Mega Mod

Hey all, thanks for all the comments :) Unfortunately, my internet went down for a while, leaving my final project in linux due very soon. I'll try and get back onto work and replaying to all this as soon as I can.
 
I guess you can have buildings that require resouces, then "produces" resources, and that you can turn off or on.

This DID work thanks to a pretty cool mod someone made. However, this got broken with the latest patch. No more resources from buildings.
 
So far I'm enjoying the mod immensely, I'm just at a loss as to why there are no resources on the map? No matter what I do, I can't find any resources! Do I have to wait for a certain time period to kick in? HELP!
 
I'm playing with Perfect World 3 map and have more resources than you can shake a stick at. Fortunately for me, I have most of the iron and talent within my empire. I've explored some of the Mongol empire and all of the Babylonians and they have very little of either.

One thing I have noticed, I can choose Legendary start, but if I choose Strategic Balance the game will crash every time as soon as it starts to load.
 
Hey all, sorry for the lack of replies for the last week :) Completely lost internet for a while, had a big project due, and then there was christmas.

As for no resources, I've gotten a few people having this problem and have no idea what causes this, I can only guess this happens when using the game without the latest patch or a mod that also replaces assignstartingplots. If neither of those is a problem, try the game on a standard size map/pangae, and see if it's still a problem. If you have the problem and somehow got it to either work normally or have an idea what happened, tell me what you did, because I just can't reproduce it.

As for strategic balance crashing, I fixed all resource resource types to be the same on any mode, so I didn't bother trying it out. Resources are, and will be, very important for mega mod so I basically the default and all variations to be a sort of strategic balance.
I'll try and find out what makes the crash eventually, but assignstartingplots is just hell to work with.

EDIT: Okay back to work... going to log my future changes from now on in the thread so people can critique it as I work on it. Here's what's going in v23 so far:

-Freedom's happiness is unnerfable directly (stupid booleans!), and I like the overall concept, so I'm adding a penalty to opening the branch: All cities receive -1 production.
-Merchants get buffed to +4 gold, temples give only one specialist, ala PWM. Note: ONLY temples, not Unique buildings based off temples!
-Wat nerfed: Requires libraries.
-Broadcast tower nerfed to +85% not double culture.
-Conquest is harder in the patch, and less useful due to city maintenance. I like the harder part, so I'm simply increasing the gains: MOST buildings will NOT be destroyed on conquest now. Basically, if there was any chance of it being destroyed previously without always being destroyed (culture buildings/national wonders) it will be intact 90% of the time. Sell what you don't like. Additionally, population hit from conquest is reduced from 50% to 30% (so make sure to have a decent happy buffer, and maybe some caravans for courthouses). Finally, city pillage is even further increased, now triple gold per population. Expect some serious gains from Askia razing sprees and late game conquering.
-Updating front page of this thread (finally)
-nerfing landed elite to +75% (Somehow forgot about siam+maritimes)
-buffing collective rule to 90% food for size 2


More coming...
 
Hey, there. I'm playing mega mod for the first time and it seems generally awesome, but for some reason the graphics or something on the scenes w/ the other civ leaders makes my game crash. I updated all my graphics drivers, but it's still happening. This is making it practically unplayable. Is there some way I can remove only that portion of your mod?
 
Quick question, you mentioned a while back:

GOLD/GOLD_GIFT_FRIENDSHIP_DIVISOR - Turns*(constant)*(mult and divisor ratio. E.g. 2/3 being the default)

rounded to the nearest multiple of visible divisor. Ugh. That was boring to find out.

So if you want to nerf gold gifts, increase the GOLD_GIFT_FRIENDSHIP_DIVISOR. The above formula actually isn't perfect, as it would imply eventually higher bribes get much more efficient and they do not (they are in fact exactly the same ratio, they just get rounded better).

I've tried various numbers for the constant but can't get this to work out in a spreadsheet. In addition... I tried using the 1/3 mult/div you have in your mod, but when I do so influence gain drops to negative values around the renaissance. Is there some additional information you've discovered I'm missing? :crazyeye:
 
Is this mod still getting updated? Looks like the last person to respond on here was Jan 22nd. I love this mod, hope your still working on it Slowpoke
 
Is this mod still getting updated? Looks like the last person to respond on here was Jan 22nd. I love this mod, hope your still working on it Slowpoke

It's a great mod but i haven't seen any updates for it, i left a message for Slowpoke on his profile page thanking him for his time and effort on it but he doesn't seem to have been on since jan 2nd, so the mod is most probably finished or on hold for now.

Thanks again Slowpoke was an awesome mod, good luck with everything you do :)
 
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