.

looks good, i'll download it now.

btw, i'd help with modding if i didn't totally suck at it.
 
Is a units morale changeable during is lifespan? Like running from a battle decreases it, and winning a battle increases it? Or other units winning increases it, and other units losing decreases it?

Or maybe promotions increasing it? Or having a warlord attached increasing it?
 
Lord Olleus said:
Resources (not started)
This is quite a simple idea really, which should encourage players to controll ALL the resources, and not just the one's which they need for their army. For every different food resource a city has, it gains +1 food, but it can not gain more food this way than it has population. So, a city of 5 pop with access to rice, wheat, fish, crab, clam and bananas will gain +5 food every turn. The same will be true for strategic resources and production. Luxury resources will give +5% commerce each. To balance this out, cities will need more food to grow to the next pop level, and later units and buildings will cost more.

I would like to step in here and, as an experienced modder, advise you to do this a bit differently. Giving a flat +1 for controlling the resource is a factor that supports having more cities. You could in the same area (as a rough example), build 4 cities with more overlap than build 3 cities total and get an overall bigger bonus because of it. In my mod, I first started off doing the same thing, then I changed the food resources to each provide +5% food instead. The way to do this is to do a check during OnCityDoTurn for what resources are present and add in some unbuildable +% food buildings as appropriate and edit the GUI to hide these.
 
Lord Olleus said:
I will be fully honest here and admit that I first got the idea for adding extra bonuses from resources by playing your mod, or at least by copyying certain elements of it. However, giving +5% is not balanced. Farms become completely obsolete, and cities grow so much that you can put a work a cottage on every tile, and still have enought population left to add a few specailists. My idea works around this slightly.

There are 10 food resources, giving a maximum of +10 food per city (as long as the city has a population of more than 10). If each resource gave +5% food, you could gain up to 50% food. So, with a city of size 20, you would be gaining (at least) +10 food. So, your sytem is advantageous to cities with more than 20 people, leading to the problems above. Also, it helps smaller cities less. One of the things I wanted this to do, is to make late cities rise faster. Think of it this way, US cities in the 18thC grew a lot faster than ancient Roman cities. Also, I disagree with this promoting ICS, as cities will still need to have room to work tiles, and have enough food to grow at the begining.

There are 2 main things I want this to do: a) Increase the importance of resources and b) Reduce the need for cities to produce a lot of food.

Actualy I've just had an idea to stop ICS even more. A city only gains the food bonus if it has the corresponding building. So, a city will need to build a granary before it gains extra food from rice, wheat or corn.

Not entirely true. Consider it from this perspective. Player A decides to build 20 cities on a certain landmass, taking full advantage with minimal overlap. Player B decides to build 27 cities on the same landmass, crowding them in with more overlap. Player B's cities technically grow slower, but each city tile gets the normal +1 food/production/commerce bonus and a net total of +77 more food (later on). Because the city tile produces at least 2 food (typically) and it would get +1 food from each population point, to keep growing each new worker only has to gather 1 food.

Yes, cities got rather big in my mod, but part of the goal was that they never stop growing and there were always ways to improve them. Farming still had a relationship with how big the cities coul get, and it was useful because while you could spam cottages, you could also plop down a farm and get +2 max pop or more with the bonuses and get 2 specialists.
 
why not add unit health
 
Would this mod alter civ4 graphics - for higher quality models (bigger number of pollies) and add ultra high quality of textures? :)
the computers are getting better and for sure civ5 would be real pain for nowadays computers - and for sure it wouldb be much more beautiful. So do you wan't to make it with better graphics or just changes in gameplay?
 
can the AI already sense an attack as soon as a rival masses troops on its border? if not then that would be cool too see...even cooler would be to see if the AI responds by massing its own troops...with out cheating....
 
