Recent content by RushSecond

  1. RushSecond

    Smoother Difficulty - Version 1.4

    Largest update yet! - Two new difficulty levels: Demi-god is between Immortal and Deity in AI strength, and Omniscient is harder than Deity - AI no longer gets any extra settlers on Deity or Omniscient - On Emperor and higher, AI now gets extra amenities in all cities over the course of the game...
  2. RushSecond

    Smoother Difficulty

    Update 1.4 is live! I tried to quickly test and everything seemed to work, but so much has changed that it's possible a bug fell through. Let me know if you see anything wrong. Not quite what I meant. In my games I've played with Smoother Difficulty 1.0, I've found they still tended to end up...
  3. RushSecond

    Smoother Difficulty

    Here's why I chose the names I did. I want the vanilla difficulty levels to be roughly equivalent to the modded difficulty levels. So someone who has been playing on Deity can choose Deity in this mod and do just as well. I don't want to shift things around and have modded Immortal be as hard as...
  4. RushSecond

    Smoother Difficulty

    Okay. So I've finally had some time to think about Civ VI again and came up with this idea for the next version of smoother difficulty. With the idea to add amenities and MyopicCat's idea of giving the player penalties as a way of getting around the +100% limit, I think it's possible to finally...
  5. RushSecond

    Smoother Difficulty

    That's a good idea. Two problems could be solved by that; one, I could make Deity harder for those who think its too easy, and I could make King through Immortal manageable steps up to it for those who think the current Immortal too easy but Deity too hard. Something like... Difficulty in new...
  6. RushSecond

    Smoother Difficulty - Version 1.3

    Small update to fix tooltip errors for combat bonus of Immortal and Deity difficulties, as well as make the mod code structure a little more intuitive. This shouldn't change any actual in-game combat strength. Note that this will affect new games only (old saves will still work the same and...
  7. RushSecond

    Smoother Difficulty

    Been busy doing non-civ stuff for a while, but I'm back and have updated Smoother Difficulty to fix the previously mentioned tooltip errors. It depends on the game era, which is set by the civ that is leading in tech or culture. If one civ has reached Industrial while everyone else is in...
  8. RushSecond

    Smoother Difficulty

    I'll break down how I understand this row, found in the default Leaders.xml <Row> <ModifierId>HIGH_DIFFICULTY_COMBAT_SCALING</ModifierId> <Name>Amount</Name> <Type>LinearScaleFromDefaultHandicap</Type> <Value>-1</Value> <Extra>1</Extra> </Row> The default handicap...
  9. RushSecond

    Smoother Difficulty

    Well it's tricky because the default function for adding combat strength has built-in difficulty scaling; it automatically gives +1 combat strength for each level after prince, by using the "extra" value in the ModifierArguments table. <Row>...
  10. RushSecond

    Smoother Difficulty

    Sure. Open up SmootherDifficulty.xml and find these lines <TraitModifiers> <Row TraitType="TRAIT_LEADER_MAJOR_CIV" ModifierId="IMMORTAL_COMBAT"/> <Row TraitType="TRAIT_LEADER_MAJOR_CIV" ModifierId="DEITY_COMBAT"/> </TraitModifiers> Get rid of the two lines in the middle and...
  11. RushSecond

    Rush's Unit Class Rebalance

    This mod is incompatible with anything else that changes unit combat strengths and production costs, since things will get overwritten. For example, say you use a mod that makes crossbows have 32 ranged strength but can attack twice, using this mod as well might make it have 48 ranged strength...
  12. RushSecond

    Smoother Difficulty

    To test the era-scaling bonuses, I gave them to myself so I could more easily see the bonus % it was giving. Due to an unrelated bug I eventually fixed, at one point I was getting +280% science. Yet my 6.2 science still only doubled to 12.4 science per turn maximum. This acted the same for all...
  13. RushSecond

    Smoother Difficulty - Major bug fix and new functionality

    - Production and gold scaling reverted from 0,0,0,30,60,90,120,150 to 0,0,0,20,40,60,80,100 because it turns out bonuses are capped at +100% and don't do anything beyond that. - To compensate for this loss of production and gold, AI combat bonus increased at Immortal (+3 -> +4) and Deity (+4 ->...
  14. RushSecond

    Smoother Difficulty

    A great idea, and I agree. I did some digging around and while there isn't an inherent function that gives the AI more bonuses based on era, you can still somewhat tediously make separate modifiers for each era and apply bonuses that way. And... I have done so for version 1.2 which I just...
  15. RushSecond

    Rush's Unit Class Rebalance 1.0

    This mod re balances all the land and naval units in the game. Here's what I wanted to fix: 1) Give each unit class a unique role in war, with clearly defined strengths and weaknesses 2) Ensure tech advancement is correctly balanced and doesn't lead to units that are too strong or weak for...
Top Bottom