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#2201 |
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Emperor
Join Date: Apr 2009
Posts: 1,138
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Here's a few things I've noticed about the game, and a suggestion for the Good system.
* When Landmarks get an extra Commerce they don't get a commerce bonus when in a Golden Age. * Animals that can only defend "delete" themselves if they have nowhere to move, either if surrendered or cornered. * Several early wonders and buildings get a bonus from resources either as global or in City Vicinity way before one can gain access to said resources. - Best example would be Lascaux Painting that builds twice as fast with access to Dye but to get Dye as a resource one needs Calendar. To get Calendar one HAS to go through Mysticism which obsoletes the wonder and the cave paintings. - Another example is the Neanderthal Caves that get +1 Culture with Petroglyphs, but to get to Petroglyphs one has to go through Ritualism which in turn obsoletes the Neanderthal Caves. (Edit: )- Oh, and the Cave Dwelling wonder gives +1 Trade Route which is redundant as you need Tribalism to get another city or Writing to enable trade routes with other nations. Both require Ritualism (obsoleting the wonder) to get to. * Culture gained on a plot from combat (taking over someones city and razing it after for instance) doesn't follow the "realistic Culture" spread. The culture points count and one gets control of the plot when the city culture would have reached it if "Realistic Culture" spread wasn't on. * Asatru is really Asatro though the followers of the religion didn't actually have a name for their beliefs. For them it just was. Once Christianity spread in the countries where the Nordic Mythology was followed they started refering to their old beliefs as (roughly translated) "the old ways", or "hinn forni siğr" (pronounced as "hin fourni sidr"). Today the religion has few followers but a group in Denmark that follow the same (roughly) old beliefs call their church ""Forn Siğr - Asa- og Vanetrosamfundet i Danmark". - Suggestion is either change the name to Asatro (easiest for most players I suppose) or to Forn Siğr. * At least on Eternity Game Speed the Early Merchants and subsequent caravan units are overpowered as they give more hammers than they cost to build. Using them to hurry production makes everything build that much faster, at least halving the turns needed, even closer to 2/3s reduction. Just place a Merchant unit on top of queue, end turn, use him to hurry production, set another on top of queue again, end turn, hurry production, and so on and on. Maybe they should give a little less bonus to hammers when hurrying... * Love the system with the Goods, great idea to help newer cities grow faster via an influx of extra hammers, food, and culture. I do have some slight objections to the added gold and science though, especially since that is basically the main reason to the very high amounts of income and gold people have been mentioning as well as very high science output, something people haven't mentioned. Industrial Age and 7500 beakers per turn before year 0 is a lot. - My suggestion would be to set those Goods that give gold and science have that removed and instead give a small percent increase to Trade Routes. That way the early gold influx will be curbed until cities get Trade Routes as well as making smaller cities not get as much out from having the Goods as bigger cities with higher base Trade Route income. Cheers Last edited by BlueGenie; Jun 08, 2011 at 02:22 PM. |
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#2202 |
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Emperor
Join Date: Apr 2009
Posts: 1,138
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Uggh; check that you don't have Bare Map toggled. If you don't know where to find it the key shortcut is CTRL+B.
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#2203 |
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Chieftain
Join Date: Apr 2006
Posts: 3
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#2204 |
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Chieftain
Join Date: Oct 2009
Posts: 41
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... then again, maybe it was some buildings I missed...doh!
