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#341 | |
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Tyrant
Join Date: Jun 2008
Location: Washington, DC
Posts: 12,246
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#342 | ||
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Ancient Druid
Join Date: Dec 2003
Location: Poland
Posts: 1,881
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Quote:
I found a "UnitSupplyMod" tag in Policies though, so I'm thinking about creating a policy that increases the unit quantity (higher supply limit, lower maintenance costs, faster production), maybe at the expense of quality (some combat penalty). Quote:
--- I'm playing NiGTHS recently, and I really like it, it's a relief to play the game with properly functioning happiness mechanic
Last edited by PawelS; Jun 28, 2012 at 07:01 PM. |
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#343 | ||
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Tyrant
Join Date: Jun 2008
Location: Washington, DC
Posts: 12,246
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Quote:
And it's in the engine; it isn't really in the game, it never binds. I think they experimented with it and then found it didn't work well, so they set the limits so high that it would never be binding. Quote:
More to the point, I think hardcaps in general are a bad idea. I think a much better design approach is to use marginal incentives. And there are already reasons not to have too big an army, because the bigger your military gets the more congestion effects kick in, so it becomes less and less useful to pay the extra marginal maintenance cost. There is no need for a sudden wall where you can't get a bigger army regardless of economy. A hardcap like this also ends up hurting the AI more than the human player, because the human can use a given number of units much more efficiently, and the AI is much more likely to rely on brute force quantity for military power. Given AI weaknesses, I think mods should usually attempt to avoid introducing mechanics that hinder the AI relative to the human. It also risks having a snowball effect, where a civ that is behind suffers even more because they can't build an army, or a civ that loses a city to a surprise attack all of a sudden can't build/buy more military units. Anyway, just my opinion, as always. |
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#344 | ||||||
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Ancient Druid
Join Date: Dec 2003
Location: Poland
Posts: 1,881
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#345 |
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Warmaster
Join Date: Jan 2008
Location: Wherever there's Tequila...
Posts: 2,364
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Well...the advantage of a mod is that it can be playtested. If, by chance, the limits you set are too harsh, then they can be adjusted. :shrug:
__________________
"... I'd give you everything If only I'd have known you'd take it But you don't 'cause you're you That's why I'll always love you My Pearl of the Stars ..." -- Coheed and Cambria |
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#346 |
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Ancient Druid
Join Date: Dec 2003
Location: Poland
Posts: 1,881
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Great People update
In current plans there are 6 types of Great People:
Edit: Changed some plans, edited the post accordingly. For now I think in the final version none of the Great People will have the ability to start a Golden Age, so it will only happen due to happiness accumulation, and perhaps also from some policies and buildings. Last edited by PawelS; Aug 18, 2012 at 10:33 AM. |
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#347 |
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Prince
Join Date: Mar 2009
Posts: 470
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Just fyi I frequently hit the supply cap when trying to field large scale wars in the early parts of the game. It made fighting wars more costly than expanding peacefully in several cases. Mid game, about the time I have some reasonable population I have yet to see this crop up. I usually run out of resources or income before supply.
As far as I'm aware the supply mechanic was meant to disuade players from using rush strategies not act as a long term limit to units. However by reducing supply the AI will be encouraged to prioritize infastructure over units. Unfortunately this will both A: not work very well, and B: cause the AI to recieve a gold income boost (that is going to be overkill) unless their auto-cheats get removed. |
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#348 | ||
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Ancient Druid
Join Date: Dec 2003
Location: Poland
Posts: 1,881
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Quote:
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--- Progress report: Currently I'm digging through AssignStartingPlots.lua - it's a real monster, and I already removed large parts of it, those that govern resource and natural wonder placement. My resource placement method is much simpler, and governed by XML tags, so it's easy to change the relative quantities of resources that appear on various terrain and feature types. It's purely random, so there won't be any additional resources at civ start locations or anything like that. Last edited by PawelS; Jul 02, 2012 at 08:32 AM. |
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#349 |
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Deity
Join Date: Jun 2008
Posts: 2,054
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You can do this and the function is very straightforward (something like EnhanceReligion ... look in the API thread in the SDK/Lua section). Actually, the system seems quite moddable via Lua (look in the Medieval scenario for good examples). The only odd limitation I've found about religion is that religious units you init yourself via Lua don't seem to have a religion, and so can't/won't do the base functions. That's not a problem for me because I'm Lua coding all great people actions myself anyway. It's also not a problem if you rely on the base Faith accumulation/buying system to generate these units for you.