I dont mean to speak for Lord Olleus but frankly thouse last 2 feature requests had absolutly nothing to do with the mod plan he has clearly layed out in the first thread. In addition each would in all rights be huge and complex mods in their own right (you cant seriously think massive changes in the games graphics or AI are simple things he mich "tack on" ?). Please direct your ideas to a "mod request" thread of some sort of benevilent omnipotent Lopez like diety who whips up mods on request. Please post on topic sugjestion/critisism about the mod the author is actualy making.

Olleus: I apologize if I've oversteped my rights here, I'm just quite anoyed at this kind of unproductive "wish" request stuff and I wanted to tell them off a bit more pointedly then you might as for the natural tendency of the thread owner to try to be "diplomatic" and not scare off posters on their threads. You realy shouldn't have to deal with these distractions.
 
I gave this a shot, and my only criticism aside from what has already been mentioned is just a small grammatical one... when a unit runs it says Unit A "has ran away"... should either be Unit A "has run away" or Unit A "ran away".
 
Lord Olleus said:
Good point. I'll change it now for the next update.

I was also thinking of doing 1 other change. If a unit flees, and there are no valid squares for it to run to, it just stays there and does nothing. Should that be changed to it dieing automaticaly? Then surrounding your enemy would provide huge rewards.

What about surrendering to the enemy and becoming under the control of the winning player. I'm sure that there's a mod component that does that.
 
Well, there's the Unit Allegiance mod component... which if included would do exactly what zulu suggested without any other changes being necessary... because the Unit Allegiance mod comp has a new unit spawned after the old one is destroyed (based on a percentage chance)... so if you make it so that the unit dies if it has nowhere to flee, it would work just fine regardless.
 
Shure that happens a lot in non-idoligicaly driven conflicts such as the waring states period of China, it was a common tactic to surround and capture the enemy if your force was significantly larger then their. The captured soldiars would be integrated into the army rather then become prisoners or killed. Being a soldiar was about following the orders of a general rather then have alegence to a NationState, if your general was foolish enough to get your force captured they why not follow the obviously smarter general, they probably pay better too and best of all your on the winning side!

Perhaps to reflect the more modern system soldiars belonging to a Civ that has discovered Nationalism (well actualy any Tech that some new <bNoSurrender> tag is attached too) cant be made to surrender in this way. But thats a topic for another mod.
 
Wow Olleus. this looks absolutely awsome:thumbsup: i cant wait to see what this looks like:) ill DL some time later.

About the units being surrounded:
if a unit is surrounded, and looses a moral test, it could either have an X% chance to commit suicide, or it could have a y% chance of going on a 'suicidal rampage' in which it attacks the enemy with full strength, but inevitably dies in the process, whether it wins or not.

About the New Economy modle:
I like the idea of having the city not work tiles, but having it only have specialists. to represent the cities tiles being 'worked' you could have a new unit called a 'countryman' who must be 'sacrificed' on improvements for them to be worked. this way the city can show a larger proportion of rural:urban poputlation. for example, a city could have 3 Population, meaning only 3 specialists, but it could have 19 squares 'inhabited' or 'worked' by the sacrificed countrymen built in the city. this would show that it is a very rural city.
just a thought:p

I cant wait for the Civil war part to be done. i think that is the most interesting part of this mod for me. when its done, be sure to tell Ploe and the rest of the WH team ;) im sure we could use that feature too :D

Good luck with this awsome task.
 
Hey Olleus, any chance of you releasing the modified SDK so that us budding modders can learn a thing or two? I am a big fan of 'reverse engineering', and feel I can gain a great deal from seeing the creative solutions of so many great modders here.

Aussie_Lurker.
 
Hey Lord Olleus I just had an idea playing SuperPower 2 lmao (bad game by the way) but if you invade a country you have to annex it into your empire (takes 6 months in that game i dont know how long it would take in civ terms) and dont have much cultural influence there (rebel culture i guess) could it be possible that they would revolt into some sort of a freedom war instead of a civil war or something. like you invade all of a country could there be a way to produce barbarian units or units from a new civ (updated to the era of course) to represent freedom fighters....it would make war a more difficult choice like in real life....in the modern era it would be cool if they came from towns and stuff....
 
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