@anyone
can you please help me, for whatever reason after adding the text for the building i made i still can't figure out how to make it appear in the civpedia....
i uploaded the files so you can check'em out, please help...
@anyone
can you please help me, for whatever reason after adding the text for the building i made i still can't figure out how to make it appear in the civpedia....
i uploaded the files so you can check'em out, please help...
<NIF>ART_DEF_BUILDING_CLOCKPUNK_ROBOT_FACTORY.nif</NIF>
@anyone
can you please help me, for whatever reason after adding the text for the building i made i still can't figure out how to make it appear in the civpedia....
i uploaded the files so you can check'em out, please help...
I'm playtesting some new changes to Gamespeeds, which is mostly increasing every modifier by 25%. I will add them before the freeze, but I'd like to have some more time testing them to make sure nothing is too screwed with them.
I'm playtesting some new changes to Gamespeeds, which is mostly increasing every modifier by 25%. I will add them before the freeze, but I'd like to have some more time testing them to make sure nothing is too screwed with them.
Thats why I feel increasing the iconstruct is good for game balance, not having time to build all the building is a good thing. Using strategy for your build order in cities, having to carefully weigh up what to build, and what to fore go adds to the game. So yes, epic impacts it in this way, although not as much as increasing the iconstuct in gamespeed xml.
And no wonder so many ppl are crying too much gold. They're playing on Snail and slower and you have soooo much more time in game to accumulate a treasury. It's Whacked! And no wonder ppl can't understand what I'm seeing too.
You know I've been thinking... A great menu song to have would be "We Didn't Start the Fire" by Billy Joel. It's a good song, and a bit of a history lesson. What do you guys think?
Ok here is a working version. I did a whole lot of desperation changes so I am not sure they are all needed. It is possible that it was always working but you had the text key wrong and just happened to point to an existing building.
A city that has a reasonably high production output should be able to build every building that it is possible, or at least desirable, to build at that location, over time. There should be times where you fall behind for a while when your tech path reveals some relevant buildings quicker than you can build them, but you should also hit some time periods when you research techs that allow few or no new buildings, giving you time to catch up. Doing this sort of thing has its own costs, specifically opportunity costs. All those hammers you spend building every building were not spent on units or money or research or whatever. A dozen extra low value buildings may give you a few extra points of production (but take bunch of turns for each to pay for the cost of the building before you get an actual benefit) and a few extra gold and research per turn (again, it is should take a while to add up to the amount of research or gold you could have gotten by directly building those for the same number of turns it took to build the buildings) - but that will be of little comfort if your army is too small and the city is taken because you didn't build units with those hammers.
This sentence in particular. The thing is, pretty much every city can build every building. Well 80%. This to me isn't a good thing. The only real strategy revolving around what to build in your cities regarding the majority of buildings is what order to build them all in. When it should be, which does this city need- and which can I build without neglecting my overall civs strategy.A city that has a reasonably high production output should be able to build every building that it is possible
Builders want to build everything that is desirable to build, at least in some of their cities (including some wonders; building a few of those along with everything else is good too which is one reason why your top production cities need some production above the cost to build all the regular buildings). If there is a building you can never build anywhere only because there is never enough time (or, equivalently, production) to do so then that will annoy the builders.
I consider myself a hybrid player (from smacx days) and I found c2c way to easy to build everything including every wonder available to me, and 80% of ALL buildings, I could build 100% but choose not for optimizing my civ reasons. Anyway I think I said somewhere b4 that I would just keep quiet about this opinion and happily continue editing the xml after each update and enjoying this great mod
oh god thank you!!!!!!!!! you rock
but i see you deleted a ton of lines from the buldinginfos file, is there a way for it to work with all those lines inside the file?????
We use an improved WoC system. With the WoC system you only need the lines which have values differing from the default values. With the improvements added in C2C to the reading of the XML it may be even faster on load not to have the extra lines in there.
edit: do you know where i can edit the strategy text so it isn't txt_strategy_i forgot the rest
Same place as the other text files. Don't forget the strategy text must be short and the pedia long. If the strategy is long it will push the important stuff off screen in the hover over.
