NiGHTS: General Discussion

Have only played this mod once (v10), and only got 50-60 turns into it before being bogged down in a seemingly unwinnable war with my lovely Roman neighbors -- i.e., I am spending most of my resources trying to defend my little 2-city empire. So, anyway, thought I better come here & read up on strategies & such. I didn't know which policies to choose, so pretty much chose the Piety tree & 3-4 of the piety policies. But -- and here's the kicker -- I really couldn't see all the trees, so really couldn't choose intelligently. Do I have to go into video options & reduce the screen resolution in order to be able to see the entire set of policy trees? Or is there some way of scrolling left & right that I didn't discover with numerous attempts?

There currently is no scroll option. You'll have to set your monitor to a higher resolution, (provided this is possible), under video options.
 
Markus, you can certainly code in options to add scrollbars for this. Similar code to base off can be found in the scroll stacks of cityview.
 
Thanks for the feedback Dhaeman :) - unfortunately all of these issues you've brought up are vanilla foibles as well. I haven't begun to attempt to mod the tactical AI yet, so what you're seeing are core vanilla AI military tactics at work. :crazyeye: If anything, the AI probably has a larger military in NiGHTS than in vanilla CIV V due to the overall increased production from improvements/policies/buildings.

After this weekend's update I'll probably start dipping my feet into the tactical AI and see what I can accomplish, (as the AI work I've done up until this point deals mainly with diplomacy).

I figured most of the issues were related to the base game and not the mod. Thanks for clarifying! Does this include allied city states not having 'open borders' with my country? Is that possible to fix? It seems wonky that my allied city states can't walk through my giant plot of land to help fight my enemies, regardless of how feeble as that help may be.

So are there no good, tactical AI mods available? Is there much that can be done without .dll access?
 
Well, not sure about you, but unless he can encourage the CS to actually fight, they don't seem to advance anyways. I have a game now with two CS bordering my enemy and the only time they fight is when the enemy comes to them. Even in vanilla, almost never saw them attack someone else, but I suppose that is because they are hard coded not to expand.
 
I've had games where city states have taken other cities, not just one CS either, though they were fighting as allies to a major civ.

I'm not sure, but think my Goverment Building mod has allowed city states to ally with each other as well as major civs, which proved quite interesting.

You had at nose at that mod Mark? Think a few things in it would fit in nicely with NiGHTS :)
 
Markus, you can certainly code in options to add scrollbars for this. Similar code to base off can be found in the scroll stacks of cityview.

Yep - there's a bunch code examples floating around, and I'll get it added eventually unless someone beats me to it. Are there any actual mods that have added scroll bars at this point? I don't recall seeing any yet.

I figured most of the issues were related to the base game and not the mod. Thanks for clarifying! Does this include allied city states not having 'open borders' with my country? Is that possible to fix? It seems wonky that my allied city states can't walk through my giant plot of land to help fight my enemies, regardless of how feeble as that help may be.

So are there no good, tactical AI mods available? Is there much that can be done without .dll access?

That issue with City-States does seem strange. I haven't modded anything regarding this so it might be a vanilla issue, but I can't be sure as I haven't really played vanilla CIV V for months now.

I also don't think there are any quality tactical AI mods available at the moment. We can currently adjust the priorities of the tactical AI, but we can't give them new objectives. Something along the lines of reaching specific unit thresholds before mobilizing for war would be what they could really use to be more effective.

Well, not sure about you, but unless he can encourage the CS to actually fight, they don't seem to advance anyways. I have a game now with two CS bordering my enemy and the only time they fight is when the enemy comes to them. Even in vanilla, almost never saw them attack someone else, but I suppose that is because they are hard coded not to expand.


I've had games where city states have taken other cities, not just one CS either, though they were fighting as allies to a major civ.

I'm not sure, but think my Goverment Building mod has allowed city states to ally with each other as well as major civs, which proved quite interesting.

You had at nose at that mod Mark? Think a few things in it would fit in nicely with NiGHTS :)

I've seen both passive and aggressive City-States in my games. It might have something to do with their flavor ratings, as some favor culture while others favor military training and offense/defense.

