GRM7584
King
Build V.004 is out.
Highlights include:
-Around a dozen new unit graphics, many of them completely new units to help fill out the renaissance era or make cultures more unique.
-Building graphic problem fixed...all buildings should display correctly now (except the academy, which is a real bugger...)
-Tech system revamped...Tech Trading is no more. Your early game tech progress will be slowed or speeded almost exclusively depending on the percentage of other civs you are in contact with. This may be expanded on later with python systems (tech leak, etc.) but I find it more enjoyable than the "check for trades every turn" approach of vanilla.
-Various rebalancings: techs, wonders, and religions that were not coming at appropriate times have been pushed closer to the desired time frame through AI coaxing and cost adjustment.
Edit: Eheheh. As it turns out, there were a few tweaky bits I forgot on the new units and some of the relationships they changed. Tech requirements, upgrade lines, strengths, etc. I have reuploaded V.004 with the mini-fixes necessary. Mention something if you see any units that are strangely unbalanced in the new (11.47 PM Eastern Time, May 2nd) mini-release...I'm not perfect, and might have missed one or two <_>.
-Removed tech trading completely.
-Increased TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER to 100; example of effects: if a given player has contact with all other players, and all other players know a given tech, that tech will be almost free to research (numbers vary by number of players present, however...for an 8-player game, the tech will cost 12.5% of its original cost...or so it said on another thread)
-These two effects combined make the game a lot more enjoyable for me (I despise having to check for "trades" every turn to keep up in the tech trading game, but still want number of civs you have contact with to determine your teching speed. Note that this means on pangea-style maps, techs might really fly by). A few techs have been toyed with in terms of cost and flavor to encourage the AI to pursue them.
-New units added: Culverin (woodelf's Siege Gun with C. Roland's textures), Dhow (Arne's Dromon), Cannon Galley (C. Roland's Galleas), Steam Cruiser (Chamaedrys' Light Cruiser), better Galley, Ship of the Line, better Immortal, better Dragoon (previous 4 entries by Rabbit, White), Cuirassier, Lancer, Fusilier (all from AlazkanAssassin's Napoleonic Europe mod, some may be from other unit artists but I couldn't find them or their credits independently). From existing civ resources: Better Knights (uses Templar Graphic), Culturally Unique Heavy Mounted Units: Cataphracts/Heavy Cavalry/Heavy Riders, Mobile Artillery, Mobile SAM.
Highlights include:
-Around a dozen new unit graphics, many of them completely new units to help fill out the renaissance era or make cultures more unique.
-Building graphic problem fixed...all buildings should display correctly now (except the academy, which is a real bugger...)
-Tech system revamped...Tech Trading is no more. Your early game tech progress will be slowed or speeded almost exclusively depending on the percentage of other civs you are in contact with. This may be expanded on later with python systems (tech leak, etc.) but I find it more enjoyable than the "check for trades every turn" approach of vanilla.
-Various rebalancings: techs, wonders, and religions that were not coming at appropriate times have been pushed closer to the desired time frame through AI coaxing and cost adjustment.
Edit: Eheheh. As it turns out, there were a few tweaky bits I forgot on the new units and some of the relationships they changed. Tech requirements, upgrade lines, strengths, etc. I have reuploaded V.004 with the mini-fixes necessary. Mention something if you see any units that are strangely unbalanced in the new (11.47 PM Eastern Time, May 2nd) mini-release...I'm not perfect, and might have missed one or two <_>.
Spoiler First Post Copy of changes :
-Removed tech trading completely.
-Increased TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER to 100; example of effects: if a given player has contact with all other players, and all other players know a given tech, that tech will be almost free to research (numbers vary by number of players present, however...for an 8-player game, the tech will cost 12.5% of its original cost...or so it said on another thread)
-These two effects combined make the game a lot more enjoyable for me (I despise having to check for "trades" every turn to keep up in the tech trading game, but still want number of civs you have contact with to determine your teching speed. Note that this means on pangea-style maps, techs might really fly by). A few techs have been toyed with in terms of cost and flavor to encourage the AI to pursue them.
-New units added: Culverin (woodelf's Siege Gun with C. Roland's textures), Dhow (Arne's Dromon), Cannon Galley (C. Roland's Galleas), Steam Cruiser (Chamaedrys' Light Cruiser), better Galley, Ship of the Line, better Immortal, better Dragoon (previous 4 entries by Rabbit, White), Cuirassier, Lancer, Fusilier (all from AlazkanAssassin's Napoleonic Europe mod, some may be from other unit artists but I couldn't find them or their credits independently). From existing civ resources: Better Knights (uses Templar Graphic), Culturally Unique Heavy Mounted Units: Cataphracts/Heavy Cavalry/Heavy Riders, Mobile Artillery, Mobile SAM.