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Welcome to Civilization Fanatics' Center. You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support. |
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#3081 | ||
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NiGHTS
Join Date: Sep 2010
Location: Vancouver BC Canada
Posts: 1,950
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Quote:
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CiV Mods: CIVILIZATION NiGHTS - a complete conversion modpack / now available on the in-game ModBrowser. |
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#3082 |
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Warlord
Join Date: Oct 2007
Posts: 108
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I really don't understand , why all AI attack me in the same time, 10, 15 AI in the same time and the war never ends !
I try "prince level" and a level below but the result it's the same. The only difference is that some AI give you a lot for the pace |
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#3083 | |
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NiGHTS
Join Date: Sep 2010
Location: Vancouver BC Canada
Posts: 1,950
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Quote:
There's also a chance you have conflicting mods running, (and always remember to clear your cache folder and the contents of your ModUserData folder). Overall though, AI dogpiles happen FAR less than in vanilla.
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CiV Mods: CIVILIZATION NiGHTS - a complete conversion modpack / now available on the in-game ModBrowser. |
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#3084 |
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NiGHTS
Join Date: Sep 2010
Location: Vancouver BC Canada
Posts: 1,950
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A few more things that've changed in v11.8 that I hadn't documented earlier but should be taken into account:
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CiV Mods: CIVILIZATION NiGHTS - a complete conversion modpack / now available on the in-game ModBrowser. Last edited by markusbeutel; Apr 09, 2012 at 05:12 AM. |
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#3085 |
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Limit 1 Facepalm Per Turn
Join Date: Aug 2011
Location: Ontario, Canada
Posts: 1,038
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Sound like good changes all around, thanks Markus
Any suggestions for someone going into a huge map with NiGHTS? (Time to push the new PC setup).
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War Academy (Tips) - F9 for demographics - Ctrl+R for resource view |
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#3086 |
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Chieftain
Join Date: May 2005
Posts: 14
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First off, thanks for making the mod. Always amazes me that someone with one pc (i know there are usually multiple people working on the mods in some way, but for argument's sake) and working on your off hours for nothing can make a comparable, better most of the time, game than a company with multiple people, state of the art equiptment and large budgets . Somehow we need to get the business of making games totally secondary (ease up on deadlines and get the game right) to creativity and ingenuity. Rant over. Sorry for sullying my gratitude towards you with my soapbox.
Had trouble with downloading this. 90% chance it's user error. Going to wait til it hits the ingame mods screen. When it does hit there, will the instructions be the same to download or will Steam take care of it? Thanks again for your time on this. Played a little of 117. Looking forward to 118. |
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#3087 | |
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NiGHTS
Join Date: Sep 2010
Location: Vancouver BC Canada
Posts: 1,950
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Quote:
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CiV Mods: CIVILIZATION NiGHTS - a complete conversion modpack / now available on the in-game ModBrowser. |
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#3088 | |
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Chieftain
Join Date: May 2005
Posts: 14
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#3089 | |
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NiGHTS
Join Date: Sep 2010
Location: Vancouver BC Canada
Posts: 1,950
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v11.8 re-released to http://forums.civfanatics.com/downlo...=file&id=16650 and to the in-game ModBrowser. Minor changes in this re-release:
Saves won't carry over, and if you experience any other bugs, both with the Civfanatics version and/or the ModBrowser version, make sure to delete old copies of the mod, and... IMPORTANT: DOWNLOAD/INSTALLATION INSTRUCTIONS! Note that the following locations could differ depending on where you've installed CIV V.
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CiV Mods: CIVILIZATION NiGHTS - a complete conversion modpack / now available on the in-game ModBrowser. |
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#3090 |
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Warlord
Join Date: Jul 2009
Location: Oslo
Posts: 109
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Love the changes.
But want: More of thals UI and faster movement speed. Im not so sure about the poss to build those landmark improvements, isnt it a huge advantage if u rush for those? Also got a few games now were it just stops....didnt bother reloading it though. What about diplomacy? Cant remember if this is compatible with that diplo mod? |
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#3091 | |
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Warlord
Join Date: Dec 2010
Posts: 119
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(edit) Damn, I just noticed that the new version of Nights broke 'Promotion Revised - Basic' (mod to make all the promotions work for all terrains instead of just specific once, usually more of a problem with units that jump between melee and archer/range then others but it was still very nice to have). Last edited by looorg; Apr 10, 2012 at 10:23 AM. |
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#3092 |
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Warlord
Join Date: May 2010
Posts: 247
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Squires
Just to be certain: squires don't exist anymore? One tooltip says they are available after Nationalism but Nationalism doesn't mention them and they don't appear on the list in cities with barracks when I've researched Nationalism.
