Recent content by Kaskarn

  1. K

    2008 till 2023 - So many years and we are still here ...

    Just dropping by to say that I pull and compile latest New Hope builds every now and again, just to check up on you guy’s remarkable work :) Have any of you given thought to building your own civcol-like game one day?
  2. K

    "Merry Christmas" from WTP team

    Of course, we're on the same page Ray! I am only able to play tiny bits at a time, and 'sneak peaks' are all I can realistically have at the moment anyhow, so it's always refreshing to compile the latest commits and see what's new.
  3. K

    "Merry Christmas" from WTP team

    Merry Christmas and incredible job to the devs. I launched the ‘plains’ branch of the mod today for the first time in many months, and I can’t believe all these new features and improvements! :)
  4. K

    Social Progress System (new Tech System for WTP / Civ4Col) [ACCEPTED]

    I would advise caution against locking too much existing content behind research. In particular, building costs and timings feel balanced against the benefits they provide. Additionally, prolonging certain phases of gameplay (like raw resources trading, when manufacturing is inefficient) would...
  5. K

    Tech tree brainstorming

    Ahh, that makes sense. Thanks for clarifying!
  6. K

    Tech tree brainstorming

    Not a problem. Perhaps an elegant middleground may be to have global XML specifying the contribution of each category towards 'social progress'. Something like MARKET_RESEARCH_WEIGHT = N. Who knows, maybe some maniac would want to set that value to 100% :mischief:
  7. K

    Tech tree brainstorming

    The reason I like the idea of making the domestic market the engine of 'social progress', is that it already very elegantly incorporates most of those notions into a single yield/metric, without cannibalizing the FF design space (which thematically fits the setting, and probably should remain...
  8. K

    Suggested Balancing Changes for upcoming Release [OBSOLETE]

    I have been increasingly playing with ocean movement cost set to 2, and all ship speeds increased by 1 or 2. Like the travel changes discussed here, this makes travel to Europe a bit longer; however, it does so by prolonging navigation to the safe tiles, rather than by increasing time spent...
  9. K

    Tech tree brainstorming

    I was browsing through the github repo, and it occurred to me that the WTP modders have already implemented a great, engaging, thoughtful mechanic reflecting a colony/empire's 'development'. I am of course referring to the domestic market. TL;DR, I think that we could make the player progress...
  10. K

    [WTP] Feedback, bugs and discussions about "river_merge" [CLOSED]

    This is a map of the navigable waterways in the Eastern US (sorry Canada, you are now the ocean), which I turned into a 150x100 grid of tiles (easy to convert to WorldBuilder format). I set tiles as 'light blue' if crossed by a navigable waterway, basically mapping out 'large rivers' as they...
  11. K

    [WTP] Feedback, bugs and discussions about "river_merge" [CLOSED]

    In fairness, you should give yourself credit for at least trying to be geographically consistent. I have been a lot less subtle in my experiments. Forgive me for what I've done:
  12. K

    Tech tree brainstorming

    Here are some possible early techs for a military/religious build (I'm not sure about giving slavery a much more prominent role). I'm putting them out there to start a discussion on the kinds of effects, flavor and power level we think would be appropriate for tech/perks Miserere: Can no longer...
  13. K

    Tech tree brainstorming

    I would love to join, however, a 'free weekend' is still past my theoretical horizon for the next few weeks; if you all have a second session in the future, I will try to make that one. I do appreciate the effort you all take to educate newcomers AI issues have me most concerned, yeah. I am...
  14. K

    [WTP] Quick questions

    You know, I actually had found out about this option, but somehow I got under the impression that it would only apply to map generating scripts, and not scenarios. No clue why I thought that way, but apparently I felt certain enough about it, that I didn't even try modifying UserSettings.txt...
  15. K

    [WTP] Quick questions

    I am unable to edit my previous comment for some reason, but basically I found the solution in files containing class definitions. Long story short, use the line 'City Catchment Radius=1' to set scenario city radius to 1
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