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#301 | |
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Drill IV Defender
![]() Join Date: Jan 2006
Location: Australia
Posts: 9,142
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I've just uploaded a very quick update - v0.52. This is mainly for you AveiMil.
![]() Changes made in 0.52 Quote:
from slavery will be left alone for now. As said earlier, at worst this will make AIs want to stay in slavery for longer, which is not actually that big a problem I think. I'll ask EmperorFool to what extent he fixed that bug and what to change.EDIT... There's always one thing I forget - the flag hover will still read v0.51. Ignore that. I also forgot to remove the 25% archer bonus vs. axemen from the included documentation.
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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; Oct 24, 2009 at 08:08 AM. |
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#302 |
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Prince
Join Date: Jul 2009
Posts: 365
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Thanks a lot PoM for your effort
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#303 |
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Drill IV Defender
![]() Join Date: Jan 2006
Location: Australia
Posts: 9,142
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One thing I'd like to hear some opinions/comments about is how to fix the No Espionage setting.
I wouldn't mind sometimes playing games that have that vanilla feel where there was no espionage worries, but at the moment with No Esp meaning espionage points getting converted to culture and great spy points being converted to neutral points (and Firaxis' bandaid fix of increasing the Legendary city requirements under the setting) I find the game is too different and broken. There are a many things that will be done... -Spies must be disallowed as specialists. -For any wonder that produces spy points, we'll either need to make the wonder void of any great people points or use an alternative great person type when No Esp is enabled. - will not get converted to culture.-Buildings that generate esp points will not anymore. -Remove the espionage screen? -Remove the espionage ratio from leader tooltips. -Do something about the spy unit...It will no longer be able to perform missions. Perhaps make it a bit less likely to be captured since it can't do as much any more except gather intel. Removing the spy altogether is another option, though a drastic one. -Remove the great spy from Fascism. -Remove the sec bureau and itel agency altogether. Will the castle need a new boost of some sort? Probably not IMO now that it obsoletes at Corp. -Any random events that involve espionage would need to be disabled somehow. -Legendary culture reqs returned to normal levels. A lot of these changes are currently beyond what I know how to do easily but it was one of my original goals and if I have a plan for what I'm actually going to do and we think about some of the implications of these changes will be, it'll make my job easier. Please remind me of anything I missed from the list above. Is anyone aware of a mod which attempts any of the above? Also, the ideas in this post could serve as a stand alone mod and if it works well enough I'd release it as a modcomp for other modders to use.
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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; Oct 24, 2009 at 08:26 AM. |
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#304 |
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Prince
Join Date: Jul 2009
Posts: 365
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#305 |
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Deity
Join Date: Mar 2007
Location: Mountain View, California
Posts: 9,624
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The problem with removing/modifying things on Buildings/Units/etc is that the XML files are loaded before the user chooses their game options. You will either have to add setXXX() functions for all these fields on the CvFooInfo classes and hope Civ handles calls to those functions correctly or find some other solution.
Having the points go nowhere or be transmuted to something else is easy. Same I think for having the birth of a Great Spy be nullified. But I don't think you'll be able to remove the spy-related buildings.
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Monkeys killing monkeys killing monkeys over pieces of the ground. Silly monkeys, give them thumbs they make a club and beat their brother down. BUG Mod - BTS Unaltered Gameplay [ Forum | Download | FAQ | Known Issues | Troubleshooting | Modding Tutorial ] |
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#306 | |
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I am observe
Join Date: Sep 2007
Location: Exiled from Fribbulus Xax
Posts: 1,873
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Quote:
per resource.That's interesting about Divine Right... I think I actually self-researched it, though I can't remember why!! lol! Part of the reason was that no one had it yet and I wanted to found Islam I guess. Anyway, that's something that its beaker cost was lowered... does the AI realize that it's less valuable? If so it does make me feel better about trading it away since it isn't worth as much as I thought. ![]() No time to ponder on it as you've patched it away. ^.^ Bravo on this quick update |
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#307 |
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King
Join Date: Sep 2009
Posts: 867
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I had a game with the new version. (with the De gaulle LHC 2 to be precise).
The -1 unhealthiness can really hit hard on some start, that's for sure . -1 food can really hit hard, especially when you are neither expansive not with numerous health source. I think it work well, because if you have few health source and / or few food, then you have good production and consequently don't need slavery that hard.Edit : BTW, the plant changes had nerfed the japanese UB. Since it's not too shaby a civ for now, it's not a real concern. Re-Edit : for the no-espionnage thingie, I would just make a simple change : _+x EP convert into culture _+x% EP voided. That remove most of the problem of the no-espionnage setting, without nullifying too much the buildings. Last edited by TheLazyHase; Oct 24, 2009 at 02:50 PM. |
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#308 |
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Prince
Join Date: Jul 2009
Posts: 365
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Just finished a game that ended with Space Race victory for me (Emperor, Normal game speeed) that took about 6 hours. Everything appeared to work fine, I did not encounter any bugs.
Personally I found the +1 Unhealth to Slavery is a good change. Slavery is very powerful and I'm normally reluctant to move away from it. However, this game around I switched to Caste System earlier to get away from health problems. |
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#309 |
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King
Join Date: Sep 2009
Posts: 867
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I am in the middle of a game with Korea. Access to medic with drill may only be a quality of life improvement, but it's really sweet in the end. Hwacha + drill 3 xbow + a medic = clean conquest.