Thanks.
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#3093 | |||
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NiGHTS
Join Date: Sep 2010
Location: Vancouver BC Canada
Posts: 1,950
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Never been compatible with Gazebo's city-state diplomacy mod, (if that's the one you mean). I'm not convinced the AI uses that mod effectively, and it also messes up their gold reserves in the middle/late portions of the game when they should be rush-buying or investing in other areas. Quote:
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But yes, they don't exist anymore as Squires - they're now "Explorer" units with terrain bonuses like Scouts, (and Scouts upgrade to them). Good find.
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CiV Mods: CIVILIZATION NiGHTS - a complete conversion modpack / now available on the in-game ModBrowser. |
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#3094 |
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Chieftain
Join Date: Dec 2001
Posts: 16
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#3095 |
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NiGHTS
Join Date: Sep 2010
Location: Vancouver BC Canada
Posts: 1,950
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You will - but you'll probably come across a bunch of bugs at some point.
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CiV Mods: CIVILIZATION NiGHTS - a complete conversion modpack / now available on the in-game ModBrowser. |
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#3096 |
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Warlord
Join Date: Jul 2009
Location: Oslo
Posts: 109
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It seems to be twice as fast unit movement speed, something that really streamlines the gameplay alot.
UI wise its just minor things that is fixed on, trade screen...... damn I cant think of anymore right now, so not so important then
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#3097 |
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Chieftain
Join Date: Oct 2003
Posts: 37
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Been playing a lot with NIGHTS recently and there is one thing that really bugs me : the tech tree.
I think the tech tree is a mess. You often find yourself with around 10 different techs available to research which is too much IMO. Worse : most of the time you can research a tech without the prerequisites as they appear in the tree. This often leaves you with many early techs back from previous eras. While i'm here another thing bugs me : buildings. There are a lot of them, which is good, but sometimes it is unclear as to why you would build this building over this one. I know you can make a choice from which ressources your city has, but still, many buildings give quite the same benefit for the same amount of gold. This leaves you with a huuuuge building list just sitting there because you have no reason to build them. Its kind of a waste IMO. I suggest you make buildings more dependent on each other, with clear lines of buildings purposes (gold, culture, production, etc). For example Monument -> Temple -> Monastery -> abbey -> Cathedral. Each building can not be built if the former is not. Beautiful mod, you might need to tidy it up a little bit
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#3098 |
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Chieftain
Join Date: Jan 2012
Location: Canada
Posts: 10
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Markus: V11.8 is fantastic! (I have the pre re-release version, but my current game is too good to lose in the update...
)I find it overall very well balanced. Money is a challenge but not too much so. AI's seem to act in semi-logical ways. Buildings are pretty unique (not too much overlap). To ouyeah's point above re buildings, I guess you could add a few more pre-requisites to cut the list down somewhat, but to be honest I don't find it bad at all. Great job! Thanks for all your work on this!! |
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#3099 |
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Chieftain
Join Date: Jan 2002
Posts: 11
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assassin unit needs an icon - i play in tile mode, and the unit is totally invisible. which is great (he's an assassin, after all), except that it's not.
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#3100 | |
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Warlord
Join Date: Dec 2010
Posts: 119
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Quote:
On the other hand, as noted, I don't actually know if it actually did that, for all I know all that it might have done is to change the tooltip and the tooltip/attack calculations that where displayed. That on the other hand did work before but doesn't work anymore. If any actual fight calculations are changed or not I don't actually know. So it might not have been a promotion change but a tooltip change. Perhaps it's still working and I just don't see the calculation-changes anymore. I just thought it was a very nice mod since I really dislike the distinction between the two, certainly for troops that change between being melee and range like horse units and archers. edit; some further testing. I think it's actually still working as it did before. It might just be the tooltip that isn't updating as it did before. I tried this with a cannon with only the accuracy promotion and mouse:ed over units standing in different terrains and it changed the named terrainbonus (from open to rough), accuracy only supposed to have vs open, with the same % bonus value. So it would appear to be the tooltip failing in name (it used to say ALL terrain but it doesn't anymore). Last edited by looorg; Apr 16, 2012 at 05:36 PM. |
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