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#121 | |
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Chieftain
Join Date: Jan 2012
Location: Germany
Posts: 72
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If you add culture flavors to every leader you will influence their behaviour throughout the whole game, which is probably not a good idea. |
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#122 | |
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King
Join Date: Jan 2006
Location: Boston, MA, USA
Posts: 611
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Another month, another delay, aaaand another set of excuses.
![]() This time it was the 1.04 patch for Diablo 3, which forced me to play THAT 24/7 for a while again; the ongoing saga of my new PC build which STILL isn't done (but I'm stuck waiting for unreleased parts again now); followed by my parents visiting for 3 weeks, which happens a few times a year and tends to keep me busy with misc things; and MOST recently, an actual short-term job project for someone, that I'm actually being paid (well) for, but am only just now getting started on. All that being said, I've somehow managed to get some of the work done on the 4.0.2 update already, and it's not a huge major update anyway (compared to my usual huge major updates), so I'm still hoping to get it out soon. I've updated the Change Log sticky with my notes so far. Quote:
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MongooseMod 4.1 is nearing completion... If you check it out there's a good chance you'll fall in love! ![]() <-- BBAI/UP Contributor, Original BTS Sevopedia and PW3 Civ4 Port Author |
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#123 |
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Warlord
Join Date: Mar 2008
Posts: 216
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I've got some suggestions for the 4.0.2. My actual game is so amazing i cannot refrain to give feedback and make sure this mod gets improved (even more).
As i finish the game (still late medieval) i will write a feedback topic with my suggestions and my bugs-report (if found any :P). PLZ leave diablo alone and continue this :P |
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#124 | ||
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King
Join Date: Jan 2006
Location: Boston, MA, USA
Posts: 611
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(Maybe use your other thread though? lol)Quote:
Plus I can be really stubborn and have very strong opinions about things. But Rakete won me over on several points in the past, so it CAN be done... Mwa ha ha.But... but... the biggest patch YET, 1.05, is coming out soon... *cries* I'm actually still working on the real, high-paying, 1-time job project as well... I'll try though.
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MongooseMod 4.1 is nearing completion... If you check it out there's a good chance you'll fall in love! ![]() <-- BBAI/UP Contributor, Original BTS Sevopedia and PW3 Civ4 Port Author |
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#125 |
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Chieftain
Join Date: Dec 2012
Posts: 14
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Hi LunarMongoose,
Thanks a lot for this awesome mod, it really enhances vanilla Civ a lot. I especially like terrain damage, it adds a completely new dimension to warfare. We've played around 15 games with a couple of friends and it seems to be pretty much in balance so far - with so many changes you've made to vanilla, that's definitely an achievement. Some feedback: 1. AI doesn't really seem to take terrain damage into account when attacking player cities. I've seen this quite a few times - the AI sends a massive army to invade me, but by the time they reach one of my cities, most troops are at around 40-60% health. The AI doesn't attack (since it would be a suicide mission), but instead of retreating the army moves around my city for a couple more turns until all troops are at 30-50% health and then I destroy them with my ~3x smaller army. 2. On Standard or Large maps, the first religion is often the only religion actually used. If there is contact between a large number of civs, the first religion founded there will usually stay until the end. The only way for the world to be divided into 2-3 different alliances based on religion (like it used to be in vanilla BTS) is when the ocean divides them so there is no contact until Astronomy. Here's a screenshot of a multiplayer game to illustrate my point (Large, old world start): 3. Would it be possible to reduce the number of sandworm/turtle notifications? Hearing the same sounds every turn for 200-300 turns in a row gets somewhat annoying. Anyway, as a (web) developer and software tester myself, I really appreciate the effort you've put into this. Feel free to let us know if we can be of help somehow! Last edited by indrek_k; Dec 28, 2012 at 03:06 AM. Reason: Removed inline screenshot |
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#126 | |||||
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King
Join Date: Jan 2006
Location: Boston, MA, USA
Posts: 611
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HELLO!!! *hugs new person before he can escape*
