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#1 |
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NiGHTS
Join Date: Sep 2010
Location: Vancouver BC Canada
Posts: 1,950
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CIVILIZATION NiGHTS Now available at http://forums.civfanatics.com/downlo...=file&id=20051 Version 5 of Nights: Gods and Kings released on Oct 6th! IMPORTANT: DOWNLOAD/INSTALLATION INSTRUCTIONS! 1. Delete any previous versions of the mod from C:\<username>\Documents\My Games\Sid Meier's Civilization 5\MODS 2. Download and copy file into C:\<username>\Documents\My Games\Sid Meier's Civilization 5\MODS 3. Delete your cache folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\cache 4. Delete the contents of the ModUserData folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\ModUserData 5. Verify your cache and defrag your CIV V files through Steam (right click, properties, local files, verify integrity. ![]() ![]() Latest Update Changelog (5) Spoiler:
Happiness Mechanics Spoiler:
Difficulty Levels Spoiler:
Cultural Revolutions Spoiler:
Policies Spoiler:
The Tech Tree Spoiler:
Number Diplomacy Spoiler:
Culture Victories Spoiler:
Military Production/Changes Spoiler:
Barbarians Spoiler:
Altered Core Files Spoiler:
Credits Spoiler:
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CiV Mods: CIVILIZATION NiGHTS - a complete conversion modpack / now available on the in-game ModBrowser. Last edited by markusbeutel; Oct 06, 2012 at 03:18 AM. |
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#2 |
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Chieftain
Join Date: Sep 2010
Location: Slovakia
Posts: 4
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looks interesting
i will try that during this week
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#3 |
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Chieftain
Join Date: Jan 2009
Posts: 3
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interesting but the unit happiness system is broken. units give -100 happiness from the start so you must delete your initial warrior to even build your cap.
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#4 |
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NiGHTS
Join Date: Sep 2010
Location: Vancouver BC Canada
Posts: 1,950
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They should only give 0.5 happiness to start - archers give 1 - and the next tech rank gives 1.5.
Did you play the mod or just look at the xml files because in the xml 100 = 1 so it might look like the initial units give 100 unhappiness.
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CiV Mods: CIVILIZATION NiGHTS - a complete conversion modpack / now available on the in-game ModBrowser. |
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#5 |
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Chieftain
Join Date: Jan 2009
Posts: 3
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did both. upon startup it says your civ is very unhappy and that you are unable to build a city. so i destroyed the warrior and was able to build my cap. everything worked until i got a ruin that gave me an archer...then i had -100 happiness.
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#6 | |
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NiGHTS
Join Date: Sep 2010
Location: Vancouver BC Canada
Posts: 1,950
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Quote:
What difficulty are you playing on and what version of the mod do you have downloaded? A problem that I have found while investigating this is that Settler/Chieftain/Warlord difficulties are getting a lesser bonus on Happiness from population due to handicaps being in place. This will be fixed in the next update. I'll keep trying to figure out why you're getting this Unhappiness problem is it would truly make the mod unplayable. Has anyone else encountered this issue?
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CiV Mods: CIVILIZATION NiGHTS - a complete conversion modpack / now available on the in-game ModBrowser. |
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#7 |
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Chieftain
Join Date: May 2010
Posts: 10
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I really like this mod. Do you happen to have a version with just the resource buildings? I think those would be a great addition to any group of mods.
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#8 |
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Emperor
Join Date: Sep 2010
Location: New York
Posts: 1,760
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Can you upload a version where the single-unit graphics are not added? I really like the 10-unit armies and I think this is a change that we should be able to specify by ourselves.
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#9 |
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NiGHTS
Join Date: Sep 2010
Location: Vancouver BC Canada
Posts: 1,950
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I will upload a 10-unit version within the next few days. I'll also be releasing a mod that purely adjusts unit sizes so people can mix and match.
