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#1 |
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Drill IV Defender
![]() Join Date: Jan 2006
Location: Australia
Posts: 9,143
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Download v0.925 (25/07/10) for BtS 3.19 unmodded PIG Mod Design Goals and Description How to install: 1. Download the installer for PIG Mod, unzip it, run it and follow the instructions. 2. Play! ![]() Modders: The source files are now in a separate download - PIG Source.7z NOTE: This mod is no longer being maintained. Please check out karadoc's K-Mod - Far Beyond the Sword for a mod that has similar goals as PIG (e.g. "less is more") and a better AI than even the Better AI mod! Last edited by PieceOfMind; Jan 10, 2013 at 02:56 PM. |
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#2 |
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Drill IV Defender
![]() Join Date: Jan 2006
Location: Australia
Posts: 9,143
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Comprehensive Feature List Version 0.925
Incorporated Mods: (follow the hyperlinks to see the threads for each mod)
Significant Changes:
Units:
Buildings:
Traits:
Promotions:
Tecnologies:
Civics:
Miscellaneous:
From MongooseSDK:
Bugfixes:
Testing Features: (these features are not guaranteed to carry to the next version. Most likely I am looking for feedback as to whether they belong in the mod) Religions changes: -Theocracy: Unlimited priest specialists. Other balance changes: -Explorers get Sentry promotion. -Hereditary Rule now has +25% maintenance for distance to palace.NEW v0.925 Known Bugs/Issues:
Removed/Reverted: (removed since previous version)
Last edited by PieceOfMind; Jul 27, 2010 at 12:27 AM. |
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#3 |
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Drill IV Defender
![]() Join Date: Jan 2006
Location: Australia
Posts: 9,143
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Credits
EmperorFool for his frequent code suggestions and problem solving! ![]() The Better AI team for the new and improved BtS Better AI! jdog5000, Yakk, glider1 The BUG team! Alerum68, Dresden, EmperorFool, NikNaks, ruff_hi Fuyu for his handy merge of Better AI and BULL, plus some extras of his own! Minor Annoyance for the Global Warming Mod jdog5000, Afforess, LunarMongoose, Fuyu and others for the Unofficial Patch. moctezuma for the Influence Driven War mod AveiMil, Minor Annoyance for feedback, testing, suggestions, ... DaveMcW for Show Hidden Attitude Mod UncutDragon for Lead From Behind modcomp Jean Elcard for Culturally Linked Starts mod Renegadechicken, EmperorFool for Events With Images modcomp. Arian for the monumental task of creating all the images. Pep for his New sentry actions modcomp Willowmound for the Diplomacy text: ActualQuotes modcomp denev for the Multiple Production Mod LunarMongoose for his excellent SDK modifications (from MongooseSDK mod) Sephi for the Better Diplomatics code modification Last edited by PieceOfMind; Jul 25, 2010 at 01:46 AM. |
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#4 |
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Drill IV Defender
![]() Join Date: Jan 2006
Location: Australia
Posts: 9,143
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History of Changes to CFC download:
The time of the last edit to this post is when the last version was uploaded. Start
Last edited by PieceOfMind; Oct 10, 2010 at 06:56 AM. |
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#5 |
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Drill IV Defender
![]() Join Date: Jan 2006
Location: Australia
Posts: 9,143
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reserved...
Last edited by PieceOfMind; Oct 26, 2009 at 01:27 AM. |
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#6 |
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Former
Join Date: Sep 2005
Location: UK
Posts: 345
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Excellent. I was just thinking of such a thing. Your ideas are extremely sound.
