Hulfgar's Modpack

Good suggestions! Here are some more tweaks to consider:

1) lower the disband threshold. Like other things the default is ridiculously high (1000). I'd guess this means no disbanding till -1000gpt?? India is running -867 due to their crazy large army. They have 22 airplanes in 1 city I can see. My poor ironclad went too far into Indian waters and was annihilated by wave after wave after wave of bombers.

2) Probably needs the SDK, but I'll throw it out there anyway.. bring back the collateral damage limit XML tag! The AI is nearly pathetic if it cannot easily kill units via bombardment. The thing that really hooked me on this mod was the reduced bombardment damage. I do agree that my poor ironclad should have been destroyed by the massive Indian air force, however vs ground units it should be extremely difficult to wipe them out completely via bombardment. Who needs to send in the infantry to mop up?

Perhaps there is a way currently to go in this direction by dynamically adding some new Cover promotions for fortified units? Moving unit are certainly vulnerable to strafing aircraft, etc.. bug dug in soldiers are much more difficult to harm.

Also, up hit points to reduce the effect of bombardment (MAX_HIT_POINTS)

3) Can you add some more unit icons? Like for Marines take the standard infantry icon and put an M over it. Special Forces gets an S over the paratrooper? That sort of thing. Should be trivial to do in the GIMP (or whatever). I can probably make the changes if you want this.

4) Change cities from immobile fortresses back into cities. There are a bunch of XML tags related to this.
a) set range to 0 (barbarians, esp with the "raging" option, are much more troublesome!!)
b) lower the tech factor scaling
c) increase defensive buildings influence (UPDATE Buildings SET Defense = Defense * 1.5 WHERE Defense > 0 ; )
d) reduce CITY_STRENGTH_UNIT_DIVISOR so that city defense is much more dependent on having a garrison unit, esp a strong one.

Code:
	<Defines>
		<Update>
		        <Set Value="13"/>
			<Where Name="MAX_HIT_POINTS"/>
		</Update>
		<Update>
		        <Set Value="100"/>
			<Where Name="CITY_STRENGTH_UNIT_DIVISOR"/>
		</Update>
		<Update>
			<Set Value="0"/>
			<Where Name="CITY_ATTACK_RANGE"/>
		</Update>
	</Defines>

The idea is that undefended, non-fortified cities are easy to take. Fortified cities without a garrison are slower, but just a matter of time.

5) don't capture settlers as settlers.

6) naval strength/ranged strength need a look. Too many encounters are simply the first one to shoot wins.

7) Change the range of crossbowmen to 1, increase the strength and reduce the ranged strength. Possibly provide an upgrade path (light artillery?).

8) Add a longbowman unit which takes the place of the current crossbowman.

9) Shouldn't "tax office" add -1 happy and not have a specialist slot?

10) With machine guns (infantry I suppose), there should be an automatic promotion to get rid of the -10% flat terrain defense. Indeed machine guns made it much easier on the defender.

11) consider some sort of food bonus with oil. There were 2 very significant improvements to farm yield during the 20th century, oil/mechanization and pesticides. We just passed 7 billion people, and will be at 8 in.. 15 years? There were 4.1 million babies born in the US last year, which is ~340,000/month. Currently there are ~125,000 new persons (potentially) joining the work force each month, which should be not too much less than the birth rate ~18 years ago, so 3X in ~20 years!!!!!!

12) I've never been able to build Ministry of Finance or Holy War.
 
Just in relation to point 12- I have no diificulty with either the Ministry of Finance and Holy War (or is it See?). I understand you need a certain number of other buildings for both- temples, castles and tax Offices.
 
A lot of good stuff.

11) I don't know about this one. Applying this logic to the game, Population growth will automatically increase productivity of the city, which is not the case for many overpopulated industrialized 3rd world nations.

12) I've never been able to build them too, but just a restriction of city numbers.

Backdating some other issues:
-I agree that artillery is over strengthen.
-I thought it was intentional to not allow special forces to conquer a city, but guess not. :)

Question:
How much work is involved to update this mod after Firaxis releases a new patch?
 
I thought it was intentional to not allow special forces to conquer a city, but guess not.
I thought as well (it's a long time since I coded these unit :) ) but I don't find the no capture flag in the promotion so it must be a bug. I will check it ingame in case off sometimes I have the promotions in other files...