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CiV Mods: CIVILIZATION NiGHTS - a complete conversion modpack / now available on the in-game ModBrowser. |
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#10 |
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NiGHTS
Join Date: Sep 2010
Location: Vancouver BC Canada
Posts: 1,950
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I'll release a mod this week sometime of just the resource buildings. Glad you like them - I tried to pick buildings/art that fit within the contexts of CiV.
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CiV Mods: CIVILIZATION NiGHTS - a complete conversion modpack / now available on the in-game ModBrowser. |
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#11 |
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Emperor
Join Date: Sep 2010
Location: New York
Posts: 1,760
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#12 |
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Warlord
Join Date: Sep 2010
Location: Pennsylvania, US
Posts: 108
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The problem with the larger single units is you have no visual indication of strength save for the icon bar (which isn't always present). Ships are nice though. Tried it for awhile and found it distracting.
Disabling civ5artdefines_unitmembers.xml and civ5artdefines_units.xml seems to do the trick. Is this correct? Otherwise, great work with this. A lot of thought obviously went into balance and the pros and cons approach to governments is great. The tech tree is refreshing as well. Took me a while to wrap my noodle around what paths represented distinct strategies (which is good). Only downside, at first glance, is policies might be a bit too balanced. Specifically, the infrastructure policies all feel the same. Perhaps some artwork would give them enough additional character. Overall though, nice job. Keep it up I had a rare weird game going where there were a bunch of ill defined map tiles with the Tectonics mod. Have to start a new one to give more valid feedback as I couldn't take it anymore. One trend I did notice was AI civs moving rapidly through eras by pursuing a single tech line. I'll watch that specifically in the next game.
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#13 | |
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NiGHTS
Join Date: Sep 2010
Location: Vancouver BC Canada
Posts: 1,950
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Quote:
You're correct about those being the two xml files to disable. Ill release versions that don't have the oversized graphics - I may keep the ships the same size though as I too like them larger. Future versions will have custom government pictures and icons for better immersion. The AI is definitely capable of advancing through era's faster with the new tech tree but then again so is the player. My goal with the new Tech Tree was to force specific paths to be chosen with certain Techs being left in the wayside. I didn't want the player to have to unlock 90% of all Tech's to get to Future Tech. I wanted there to be options. Glad you like it so far
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CiV Mods: CIVILIZATION NiGHTS - a complete conversion modpack / now available on the in-game ModBrowser. |
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#14 |
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Warlord
Join Date: Sep 2010
Location: Pennsylvania, US
Posts: 108
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The other interesting thing I noticed was how the AI seemed to value luxury resources differently in diplomacy (which would make sense). There was at least one different offer structure that I had not seen before where several parties included sole instances of luxuries in multi item exchanges, something they would not do in vanilla where those resources have greater value with regard to the happiness mechanic. Can't remember the exact details, but perhaps you know what I mean.
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#15 |
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The Mad Modder
Join Date: Sep 2010
Posts: 1,321
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This method of happiness isn't severe enough really. ICS promotes level 5-6 cities, and in this mod level 5 cities produce 0 unhappiness. Citizens not producing science but scientists doing so is also a massive help to ICS, since in ICS you build a library in all cities. You're gonna help ICS a whole lot
If you're going this route, you're going to have to do something more extreme like...15 initial happiness, up from 9 7-8 unhappiness per city Library gives one or no specialists. Actually there's really no way to make the citizens giving no science thing to work. I suggest keeping citizens the way they are and nerfing libraries and scientists. Edit: So the ICS problem isn't really fixed, but the other changes are pretty interesting. I too used unhappiness per military unit once, and I'm not sure if eliminating that from my own mod was a good idea. I guess I thought people would complain or something I'm gonna DL it to check out the policy tree real quick.
