NiGHTS: General Discussion

Current Time: 11pm PST
Estimated Release Time to Mod Hub + CivFanatics: 3am PST

Just a quick note on the update: I'm currently testing out all the changes. It's taking a little longer than anticipated, but it will definitely be released so people can have a full day with it on Sunday.

Included in the update

1) Vast improvements to Diplomacy. New Number Threshold system providing very accurate feedback. I need to test this out some more, but for now, things are looking promising in regards to being able to accurately gauge the AI's relationship with you.

2) 20+ new buildings. The Tech Pyramid is almost completely filled out with Buildings/Units/Improvements/Resources.

3) Tool-tip revisions across ALL objects. This will make sense when you see them. Also fixed text bugs where it was stating a resource needed to be local when in fact it needed to be global.

4) Inclusion of Polynesia and all other DLC.

5) Fixed bug where new Improvements weren't showing up upon being built post=patch.

6) Notifications have been re-enabled. If you want to disable any of them I suggest you download Custom Notifications from the Mod Hub. It will be implemented in future versions of NiGHTS.

7) Balanced Ancient Era Techs so each Civ has roughly an equal amount of things to build off the bat without any major resource restrictions.

8) Later Techs have more Buildings, less Units - (These Units will eventually be re-included when I expand the Tech Pyramid.)

9) Inclusion of some Stability producing buildings.

10) Culture across all buildings/wonders has been increased.

11) Specialists now produce 25 points per citizen instead of 10. Also, all the new buildings have Specialist's so you will have more options to tag-team Specialists during late-game play.
 
I saw that someone else got this error in first page, and I don't really know if he found a solution for that, but I too can't settle in the beginning of the game unless I delete the first warrior.
AI can't seem to do any better either, and one ruin turned my scout into an archer, giving me -99 happiness.

Any comment?
 
I saw that someone else got this error in first page, and I don't really know if he found a solution for that, but I too can't settle in the beginning of the game unless I delete the first warrior.
AI can't seem to do any better either, and one ruin turned my scout into an archer, giving me -99 happiness.

Any comment?

You need to verify your cache through Steam. Right click on Civ5 in Steam, verify the cache, and make sure the game is updated. It wouldn't hurt to defragment as well. That will solve that problem.

I'll be releasing an updated V6 in a few hours to the Mod Hub and here on CivFanatics. V5 and V3 are playable, but each have minor bugs from the latest patch.
 
You need to verify your cache through Steam. Right click on Civ5 in Steam, verify the cache, and make sure the game is updated. It wouldn't hurt to defragment as well. That will solve that problem.

I'll be releasing an updated V6 in a few hours to the Mod Hub and here on CivFanatics. V5 and V3 are playable, but each have minor bugs from the latest patch.

Cant wait ^^
i tested your mod a few hours yesterday and really enjoyed it.

I like :
the progessive discovery of ressources
the possibility to build really large city right from start (should be nerfed, as i saw Rome at 14pop by 2500BC)
the tile improvement system through specialists (though i think each city should build its own specialist - specialists should be able to improve only the tiles worked by their city of origin)

i dont like :
specialists and GP sharing the same bar
specialists having the same skin as workers
the lack of information in this thread or in civilopedia regarding specialists / ressources / buildings / tech needed (just an Excel sheet with filters would do it ^^ i.e. if i want to improve wine the good specialist is blabla which can be found in buildings 1 2 and 3 available with tech x y and z)
The starting techs and buildings they give is a bit messy. I mean each tech should give 1 building and 1 specialist for 1 ressource. Right now everything seems quite random, or maybe its the lack of civilopedia entries ???)

cant wait for v6 !!!!
cheers

EDIT : as a side note, and maybe i'm hallucinating, i felt like the AI always research the techs for ressources that are PRECISELY close to their capital. As a human player i'm guessing which ressources i'll find considering the game setup and terrain. Is it possible that the AI "cheats" on this matter and always knows which ressources are close ?
 
Will the new v6 be compatible with v5 saves?

Would it be useful to have all the stats on a webpage since you can access webpages through steam, it could be an easy way to reference things in game.
 
Cant wait ^^
i tested your mod a few hours yesterday and really enjoyed it.
i dont like :
specialists and GP sharing the same bar


specialists having the same skin as workers

I may change this in the future. Will need feedback on Specialist Job System now that Specialist points have been increased. Having the same skin is definitely temporary. I'm currently working on having unique worker art and unit graphics.

Will the new v6 be compatible with v5 saves?

Would it be useful to have all the stats on a webpage since you can access webpages through steam, it could be an easy way to reference things in game.

It wont be compatible I'm sad to say. There have been too many changes to V6 - even if the game loads, too many buildings have been added or moved around for the game to be playable.


the lack of information in this thread or in civilopedia regarding specialists / ressources / buildings / tech needed (just an Excel sheet with filters would do it ^^ i.e. if i want to improve wine the good specialist is blabla which can be found in buildings 1 2 and 3 available with tech x y and z)

If V6 doesn't have any major issues that need fixing, I'll be documenting all of this and other elements of the game later today on the first page of the thread.

The starting techs and buildings they give is a bit messy. I mean each tech should give 1 building and 1 specialist for 1 ressource. Right now everything seems quite random, or maybe its the lack of civilopedia entries ???)

