K-Mod: Far Beyond the Sword

All of the hard work is Karadocs work, I just went up and down the xml...

although it is hilarious that when I adjust the handicap values 1% at a time because just a difference of 2% and sometimes the ai expands out of control lol.

Knowing that I know 0% about non xml programming, is there an easy way I could make and post an adjusted mod so others could give me feedback?

I also made changes to the base global defines, civ traits, tech priorities, tech costs etc...

Edit: I guess zip it and then post in the modpacks forum?

Another suggestion would be:

  1. Extract K-Mod's files into a directory
  2. Create a TortoiseHg (Mercurial) repository on that directory
  3. Do an "Initial Commit"
  4. Copy the directory of your modded K-mod ("K-modmod"? :D) onto the K-Mod directory, overwriting existing files
  5. Do another commit
  6. Right-click on latest commit, and choose "Export patch"

You will get a ".patch" file that's (usually) much smaller than all the XML files. Zip that, and you're easily looking at saving up to two orders of magnitude.

Others wanting to try your changes can do steps 1-3 above, followed by an "Import patch" step.

(Side benefit for others -- including me -- is that if I don't really enjoy your changes, I can easily revert to the unpatched K-mod, while waiting for your next version)
 
Hey. I have played this mod (with some of my own further modifications) with my brother and enjoyed it very much; so first: thank you for AI that does not resemble blind ******ed bunny.

I encountered a problem in my own modifications: I tried adding BonusInfo-file from the main files to the mod (in order to tweak some appearances and forest spread on the recourses). However, even with the UNMODIFIED file the k-mod crashes upon loading. What gives?

Finally, a modest question for your consideration. Morale promotion is kinda useless now as is, partially because any promotion that includes Blitz as a feature can't be given to any Unit with basic movement (before implementing promotions) of 1. If Blitz had no such limitation, Morale would be a much more useful promotion for many a General Unit.
 
Wow pep, that all seems like a lot of faff for a folder that .rar's down to less than a mb...
you can post that here already.

As for 'easy' reversion, you just move out the original xml folder, replace with the new one, and if you don't like it delete and move the old one back in.

That is all way less complicated than a repository...

blitz, did you put the bonus file into the terrain folder?
 
I tried adding BonusInfo-file from the main files to the mod (in order to tweak some appearances and forest spread on the recourses). However, even with the UNMODIFIED file the k-mod crashes upon loading. What gives?

You are probably using the wrong bonus info file. BtS does not have one so it uses the one in the Warlords\Assets\XML\Terrain folder. Not the one in the original Civ4's Assets\XML\Terrain folder. Any file not present in BtS has it check Walords next, only checking for it in the original Civ4 if it is also not in Warlords.
 
You are probably using the wrong bonus info file. BtS does not have one so it uses the one in the Warlords\Assets\XML\Terrain folder. Not the one in the original Civ4's Assets\XML\Terrain folder. Any file not present in BtS has it check Walords next, only checking for it in the original Civ4 if it is also not in Warlords.


Oh. That's it. Feeling kinda stupid now. I already knew the classical era music was there, so should have figured this out myself. Thanks for the good advice.
 
Wow pep, that all seems like a lot of faff for a folder that .rar's down to less than a mb...
you can post that here already.

As for 'easy' reversion, you just move out the original xml folder, replace with the new one, and if you don't like it delete and move the old one back in.

That is all way less complicated than a repository...

Heheh. I know I'm the kind of guy who would experiment with various settings... edit the XML until I get a satisfactory combination, commit & branch, experiment with various other combinations until I get another satisfactory combination, commit, then diff.

And go back and forth between the variants.

Not too difficult with TortoiseHg; just need a new habit of doing a Commit whenever finding a good combination.

But, whatever rocks your boat :D

Best way of course is the way one most comfortable with. Maybe due to my day-job, I'm never comfortable without a source control ;)
 
Just wondering, is there any plans on your part to make AI understand Privateers? I just think that my pirate fleet gives me an unfair advantage when I do not really need to watch my own waters for their raiding fleets.

And after that relevant question to an asinine/irrelevant one. I altered Explorers so that they start with Woodsman 3 instead of one (so that they become medieval medic unit, and thus have an actual role); I also altered their AI (still in K-mod) so that their default is UNITAI_CITY_SPECIAL, and allowed that + EXPLORE + COUNTER (so that (I thought) they would occasionally join an attack stack in war. However, the AI opponents still never build Explorers (on ancient start, so no starting Compass). Why is that?
 