My suggestions, feel free to totally dismantle them. I'm throwing out a few ideas. - Either make Cavalry upgrade to tanks, or have Gunships weaker and eairlier. As it is, Cavalry post-Infantry become useless moneysinks until Gunships much further on. - Chichen Izta gives Walls in all cities and a boost of 10% until Gunpowder. Walls are underused, Castles rarely built as a result. - Castles give +1 for Industrious leaders, maybe?- Increase the range of Paratrooper drops. - I like Forts having +1 , but I'd give the same bonus to lumbermills, otherwise if you're trying to maximise commerce in the long-term, it's still worth chopping the forest. Either way, though it's interesting because a fort next to a river would give +3 commerce to a financial leader, which would be optimal on a resource which requires a plantation before Calendar has been researched.Recon Units - Make Sentry available with Woodsman II or Guerilla II. Explorers are made more useful. - Explorers can be built with and earlier tech, and are slightly cheaper, OR make Compass cheaper. I never build them because by the time I have Compass the scouts and chariots have explored the entire continent, and on a New World-type map it's better to send a cavalry unit, since Explorers die too easily. - Create a new later-game recon unit called the Scout, rename the one you start with to 'Hunter' or something. Give it move-3, strength-8 or so, and come with Mil. Science or later, starts with Woods II/Guerilla II like the Explorer. Upgrades to Marine. At the moment Marines aren't as versatile as their stronger counterpart Mech Inf, and I think this would give them some more utility. Civics - Pacifism gives +50% War Weariness but +1 .- Serfdom gives +1 and +1 for Workshops. As it is, it's useless compared to Slavery, and personally, I go straight from Slavery to Emancipation unless I have a Specialist economy - Caste System is Low Upkeep. - Take away the 10% bonus from Free Religion, make it No Upkeep.- Add in a Religion civic Secularism, comes with Scientific Method, give that the 10% bonus and the No State . As it is, there's everything to model a modern country except the Free Religion thing. Some countries definitely don't have religious freedom but are not Theocratic. Also, it's a no-brainer in gameplay terms to switch to FR unless you're still enjoying the military benefits of Theocracy. |
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#7 |
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Deity
Join Date: Mar 2003
Posts: 6,296
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Having tweaked axeman myself to 4
I also recommend you give them a 25% against swords, as this gives sword a viable era apropriate counter. Other then that it's cool seeing this mod as it fills a nitch that was vacant
__________________
Do not PM me with questions about modding. I will not answer. If you want help with something, start a thread on it, or post in a related existing thread. |
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#8 | |
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Deity
Join Date: Mar 2003
Posts: 6,296
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Quote:
__________________
Do not PM me with questions about modding. I will not answer. If you want help with something, start a thread on it, or post in a related existing thread. |
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#9 |
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Prince
Join Date: Jul 2009
Posts: 365
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This looks great.
I’m a bit confused as to what it means that BetterAI and BUG are incorporated, however. Does this mean your installer includes both these mods? Judging from the size of it I’d say that seems unlikely but if that’s not the case then I’m rather confused. I don’t like installer’s because I don’t know exactly what they do on my system. Could you also just provide the raw .xml files in a separate .zip please? In the mods current state, has anything other than .xml files been edited? Thanks for the effort. |
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#10 |
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Prince
Join Date: Jul 2009
Posts: 365
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Also, will you change the Quechua? I feel this is pretty vital.
Here is my suggestion: Quechua • Bonus when fighting Archery Units reduced to 50% instead of 100% • Gains 25% additional City Defense (is now 50% total). |
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#11 | |
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Prince
Join Date: Aug 2006
Posts: 364
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This looks great. I've been hoping for a minimalistic balance mod for a long time, and now both this and LoR have popped up at the same time.
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#12 | ||
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Drill IV Defender
![]() Join Date: Jan 2006
Location: Australia
Posts: 9,143
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So at the moment, the mod is just XML tweaks and the ACO DLL. ACO is the mod you can find in my sig, with only minor changes, mainly in the file CvGameTxtMgr.cpp. As for the installer, I know some people don't like them, but I think the simplicity is worth it for the users who prefer it. The installer will only add files to a mod folder called PIG Mod in the BtS's mod folder. It does not install to the mods folder in My Documents but the one in the install directory. The changes this installer will cause are completely isolated to that folder. The other advantage of using the installer is it makes installing new versions easier - it will automatically uninstall an older version when the installer for a newer version is run. Lastly, I figure the installer is the better option here because I want this to be as basic a mod as possible. Anyway, I know I could provide a separate download as well but it's largely unnecessary because you can just run the installer and see the files in the relevant mod folder anyway.