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And always especially happy to hear about groups of people playing, hehe. Hope you like the 4.1 stuff so far! I can't wait to get it released so people can start using it.A few people in the past have indicated they didn't like terrain damage that much, but I personally love it, so I kept it anyway. ![]() Quote:
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So, unless I'm missing something, vanilla shouldn't be much different... Quote:
Daryn and I actually LOVE the sea monster spam, we find it hilarious... It's also VERY helpful tactically, as you can get a general sense of where the monsters are by watching which players are getting attacked from turn to turn. (Or if there's a lull between attacks, that can be a sign that a monster is moving to a new area.)Off the top of my head, I can't really think of a way to "reduce" these alerts without turning them off completely. The good news is they're still in Python for the time being (Assets/Python/Mods/NotificationMod.py), so they're pretty easy to modify. I suppose one thing I COULD do, would be to disable Turtle alerts once Serpents start spawning, and disable Serpent alerts once Kraken start spawning. I would assume that players wouldn't still consider the previous ones to be serious threats by those points... Quote:
![]() I still seem to have a fair number of people reading my posts and presumably playing my mod, but it's like pulling feathers trying to get them to post ANYTHING, let alone constructive feedback lol. Ideally I'd like to see people posting descriptions and/or screenshots about their current/ongoing games, having active discussions about civics and leaders and tech-tree-path strategies and whatnot, etc... But only the ultra-popular mods get that level of activity I guess. There've only been a half dozen or so active feedbackers (sounds like linebackers, doesn't? I love inventing new words...) in the last 2+ years, and they've all been very helpful. The Development Team for this project (i.e. me) tends to be feedback-starved, hehe.
__________________
MongooseMod 4.1 is nearing completion... If you check it out there's a good chance you'll fall in love! ![]() <-- BBAI/UP Contributor, Original BTS Sevopedia and PW3 Civ4 Port Author |
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#127 | |||||
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Chieftain
Join Date: Dec 2012
Posts: 14
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That's probably just me, though. ![]() Quote:
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maybe I'll get to that later today, but gotta get some work done first.
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#128 | ||||
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King
Join Date: Jan 2006
Location: Boston, MA, USA
Posts: 611
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![]() There's not much I can (easily) do about AI research paths though. AI programming is the most difficult thing in the SDK (although I contend my recent river project gives it a run for its money), and there've been some very skilled people tackling that themselves anyway, so I never really needed to get into the AI code too much myself, historically. Thus I have the least experience with it. Quote:
This particular sound never really struck me personally as being too loud, but I could always be wrong.I was going to look into collapsing them into single "A Kraken just sank 20 Viking ships!" type lines, but I'm not sure if that'll be practical or not. Disabling the alerts for old/weak/obsolete creatures should hopefully suffice, regardless. Quote:
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)--- You know, I have a Bachelor's in Computer Science from MIT, you would THINK it would've been possible to find a job at some point in the last 13 years, but nooooo... sigh. Oh well, I probably wouldn't have had time to make this mod otherwise. ![]() --- p.s. - One random question: what do you think of the title screen music? (Assuming you don't turn the game music off completely...) I wrote that myself too, but I just recently discovered the uppermost line of title text is hidden when using 16x9 screen resolutions, so the music credit is hidden for a lot of people, heh.
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MongooseMod 4.1 is nearing completion... If you check it out there's a good chance you'll fall in love! ![]() <-- BBAI/UP Contributor, Original BTS Sevopedia and PW3 Civ4 Port Author Last edited by LunarMongoose; Dec 31, 2012 at 01:45 AM. |
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#129 | ||||
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Chieftain
Join Date: Dec 2012
Posts: 14
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which meant that roughly half of the world was converted to the Olympic Pantheon before Medieval Age.Quote:
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![]() Edit: How'd you create it btw? Do you have a musical background? On a related topic - What happened to the song "El Grillo" in the soundtrack? It was one of my favorites and I just realized I haven't heard it for a long time. Also, to continue the discussion from the other thread: Quote:
