Recent content by Schetter

  1. S

    Thoughts on 1UPT and possible improvements

    Thanks for the comments alexander, however none of that is really implementable given the current state of the mod tools. I would definately appreciate you giving the alpha build linked in post #17 on this thread a bit of playtesting, I'm interested in comments that would help me further refine...
  2. S

    Let's get rid of workers . . .

    FYI: I implemented the 'disappearing worker' mechanic as part of my mod aiming to improve 1UPT, if you want to give it a look... http://forums.civfanatics.com/showpost.php?p=10058798&postcount=17
  3. S

    Thoughts on 1UPT and possible improvements

    Been knocked out by the flu for the last couple of days so I haven't been able to do anything further here. Any other playtesting going on perhaps, or was the only action on this thread due to a (rather awkward) thread merger?
  4. S

    Thoughts on 1UPT and possible improvements

    Really appreciate the feedback. I'll try to get through a few games myself this weekend with it, if I have the time. The modified worker mechanic needs some tweaks, I agree. I was thinking of trying the following for the next build: Introduce a new unit: Improvement Crew. Split duties...
  5. S

    Thoughts on 1UPT and possible improvements

    I'm going to leave strict 1UPT for now and try to get the military game to make sense around it; if that can't be done then I'll scrap it and dive into trying to justify a particular xUPT as making more sense. I'll be looking next at using unit maintenance costs as leverage against the carpet...
  6. S

    Thoughts on 1UPT and possible improvements

    Ok, here's the alpha build: keekerdc's 1UPT (v1) Extract to [My Documents]/My Games/Sid Meier's Civilization 5/MODS. v.1 changelog [Base movement should be one tile per turn for units with feet on the ground; with some exceptions.] [Scale back the movement rates for all units to bring the...
  7. S

    Thoughts on 1UPT and possible improvements

    On last note before I leave the thread until this evening and actually try to get some work done: I generally agree with the notion that the military map and the economic map should really not be sharing the same domain. If they were considered wholly separate by the game engine, the whole...
  8. S

    Thoughts on 1UPT and possible improvements

    I'm really happy this discussion has continued rolling, thanks all. Was about to throw in the towel, but I'll continue trying to get 1UPT to make some modicum of sense... @CBG - I'll post a link here when I've got something halfway presentable, I'll try to get things in a somewhat playable...
  9. S

    An idea to improve 1UPT

    xUPT is a global variable and I don't see any way around it at this point; I don't think we've been allowed access to the checksums that hinge off the global value, which would allow for tile-specific stack limit tweaks. Fine-granulated AI programming needed to make this idea agreeable with...
  10. S

    Thoughts on 1UPT and possible improvements

    Ok, starting to really wonder about this game's construction. So, if you give a unit zero combat, but a non-zero ranged combat, the unit's icon is rendered as a triangle, BUT it's still treated as a military unit when it comes to the plot unit limit checksums. Which means my hopes that a...
  11. S

    Thoughts on 1UPT and possible improvements

    Thanks for the earnest feedback thus far. I think the point about having to build workers a lot is also made by another poster further down the thread. I'm not sure if it will actually be that burdensome, but you might be right. I think the only way to find the answer is to actually...
  12. S

    Thoughts on 1UPT and possible improvements

    I'm working from the following premises: - massive unlimited stacks have their own inherent gameplay problems. These were not really solved over multiple iterations of the game, and while they make sense in a larger context of a strictly strategic nation building game, it essentially reduces...
  13. S

    Making improvements impassable?

    The above post sounds like your solution. That should be pretty do-able while not creating a permanent obstruction.
  14. S

    Social policies: more than 10 / odd number of trees?

    Multiple pages? Jeeze. There's useful stretching of the game's bounds and then there's just gratuitous crap...but each his own I suppose. I grabbed a look at the XML and LUA for the policy tree dialog, and it's really inflexibly written, so I'm not suprised it's crashing if you make changes...
  15. S

    keekerdc's "Promod"

    The Scout tweak mentioned above turned out to work quite nicely, I think. You have to be a bit more careful with the unit during early exploration, and allow them to be useful support units during the later game, particularly buffed, since they can move amongst a large group of combat units and...
Top Bottom