@ Daviiadams - I've downloaded it, but haven't tried it yet. I'll give it a go over the next few days. :)
 
I've seen both passive and aggressive City-States in my games. It might have something to do with their flavor ratings, as some favor culture while others favor military training and offense/defense.

@ Daviiadams - I've downloaded it, but haven't tried it yet. I'll give it a go over the next few days. :)

Yeah, I think the game I saw the particular thing I posted was more opportunist maybe than a pair of CS going on the rampage against Greeks...of all people, lol.

Cool. The insurgent camp is kinda fun, though can backfire if you're not careful and the diplomat is somewhat moot if you've got a ton of gold to pay-off city states anyway, but hey :)
 
Yep - there's a bunch code examples floating around, and I'll get it added eventually unless someone beats me to it. Are there any actual mods that have added scroll bars at this point? I don't recall seeing any yet.

Yup. In the Notification Options/Improved Events mod alpaca and I built, it features a scroll bar menu. I am fairly sure there are some in InfoAddict as well.
 
When I first played 9.0 this happened and now playing 10.0, it's happened again, I think it's a bug ... I am China - Epic - Prince - Huge Map ... the 1st Tech I researched was Mining and I finished it on Turn 19, since I had 2 Stone Squares already for Bejing, I wanted to exploit that and wanted to Research Masonry, but it wasn't offered on the Tech List, all ( 4 ) of the other eligible Techs were on the List twice ... Mystism, Fishing, The Wheel and Pottery ... so I opened the Tech Tree and selected Masonry and the game re-queued Mining which I had already researched and said I needed to re-research Mining for 12 more turns, I tried to queue up Iron Working and it also daisy-chained it back to re-researching Mining for 12 more turns ... is that something new? Do you have to research the 1st ( 4 ) base Techs before the 2nd tier or is it a bug ?? One other minor annoyance that I think needs a bit of tweaking is the AI is still way too Expansion Crazy, somehow they consistantly seem to be able to field 5 - 6 cities each before I can get to 4, and still maintain double to triple my Happiness, otherwise I immensly enjoy the way you've constructed the Mod and Applaud ALL your efforts to continually expand and upgrade it !! :goodjob:

addendum: disregard my Tech Tree problem, I'm ashamed to admit it ... but I forgot to delete Rev 9.9 from my Mod files so I'm sure that's why the double-tech troubles :blush:
 
When I first played 9.0 this happened and now playing 10.0, it's happened again, I think it's a bug ... I am China - Epic - Prince - Huge Map ... the 1st Tech I researched was Mining and I finished it on Turn 19, since I had 2 Stone Squares already for Bejing, I wanted to exploit that and wanted to Research Masonry, but it wasn't offered on the Tech List, all ( 4 ) of the other eligible Techs were on the List twice ... Mystism, Fishing, The Wheel and Pottery ... so I opened the Tech Tree and selected Masonry and the game re-queued Mining which I had already researched and said I needed to re-research Mining for 12 more turns, I tried to queue up Iron Working and it also daisy-chained it back to re-researching Mining for 12 more turns ... is that something new? Do you have to research the 1st ( 4 ) base Techs before the 2nd tier or is it a bug ?? One other minor annoyance that I think needs a bit of tweaking is the AI is still way too Expansion Crazy, somehow they consistantly seem to be able to field 5 - 6 cities each before I can get to 4, and still maintain double to triple my Happiness, otherwise I immensly enjoy the way you've constructed the Mod and Applaud ALL your efforts to continually expand and upgrade it !! :goodjob:

The doubling up of techs sometimes happens if you have multiple versions of the mod installed. Make sure to delete any older versions, then manually delete your cache folder, and the contents of your ModUserData folder. This will solve that bug.

I'm currently adjusting the AI's expansion rate for v10.1 - it will be slightly slower, and they'll focus a bit more on early military units and tile improvement in conjunction with their new unique abilities. (This will only apply to King and lower difficulties - on the higher difficulties the AI will retain it's current expansion rate).
 
wcbarney said:
Have only played this mod once (v10), and only got 50-60 turns into it before being bogged down in a seemingly unwinnable war with my lovely Roman neighbors -- i.e., I am spending most of my resources trying to defend my little 2-city empire. So, anyway, thought I better come here & read up on strategies & such. I didn't know which policies to choose, so pretty much chose the Piety tree & 3-4 of the piety policies. But -- and here's the kicker -- I really couldn't see all the trees, so really couldn't choose intelligently. Do I have to go into video options & reduce the screen resolution in order to be able to see the entire set of policy trees? Or is there some way of scrolling left & right that I didn't discover with numerous attempts?
There currently is no scroll option. You'll have to set your monitor to a higher resolution, (provided this is possible), under video options.