__________________
Tip: Forcing Steam's Offline Mode Civ4 Mods: Advanced Combat Odds, PIG Mod(discontinued), HEX Mod(discontinued) Suggestion: Try karadoc's K-Mod: Far Beyond the Sword Read if bored: Zoom-To-Cursor, Good advice from Kaell for DX11 users, Nvidia beats AMD in Civ V |
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#13 |
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Deity
Join Date: Apr 2007
Location: Kansai, Japan
Posts: 3,081
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I like the idea, did the same kind of stuff in my own personal mod. Though not that far.
I have a few questions though: - I understand your point about wanting to give drill the same abilities as combat. However, I disagree with removing march from the combat line just for that reason. As it is now, march is pretty useless. - what's your reason for removing the +10% coast bonus ? Makes barb galleys even more annoying Otherwise, two suggestions: - make broadway require a theatre (yes, that's a *very* small tweak ^^ ) - give a free great prophet to the first with divine right; several reasons: gives a little buff to DR (otherwise alone at the end of the religious tree), prophet is the only GP class without a tech giving one for free, and gives some advantage to getting the last religion - otherwise not spread that much. |
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#14 | |||||||||||||
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Drill IV Defender
![]() Join Date: Jan 2006
Location: Australia
Posts: 9,143
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Also, the horse units get the xp from the stable. This makes it slightly too easy IMO to get 5xp tanks very quickly (though at a slight premium in gold cost). Quote:
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I agree it would boost recon units but is it consistent to allow a promotion prerequisite line only for one unit combat type and other combat types must go a more difficult promotion path? Quote:
and they get G1 and W1 free. With W2 they are staight away a 8 defender in forests, and with 2 moves they could end up being used as chokers or something like that.What I would suggest is reducing their cost to 35 .Quote:
![]() Honestly, I think that is too significant a gameplay change. A unit with 4 free promotions is very risky. Again, using a recon type unit in regular combat (those 4 promos make it an awesome defender in many situations). Allowing that upgrade to a marine would just make uber-promoted marines possible. With 5xp your marines would be G3 and W3, meaning 50% withdrawal chance and +2 first strikes. ![]() To tweak the marine, I think something else could be done. I had considered adding 10 or 20% chance to withdrawal, but I don't think this works from attacking amphbiously from a boat anyway. I also considered a +25% vs infantry, but then that's probably too powerful as well, as using them non-amphibiously comes quite effective. They cost 160 hammers vs. infantry costing 200 hammers. Adding 1 first strike maybe? This will make the damage they deal at low odds a lot more substantial. They will still regularly die attacking amphibiously but will rarely fail to hurt the defender like current marines sometimes do. This would probably mean the navy SEAL gets 2-3 first strikes instead of 1-2. This doesn't seem too bad IMO, but 2-3 inherent first strikes for a unit is pretty significant. Still, at this stage I reckon I'll put +1 first strike on the marine in v0.2. Quote:
Also, I'm not sure how this change would be made in the game files. Quote:
+1 to farms will again give another boost to financial because of river-side farms.What do you think of +1 for farms under serfdom?Quote:
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As for Secularism, I wasn't intending to increase add a new civic. Too big a change IMO.
__________________
Tip: Forcing Steam's Offline Mode Civ4 Mods: Advanced Combat Odds, PIG Mod(discontinued), HEX Mod(discontinued) Suggestion: Try karadoc's K-Mod: Far Beyond the Sword Read if bored: Zoom-To-Cursor, Good advice from Kaell for DX11 users, Nvidia beats AMD in Civ V |
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#15 | ||||
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Drill IV Defender
![]() Join Date: Jan 2006
Location: Australia
Posts: 9,143
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But generally I want to remove the +10% defense from coast mainly because of the weird way it affects naval combat. Why should an enemy unit blockading your cities get a 10% bonus on coast tiles in your own culture? If anything coast tiles should weaken a ships manoeuvrability (spelling? lol). Quote:
![]() Arguably you could add the same building as a prerequisite for Rock n Roll and Hollywood as well, but I'm not the one making suggestions here! ![]() Quote:
Still, I like the idea and I think I will use that one. Thanks!