You know I've been thinking... A great menu song to have would be "We Didn't Start the Fire" by Billy Joel. It's a good song, and a bit of a history lesson. What do you guys think?
With the new tribal defenders (they're great!) minor start lost one of the biggest appeals (early empire growth). Having stumbled upon a wikipedia article on egypt-hittite relations I was thinking that the early game (prehistoric,ancient) diplomacy could be spiced up and made a bit more interesting. I'm aware those are some rather big changes and probably won't be easily implemented via XML editing alone and maybe they aren't even possible at all but I just want to get the ideas out here. It's just a first idea and open to critique.
1. Opt-in open borders, opt-in NAP aka loose Diplomacy.
The idea is that once you have first contact with another civ you recognize each other but don't sign on any initial (currently baseline) diplomatic agreements, meaning
- you can openly enter enemy territory
- you can openly attack enemy units
This obviously also means you have a rather bad relationship with those civilizations. Alternatively you could also just start AT WAR with everyone at first. But the key then is that your base relation with other civs should be as negative as it needs to be to not allow peace treaties.
2. Region specific Languages
The negative base relation would be named "We don't speak the same language" - because your 'native culture' (american, european, african etc.) should provide you with a distinct language (obviously only once you researched language). This language gives you a boost to all other civs with the same language, allowing for early negotiations, but nothing more than "don't just kill our guys" treaties.
The twist on this is that after a certain amount of time (whatever is appropriate for the gamespeed you play at) you will be able to learn the language of the other civ, probably by building a specific building, increasing relation due to "same language". This would allow simple treaties with non-native civs (e.g. egypt-hittite).
Some ideas to interact with that design: reduce turns it takes to be able to learn the language when exposed by either:
- Militaric action (low % chance on victory "taking slaves/POW", not as actual units just as a explaination for the mechanic)
- Capturing civilians like Gatherers (should always reduce the time by a few turns)
- Mixed culture, when there is foreign culture of the civ you want to learn the language from that should reduce the time too - or just give a production bonus on the language building once you are able to build it.
- Also an Ancient Rosetta Stone, unlocked with Writing, requires Stone or Marble halves the time it takes to be able to learn a foreign language (obsoletes late ancient, before medieval) for you and any civ you have contact with.
- Diplomatic/Religious leaders should have a higher chance for "learning" (building) foreign languages once available while more war-mongering leaders will just do it when they feel like it.
3. Further advanced foreign relations
I think religions already give a relation bonus and if nothing changed I think other leaders will automatically get their favorite religion in their capital once they are founded. This would simulate cultural proximity which usually expresses itself in similar religious choice (well 'choice' *cough*) and allow for further improvements in relation and more diplomacy once state religions are available (should be mid-late prehistoric, right?) Maybe the numbers need a tweak here.
The next step should be at Writing, School of Scribes should increase the relation with all leaders whose language you're capable of speaking. Either at that point or with research of alphabet (increasing the +relation of school of scribes) you should be able to do diplomacy with other civs as usual, obviously influenced by all the normal factors like different civics, military history, religion etc the normal stuff.
I think religious civics should also play into those relations, pagan/religionless or more free religious civs should care less about different religions (i.e. a Divine Cult Druidic civ would have +relation to another Druidic civ even when they have Free Church. but would have strong -relation to a civ who has Kemetism as state religion even when they have Divine Cult active too. The Free Church Druidic civ would still have a bit -relation with the Kemetism civ but not as much, but the Kemetism civ would hate the Druidic civ even though they have Free Religion - sorry if I'm rambling here)
Possibly have a further +relation with "known language civs" with Education/School(Building) but not to the point where +relation is abundant and too easy to come by.
Feel free to instantly shoot me down should this be impossible with the engine or add/improve on this idea
We use an improved WoC system. With the WoC system you only need the lines which have values differing from the default values. With the improvements added in C2C to the reading of the XML it may be even faster on load not to have the extra lines in there.