winthrowe
Warlord
Great, thanks. I've uploaded a replacement dll to the OP which fixes both the orchard bug and your crash. Enjoy!![]()
Thanks!
Great, thanks. I've uploaded a replacement dll to the OP which fixes both the orchard bug and your crash. Enjoy!![]()
now this is getting confusing..for me anyway..I downloaded the 'bleeding edge' version 212 and used that as my base for the next testing. The replacement dll just posted is to be used over the 212 version or does version 212 contain those fixes? Thanks
now this is getting confusing..for me anyway..I downloaded the 'bleeding edge' version 212 and used that as my base for the next testing. The replacement dll just posted is to be used over the 212 version or does version 212 contain those fixes? Thanks
in such a situation i wait. even if the AI gets it. if i can't take it without ruining my economy iBecause of the scarcity of valuable resources, that is the driving reason to keep eXpanding. If I wait the AI gets the Iron and I don't. It' Really that Simple.
anything that is a deadly handicap on noble will kill you right off on deity. you know that deity is much much harder??I've noticed for sometime now that the AI vs player placement an # of resources nearby is weighted in favor of the AI. Therefore I have less resources to work with. And Only thru eXpansion can I claim the resources I Need to Survive. Now this strategy may make playing Deity a challenge but on Noble it's a Deadly Handicap ( I DO like to win occasionally you know).
no you aren't in any touble. if the has 7 cities early on you can be quite sure it just screwed its economy. all you need to do is wait and watch how they become weaker and weaker and fall back technologically while you research and develop your economy. then you build up your military one day and take those cities you want and let the rest to your new vassal.I understand the eXpansion Rush, but when I have 3 cities and the AI has anywhere from 3 to 7 cities I'm in serious trouble if the AI's that have more cities (and therefore more resources) decide I'm "unfriendly".
well, i made some games on noble difficulty when i tested how the AI is doing. played on noble because wanted to them to me. and guess what? i nearly won the game at classic age through mercy rule.Seriously you guys that play at Emperor and above have to rein in your playstyle and imposition of your way of thinking or you will kill off the Noble and lower level players. Do you understand that? What works for you may Kill me! This is why I stated a long time ago that ALL betatesting should be on Noble level, so you can see how your mod works on the avg level. If it's balanced there (Noble) it Should scale properly for the other levels.
About the Pyramids. I was thinking about it giving +1 health globally to negate the unhealthiness from the River Regulation unhealthiness, so that it would be a +1 on all river commerce. Seem like a fair compromise?
don't tell me that it was all that bugged you?? i thought the change from food to commerce was the biggest problem! yeah, of course the pyramids change was originally not intended since i only wanted to remove the irrigation canals from the game... but that had some unforeseen side effects. indeed the cornhouse was an attempt to restore the lost food bonus but on a mre balanced level (+1Love it. Very fair. That was the heart of my issue -- I hated building a wonder that would instantly give me +1in all cities.
admittedly my concerns about balance of the level 3 cities after the industrial age are speculations - my games just never go that far. however i remember how a huge excess of all yields they caused when i reached medieval in my earlier games. i'm not sure how excessive they still are in the modern age after all the balancing changes i've made. but what i want to prevent that after a certain tech all cities suddenly become metropolises one after the other. from a balancing point of view this means that your economy is suddenly doubling its total yield. if i remove the city councils prerequisite i would either need to put a hard production modifier to balance or a very high population requirement.If you haven't gone into the building upgrades in the 'pedia lately and seen the prereqs, Killtech has a LOT of changes. I like most of them, but he's a big fan of the "must have 3 (or #) Elder Councils / Libraries / Academies / City Councils / etc. to build "Y" upgrade"
That's a known bug with RevDCM
Which orchard issue are you referring to? I'm 99% sure I fixed it a while ago. You should be able to build orchards on land regardless if there are already forests.
I got over the food issue -- i understand you're trying to balance and I'm supportive. I just didn't like how big of a nerf the Pyramids unintentionally got. The health bonus wipes out the unhealthy and makes the wonder a WW again...don't tell me that it was all that bugged you?? i thought the change from food to commerce was the biggest problem! yeah, of course the pyramids change was originally not intended since i only wanted to remove the irrigation canals from the game... but that had some unforeseen side effects. indeed the cornhouse was an attempt to restore the lost food bonus but on a mre balanced level (+1per city, otherwise early cities grew too rapidly if well placed).
admittedly my concerns about balance of the level 3 cities after the industrial age are speculations - my games just never go that far. however i remember how a huge excess of all yields they caused when i reached medieval in my earlier games. i'm not sure how excessive they still are in the modern age after all the balancing changes i've made. but what i want to prevent that after a certain tech all cities suddenly become metropolises one after the other. from a balancing point of view this means that your economy is suddenly doubling its total yield. if i remove the city councils prerequisite i would either need to put a hard production modifier to balance or a very high population requirement.
Okay, hear is how the Metropolitan Administration works:
If you are playing with Larger cities, and it's a radius three city, the build just has no effect. Influential culture level still unlocks the 3rd radius like normal. If you build the Metropolitan Administration in a city that only has a 2nd or 1st radius, it automatically expands to the 3rd radius.
If you aren't playing with Larger Cities, then when you build the Metropolitan Administration, you city expands to the third radius anyway. The Metropolitan Administration is the only way to get to the third culture level if Larger Cities are off.
that is a bitter thing i try to prevent. time scale between turns massively reduces over the ages to reflect that everything is becoming faster. while at the game start decades of years pass between two turns it's down to months in the 19th century. so no need to boost the game speed additionally. i want to keep it somewhat constant - so a snail game feels like snail in every age, even in the transhuman and research takes more then one turn!And I think all this reflects history quite well, with the general trend of technological innovation increasing over time, I would expect that while it took me 10 turns to discover the wheel, it only takes 1 turn to discover logistics (and so on).
reducd it down to 22. seems more reasonable as i suspect that not every player develops his cities to such sizes so early. i hope only few cities will be able to get to radius 3 in renaissance and that the majority will reach it no sooner then in the modern age. it's not exactly realistic (too early) but let's see how it plays.i've put the population requirement up to 25 and set the tech requirement to social contract (although realistically it far too early for mega cities to occur) but therefore i added a national wonder like building with the same function that can be build in the capital earlier with easier requirement.
You should be able to build the orchard overtop of existing forests, you don't need to chop it down. Either way, you should be able to build the improvement.
I've tried both, with the same result. There is still/new forest and no orchard.