This has been somewhat alleviated in V6 as I've tried to have each Civ start off with a better balance of buildings they can initially build. Animal Husbandry is the only starting trait that is a little bit off as Stable's now require prerequisite resources. I may change this.
cant wait for v6 !!!!
cheers

EDIT : as a side note, and maybe i'm hallucinating, i felt like the AI always research the techs for ressources that are PRECISELY close to their capital. As a human player i'm guessing which ressources i'll find considering the game setup and terrain. Is it possible that the AI "cheats" on this matter and always knows which ressources are close ?

I haven't seen anything that would suggest this in the lua or xml. The AI was getting a rather large Growth bonus in V3-V5 that has been scaled back in V6 so there will be less instances of AI cities growing to ridiculous sizes in the early-game. That being said, they still grow and expand much faster than in vanilla Civ5.


V6 Released of NiGHTS RELEASED on CivFanatics. Modboddy is still broken, unfortunately, so for now V6 is only available here in the Downloads/Modpacks section. Diplomatic AI should be greatly improved. Changes have been made to the numbers listed on the cover of this thread. Here's V6's current number-threshold system.

Number-Diplomacy-Thresholds
Seeing as there is still a far greater number of negative modifiers than positive modifiers, it now takes less to maintain a positive AI relationship than to ruin that very same relationship.

Thresholds
(-10)(-5)(0)(+2)(+5)


At (-4) to (-6) the AI may become Hostile to you. At (-8) to (-10) the AI will either Denounce you, threaten you, or start a War.
At (+1) to (+3) the AI will appear Pleased or Friendly to you. At (+5) and up, he will eventually ask you to sign a Trade Agreement (replaces DoF) cementing your Friendship.

Note: This is a work in progress and will not be 100% accurate, but it's now much easier to gauge the AI's opinion of you if you add up the numbers. Numerous other changes have gone into this update. I will update these changes and all aspects of the cover thread in detail when I wake up this afternoon.
 
I'm having problems just trying to install the mod. I put it in the modfolder and everything. In game, when I click "install mods", it gets to 53/56 before i get an error message.
 
I'm having problems just trying to install the mod. I put it in the modfolder and everything. In game, when I click "install mods", it gets to 53/56 before i get an error message.

me too...i dont know why, but when i've installing this mod, the CIV crash....maybe it's a bug or something...and when i finally install this mod, Dont load social policies and nothing...

error message when i load any map with your mod:

Unable to load texture :

freesocialpolicy.dds
notificationiconsfreesocialpolicyglow2.dds
notificationiconsgreatperson.dds
notificationiconsgreatpersonglow2.dds


so when i hit "accept", load the game but your mod dont..
 
Oops. Somethiung is broken.
Playing as babylonians and got masonry at start and wall of babylon to build. One marble at starting city. Build Sculptor's workshop and trained sculptor in about 3 turns:) Meanwhile my workers have builded the quarry. I moved sculptor to quarry and built a marble quarry. There was a pop-up that the previous improvement will be destroyed. I agreed and indeed the quary was destroyed and nothing new was built(!) So sculptor consumed and no quarry ?

EDIT: Next thing - I used sculptor on not improved marble. The marble quarry was built but without grapic. Now I'm veryfyng cache. Maybe it'll do some good.
 
me too...i dont know why, but when i've installing this mod, the CIV crash....maybe it's a bug or something...and when i finally install this mod, Dont load social policies and nothing...

error message when i load any map with your mod:

Unable to load texture :

freesocialpolicy.dds
notificationiconsfreesocialpolicyglow2.dds
notificationiconsgreatperson.dds
notificationiconsgreatpersonglow2.dds


so when i hit "accept", load the game but your mod dont..

I'm working on it... think I know what the problem is, stay tuned.
 
V7 of NiGHTS released to CivFanatics.

Okay - Fixed. I had to rename it V7 and switch some ID tags. I was able to sign into modbuddy once earlier today and then tried to upload NiGHTS to the mod hub but it seems to have corrupted the file itself. Switching to V7 and renaming some tags did the trick.

Post if there's are any more problems as I'll be checking in off and on the rest of the day to make sure.
 

V7 of NiGHTS released to CivFanatics.

Okay - Fixed. I had to rename it V7 and switch some ID tags. I was able to sign into modbuddy once earlier today and then tried to upload NiGHTS to the mod hub but it seems to have corrupted the file itself. Switching to V7 and renaming some tags did the trick.

Post if there's are any more problems as I'll be checking in off and on the rest of the day to make sure.

problem persist....=/
 
thanks dude

V7 is up and working:)

Going back to bed for a few hours - everything should be working now.

Biggest changes in this update involve the accuracy of AI Diplomacy and AI Workers actually building a good amount of improvements. I'll be interested to see everyone's thoughts on these additions, as well as overall balance, (running out of Techs/Buildings), etc.
 
By the way, the poster above is 100% right that the AI can pre-guess what resources are nearby with tech selection. If the human player gets recommendations early to research something that seems out of place, chances are that means you have that resource nearby as well.
 
Automated workers are replacing upgraded improvements with vanilla ones. Happened with Vineyard. Exactly the same with marble query wich is invisible btw. Even with "workers leave old improvements" option checked.
 
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