1.9.7 Feedback

I just wanted to post an "atta boy" to you folks who made this mod. I've always liked empire building games, but for some reason I could never get into civ 4 ; the way you flew through the ages just rubbed me the wrong way I think.

After trying out your mod though, I'm a believer and a huge fan!. Already clocked over 70 hours in the game according to Steam's stats, and completed two games as Corrino, and one as Atreides. Currently doing a Marathon playthrough on the largest map as Ixian Confederacy.

Keep up the amazing work!

Also, just to add some relevant feedback, I feel that the focused las beams technology is too close to Lasgun weaponry ; At that stage of the game it seems like the lasgun soldier/levied trooper just instantly becomes obsolete before having any impact.
 
Great work, it's the best mod i played.
Just make multiplayer working and it's perfect for me.

Thanks for making this amazing mod!
 
Hi! I just tried patch 1.9.7. and i think, that it's great. Game is more balanced.
But I have a problem with Landing Stage. I did research offworld trade, builded this structure, but didn't show any list of cooperations or resources. Is there in this patch some change or I have some kind of bug?
 
It is not a feature of 1.9.7, it should work fine, but I don't known what is wrong.

or... maybe you have built it far too late, and other factions has already take all ressources contracts ?
 
It is not a feature of 1.9.7, it should work fine, but I don't known what is wrong.

or... maybe you have built it far too late, and other factions has already take all ressources contracts ?

I believe, that it's not possible, because, I'm the only one Carrino in game, so there should be at least sardaukar contract. I will try few more games and we will see, if problem will remains.
 
I have seen a weird thing in my last game : BG attack me, and they use their kwisatz in the battle, attacking the city with two different kwisatz they have produce, and obsiously, they have lost them two.

I always thank kwisatz be "only defend" unit but it seem not ?
 
Thanks all for the continuation of this fantastic mod, had it some time now. :goodjob:

One thing though, today I went to get the game set up, added Lebashars units/leaders, nice work btw. I ended up finding it obviously, but it did take a couple of minutes to find...any chance of adding link to the main download page. People new to CFC may have a hard time with this, let alone my none coffee having, 7am self. :coffee:

again, great job on mod:)
 
I have played some games recently and I must ask why did you decide to allow the scout thopters to carry units? I don't remember them carrying anything prior to this last patch. It does significantly change the dynamics of a game.
 
They've been carrying units for as long as I have known the mod.
It's basically a gameplay concern. They allow you to expand across desert from the beginning. Given how important horizontal expansion is in this mod this is a rather crucial ability.
 
Somebody said cities should be placed far apart - well I agree that to gain terrain/blocking that is true. However as the game progresses one should back-fill with all minimum distance cities - in later game it is quite normal to have cities working only a few tiles, with many specialists. Generally, one needs only two food tiles per city (eg one mesa + one groundwater, or two polar ice). Going for regular civ4 supercities with like 4 food resources does not really work.

One reason AI is fairly weak is poor city placement + no back-filling.

Also, unlike vanilla, it is good to put cities one tile away from coast (land is better than desert).

I think most fun is small map with all nine civs - lots of action.

I do have to say this is the best mod, in my opinion, its awesomeness is . . . awesome :)
 
I'm glad you enjoy the mod, its great that people are still playing it.

The AI city settlement patterns follows a decent strategy, it basically tries to maximize water income (including mesa) and other bonuses, and it ignores resources already within the BFC of another city. IMO the placement algorithm is much better than in vanilla. The AI already tends not to favor building inland somewhat, because empty desert tiles have no weighting in its city placement algorithm (unless they have spice IIRC). The vanilla city placement algorithm performed very badly in early versions of the mod, because the mod's mechanics favor groundwater tiles, mesa and bonuses so much because water is unavailable from regular tiles. The vanilla algorithm didn't account for the fact that bonuses could only be used by one city, so it tended to settle cities too close together and they couldn't grow because they didn't have enough water.

I think supercities can and often do work, if you select the appropriate civics to manage the happiness. Backfilling fits some strategies but not others. The AI will eventually backfill to take resources not used by other cities, but they prioritize spreading out to get lots of bonus and mesa tiles, which I think is appropriate.
 
I personally favour spice tiles way more then the AI. I can settle useless tiles if it will allow me to get nice spice fields. Early on I think it is very important to rush your economy with spice to be able to keep up with the AIs bonuses. This is probably more important when not playing with tech trades as I do.

Over all I think this is the mod with the best AI given how many changes the mod has introduced.
 
Thanks! We paid a lot of attention to AI limitations, and made a lot of effort to not introduce mechanics that the AI couldn't use very well. There are some (like espionage, and aircraft) but overall the AI still seems able to put up a decent fight.

Locating near spice early is potentially high risk high reward. It can pay off with big short term gains, but it can also end up hurting you with cities that can't grow much, particularly if you get unlucky with the spice disappearing or with lots of worms that prevent you from building harvesters effectively. I like that there are strategic decisions like that, but I think generally the AI performs better by playing it safe.

I also tend to turn off tech trading, or at least tech brokering. The wider tech tree makes it a bit too easy to tech-whore otherwise.
 
Does anyone know what would be needed to make this mod stable in multiplayer?
 
Does anyone know what would be needed to make this mod stable in multiplayer?
It is stable. I have played it countless times in hotseat mode with two-three human players and had no crashes or freezes at all :)
 
You can't get OOS errors in hotseat. I was thinking of direct connect internet games.
 
I want to know if someone know how to repair the bug which make spies unable to enter in ennemy defended city when you are at war ? I think it is the really last bug of the 1.9.7 patch
 
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