Agreed @ prolific - it's quite difficult/rare to get much use out of it before Biology. To be honest, I didn't even know tech had health penalties. Gotta look that up. What are you planning to do with Industrial? Last edited by indrek_k; Jan 02, 2013 at 07:03 AM. |
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#130 | |||||
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King
Join Date: Jan 2006
Location: Boston, MA, USA
Posts: 611
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). I just assumed it was normal for one or two religions to gain dominance, and never took much note of whether they were early ones or not...Quote:
I did take a quick look at their CvPlayerAI.cpp files the other day in preparation for writing the AI support for my new civic exclusion rules. The good news is they have some terrain-damage-related code that may help THAT situation out significantly, so there's probably a lot more in there too (which is, afterall, exactly what AIAndy said in the "Omg!" thread ).The bad news is, for AI civic evaluation alone, the K-Mod and C2C SDKs both have good, useful, potentially-relevant code in them, and they're COMPLETELY DIFFERENT b/c Karadoc rewrote the whole function himself, whereas C2C uses Fuyu's vacuum system that I've also been using since he first wrote it (but which I may have found a giant, game-breaking bug with), but adds more code too. So I have to figure out what K-Mod code, if any, I want to merge, how to merge it, and also see if I'm right about the big bug or not (after having verified to myself the other day that the vacuum system is, indeed, worth keeping), while double-checking C2C's extra code as I go (since it's more of a safe bet that I'll be using that, but I still want to look it over). Programming is very annoying work when it's this complicated. ![]() Quote:
Anyway, I wrote a lot of tracks in the past, all synthesizer-based like that one, most really good imo. Everyone always "liked" them, thought they were "really interesting" or whatever, but I never found many people who really LOVED them, nor any way to make any actual money off them, so I kinda lost interest a while back. I've been meaning to get back into it at some point, but I haven't had time. As for the actual process of creating it, I have some hardware synthesizer modules I bought a long time ago, then I wrote my own composition software to replace a really-old, obsolete, no-longer-supported program that I loved. Apparently "loops" are all the rage now, as in GarageBand, or Logic for a professional solution. I've never tried using them, the concept seems foreign to me and I don't understand it at all. I will always focus on straight MIDI-style composition, seeing as how it was old Nintendo and Super Nintendo era music that first deeply inspired me. Some of my favorite soundtracks OF ALL TIME remain Final Fantasy 4, Final Fantasy 6, Chrono Trigger, and Xenogears, though I have hundreds of video game soundtracks at this point (and a lot of movie and anime ones too, to a much lesser degree). Quote:
I just double-checked, and "Desprez el Grillo" is still included in the Medieval track list in the official 4.0.1 zip. So either you haven't spent much time in the Medieval Era lately, you've been distracted when it WAS playing and didn't notice (happens to me a lot), or you've just been unlucky, heh. Wewt, I love combining discussions! (Now I just need to get a response on my Burnt Forest and Bamboo graphics, hehe.)Quote:
+1 or +2 free hammers per city. It'll be analogous to the +1 gold per city I added to Financial in 4.0, with the same purpose: to prop it up early on, while adding very little to its mid-game and late-game strength.
__________________
MongooseMod 4.1 is nearing completion... If you check it out there's a good chance you'll fall in love! ![]() <-- BBAI/UP Contributor, Original BTS Sevopedia and PW3 Civ4 Port Author Last edited by LunarMongoose; Jan 02, 2013 at 09:12 AM. |
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#131 |
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Chieftain
Join Date: Jan 2012
Location: Germany
Posts: 72
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Hi Lunarmongoose, indrek_k and everybody else,
it's great to follow your discussion. I am very short in time because of my job, so I will just drop by now and then to post my opinion. I have experience from dozens of games in MM 3.6.1 (mostly multiplayer) and about ten games in MM 4.0.1, most of which were however single player test games on my Africa map. And unfortunately, we do not play Mongoose mod any more in my multiplayer group, which negatively affects my motivation. But better times will come. For sure.. ![]() My opinion on tile damage: I totally agree that it hurts to see how the AI ignores tile damage. AIAndy (one in my group) was also annoyed by this. I think there is only one radical solution to this: EITHER improve the AI (SDK work, yep! ) OR remove tile damage for all frequent tile types like jungle or desert. Only leave it for rare terrain types like swamps and peaks.Ideally, improve the path-finding routines. This would both improve the AI behaviour and the waypoint commands. |
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#132 |
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Chieftain