Yep, that did it! I *thought* my monitor was already at the highest resolution, but I was wrong. The entire policy tree shows now, much better.:)
 
Sorry for the stupidity I'm about to bring to this thread but... is there any possible way, no matter how complex or mind-melting, to play Civ5 online with this mod? I realize the answer is gonna be "no", but the idea of playing some games with my friends with this mod is just so mind-boggling awesome, I just HAVE to ask to be sure.

So yeah, thanks in advance for the "no".
 
Yep, that did it! I *thought* my monitor was already at the highest resolution, but I was wrong. The entire policy tree shows now, much better.:)

Good to hear. :goodjob:

Sorry for the stupidity I'm about to bring to this thread but... is there any possible way, no matter how complex or mind-melting, to play Civ5 online with this mod? I realize the answer is gonna be "no", but the idea of playing some games with my friends with this mod is just so mind-boggling awesome, I just HAVE to ask to be sure.

So yeah, thanks in advance for the "no".

Yep - It really seems kind of crazy that multiplayer/mods still isn't doable. Seeing as how the last patch started treading water when it comes to multiplayer functionality, one can only hope that this is next on the list.

At the very least I'd expect mods to be playable in hotseat. :crazyeye:
 
Kudos to this very promising mod. I plan to try it forthwith.

A quick question: Is NiGHTS compatible with Kael's Legions Mod—the unit stacking mod that was released shortly after Civ5 was? Does NiGHTS have a unit stacking rule-set of its own implemented?

Cheers.
 
Kudos to this very promising mod. I plan to try it forthwith.

A quick question: Is NiGHTS compatible with Kael's Legions Mod—the unit stacking mod that was released shortly after Civ5 was? Does NiGHTS have a unit stacking rule-set of its own implemented?

Cheers.

There's not any unit stacking implemented, so if that mod still works, then it should be compatible with NiGHTS. :)
 
Markus,

I recently made some improvements to the CityView panel for Thal's mod, and they should be fairly simple to ship over to NIGHTS.

They are:



A new specialist control panel. This panel places all the specialists together and removes them from individual buildings, so no more hunting for that engineering slot.

The other was simplifying the Citizen Management window to be much more space efficient:



I can shoot you a .rar with the changed files that are currently in VEM, and then you can tweak them to NIGHTs specs as needed.
 
Markus,

I recently made some improvements to the CityView panel for Thal's mod, and they should be fairly simple to ship over to NIGHTS.

They are:



A new specialist control panel. This panel places all the specialists together and removes them from individual buildings, so no more hunting for that engineering slot.

The other was simplifying the Citizen Management window to be much more space efficient:



I can shoot you a .rar with the changed files that are currently in VEM, and then you can tweak them to NIGHTs specs as needed.

I saw that you did that - nice and efficient. :) Sure, send me the .rar. Did you ever sort out the bug where some of the UI was being shifted to the left?
 
I saw that you did that - nice and efficient. :) Sure, send me the .rar. Did you ever sort out the bug where some of the UI was being shifted to the left?

Yup. There was a single letter different between CityView_small.xml and CityView.xml. That one letter ruined everything!

http://www.box.net/shared/gx1nsl9moz3shv4tlqca

That contains the CityView nonsense, and the larger language file that has a bunch of Thal's stuff, but also includes updates for CityView citizen focus and specialist building text keys.
 
Yup. There was a single letter different between CityView_small.xml and CityView.xml. That one letter ruined everything!

http://www.box.net/shared/gx1nsl9moz3shv4tlqca

That contains the CityView nonsense, and the larger language file that has a bunch of Thal's stuff, but also includes updates for CityView citizen focus and specialist building text keys.

Got it, thanks. I'll pm you if I have any issues getting it work.
 
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