Mega Mod

Also, this would probably be a total gamebreaker. Why not just spam forts across the map through mountain ranges to create canals for easy ship bombards?

I thought about that after the post. One of the earlier versions of CIV actually allowed this, but I don't remember how they kept it balanced. I remember that Civs with Open Borders could also enter your forts. That is probably a "must have" to keep things balanced.

I love the idea of canals though.
 
As for talent, it is a strategic resource just like iron or horses. At the moment, it has a placeholder icon as fish lol and uses the iron's graphics on the map, but I'm going to start working on some icons soon. Basically the idea was to limit archers but increase their power, for a more balanced army approach.

The wha...? Say that again. Talents are just what ? Do I need to mine them ? Do they exist in some form in the real world...?
 
Basically just what I said. It's a strategic resource (it gets revealed with archery). It gets the same graphics as iron at the moment, so you'll have to hover your mouse over it to find if it's talent or iron. And yeah, they're mined at the moment. Eventually, they'll probably be a better a more interesting improvement than mining, but that'll do for now.

I'm considering just abandoning Talent and replacing it with a hard cap on the amount of ranged units you can have, but that seems rather artificial and doesn't really allow larger empires to have more trained archers like they would in real life. But if enough people get confused over the concept I'll just take it out.
 
I thought about that after the post. One of the earlier versions of CIV actually allowed this, but I don't remember how they kept it balanced. I remember that Civs with Open Borders could also enter your forts. That is probably a "must have" to keep things balanced.

I love the idea of canals though.
You could move sea units through coastal forts in Civ4. The maximum length for a canal was 2 tiles and sea units were destroyed if an enemy land unit moved into the fort.

If I were to implement a canal, sea units would be quite vulnerable in there and get a big combat debuff (-75% or so).
 
Will this Mod work fine with the new Patch 1.01.135, released a couple of hours ago`?

Best Regards
C2k
 
Back to work :( I have two finals tomorrow, so the mod won't be playable for a while.
 
Edit: apparently replacing lua files from the game doesn't even work at all now. So I'm honestly just going to have to wait until that's fixed for the next version.

For my own use:

-happiness wonders fixed
-dynamite requiring sci-theory taken out
-landed elite: Reverting patch change to my own.
-meritcoracy: reverting my change to patch's, buffing to .7
-monarchy: reverting my change to patch's, but quadrupling tripling effect.
-rationalism branch: reverting patch change to mine
-theocracy: reverting patch change to mine
-reformation: reverting patch change to mine
-tradition branch: reverting patch change to mine
-Forbidden palace: adding back in
-Siege Change: reverting to patch, keeping + defense vs range
-horsemen: Reverting patches strength change (adding +1), taking out anti-mounted buff.
-Library:giving back the 2 scientist slots that patch took out (though keeping scientists nerfed)
-Science buildings: Essentially reverting all late game science buffs by making late game science cost more
-Circus: can't decide.
-Stadium: reverting patch's +5 to my +8
-Courthouse: reverting patch's 100 to my 70, reverting maintenance's 4 to my 2
-food growth: reverting my changes to patch's
-Rebels: Change depends on whether I can make amount dependent on unhappiness with lua
-N wonders: taking out the two fictional ones added, keeping the other

Own changes:

-nerf freedom to 60% happiness Guess not! it's a boolean :(
-nerf freedom's specialist food discount also a bool :mad:
-revert rationalism's specialist buff back to +2 science

Edit: Well that sucks for freedom branch being unnerfable... I'm probably going to have to change the functionality of one of the two then.
 
WOOT! A patch compatible version of mega mod is now out! :banana::banana::banana:


Note: I'm too tired from patching my mod to update exactly what's in it, but you can see the above post for most of the details. There will likely be several bugs due to all the changes in the patch. Please report any oddities.

NOTE: If you downloaded v21 ploease download v22 instead. I left some debugging code still in. Unless you like playing with 15 settlers of course.

Edit: going to bed. If there's any massive bugs, it'll just have to wait.