Join Date: Dec 2012
Posts: 14
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Relaying a couple of potential bugs from my friend. We haven't had the chance to properly reproduce and report, sorry about that. We'll try to do that soon. Quick overviews:
1) Slavery - hurry production sacrifices only one population every time despite the cost displayed (saw that happening); 2) Sandworms hanging out on floodplains/plains (you might already have found/fixed this one if it's related to the tundra issue, but reporting just in case); 3) Battering ram vs war elephant: battering ram has -100% vs elephant, however Tauri encountered a situation where a battering ram attacked an elephant and destroyed it; The following two are very strange issues so it's entirely possible that he simply overlooked or misunderstood something: 4) Tauri reported that when attacking with a large stack and if the attack fails, the attacking units are destroyed in order from weakest to strongest - even though the strongest should be attacking first; 5) Tauri also reported a strange situation with attacking an AI city where the strongest defender was not used for defending before weaker ones - i.e. he made 5-6 attacks with 70-80% probability of winning, destroying all the weaker units (say, stone axemen), and the last unit left to the city was a valkyrie, reducing the odds of winning to 10%. LM - in general, how would you like bugs to be reported, what sort of information do you need? Would screenshots or save files help? We'd like to reduce the time it takes for you to hunt down a specific issue as much as possible (and put our software testing skills to use)
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#133 | ||||||
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King
Join Date: Jan 2006
Location: Boston, MA, USA
Posts: 611
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In this case it results in -50% vs Elephant, matching the -50% vs Mammoth (which is a standalone modifier b/c Mammoths are NOT Mounted, they're Wild Animal class). The intent was for Rams to only be -100% vs Siege, and for them to normally be +50% vs Mounted but with Elephants swinging it around to -50%. ![]() (Btw, if you look at their Pedia entry you'll see they're REALLY called Buttering Rams... just saying.) Quote:
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I didn't always like this, but I also didn't want to give it up completely, so a while later (specifically 12 March 2012, thus part of MM 4.0) I had the brilliant idea of having it always on for some leaders and always off for others, depending on their personality. So some AIs will behave this way, and some will behave normally. I don't remember which are which, but it's an XML tag I added in LeaderHeadInfos.xml so it's easy to check. (In general I think I gave it to the half or so of the roster that were more thoughtful and reserved and didn't fight on the field themselves, historically.) Quote:
I don't usually need screenshots or save files; those are more relevant when writing huge new blocks of AI code. Given that the really sensitive stuff is mostly written by other people and heavily tested in other big mods, most of what could go wrong in this mod are things that I can easily track down and fix as soon as I'm alerted to their presence. Plus I have the SDK memorized to a disturbing extent at this point, so I usually know exactly where to look (or at least what search term to use to FIND where to look)...--- I DO need you to post your reaction to the Burnt Forest / Bamboo graphics in the 4.1 thread though, b/c I have another neat screenshot to post, but I'm not doing it til someone says something about those!
__________________
MongooseMod 4.1 is nearing completion... If you check it out there's a good chance you'll fall in love! ![]() <-- BBAI/UP Contributor, Original BTS Sevopedia and PW3 Civ4 Port Author |
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#134 | |
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Chieftain
Join Date: Jan 2012
Location: Germany
Posts: 72
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Both bugs seem very similar, so probably they are caused by the same mistake in your code. |
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#135 | |||
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Chieftain
Join Date: Dec 2012
Posts: 14
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Will try to test this again tonight or tomorrow, as it's a strange one. Quote:
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I don't really have anything to say except that they're clearly a lot better than before.
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#136 | |||||
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King
Join Date: Jan 2006
Location: Boston, MA, USA
Posts: 611
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It's just that I spent a full 10 days working on those, hehe. The Bamboo, in particular, was a big deal: I improved the color on the green skin, made a new white skin, and manually repositioned some of the trees (which was really hard, b/c I SUCK at being an artist!). I just LOVE how well it came out. ![]() Now, I'm going to post the screenshot of my new Swamp graphics in a minute... BE SURE TO RESPOND THIS TIME!!!