__________________
Tip: Forcing Steam's Offline Mode Civ4 Mods: Advanced Combat Odds, PIG Mod(discontinued), HEX Mod(discontinued) Suggestion: Try karadoc's K-Mod: Far Beyond the Sword Read if bored: Zoom-To-Cursor, Good advice from Kaell for DX11 users, Nvidia beats AMD in Civ V Last edited by PieceOfMind; Jul 19, 2009 at 10:49 PM. |
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#16 | |
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Drill IV Defender
![]() Join Date: Jan 2006
Location: Australia
Posts: 9,143
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My current idea for forts is: +1 with a road or +2 with a railroad.Does this sound reasonable? Here's what some tiles would look like for a financial leader, before any of the techs are discovered (Printing Press etc.). Remember that forts are more expensive than cottages, and they available a fair bit later. Coming online at mathematics means it's going to be a limited use for pre-plantation situations. Spoiler:
__________________
Tip: Forcing Steam's Offline Mode Civ4 Mods: Advanced Combat Odds, PIG Mod(discontinued), HEX Mod(discontinued) Suggestion: Try karadoc's K-Mod: Far Beyond the Sword Read if bored: Zoom-To-Cursor, Good advice from Kaell for DX11 users, Nvidia beats AMD in Civ V |
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#17 | |
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Drill IV Defender
![]() Join Date: Jan 2006
Location: Australia
Posts: 9,143
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I suppose they would still be too good as choke units, just slightly less useful for taking cities. I don't want to nerf the quechua too much, but I definitely agree that it is way too cheesy having a cheap warrior that can take archer defender AI cities on the higher levels (except maybe Deity). EDIT... On second thoughts, my suggested change above is not so good because it nerfs the quechua for attacking warrior-defended cities. Therefore I think I will go with something like your suggestion. It makes the quechua a slightly better city defender which could make it an interesting choice between archers and quechuas early on. AIs and even human players do not attack with archers very often. I will go with your suggestion for v0.2.
__________________
Tip: Forcing Steam's Offline Mode Civ4 Mods: Advanced Combat Odds, PIG Mod(discontinued), HEX Mod(discontinued) Suggestion: Try karadoc's K-Mod: Far Beyond the Sword Read if bored: Zoom-To-Cursor, Good advice from Kaell for DX11 users, Nvidia beats AMD in Civ V |
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#18 | |
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Deity
Join Date: Apr 2007
Location: Kansai, Japan
Posts: 3,081
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(I won't talk about the other GP giving techs, too expensive)-- ah, almost forgot; I thought also some time about giving serfdom a boost. Since we're talking about workers here, I believe that giving a bonus to some improvements would be a good idea. I thought at some time about giving 1 more commerce to mines/plantations/stuff like that (that is, no cottage and no farm), but it seemed complicated; I thought also about giving 1 more commerce to farms, but perhaps it would be a little bit too strong. If you also feel that way, I was then thinking about giving some penalty for using specialists: either by making them less strong (like, 1 less science for each), or by applying a penalty to GPP. Did not go any further though, just some thoughts. PS: manoeuvrability is correct, thank you firefox
Last edited by JujuLautre; Jul 19, 2009 at 10:43 PM. |
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#19 |
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aka. poyuzhe
Join Date: Aug 2007
Location: Shanghai
Posts: 640
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I have a suggestion: if players don't like to build certain unit or building, or use certain trait or promotion, it's probably a good idea to improve them HUGELY, not just a tiny bit. For example, protective trait may actually good enough now, but in my perception, it's still weak and unattractive. After all, it's perception of balance in player's mind that's really matters. We can always tune down them in the future if we went too far, but then the player's perception will have already changed.
__________________
[BTS] The History of Three Kingdoms V2.4 --- Nine Transformation! 08.18.09: the Ultimate Legion has Come. Also use CAR Mod: increase BTS speed by 15%
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#20 | ||
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Drill IV Defender
![]() Join Date: Jan 2006
Location: Australia
Posts: 9,143
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for farms really be that good? The only time it will ever give +2 is for Fin leaders who will be sacrificing the chance to use a cottage anyway.I think a negative bonus to GPP production sounds like a good idea. -25% would be ok?
__________________
Tip: Forcing Steam's Offline Mode Civ4 Mods: Advanced Combat Odds, PIG Mod(discontinued), HEX Mod(discontinued) Suggestion: Try karadoc's K-Mod: Far Beyond the Sword Read if bored: Zoom-To-Cursor, Good advice from Kaell for DX11 users, Nvidia beats AMD in Civ V |
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