, the mod can't make the game totally realistic but modmakers can make it just closer to realism ( or a bit father from total idiotism, lol ). Here u go the point of the high cost of workers – to get the mod a bit closer to realism. I know u have to get used to it but once u did u will change ur strategy of playing at all, and it’s right.

Honestly to win any scenario in this mod, all you have to do is pillage your opponents resources... Game over

what made it different form the original civ4? in regular game u also can destroy resources to minimize economical and military straight of ur opponent :) But from another way, you self gonna be more concern about ur own resources ;) Especially in multiplayer games :))))
 
No I don't expect it to be realistic, I enjoy it modeling realism while still being fun and playable. You did very good job, and I like what you've done here. I guess I just prefer the game go a little faster, so I just cut both cost down drastically, and play, and its just about the way I like it.

With universal suffrage it doesn't seem nearly as bad. (played as japan first, then england,whew what a difference!) With england the build cost of anything is basically irrelevant after a few banks and customs houses (and capturing berlin) I was at 100% science and gaining 214 gold per turn so that was nice. And I get your point, I never said civ was realistic but its good for a turn based strategy game.

cheers
 
... merchant tankers ( only in BTS version of the mod ) really help if u r lack of money ;)
Frequent trade by tankers can even allow u to rise ur technology points ( even if u get negative balance of gold/money ) ;)

I remember i was playing by Russia and takers from Vladivostok to Japan were helping we in my arms/space race with the States :))
 
I think Shiggs has a valid point when he says that the AI is not so well adapted to the worker / workboat changes. They don't know they have to protect their infrastructure and they may start producing worker / work boat in rather weak cities despite of being overrun by an enemy when they'd actually need every unit they can get. This is a problem with the standard Civ AI, but the changes of your mod make their consequences more pronounced IMO.

what made it different form the original civ4? in regular game u also can destroy resources to minimize economical and military straight of ur opponent

Yes, but despite huts/tows the enemy can build it up again quickly. In MaxRiga he may need several 100s of turns, depending on if he has one unpillaged city left. In MaxRiga small cities can be quite productive, but pillaged sities are not (which is OK, since it is realistic).

MrS
 
I dont knowif this will work, bur is it not possible to remove workers/workboats altogether?
If that doesnt work I think that you should atleast cut the :hammers: required by half? So that the Ai dont waste all thier resources on building one worker while Im invading thier country.
 
Well im not that great modder (atleast not for civIV) so Im just guessing now.

You could try to make workers a UU for some country that wont be in the game, or make them UUs for a country thats get destroyed by an event after the first turn.
Please bare in mind that I have no idea if this is possible, Im just saying stuff.:crazyeye:
 
Please, can anyone help me installing the game so that the following problem does not occur:
When I start the Mod, I am able to choose every civilization that exists in the normal game. And when I choose a country, the starting location is always the same: somewhere around New Orleans.
There are no cities at all, I only got two settlers, two workers and two marines.
That happens in every scenario (only the starting location would change due to a different map)

That's my mod-directory:
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\MaxRigaModBTS1
In that folder, there are two folders (Assets, PublicMaps), the MaxRigaModBTS1.ini and a doc-file.

Thanks!

P.S. I am using the German version of the game
 
Max,

I have no idea on how to modify the AI. I don't even know how it's programmed. Is there some kind of "panic mode switch" for them, which makes them realize they're being overrun and need all the units they can get right now? If in panic mode the build priority should be very high for military units. For the normal, or "soft war", case one could
- make the AI leaders more aggressive, which should make them concentrate less on economy
- somehow reduce the build priority for workers, but this might not work as the AI recognized many unimproved tiles and will really want to improve them
- ideal would be a setting which makes them improve only ressource tiles, not the normal ones, to make better use of their workers (now the AI doesn't know that the worker will disappear after building and doesn't care for such things)

John,

when I installed MaxRiga on my German plain vanilla Civ4 I had the problem that I could properly load the maps and everything, but all the name tags were gone, so it was even hard to find the exit button in the main menu. When I switched my Civ to english everything worked (can be found in the menu).

MrS
 
Thanks for your answer!
I have tried changing the language before and it did not work. So that can't be the solution ...
JohnStryker
 
one question, maxriga!
is this mod for multiplayer? every time i want to start a new game, civ gets a ctd.
 
Yeah... i fixed this problem. a stupid mod has destroyed my civ folder and at the beginning i thought it was your mod xD
 
I usually have a ctd about 2-3 times per normal full game. Usually early also never had it happen after turn 100, but it is always conveniently the turn following an auto-save. This makes me think that the ctd is occurring during an auto-save (same thing when you quit to menu). The only changes I've made were the cost of the worker and workboat (reduced by 200%).

About the AI, only thing I can think of without doing major work is adjust the leaders in the scenario's to fit what you need them to do. For example in the 1941 scenario you would want to change china's leader to favor military over economics. I think nearly all the leaders need to have a higher iRefuseToTalkWarThreshold. Hitler's is only 5. Usually England and Germany are at peace after 15 turns if I am not one or the other. You could also adjust the iBuildUnitProb higher for most leaders, to get them to favor building units over buildings, Hitlers is 65, I'm sure others are much less.

Many other adjustments could be made, just looking at the MaxRiga_CIV4LeaderHeadInfos.xml to help make AI favor stuff that would add to the flavor of the mod.

Regards,
Shiggs
 
Hi
i agree that MaxRiga_CIV4LeaderHeadInfos.xml must be improved somehow. Hitler's willing for peace changed to 10.

You could also adjust the iBuildUnitProb higher for most leaders, to get them to favor building units over buildings, Hitlers is 65, I'm sure others are much less.

I'm not sure how it works, could u please explain me about iBuildUnitProb?
thx

The only changes I've made were the cost of the worker and workboat (reduced by 200%).

now u have unbalanced scenarios ;) From the very beginning I was not modding as others to make the MOD, but scenarios! So, if it'seasy to develop worker unit then, for example, Brazilia will get economical boom in 3 years after u've started ww2. Or after USSR-Germany WW2 war USSR will develop it self in 1-2 years. Any war damages will not be so devastation and it makes scenarios farter from the realism ...

--------------------------------

By the way, I've started to work on the second BTS version for the mod, all new features are going to be updated on thecond post of this tread.
 
I'm beta testing some stuff in BTS2 for India and I have very nice game.
All four superpowers fighting each another for the last 5 years and it's amazing how they fight, lol

here u go, the screen if Yankee invading nazi germany ... nuclear madness in europe
 

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