__________________
MongooseMod 4.1 is nearing completion... If you check it out there's a good chance you'll fall in love! ![]() <-- BBAI/UP Contributor, Original BTS Sevopedia and PW3 Civ4 Port Author Last edited by LunarMongoose; Jan 06, 2013 at 05:01 PM. |
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#137 |
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Chieftain
Join Date: Dec 2012
Posts: 14
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One more bug:
There's a Foreign Advisor tab/screen that cannot be closed - think it was Info. There's no exit button, pressing escape closes Foreign Advisor screen but the same Info tab is opened on F4 so there's no way to see the other information. |
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#138 |
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Chieftain
Join Date: Jan 2012
Location: Germany
Posts: 72
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Civics have got too many effects
Hi Lunarmongoose,
When playing Mongoose Mod 4.0.1., I have always found it difficult to choose between civics, because most of them have got a large number of effects. It usually takes quite some time to figure out which combination fits best with the current state of my civilization. For casual players, your civics must be discouraging. And I may remind you that you have always been complaining about other mods like caveman2cosmos to be a bloated mess. Also, with your new civics exclusion system, things will become more complicated anyway. So I strongly recommend to reduce the number of effects of all civics. Ideally, a civic should have only one positive effect, that characterises it. You can add additional effects for some (positive or negative ones), but their number should be fairly limited. Example: Nationhood Effects in MM 4.0.1.: - can draft 5 units per turn - +50% espionage in all cities - +1 happy citizen from barracks - +1 happy citizen from dry drock High upkeep why not make it easer: - can draft 5 units per turn Medium upkeep It can be that easy. Players will soon keep in mind: "When I choose nationhood, I can draft units in my cities". As it is now, they will not keep anything in mind unless playing MM a dozen times or more often. |
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#139 | ||||
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King
Join Date: Jan 2006
Location: Boston, MA, USA
Posts: 611
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Plus there's only 4 exclusion pairs now (I took out Tribalism/Communism now that the former has a secondary effect, heh).Quote:
Was bound to happen eventually with at least one of my core supporters, lol.Quote:
Another reason, is that it's the best way to fully encapsulate the spirit of what the civics actually represent historically (particularly with respect to Napoleonic France, in this case). Everything that's on them MAKES SENSE (and to a higher degree than the other mods, imo), so it all feels natural. Plus the Healthcare civics actually ARE like what you describe, just for variety. ![]() A third reason, is that there's plenty of room left in the display screen in most cases. Mind you, I'm not specifically TRYING to fill them all up, but I do think a single-line, single-effect civic looks tacky and boring. (Though I suppose they might seem a LOT more full on smaller screen resolutions, heh... A long time ago I customized my civic window to scale between 1024 and 1920 in width.) The fourth, final, and by far the most important reason, is that that's the best way to balance everything, gameplay-wise. A single effect, or occasionally two, is not enough in many cases to make the civic useful or relevant OFTEN ENOUGH to justify its existence. If a large chunk of the civic screen entries sit idle and rarely get used, then I haven't done my job right. Instead, with my setup, there's a LARGE number of different civic combinations that are good for different purposes and situations. Similar to the situation with my tech tree, the "build diversity" in my civic screen is significantly higher than both the vanilla game and other mods, imo, which is always my primary goal, and something I pride myself on. (It's also something that Diablo 3, for example, did HORRIBLY BADLY with, and that most professional game designers seem to suck at in general, honestly.) I COULD remove the happiness effect on Nationalism if I had to, but I like it; it's like a weaker version of the Monarchy effect. Though I did at least change it to display the two buildings in a single list already, heh (which actually affects a number of civics, display-wise). I do disagree with you on that, unfortunately... There's usually only one MAIN effect on each civic, and they're always right at the top.
__________________
MongooseMod 4.1 is nearing completion... If you check it out there's a good chance you'll fall in love! ![]() <-- BBAI/UP Contributor, Original BTS Sevopedia and PW3 Civ4 Port Author Last edited by LunarMongoose; Feb 05, 2013 at 04:56 PM. |
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#140 | ||||||||
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King
Join Date: Jan 2006
Location: Boston, MA, USA
Posts: 611
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This is from a PM. I figured I'd go ahead and respond on here instead:
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Besides which, in version 4.1 even THAT won't be possible, b/c I've added a number of new terrain types and there AREN'T any vanilla versions of them to revert back to, heh. Sowwy... Quote:
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And yep, I'm very proud of my civic design, though Rakete seems to disagree with me hehe (see the previous two posts ).Quote:
I do always ask that people give me explicit and detailed credit, as I always try to do (see my Credits sticky), but half the time it doesn't happen. All anyone gets in the C2C credits, for example, is their name in a long comma-separated list of names. If you're lucky you get your name in bold. Nothing at all about WHAT you contributed, which in my case to C2C is at least a dozen different things, sigh. Quote:
__________________
MongooseMod 4.1 is nearing completion... If you check it out there's a good chance you'll fall in love! ![]() <-- BBAI/UP Contributor, Original BTS Sevopedia and PW3 Civ4 Port Author |
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