You can increase their asset rating in the units.xml and the ai will make privateers more. Right now they use a pirate ai and its aggressive and somewhat random.

That said, I'd love to see Karadoc around with a new master plan.

Edit: I did the exact same thing for explorers except I gave them woodsman 2 and let the Ai and me upgrade it once more for woodsman 3 (exp from the barracks). The human is already smart enough to have a healer, the ai needed an easy one. I made the xml for explorers alot like machine guns...

Funny thing is, explorers are kinda good to have defending forests and hills for awhile at least. I increased their production cost a bit so they werent too awesome.

Low combat strength units need their asset rating increased so the AI knows how valuable they are beyond their combat ability. Explorer: Combat=5, Power=5, Asset=4 here. Default ai: unitai_Reserve. Unitai- counter. Notunit ai: pretty much every other ai, like collateral.
 
A thing that annoyed me on my last game:

I had put practically all cities on "emphasize commerce" (on industrial), as I really needed the funds to fuel my war effort, and because (as my cities were all approaching pop 25 or such, no tiles left) I wanted them to pick merchant as specialist when needed for some corporations and the money.
However, whenever a city 21+ on emphasize commerce went up in population, the specialist they automatically picked was a scientist. I had to screen my cities every dozen or so turns to brainwash unwanted scientists into merchants.
Is my ignorance showing or something, or why is it that enphasize commerce (as opposed to emphasize research) cities would pick scientists as opposed to merchants?
 
A thing that annoyed me on my last game:
Is my ignorance showing or something, or why is it that enphasize commerce (as opposed to emphasize research) cities would pick scientists as opposed to merchants?

It's because Emphasize Commerce means exactly that: the governor emphasizes base commerce (the Yield type that cottages and gold mines give you).

Merchants do not provide base commerce; they provide Gold Per Turn, which seems to be distinct from commerce as far as the governor's AI is concerned.

And of course, the city screen does not have a button for directly emphasizing Gold Per Turn. xD

In short: developer oversight by Civ4's developers.
 
Just wondering, is "declaring war while friendly" a K-mod thing?

Zara just declared on me when we were +20 or something, and had 2 perfectly valid enemies nearby, who we'd already been to war with together and he was willing to declare on, for the right price. He's still Friendly while we're at war! Screenshot

Also had Alex declaring on me while Friendly in another recent game.

I thought Cathy was the only one who did this, and only when bribed?
 
Just wondering, is "declaring war while friendly" a K-mod thing?
Yes - in BTS AIs play a role, in K-Mod they play to win so if one of them, for example, decides to go for a Conquest win then it doesn't matter what your relations are like.

Some people love it, some hate it but that's the way it works in this mod.
 
Yes - in BTS AIs play a role, in K-Mod they play to win so if one of them, for example, decides to go for a Conquest win then it doesn't matter what your relations are like.

Some people love it, some hate it but that's the way it works in this mod.

Well, relations still matter... but you're right. Any AI who has made up their mind to go for a conquest win will be willing to declare war at friendly. Relations still matter in sense that the AI is far more likely to attack their enemies first; and also, being friendly with people makes the AI less likely to want to go for a conquest win in the first place. Declaring war on friends is only an end-game strategy. They won't do it unless they think they getting close to victory.

Generally speaking, you're safe from AI that are friendly with you unless they have already conquered most of the world. If an AI player seems to be perpetually declaring war on everyone and getting pretty big, then you might want to think about boosting your defences.
 
Here's something Ive been thinking about:

The chariot unit has one of the most limited uses and shortest length of effective use in the game, imho.

1. Here's what I am trying today:

Chariot
+50% attack vs axeman
+25% attack vs spearman
+50% attack vs swordsman
+25% vs melee
10% withdrawal (2% less than before)

If I need to make them stronger/weaker, I can adjust the withdrawal rate but Im going to try it first. I generally dont want chariots beating archers easily. I think with these changes, chariots will be more historically accurate...beating melee troops on open ground and still losing to spearmen/entrenched troops, but not as hard.

2. Is there a way to give the Ai full resources for resources that they put forts on? I wouldnt mind giving them that, because sometimes the forts arent always 100% necessary.
 
Why doesn't AI share its techs with vassals? It seems beneficial if done with those who capitulated and aren't likely to become independent again.
It could at least give its vassals some techs, eg. not the newset ones but at least some to make them more useful when they're much behind.
 
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