Please, forgive my ignorance, but I wouldn't know where and how to start it.
You should just open the map you wish to edit in a simple text editor (WordPad will do) and the stuff you seek to change will be in the very beginning of the map, like Victory=VICTORY_TIME. Just remove the ones you don't want.
i didnt see the pedia entry for the logistics system, epidemic and more stuff.
Yeah, we're not very diligent with moving the explanations of new concepts to in-game pedia, since we have a manual that comes with the mod and explains all that stuff. Maybe we're a bit lazy...
I was wondering if there are plans to allow cities to utilize a third ring of land plots? I come to this mod from C2C and find that knowing that lone unused resource tile will eventually fall under my domine calms my OCD tendencies and makes city specialization more practical.
Not really. We are trying to move into a different direction. As technology advances, we're trying to make most of a city's population actually work in the city itself, not the countryside. The new industrial system that's already in SVN is a big step in that direction - after a certain point in game, the main production drivers of your cities will not be mines and other terrain stuff, but rather craftsmen employed in the factories.
hey guys again,
damn this mod is hard as hell.
i kept getting killed.
monarch level.
If you are used to playing at Monarch in vanilla Civ 4, I'd like to suggest you temporarily move down a couple of difficulty levels, and then, after you get a good hang of what to do, gradually move up. In general, when compared to vanilla, our mod's difficulty levels with the same name feel roughly one higher IMO.
is the epidemic thing - is it all in the sdk? does it have python codes in it?
Mostly SDK. We try to move most bells and whistles from python to SDK to increase performance.
Hello,
Can anyone advise on the airlift function.
Once you get a airbase you can then airlift units but it seems only to your own cities? Im sure you used to be able to airlift to any friendly cities, as in any open borders.
Presuming this is meant to occur it seems odd that i can deploy 150 bombers to a friendly city but i cannot airlift 1 unit to it.
We didn't really change anything in this regard compared to vanilla.
I've started a new game with the latest SVN and wanted to make a couple comments about the mine / precious mine.
First, I'm not sure it was really necessary to break these up, but I guess I can see that you wanted one mine for industry and another for commerce. OK...
The main problem is that technologies gave the same bonuses to all mines before. I think it is more logical that gold mines, for example, should increase their commerce output, not their production, with better mining techniques. Also, we wanted to reduce commerce from precious metals early on, and that wasn't possible while having only one type of mine.
The problem I see is now you have no chance to discover precious resources from your mines because only Precious mines discover these, but they can only be built on an existing precious resource. Regular mines can only discover hammer/industry resources, and since they are the only mine that can be built on a plain hill, no gold / silver / gems will ever be discovered.
The possible solution is to have a regular mine be able to discover a precious resource just like before, but then have to use workers to change the improvement to a precious mine from a regular hammer oriented mine to gain the precious resource benefits.
Yes, this is most likely what we'll do.
I have an issue with espionage in RI & tech stealing. Since in RI we already get huge boosts to techs researched by other civs, there is no point of diverting your resources to espionage as investing all your commerce into science is much more effective & direct.
Espionage on the other hand takes too long to accumulate, the tech is too expensive & you need to baby sit spies all the time.
My suggestion would be to reduce tech steal cost with civs you have open borders with, investing in espionage should make tech stealing considerably cheaper. I would even say that revamp espionage system to more like a passive system & remove most of the blot such as poison & cause unhappiness.
But isn't it actually how it is in real life as well? You don't really need to spy on your good neighbors who willingly collaborate with you on technological development - the one reason to use spies to steal technology historically was when it was denied to you by closed borders, like in the Cold War.
And maybe make your spies sit at the position & do there work continously till they are caught or ordered to stop instead of babysitting them from capital to their destination. I don't know if it is possible to mod or in your to do list but a lot of players would be grateful if spies are changed to be less of a nuisance.
A more passive espionage system would actually be pretty nice, come to think of it. Modifiers instead of active missions, and maybe even no spy units at all would reduce a lot of micromanagement. A noteworthy idea!
The way to fix this is to use less civs in your game, or use a bigger map for the same number of civs, or go into the CIV4BonusInfos.xml file and adjust the ratios so the game determines number of resources less based on the number of players and more based on the land area. Of course, there will be a lot more fighting over strategic resources this way, since they will become more scarce, but there should be more room for an equitable distribution of resources.
Couldn't have put it better myself. Straight to the point.
About the new SVN version, why add small buildings enabled by feudal aristocracy? Just give castles a boost by that civic, that would be more easier to understand & a cleaner implementation.
Mostly because we don't have the XML tags to add this directly through a civic. Also, one of the new buildings is independent from Feudal Aristocracy and castles and is something we wanted to do long ago.