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#2205 | ||||
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,579
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Quote:
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Do you have any ideas on what to do with the wonders instead?Quote:
Even though it is a trivial fix, just change a string in a text file, it seems cosmetic. and I probably wont do it.Quote:
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Dyslexia luRs Member of the C2C modding team. |
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#2206 | ||
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,363
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Quote:
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EDIT: I think dye should be revealed by Herbalism and Enabled by Natural Pigments. However the problem is Dye need a plantation improvement. Could you possibly allow for Seed Camp for it? Last edited by Hydromancerx; Jun 08, 2011 at 04:58 PM. |
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#2207 | |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,579
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Quote:
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Dyslexia luRs Member of the C2C modding team. |
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#2208 | |
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,363
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Quote:
Pigments Dye + Obsidian = Hematite Pit Dye + Stone = Chalk Pit Flowers Dye + Incense = Rose Farm Dye + Apple = Tulip Farm You get the idea. Last edited by Hydromancerx; Jun 08, 2011 at 05:38 PM. |
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#2209 |
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High King of the Britons
Join Date: Apr 2011
Location: Australia, Victoria
Posts: 99
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I'm thinking of writing the entries for the civic of GST in XML:
1. I'd love to contribute, but do you guys want this? I assume yes, as per the more is more philosophy 2. Can you guys tell me where the file with the civic data is? I've located RoM_GameText_Civics.xml, but I can't find the actual practical data that runs the civic. Thanks
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In intelligence we trust. |
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#2210 | |
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,363
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Quote:
Overall Civics are actually one of the more simplistic parts to mod. They just take a bit to get use to. In fact i would still like to get to some of the other Afforess' Re-Written Civics sometime. The Education and Garbage ones seem to have been working out nicely. The "Department of Housing" or "Department of Agriculture" might be interesting to make into civics sometime. |
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#2211 | |
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Deity
Join Date: Jan 2010
Posts: 5,478
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Quote:
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#2212 |
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High King of the Britons
Join Date: Apr 2011
Location: Australia, Victoria
Posts: 99
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GST means Goods and Services Tax, something that the Australian and some other governments use. Heres what I mean when I want to implement it:
Spoiler:
I think of it as another way of controlling your economy and adding complexity (more is more), and giving the Advanced Economy option some beef. Anyway, I've always wanted more civics (the more the merrier) and this one seems like a good option, as none of the civics currently focus on tax, though I've just realised it may not be possible to change the tax rate. Anyway, if someone else wants to do the XML, python etc, then I'm be happy to supply the icons (already 64 x 64 .dss format) in the zip in the link below. I'm not that proficient in XML, but I'd be happy to learn, after all I've got a 3 day weekend coming up. Edit: Contructing XML now, could I ask, what is the scale of the instability numbers, ie what is a small increase, what is moderate and what is large? GST Civic Icons
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In intelligence we trust. Last edited by VineFynn; Jun 09, 2011 at 03:21 AM. |
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#2213 | |
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,363
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#2214 |
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Warlord
Join Date: Oct 2005
Posts: 267
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Anybody ever load a save game and have the map basically black, with the cities and some surrounding land in color? And is there a way to fix it? I've got a lot of time invested in this game.
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#2215 | |
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Caveman2Cosmos Modder
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Quote:
I changed almost all the civics around a LITTLE, so see what happens.
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Caveman 2 CosmosCaveman2Cosmos Forum: Project and Mod Development Forum HERE |
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#2216 |
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Chieftain
Join Date: Aug 2009
Posts: 8
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Just a quick question about great commanders, specifically about two promotions: Initiative IV and Strategic Command.
I haven't played civ III in forever so I'm a bit fuzzy on what a zone of control is. I've searched around and the best I could gather is that enemy units may enter a zone of control but upon entering the may only attack or move out of the zone of control. If this is the case does that mean a enemy unit could attack other units within the zone of control because it is attacking or that the great commander itself is not part of the zone of control? The description of Initiative IV says that it continues the attack while at full strength but when I've attacked enemy stacks with more than 1 unit it doesn't appear to do anything even though my attacker is at full strength after its attack. Is this a bug or am I misunderstanding what the promotion does? Also I completely agree about the need for early access to resources that normally require calender. Thanks for the great mod! |
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#2217 |
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Warlord
Join Date: Oct 2005
Posts: 267
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Sorry if I missed this earlier, but I am playing the latest build, England with Churchill as leader, and I am getting access to buildings I shouldn't. I can build Stele and Mausoleum and I can build the Assyrian equivalent to the barracks. This is weird...
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#2218 |
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Chieftain
Join Date: Jan 2010
Posts: 52
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Regarding Dyes and other so-called 'early resources', can you not just do what you've done with the various "gathering" actions (such as gather grains or gather stone) which - as I understand it - gives the civilization access to the resource even though the later (full) mine/quarry/farm won't appear until it's tech is researched?
Logically, as soon as a resource like Dye is revealed on the map, it should be useful in at least SOME limited way, presumably reflected in it's intended use for things like Lascaux Paints and the Tatoo technology. I can see the same sort of idea extended to the other "Calendar enables plantation" resources (not including Silk, which has it's own requisite technology). Incense, for example, was certainly in use LONG before a civilization gains the ability to create an incense plantation. Same for Spices, Sugar, and Bananas. These should all be contributory in some way even in prehistoric times. |
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#2219 | |
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Chieftain
Join Date: Jan 2010
Posts: 52
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Quote:
The mention of the Mausoleum reminds me to comment that in v12 it has the OPPOSITE effect that it had in vanilla BTS - it actually increases war weariness. This doesn't see right. |
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#2220 | |
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Caveman2Cosmos Modder
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Quote:
![]() http://forums.civfanatics.com/showthread.php?t=421514 More or less, this is an evolved Civ IV mod, taking it to better heights than the normal basic Civ IV, if you want same ole same ole, then you can just play normal BtS, but this is way better IMHO. And getting better. Just got to think OUTSIDE the BOX is all.
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Caveman 2 CosmosCaveman2Cosmos Forum: Project and Mod Development Forum HERE Last edited by strategyonly; Jun 09, 2011 at 03:12 PM. |
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