I still can't make work Influence-driven war. What is strange is, when I delete PIG mod and reinstall it, the IDW_ENABLED is already on 1 in the globaldefine. Granary show "50% retained food", shouldn't be 40% instead ? Or have you reverted the change ? |
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#310 | ||||||
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Drill IV Defender
![]() Join Date: Jan 2006
Location: Australia
Posts: 9,142
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Quote:
posts in this thread.I'll look into the issue with IDW. I haven't noticed any problems with it but I haven't been enabling it recently. Quote:
Quote:
Loading up a mod every time I wanted to play a No Espionage game would still be acceptable IMO. I'll maybe make another thread about it when I have more time. On a side note, I've already actually altered the No Espionage setting (without documenting it (woops)) by disallowing the espionage to be converted to culture. On the other hand, I haven't changed the Legendary thresholds for such a case. I'll add it to my todo list to fix that for the next release i.e. return it to original functionality. Quote:
for sushi and 1 for Cereal. Whatever the case, Cereal gets more food per resource.Quote:
I'm interested that you think the plant changes nerfed Japan's UB. Indeed the many other changes to Japan mean it wasn't overall nerfed (two new reduced price buildings and improved drill units). But regarding the plants, I'd still say their UB is very good or at least as good as it always was, relative to the other options. The hydro's +2 is usually not going to be big enough reason to build it. The clean power is still the deciding factor and probably more than 50% of the time it's unavailable to cities. I just realised thought that 3GD has been significantly boosted so I maybe better increase its price in the next update. The nuclear plants are probably still going to avoided like the plague by many players, though the nuclear meltdowns are definitely less of a worry now.Regarding slavery, I was thinking it might make for more interesting starts in that the player will have to think more about gaining health resources if planning to run slavery. As cities grow larger it's perhaps a good way to put pressure on civs to exit the civic. I personally am a fan of using late-game slavery in the unmodded game but I really want to discourage that and that is probably the part of the game where the 1 from slavery will hurt most.Quote:
Hopefully everyone is not locking modified assets when they're playing, right?
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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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#311 |
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Prince
Join Date: Jul 2009
Posts: 365
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I managed to retrieve four save games throughout history, that's all I had, hope it's better than nothing. I've attached them.
I have another request for PIG, this one is aesthetic in nature. You know the super-moder newly paved road that appears when Scientific Method is researched? They are really annoying as they appear to out of place. Cannons rolling around on super-modern looking highways does not look appealing. Could you change is so that the roads graphic change occurs with Industrialism instead of Scientific Method? |
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#312 | |
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Drill IV Defender
![]() Join Date: Jan 2006
Location: Australia
Posts: 9,142
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Quote:
Thanks for the saves.
__________________
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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#313 | |
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Prince
Join Date: Jul 2009
Posts: 365
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Quote:
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#314 |
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Drill IV Defender
![]() Join Date: Jan 2006
Location: Australia
Posts: 9,142
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Can you find how to change that?
__________________
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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#315 |
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Prince
Join Date: Jul 2009
Posts: 365
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I remember I tried too a few months back but I was unable to find any red string of logic with just the .xml files. So I assume some other code has to be modified...
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#316 |
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King
Join Date: Sep 2009
Posts: 867
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Printing press need machinery, but since education need machinery, it's useless to keep it as a requirement.
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#317 |
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Drill IV Defender
![]() Join Date: Jan 2006
Location: Australia
Posts: 9,142
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You mean Paper, but you're right. I guess I'll remove that requirement since it's now redundant.
__________________
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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#318 |
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King
Join Date: Sep 2009
Posts: 867
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Yes, it was paper, sorry for the confusion.
Some more word on the corporation topic : one of the aggravating factor with sid's sushi is that corporation costs accrue less quickly than corporation benefot. It mean that the $ per food ratio of cereal mill is often the same or worst than the sid sushi's one. For example, I have the choixe between 3 food for 6 gold with cereal and 4 food for 9 gold with sid sushi. And some culture. I will try to conquer some more sugar source, but I suppose you see the problem. |
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#319 | |
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Deity
Join Date: Mar 2007
Location: Mountain View, California
Posts: 9,624
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Quote:
for 6 is a better deal than 4 for 9 (1:2 vs. 1:2.25).@PoM - Yes, you can always do the No Espionage changes you want with a new mod. Everything in your list would be doable. Oh, and I'm a very slow player too. 18 hours isn't atypical for my Epic Emporer games. I've been focusing on speeding up my play lately, but micromanaging each decision is what I like about the game so it's tough.
__________________
Monkeys killing monkeys killing monkeys over pieces of the ground. Silly monkeys, give them thumbs they make a club and beat their brother down. BUG Mod - BTS Unaltered Gameplay [ Forum | Download | FAQ | Known Issues | Troubleshooting | Modding Tutorial ] |
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#320 | ||
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Drill IV Defender
![]() Join Date: Jan 2006
Location: Australia
Posts: 9,142
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Quote:
Spoiler:
Quote:
e.g. Code:
<PromotionPrereq>NONE</PromotionPrereq> <PromotionPrereqOr1>PROMOTION_MEDIC1</PromotionPrereqOr1> <PromotionPrereqOr2>NONE</PromotionPrereqOr2> <PromotionPrereqOr3>NONE</PromotionPrereqOr3> <TechPrereq>NONE</TechPrereq>
__________________
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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