How much work is involved to update this mod after Firaxis releases a new patch?

It depends of what the patch will change and of how detailed the patch notes are :

I can adjust to xml changes in a short time.
Lua changes would be the hard part if coding is needed because for this I need some help most of the time.

If some changes are hidden it may take more time and in the worst case Firaxis could make some part of the mod unusable.
For example if they remove the production of resources from buildings.
A patch should make things easier and better but with Firaxis everything is possible :)

Primordial stew I will make use of most of you suggestions, thanks for the lines of code by the way.
And if you have the time and wish to make the icons they will be welcome.
I can do them but I have less time to handle everything.

Thanks for all the feedbacks and ideas :)
 
I forgot to add :

to build a Ministry of Finance you need 5 Tax Offices.
To build the Holy War 3 Temples.
 
I forgot to add :

to build a Ministry of Finance you need 5 Tax Offices.
To build the Holy War 3 Temples.

I've had enough, but the wonder could never be built. I did get a Knights Templar from a CS today however :lol:


> population
http://upload.wikimedia.org/wikipedia/commons/thumb/7/77/World-Population-1800-2100.png/587px-World-Population-1800-2100.png There is a large perturbation between 1910 to 1960. I know it's abstracted in the game (pop 1->2 is very different than 20->21), but still, that's quite a bend! Seems like there should be some building which consumes oil and provides +25% food, or something like that.

> 11) I don't know about this one. Applying this logic to the game, Population growth will automatically increase productivity of the city, which is not the case for many overpopulated industrialized 3rd world nations.

I elaborated above, but yes, I agree that this aspect has been left out. One simple way to incorporate it would be to limit the worked tile radius to 2, and cut way back on specialist slots.


> DEFICIT_UNIT_DISBANDING_THRESHOLD

Actually Firaxis updated this since last time I checked. It used to be -1000, but is now -5. Still, many of the AIs are running massive deficits due to having massive armies. Whatever mechanism they have (the same as in civ4?) isn't working well enough.


> Primordial stew I will make use of most of you suggestions, thanks for the lines of code by the way.

Do try the 0 ranged city ;) It is quite a change from the standard range of 2 bombardment independent of line of sight.

There might be some other changes to go along with this, like giving archer + gunpowder types a free 50% city defense promotion, and getting rid of the +25% city defense promotion.


> And if you have the time and wish to make the icons they will be welcome.

Should I add to Hulfgars Modpack (No DLC) ver 10.1 (v 10)\Art\Icones\icon_atlas256.dds?
 
Hulfgar I can't for the life of me figure out how I played Civ 5 without this mod. Excellent work, any chance of the Vikings and Korea being added in?
 
Hi Hulfgar, just a quick one regarding embarkation.

I note that if an embarked combat unit runs into the same tile as a friendly destroyer, it will embark onto that destroyer. Trying to disembark that unit, even on the next turn (as per the bug fix for the explorer) meant it kept the embarked animation but it also remained in an "embarked mode" (ie not able to fight, with 5 movement points) ON LAND and was unable to re-embark to ocean to fix the issue. To work around the bug I attempted to use IGE to change the tile it was on to water, at which point the unit disbanded when the tile changed.

So yeah... a strange one that... in the meantime I'm making sure I micromanage all embarked troop movements so that they don't end up in the same tiles as my escorts....
 
Hello Uncle Anton,

thanks for this one.
I will check this but it may come from the fact that in the main mod the destroyers are able to carry scouts/explorers.
That would be a logical reason if only destroyers are concerned.

I will update the embarkation mod to correct this as soon as I am done with the updates in the main mod.
 
Hulfgar, Hey! There were some happiness issues during colonization phase that was hellish to handle. lol

Another issue it seems that the embarkation mod you made isn't working correctly. The Polynesian's can embark at will still!

No ships can be built that allow units to be transported, I am closing in on industrial era, was this over looked? :D

Other then these 2 issues the Mod is coming along wonderfully. ;)
 
Hello Kitsune420,

There were some happiness issues during colonization phase that was hellish to handle. lol
At which difficulty level ? I am currently playing at Prince level and it's ok even if the average happiness is at a low level most of the time.
I Suppose that a higher level it may becomes harder.