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Art of War Mod! by Ordian. It rocks. France- A double Anceint Era Declaration of War on Deity against two clearly conquest geared civs that dredged on for 1500 years. Okay this one makes the above one look like a bunch of preschoolers out at a picnic getting attacked by baby ants. THIS ONE is awesome. Read it. Mega Mod What started as a balance fix is now getting massive. Now accepting suggestions (units/buildings in particular) Beatles/Elvis -4.3 Talker/Listener +7.2 Last edited by Slowpoke; Nov 22, 2010 at 10:42 PM. |
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#16 | |
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NiGHTS
Join Date: Sep 2010
Location: Vancouver BC Canada
Posts: 1,950
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Quote:
1. Upon founding your first city at Prince level or higher, initial Happiness is 1. 2. With 7-8 unhappiness, (I tried 10 in testing), per city - I found it became too tedious to manage growth. I ended up going with 5, but only after I altered how the rest of the Happiness in the game works. 3. With Buildings/Resources nerfed to 1 Happiness and Military Units contributing a significant amount of Unhappiness to your empire, ICS is severely disabled. Having 5 Horseman Units alone would contribute 10 Unhappiness and potentially nullify 2 of your level 5-6 cities. At the very least ICS expansion would be slowed - at least until cities have been improved a significant amount. At this point, Military Unhappiness, (Military Weariness in the mod), would rear it's head. Previous exploits of Horseman in general will also not apply as often as they have been moved further along a custom Tech Tree. This Tech Tree also has various branching paths and the AI can exploit this as much as the player. What I mean by this is that pursuing Horseback Riding leads to a dead end on the Tech Tree whereas a more cultured route will lead to more powerful Military Units. Nerfing Science per population also further cripples ICS as it is the largest cities that will be producing the most amount of Science through their Buildings. But by all means try the mod out. Just because it worked for my play style means nothing and somebody else could probably just as easily find loopholes and exploit those.
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CiV Mods: CIVILIZATION NiGHTS - a complete conversion modpack / now available on the in-game ModBrowser. Last edited by markusbeutel; Nov 22, 2010 at 11:32 PM. |
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#17 |
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The Mad Modder
Join Date: Sep 2010
Posts: 1,321
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Alright, I'm going to play a match to show how it went because you put a lot of work into it, but the balance is goign to need a huge amount of work. I can already see whole policy trees being worthless and more ways to make ICS work out.
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Art of War Mod! by Ordian. It rocks. France- A double Anceint Era Declaration of War on Deity against two clearly conquest geared civs that dredged on for 1500 years. Okay this one makes the above one look like a bunch of preschoolers out at a picnic getting attacked by baby ants. THIS ONE is awesome. Read it. Mega Mod What started as a balance fix is now getting massive. Now accepting suggestions (units/buildings in particular) Beatles/Elvis -4.3 Talker/Listener +7.2 |
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#18 |
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The Mad Modder
Join Date: Sep 2010
Posts: 1,321
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Okay playtested the game for you and found some flaws.
