Getting Started

Suggestion for the Balance - Embarkation: Start embarkation with Sailing instead of optics. As otherwise archipeligo is mighty boring =)
I agree with this.
 
I wavered between that and leaving it at Optics... version 1 in fact had it with 1-2-3-oceans. The reason I eventually went with the current method is so Optics is still valuable... without the embarkation enabling there, it's significantly weakened. I could compensate for that by slightly lowering the tech cost, however, and slightly increasing the cost of Sailing.

Another reason is I discovered an annoying tooltip issue: it's impossible to remove the note from the Optics tech stating it allows embarkation. I can add it to other techs, but even if you set that attribute to "false" for Optics it still shows up. Apparently that's hardcoded for some bizzare reason. It doesn't matter for gameplay purposes but that annoyance is why I eventually gave up and just left it as-is for now.

Since there seems to be a feeling 123-oceans might be more fun (and I agree) I'll put it on my todo list.
 
Not loving that last idea so much since Sailing is already valuable. If you do it, maybe you should give Optics something else, like additional +1 Visibility for maritime units only? Perhaps also subtracting -1 Visibility at Sailing? It is called "Optics" afterall, you should be able to see better!
 
Thalassicus: First of all thanks for your mods. You are by far the most visionary modder of Civ V (so far...;))

Next: Would it be possible for you to place a an update date or prhaps an <Updated> tag next to the component that was updated in the last version of the mod in the first post?

This would make it so much easier to find out whether the mod has been updated since our last download.

And yes: I visit your website and follow every post on this thread but still...

Keep up the good work :goodjob:

\Skodkim
 
@Perkus
Interesting idea, I could make the base visibility across oceans 1 and then provide a free promotion with Optics (much like in earlier versions of Civ).

@skodkim
Sure, that sounds reasonable. I'll put a date next to mods as I update them from now on, that way if I've updated several times since your last visit you can tell what all's been changed.
 
After two weeks, I had just about given up on this game, but decided to try your mod (even though it was very new and a work in progress), and it saved Civ V for me. I still worry that the basic structure of Civ V is flawed beyond redemption, but maybe you and other creative modders can save it! Your mod changes the pacing in a way that starts putting some life and drama into the game. Thanks a million!
 
I have not tested this, but do naval units benefit from great generals? Also it seems all ships should have a cargo capacity of 1 great person, is that possible?
 
Thalassicus, I noticed that you now made "Compatibility - InGame.xml (v 1)" mod that's included in the Balance Combined mod.

I read your readme-file but feel like a really dumb newbie - Civ V modding is still very new to me. Just to get it right:

If I use any of the mods that include Ingame.xml I:
  1. Copy the "mod part" from the mods ingame.xml file
  2. Paste it into the ingame.xml file of the compatibility mod
  3. Delete the original ingame.xml files of the other mods

For example using TreeGrowth, InfoAddict, More Unit Information (v 1), and TechDiffusion it should read
Spoiler :
...
<LuaContext FileName="Assets/UI/InGame/Popups/SetCityName" ID="SetCityName" Hidden="True" />

<!-- Mods -->
<LuaContext FileName="TreeGrowth" ID="TreeGrowth" Hidden="True" />
<LuaContext FileName="Emigration" ID="Emigration" Hidden="True" />
<LuaContext FileName="StringUtils" ID="StringUtils" Hidden="True" />
<LuaContext FileName="TechDiffusion" ID="TechDiffusion" Hidden="True" />
<!-- End Mods -->

<!-- Added by robk for InfoAddict mod, 2010.10.07 -->
<LuaContext FileName="Lua/InfoAddictScreen" ID="InfoAddictScreen" Hidden="True" />
<!-- END robk Edit -->

<!-- mod MUI, start, nk 10/04/2010 -->
<LuaContext FileName="UnitOverview" ID="UnitOverview" Hidden="True" />
<!-- mod MUI, end -->

<!-- Added by Bhruic -->
<LuaContext FileName="TreeGrowth" ID="TreeGrowth" Hidden="True" />
<!-- End add -->

<!-- Added by Afforess -->
<LuaContext FileName="TechDiffusion" ID="TechDiffusion" Hidden="True" />
<!-- End add -->


<LuaContext FileName="Assets/UI/InGame/Popups/ProductionPopup" ID="ProductionPopup" Hidden="True" />
...


