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Ananse's BFG Modpack 4.11

I have been using this mod and I really appreciate all the hard work going into it and would like to add a little feedback. I have started a few games where I start on small maps where there should be six AI's but sometimes there is only one showing up, sometimes two but in the latest game all are there...some bug occasionally? Also the time between turns seems a lot longer than a lot of my other games played without this mod. It has got to the stage where I don't think I will finish the game as the waiting is taking 15+seconds. (Turn 150)
 
I am not sure if it is this mod pack, but I think I narrowed it down to this one. When I enable this mod pac it seems to relocate city states from another mod I am using. Is there a file that I can get rid of so city states are not affected?
 
Anansethespider, I see that you have a Moar folder inside the mod pack now - does that mean we can upgrade the Moar Units mod part by replacing the folder inside the modpack or will that screw things up??? Also, I want the thank you again for the absolute most awesome modpack!!!
 
What changes did you make that trade routes are giving negative food and gold???
If i go from my own city to another of my cities i get negative gold per turn
If i go from my city to another civilization i get negative food???
 
What changes did you make that trade routes are giving negative food and gold???
If i go from my own city to another of my cities i get negative gold per turn
If i go from my city to another civilization i get negative food???

Part of the Re-Districting mod. You should read the entry over there (I believe it's in the "individual components" folder on this site). It's all explained.
 
Anansethespider, I see that you have a Moar folder inside the mod pack now - does that mean we can upgrade the Moar Units mod part by replacing the folder inside the modpack or will that screw things up??? Also, I want the thank you again for the absolute most awesome modpack!!!

I'm trying to understand your question. I don't want to mess things up for you :)

Here's what I can say: the Moar file inside that modpack is the same as the one in the most recent Moar Units. HOWEVER, the Units.artdef file in the modpack is a "more complete" version of the one in Moar Units - it incorporates all Moar Units, the Moar Units for Poland and Aztec, all changes in RED, additional changes I made to Aztec and Poland units to make them consistent with RED, and artdef definitions for units in my mods as well. For any artdef file, it doesn't matter if you have extra entries, so it won't ever mess up your game to have an artdef with too much.

So tldr; upgrade the Moar Units mod by replacing the Units.artdef with the one in the modpack, but don't touch anything else.
 
What changes did you make that trade routes are giving negative food and gold???
If i go from my own city to another of my cities i get negative gold per turn
If i go from my city to another civilization i get negative food???

The way trade routes work is that for each district, you lose some yields and gain some yields each way. I tried to make it fairly intuitive. Think of it like this: If you build a Butchers Quarter (which makes food), then your outgoing trade routes from that city will exchange some of that food for gold. So outgoing routes COST food and PRODUCE gold. Meanwhile, routes bound for that city trade some of their gold for food. The ratios that they trade at make it so you get a profit either way -- but its up to you to decide what kind of yields you want to profit on, and which you want to give up, depending on what you need at the moment.

You'll notice that overall you have a much wider range of trade route outcomes. Which is definitely difficult to manage at first. But it's meant to be a factor you consider in placing districts and establishing routes.
 
Just throwing an idea after a couple of games with this mode pack. By using the re-districting mod, we have a lot of new and quite interesting districts. A lot of them provides more food and housing. So we end up with huge cities quickly. And I like it.
However, it is difficult to construct all the district that would make sense for my city. In particular, if there are a lot of strategic resources or luxuries, there is no space for the actually useful new district.

Is it possible to extend the reach of each to a radius of 4 tiles instead of 3? Or at least make it an option. Could go with an obligation to settle at distance 4 between cities, but not mandatory.
 
Your modpack has completely changed the game for me, made it a much more meaningful experience than the stock version, so much so, that I wonder why this wasn't included in the original game...

Having enjoyed your mod pack through many games, I have a few suggestions you may like.

1. add the new Moar Mortar mod - great idea for a more appropriate replacement for the machine gun.