First off: Difficulties are totally borked. Because the A.I. has massive growth rates at the upper end and you need to wait to size 4 to expand, Deity is impossible and immortal is probably impossible. They have no expansion limit and when you struggle to have an army of size 3, they have an army of size 10. Furthermore, lower difficulties are screwed because the A.I. has no such handicp and cannot understand the mechanics. This makes king, emperor, and maybe immortal the only difficulties in the entire game. Second: Food is EVERYTHING. That's a problem. The only reason for science early game is to get civil service, and the only policy tree is food. Third: After civil service, you spam cities without stop. Period. More cities = more happiness = more army size. Furthermore, you get an army that can conquer a single A.I. city and you've won the game from steamrolling. Furthermore, because there's no happy limit on emperor for the A.I.s, A.I.s start becoming runaways immediately. Fourth: Lose a big city and you've lost the game. Probably best to lower minor unhappy all the way down to 25%
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Art of War Mod! by Ordian. It rocks. France- A double Anceint Era Declaration of War on Deity against two clearly conquest geared civs that dredged on for 1500 years. Okay this one makes the above one look like a bunch of preschoolers out at a picnic getting attacked by baby ants. THIS ONE is awesome. Read it. Mega Mod What started as a balance fix is now getting massive. Now accepting suggestions (units/buildings in particular) Beatles/Elvis -4.3 Talker/Listener +7.2 Last edited by Slowpoke; Nov 23, 2010 at 01:59 AM. |
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#19 | |||||||
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NiGHTS
Join Date: Sep 2010
Location: Vancouver BC Canada
Posts: 1,950
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Quote:
Thanks for trying it out so quickly - you've reaffirmed some of my suspicions as well as some of my hopes to be perfectly honest. Quote:
I've already lowered normal Unhappiness growth from 75% to 50% and extreme Unhappiness growth from 100% to 75% in evening the playing field a little bit. As far as for Diety and Immortal being close to impossible - I think that is a good thing.Quote:
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I appreciate that you took the time to run a play-through of the mod. Most of your flaws regarding difficulty I don't have a problem with as I'm all for making this game more difficult. I'm also not entirely sure you played a complete play-through. If you did you would have found that by taking out an AI city, that city`s population is lowered to 10% of it`s total instead of 50%. This, combined with the fact that the Unhappiness of citizens in conquered cities is 1 per population, (slightly less than the 1.34 in vanilla CiV), means that by taking over a size 10 AI city, you would be left with a size 1 city with +5 Unhappiness that is escalating. I can`t see how you think you can steamroll over cities through Civil Service when each city you take over, (even if puppeted), will leave you with an automatic Unhappiness penalty. Overall, I`m sorry it didn`t live up to expectations for you - but I did say I didn`t think it would be for everyone. I will look into possibly devaluing food if others feel it is an overpowered resource. Thanks again for your input. I would be curious to know how others feel about the mod up to this point.
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CiV Mods: CIVILIZATION NiGHTS - a complete conversion modpack / now available on the in-game ModBrowser. Last edited by markusbeutel; Nov 23, 2010 at 03:25 AM. |
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#20 |
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The Mad Modder
Join Date: Sep 2010
Posts: 1,321
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Well, I guess most of this you'll find out with some playtesting of your own (major problems with the mod really don't show their face until about turn 60 so you really gotta do a full playtest). Putting science into military is not very good, as the extra happiness hits promotes more lower military. So beelining Civil Service is the only way to go after some little ancient era techs.
The reason early-mid game ICS doesn't let you compete on immortal/deity is that you're outexpanded by turn 80 (you could get it by 60 with some very early investment in scientists, but it slows your expansion too much). You can't ICS very fast without the farming food policy or civil service. I'm not sure the exact mechanic causes it, but even on immortal the enemy builds pretty rediculous hordes. You can take cities with a rush, but there isn't much point until civil service. As far as difficulties, you want the range to be larger than king-immortal because it gives players less of a jump in difficulties. If king is too easy and emperor is too hard, people will just stop playing. I'd actually recommend my "extra difficulties" mod component, as having "halfway" difficulties would benefit this a lot. It's just an xml file or two so merging would be no problem. Lastly, you don't want such a huge focus on food because it limits strategies. Expanding strategies is really the entire reason for eliminating ICS. If the only way to play well is to spam farms everywhere and always take food policy, it gets pretty tedious.
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Art of War Mod! by Ordian. It rocks. France- A double Anceint Era Declaration of War on Deity against two clearly conquest geared civs that dredged on for 1500 years. Okay this one makes the above one look like a bunch of preschoolers out at a picnic getting attacked by baby ants. THIS ONE is awesome. Read it. Mega Mod What started as a balance fix is now getting massive. Now accepting suggestions (units/buildings in particular) Beatles/Elvis -4.3 Talker/Listener +7.2 Last edited by Slowpoke; Nov 23, 2010 at 05:46 PM. |
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