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#350 | |
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Ancient Druid
Join Date: Dec 2003
Location: Poland
Posts: 1,881
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#351 | |
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Deity
Join Date: Jun 2008
Posts: 2,054
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Quote:
Last edited by Pazyryk; Jul 02, 2012 at 02:57 PM. |
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#352 |
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Ancient Druid
Join Date: Dec 2003
Location: Poland
Posts: 1,881
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I don't fully understand what you're talking about, but I'll look into it when working on religion.
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#353 | |
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Prince
Join Date: Mar 2009
Posts: 470
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Quote:
If you can program the AI to do things intelligently then this is unecessary, but giving them extra supply is more likely to harm than to help. The AI tactical strategy in gods and king's isn't too bad. Telling them to upgrade their damn units would go a long way to improving their efficiency. |
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#354 | |
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Ancient Druid
Join Date: Dec 2003
Location: Poland
Posts: 1,881
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#355 |
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Ancient Druid
Join Date: Dec 2003
Location: Poland
Posts: 1,881
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City specialization
Currently I'm working on buildings that are used to specialize your cities. There are 2 levels of specialization, and you can have only one level 1 building, and one level 2 building. Also I'll probably use some mechanic that doesn't allow building the same specialization buildings in all cities.
The current list of specialization buildings is as follows:
** As I wrote earlier in this thread, there are no "luxury resources" in this mod, in the sense of resources that directly increase happiness. Only some of the "former luxuries" allow you to build this building. The list can be expanded if I get more ideas (if you have any, post them here ). Of course the AI can have problems with building the right buildings in the right cities, but it has problems with almost all aspects of the game Testing will show how I need to adjust the AI bonuses to offset its incompetence.
Last edited by PawelS; Aug 10, 2012 at 02:08 PM. |
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#356 |
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Ancient Druid
Join Date: Dec 2003
Location: Poland
Posts: 1,881
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What to do with the Tech Tree?
I don't like how the tech tree looks. There are lots of long lines everywhere, which makes it look messy and complicated...
When choosing prerequisite techs, I wanted to make them logical, unlike the base game (where Compass requires Theology, for example). But to avoid lines going up and down in the same place, I had to increase the number of columns, which caused these ugly long lines to appear. I think I should do something with it, but I'm not sure what it should be. Change the prerequisite techs, so the tech tree looks better, but the connections are less realistic and logical? Make several separate tech trees with dependencies between techs from different trees not shown, like in Community Call to Power? Or one tree with some connections invisible, like in Civ4? Keep it as it is? Any other suggestions? The attached screenshot shows a part of the tech tree in the current version of the mod. Btw how do you like my way of doing building descriptions? Last edited by PawelS; Aug 14, 2012 at 07:55 PM. |
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#357 |
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Tyrant
Join Date: Jun 2008
Location: Washington, DC
Posts: 12,246
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Building descriptions look fine to me.
I think gameplay is more important than aesthetics for designing your tech tree, but I also think that Civ5 did a good job over previous civs by having more formal tiers. It led to easier tech cost and effect balancing. Techs in the same tier should in general have the same cost, similar power, and similar numbers of pre-requisites. Pre-requisites should IMO be driven more by gameplay reasons than by specific technological logic requirements. For example, in your screenshot, coinage appears to be the same tier as code of laws, but also seems to have many more requirements, so getting to coinage would take a lot longer than getting to code of laws. That can be confusing and can lead to poor balance. |
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#358 |
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Emperor
Join Date: Apr 2004
Location: Vienna, Austria
Posts: 1,533
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I think it does look a bit messy, because of the lines crossing like many of the Ship Building prerequisite lines do.
I have two suggestions to solve this, one harder and one easier: 1. Rework the technology screen, so that tech prerequisites more than 1 tier away show as small icons on the arrows from the tech prerequisites which are just 1 tier away. OR 2. Just remove prerequisites more than 1 tier away when their arrows happen to cross with those that are just 1 tier away. |
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#359 |
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Ancient Druid
Join Date: Dec 2003
Location: Poland
Posts: 1,881
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Thanks for your advice, I think I will rework the tech tree, to make it look more clear I'm going to group the techs by category (so techs about a similar area of development, like agriculture, trade, or construction, will be placed in the same row); in most cases a tech will require the previous tech in the same category, and a tech from a lower tier, which won't have the connection shown (adding Civ4-style icons is possible later). Also required techs will be listed in the tooltip. You won't see all connections as lines in the tech tree, but I think these changes will make it look better.
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#360 |
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Ancient Druid
Join Date: Dec 2003
Location: Poland
Posts: 1,881
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I updated the information about Great People, see post #346.
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