2. create "guided missiles" as a new weapon - graphically looks like the icbm but is not nuclear. conventional explosive to take out units or attack cities at a distance, does say 100 damage and no fall out and only one tile. add to your guided missile science tree spot. stationary in "missile Silos" can collect many

3. allow sniper and submarines (u-boat too) to enter boarders without restrictions

4. create a new district called "financial district", thus separating the financial industry from the commercial industry... move the vanilla "bank and stock market" to new Financial District. and create new buildings for financial district too - like temple depository, mint, insurance industry, investment bank, mercantile exchange, reserve treasury, and currency exchange. I'm thinking of the Broadway Wonder icon as the Financial District icon...

in the old "commercial district" leave vanilla "market" and create new buildings like Main St Stores, Shopping Plaza, Shopping Mall, Luxury Retailers, Internet Commerce, and so on...

5. consider adding new buildings to the "encampment district" such as Quartermaster, Munitions Arsenal, Defense Advanced Research Agency, Special Operations Command, and so on...

6. consider adding new buildings to the "Education District" such as Observatory, Gene Splicing Enterprise, Isotope Laboratory, Theoretical Augmentation Campus, Bionics Clinic, and so on...

7. consider adding new buildings to the "industrial district" such as Machine Shop, Vacuum Tube Facility, Assembly Plant, Transistor Manufacturer, Computer Manufacturer, Automated Mechanized Plant, 3D Printing Fabricator, Fusion Generation, Integrated Replication Facility, and so on

8. consider adding new buildings to the "city center" such as Cemetery, Fire & Rescue Station, City Council, Outdoor Fair, Park, Guild Hall, Consulate, Public Water Works, School, Planning Department, Train Station, Playhouse, Heritage Museum, Concert Hall, Science Institute, Terrace Housing, Satellite Communications, Fiber Optic Network, Wireless Internet Infrastructure

I suggest so many new buildings to further fill out your expansion of the tech and social trees, especially in the latter game eras where buildings are spars - with that in mind, the building types I listed above would correspond to your later tech's and social's

Having said that, I think some additions could be made to the great people and maybe something with religion but don't know yet... But I don't know if those changes are doable yet...

Anyway, I hope you don't mind my suggestions...maybe you might like one or all. I'm no coder and your work is exemplar! so maybe my suggestions may give back some Thanks.
 
Absolutely loving this mod so far, and all it brings to the table. After going through the various mod files I wanted to see if it was possible for you to add GDG's Adjustable Warmongering, Raze Penalty, War Weariness? I couldn't really find any place with your current mod to adjust those settings to the extent that I like to in order to have an experience I feel is a bit more realistic. I would just use both mods, but I do believe that there is some conflict with your mod as it currently stands since there is a little bit of overlap. Anyways, great work.

I'll take a look at that mod and see if/how it can get included in the pack. AFAIK there are no real war weariness changes anywhere in the current pack, so it should be possible.
 
Hey Ananse I did a mod spotlight on yer modpack. I usually don't do modpacks but I think yours is one of the first to have a very complete package, the integration of AI+ and Moar units must have been a hell of a lot of work. I did a little install bit at the first of the video and then highlighted some of my favorite parts.

Here is the video:

Thanks for your work on this, it has made my additional content directory much smaller :D

note: sorry if I pronounced yer name wrong!

Wow, thanks for the awesome video review! Full disclosure, I was secretly jealous of all the other modders you'd done spotlights on, and feel validated immensely :)

Name is like Ah-non-say , so you did pretty good.

And last thing, major intentions to "clean up" some of the later eras so you don't have quite as many policies/units. First comes the expansion phase, before the refinement :)
 
Hey Ananse, I think this pack is awesome but I noticed something concerning the note for CQUI that I'd like to clarify:

"CQUI, a compilation of UI mods curated by Chaorace and including the work of several prominent modders including Hellblazer, NotQue, Production Queue by Lozenged, and More Lenses by Astog"