Edit: Or you know I could have insomnia. Anyways, just noticed that due to the 1 city NC gambit, my super buffed tradition branch dominates completely. That's gonna be the first change to get fixed in v23
 
Have downloaded latest version 22 and even though it appears in my mods folder, I cannot find it in the game under mods, since the last patch seems to have erased some single player options. Has anyone else noticed this? Maybe it is not now intended that we play mods at all??
 
I just started 2-3 games (Catherine, Large, Highlands) and there were virtually no resources (save those at starting places) and although I discovered a fairly large piece of the map, there was neither talent nor iron.

Just bad luck or some compatibility problem?

(Unfortunately I missed the opportunity to make screenshots or keep my savegame. Guess I should stop starting so many games when I'm almost comatose :rolleyes:)
 
@Tony Yeah I'm not sure what causes this but there's a thread baout it in the bugs section :(

@mutant-enemy, are you sure? I'll try a test game out, but iron should be rediculously more common, especially in hills. Could be just a fluke. Talent, however, is supposed to be rare. Whether you get it or not pretty much distates one's use of bows.

Edit: Shoot, I've been playtesting via map reveals in debug. I suppose it's possible that they bugged out with the new patch and aren't reveleaing with the right techs. I'll check it out. Busy for a few hours, though.
 
OK, I solved it by deleting the Civilization 5 folder in my games, then restarting the game to let it regenerate, reset video options, and the Set up Game now appears in the mods section of the game. I then do not download anything before 15th Dec to avoid compatability problems. Also do not enable Conquest of the New World/Mongolia in Mods as both these should be played as a scenario. I had this enabled before and I found the Set up Game option then did not appear. Weird, weird.
 
Just tried this mod out.

In terms of fun factor it vastly improves the early game. I like how you added the fishmonger etc buildings which provide much more choice in specialising cities, rather than having just the monument or granary.

Eventually it'd be cool if ya can add corresponding pictures to the modded articles (I laughed at talent being represented by fish)

The policy overhaul is great. I like how you can't store policies, it really helps reflect the spontaneity of societies and their development in general. I also like how you offset this with the elimination of branches.

This is playing on king with Alex, Pangea.
 
How about make talent an artificial resource made in cities? A city builds an archary range, and it converts X resource into Y talent.

Maybe have other buildings that convert resourceS? That would be very cool. 3 Bronze = 2 Copper + 1 tin. 3 Steel = 2 Iron + 1 Coal. ect ect. Armour = Iron -> Armoury. Then, you can have sliders for how much capacity each building does
 
Just tried this mod out.

In terms of fun factor it vastly improves the early game. I like how you added the fishmonger etc buildings which provide much more choice in specialising cities, rather than having just the monument or granary.

Eventually it'd be cool if ya can add corresponding pictures to the modded articles (I laughed at talent being represented by fish)

The policy overhaul is great. I like how you can't store policies, it really helps reflect the spontaneity of societies and their development in general. I also like how you offset this with the elimination of branches.

This is playing on king with Alex, Pangea.

Jush so you know: The fishmonger (and a few others.... Bakery, brewery, hunting lodge) come from the Economy Mod. :goodjob:

:mischief:
 
Jush so you know: The fishmonger (and a few others.... Bakery, brewery, hunting lodge) come from the Economy Mod. :goodjob:

:mischief:

It's an excellent addition. I'd really like to see more of your 'tradeoff' buildings. Anothe thing, are ya gonna add maintenance to these buildings?
 
How about make talent an artificial resource made in cities? A city builds an archary range, and it converts X resource into Y talent.

Maybe have other buildings that convert resourceS? That would be very cool. 3 Bronze = 2 Copper + 1 tin. 3 Steel = 2 Iron + 1 Coal. ect ect. Armour = Iron -> Armoury. Then, you can have sliders for how much capacity each building does

is this possible? sorry for the off topic but i'm really curious about that.

by the way, the mod is very fun. interested to see where it goes.
 
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