Another issue it seems that the embarkation mod you made isn't working correctly. The Polynesian's can embark at will still!No ships can be built that allow units to be transported, I am closing in on industrial era, was this over looked?

With ver.2 of the Embarkation mod ?
Transport ships are : trader ship / carrack / galleon / landing ship dock.
It was working fine when I uploaded the mod but it would not surprise me that something went wrong.
I will check it before releasing ver 3.
For the Polynesian I have to change their civ trait to avoid the embarkation ability.

For all :
Version 10.3 of the main mod is almost ready.
Same for the industrial mod (the same as the original mod but whithout techs and units post WW2, except for the early jets and the space race). This mod is giving me some work because I have to reload every custom graphic file manually, the import from the template seems to bug those files.

By the way if somebody has an idea for a new title it's welcome, something whithout Hulfgar in it :)

I wish/hope to have ver 10.3 and the industrial part released for the 10th of Dec. because the 15th. and later I should be busy hunting some poor Jedis on SWTOR :evil:
5but I will keep taking care of this mod).
 
I usually play prince but this was on warlord level. The happiness issue could be helped if the happy tech gave slightly more happiness. Most give 1-3, AI always gets the wonders at the start.

Yes it is version 2, I always use the latest mods :) I do run a couple of simple mods with your mod. None should interfere with your mod though. Most are wonders, leader head graphics for city states, another one allows more XP from barbarians, forgot the name.

New name hmm... I love the mod cause you are doing things to fix what is missing with the vanilla Civ 5, stripped is the right word not missing. lol Embarkation is so stupid in my opinion and 1 unit per tile as well. :p
 
So my game keeps freezing up when I try to play your mode, can you help me out?

I think I need to download your add ons but i'm not sure.

It shouldn't be conflicting with any other mods right?
 
is there a way i can just use the ethnic infarty without the rest mod?

Hello Pavlos, no, or better to say not an easy way.
It would be safer and quicker to make the mod you need, if you want you can take any part/file of my mod that may be of use to you.
If you need some help just ask :)

Silisko :

So my game keeps freezing up when I try to play your mode, can you help me out?
At which point of the mod ?

I think I need to download your add ons but i'm not sure.
You need the add ons only if you have the DLCs Spain/Inca or Polynesia, but not using those add ons will not crash the mod, they are just "esthetic" : ethnic units for spain,... .

It shouldn't be conflicting with any other mods right?
My mod can conflict with any other mod :-( There is too much change in UI, Lua functions, resources, graphics, the tech tree... to be compatible.

Try it alone to see if it works.
Do you have other DLC than Polynesia or Spain ?
 
Usually IT freezes up as soon as I click start game.

I have every DLC that come's standard with the Game of the year edition, excluding Korean wonders dlc.

I'll try it by itself and see what happens.

Thanks
 
Hulfgar, just two small points which seem a bit out of kilter (in case they haven't been raised previously):

1. I can't build artillery without a canon foundry. However, I can build mobile artillery.

2. I can build a naval academy in a coastal city even if I don't have a warships factory (forget the exact term). It seems odd that I can have an academy when I can't build warships.

Also, could you advise which is the latest iteration to download? I don't know if I'm up to date.
 
Hello Cicerosaurus,

1. I can't build artillery without a canon foundry. However, I can build mobile artillery.
yes that's because the mobile artillery requires a heavy weapon factory (HWF).
But you give me an idea : the HWF could require a Canon Foundry.
This would make sense : canons are needed for all heavy weapons.

2. I can build a naval academy in a coastal city even if I don't have a warships factory (forget the exact term). It seems odd that I can have an academy when I can't build warships.

To train your seamen you just need the ships, they can be build elsewhere.
But you're probably right : it makes sense to have the factory where the ships are based. Not necessary to build them but sure for repair... .
So I will follow your idea and make the WSF prereq for the naval academy.

Also, could you advise which is the latest iteration to download? I don't know if I'm up to date.

Current stable version is 10.2
I will release 10.3 on Friday.
 
I do not know if this problem has been posted before, but the Chinese infantry (maybe other infantry too, but I noticed Chinese) have the model of the spearman. Would the R.E.D. modpack be causing this?
Edit: Sorry, I feel stupid now, those were added from the R.E.D. mod.
 
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