Yeah, I've just been busy getting married, and I'm not gonna have as much time to work on it in the future, so things might move a little more slowly(hence why I wanted to get the big job of all the buildings out of the way first). I also haven't had a whole lot of feedback regarding what works...
Stuff I'm looking at right now, if anyone has any thoughts:
1) Biowells upped to 3 maintenance, with a +1 energy at Designer Lifeforms. They're such a strong improvement, and I think they could do with a little more downside, and a slightly better advantage for Harmony. Designer Lifeforms...
Mostly I'm hoping that someone else might take the idea and run with it, and make a more fully-fledged marvel improvement mod, with more interesting ideas than I can come up with.
Hmmm that's weird. I've never seen that myself. How did it manifest itself? Was it just the city tile had no yield...
Yeah I added a couple of fake techs for the AI to give them extra explorer charges on soyuz and apollo (in the hope that they might be better at competing for expedition sites) - jury is still out on whether it actually helped though...
Anyway that issue should be fixed in the 0.21 hotfix...
Sorry folks, just realised I made a bit of an error with the last version - I set the internal trade value lower for testing and forgot to change it back. I also forgot to set a couple of hidden 'helper' techs to properly disabled. Anyway I just put up a hotfixed version 0.21 with those fixed...
It should do, unless you've taken Tectonic Scanner in your loadout? That now reveals them as well.
You could test it by seeing if your patrol boats have three movement at the start (or if the marvels have 5+ yields). If they have 4 movement or no extra yields then the relevant file probably...
I've just put up version 0.2 HERE. It's compatible with the new patch, and rolls back my changes to stuff they have now fixed.
There's a big list of changes, but the major change is to the buildings - ring 1 and 2 buildings were tweaked to be a bit more focused in their effects. Ring 3...
Second update of my Rising Tide balance mod. Updated for the first official patch. Major new changes include tweaks to energy generation, and changes to a large number of the buildings (particularly ring 3).
NOTE: Changes to worker actions and promotions mean that this mod is affected by the...
Sort of seems like Purity gets an awful lot more out of terrascapes than they do from domes, especially if they get the terrascape virtue in Prosperity. I wonder if switching the location of the dome and terrascape boosts might help domes out a little? Or even +1 food to domes at Purity 5...
So obviously the big patch changes a lot of the stuff that this mod changed. It should still be compatible, just my values will override some of theirs (e.g. build cost for artifact wonders etc).
From first glance, I'm perfectly happy with the changes that they've made, so I intend to roll...
That's a very impressive change log, and very quick! Definitely on board with all of those changes, and the spoils of war change is huge. Really good job, guys.
However, I do want to second the comment that the BIG priority now is sorting out the trade routes, because they are deadset...
I appreciate the offer, and I'm happy to PM you (or anyone else who wants it) the current development build once I've cleaned it up a little. I'm a bit worried about some icon glitches that I'm getting, but I'm not sure whether that's the mod or my fairly ordinary computer just bugging out...
I really like what you've done with this! Big fan of the health changes, and the whole system seems more like it supports a pick-and-mix approach that's more in tune with BE's synergy mechanics (whereas the originals seem to awkwardly commit you to a single tree a lot more).
Only one thing I...
That's a great idea, but not necessarily for tech - keep affinity exactly the same, but a level in ANY affinity adds +1 to the affinity required for ALL affinities. I think it would make more sense to do this purely on an affinity level rather than a tech level, and it would dis-incentivise...
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