Thanks in advance :)

\Skodkim
 
Thal, on the new InGame.xml, I don't think you're supposed to be running this on this XML file:
<Actions>
<OnModActivated>
<UpdateDatabase>InGame.xml</UpdateDatabase>
</OnModActivated>
</Actions>

At least the other mods that use it don't perform any actions on it. Maybe it's harmless, I dunno.

EDIT: Correction: ActiveCityDefense does run update on it, the other 3 mods I have don't. As I understand it, I think it's incorrect to do an UpdateDatase on this.
 
@skodkim
Yep, I think you have that right.

@Perkus
Thanks for pointing that out. There are no SQL statements in the file so that action simply doesn't have any effect, good or bad. I always include those actions out of habit, you're right it can be removed and I'll do so. :)
 
@skodkim
Yep, I think you have that right.

No actually that doesn't seem to be right. It's hard to test if some of the mods work as they make their impact at certain times (unless there's a way I don't know) but I'm not able to open the InfoAddictScreen after combining the Ingame.xml's into the one from the compatibility mod.

???

\Skodkim
 
Just signed up to say a big "THANKYOU Thal" for all the hard work you are putting into your mods and for sharing them with the Civ community.

I've been a follower of Civ since its first incarnation on the Amiga/ST, and have enjoyed each version (except perhaps Civ:CtP which I laboured through).

Love the fact that devs release tools for modding gurus like yourself to make a great series even better.

Thanks once more!

Wiley
 
@WileyWilson
Thank you Wiley, glad you're enjoying this. :)


@skodkim
Hmm I haven't tried the InfoAddict mod yet, I'll try merging it.

Edit: One thing to mention is the Lua\ path included for the filename is unnecessary. Once the game has something called an MD5 for a file (automatically included with every mod) it no longer needs the path, and can refer to the filename directly. I've attached an InGame.xml that works for me with InfoAddict installed.
 

Attachments

  • Compatibility - InGame.xml (v 1).zip
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@WileyWilson
@skodkim
Hmm I haven't tried the InfoAddict mod yet, I'll try merging it.

Edit: One thing to mention is the Lua\ path included for the filename is unnecessary. Once the game has something called an MD5 for a file (automatically included with every mod) it no longer needs the path, and can refer to the filename directly. I've attached an InGame.xml that works for me with InfoAddict installed.

Thalassicus: Thanks for the files. I also notices that you uploaded a v2 og the xml, which I now use and it works fine!

"You da :king:"

\Skodkim
 
I'm thinking about combining the Terrain, Buildings&Wonders, and Specialist components, as parts are beginning to overlap. The Granary improves some terrain for example, so it overlaps 1 and 2, and I'm going to add an Engineer slot to the Watermill (like the Windmill has) which will overlap 2 and 3. I don't like having so much stuff in a single mod though, so I'm still considering it.

I know most people probably don't care how things are organized, but anyone have an opinion on the subject?
 
I know most people probably don't care how things are organized, but anyone have an opinion on the subject?

My preference would be to keep things as separate as possible, to allow for users to 'pick and choose' which to implement (for example, I suspect in my next game I'll use the Specialist mod, but not the Building one, as I have a few of my own building tweaks in mind). However, your point about overlap definitely makes sense too. :)

BTW, I love your mods - the unofficial patch in particular is great work! :)
 
I agree with Einstein that explanations should be as simple as possible but not simpler than that. Similarly, mods should be as independent as possible, but not where it doesn't make sense.
 
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