While it is true HBUI uses elements from CQUI, CQUI uses no elements that originate from the HBUI/No Quitters pack. That's not to hate on Hellblazer or NotQue, I love their work and the competitive community it helps foster, I'd just like that space used to have CQUI contributors credited (like our translators (e1ectron, sejbr, EvolSknaht, deggesim, frytom, and zeyangl), Vans163 (the original creator of QUI), Ace (whose independent work this mod does use), Divine Yuri (whose independent work this mod also uses), Astog (who is only credited for ML when he also contributed BTS), Greg Miller (for his Unit Report Screen mod), and other major contributors (like jacks0n, RatchetJ, and Frozen-In-Ice). These guys brought so much to the table and CQUI couldn't be anywhere close to what it is without them, I'd rather not be attributed for working on CQUI at all than let these guys go by the wayside

Hey Chaorace, thanks a ton for the kind words, and for the clarification regarding attribution. I've been doing my best to give everyone credit for their work, but when it comes to CQUI I've basically just been doing my own research and doing my best, so this list helps a lot! I'll make sure that all future versions have more specific and correct attributions. My sincerest apologies to all of the above-listed people for my mistake.

And to you all, thanks for CQUI!!
 
Just throwing an idea after a couple of games with this mode pack. By using the re-districting mod, we have a lot of new and quite interesting districts. A lot of them provides more food and housing. So we end up with huge cities quickly. And I like it.
However, it is difficult to construct all the district that would make sense for my city. In particular, if there are a lot of strategic resources or luxuries, there is no space for the actually useful new district.

Is it possible to extend the reach of each to a radius of 4 tiles instead of 3? Or at least make it an option. Could go with an obligation to settle at distance 4 between cities, but not mandatory.

I don't believe it's possible at present to increase the radius of workable city tiles. If it was, I would fully support moving it out to four.
 
Your modpack has completely changed the game for me, made it a much more meaningful experience than the stock version, so much so, that I wonder why this wasn't included in the original game...

Having enjoyed your mod pack through many games, I have a few suggestions you may like.

1. add the new Moar Mortar mod - great idea for a more appropriate replacement for the machine gun.

2. create "guided missiles" as a new weapon - graphically looks like the icbm but is not nuclear. conventional explosive to take out units or attack cities at a distance, does say 100 damage and no fall out and only one tile. add to your guided missile science tree spot. stationary in "missile Silos" can collect many

3. allow sniper and submarines (u-boat too) to enter boarders without restrictions

4. create a new district called "financial district", thus separating the financial industry from the commercial industry... move the vanilla "bank and stock market" to new Financial District. and create new buildings for financial district too - like temple depository, mint, insurance industry, investment bank, mercantile exchange, reserve treasury, and currency exchange. I'm thinking of the Broadway Wonder icon as the Financial District icon...

in the old "commercial district" leave vanilla "market" and create new buildings like Main St Stores, Shopping Plaza, Shopping Mall, Luxury Retailers, Internet Commerce, and so on...

5. consider adding new buildings to the "encampment district" such as Quartermaster, Munitions Arsenal, Defense Advanced Research Agency, Special Operations Command, and so on...

6. consider adding new buildings to the "Education District" such as Observatory, Gene Splicing Enterprise, Isotope Laboratory, Theoretical Augmentation Campus, Bionics Clinic, and so on...

7. consider adding new buildings to the "industrial district" such as Machine Shop, Vacuum Tube Facility, Assembly Plant, Transistor Manufacturer, Computer Manufacturer, Automated Mechanized Plant, 3D Printing Fabricator, Fusion Generation, Integrated Replication Facility, and so on

8. consider adding new buildings to the "city center" such as Cemetery, Fire & Rescue Station, City Council, Outdoor Fair, Park, Guild Hall, Consulate, Public Water Works, School, Planning Department, Train Station, Playhouse, Heritage Museum, Concert Hall, Science Institute, Terrace Housing, Satellite Communications, Fiber Optic Network, Wireless Internet Infrastructure

I suggest so many new buildings to further fill out your expansion of the tech and social trees, especially in the latter game eras where buildings are spars - with that in mind, the building types I listed above would correspond to your later tech's and social's

Having said that, I think some additions could be made to the great people and maybe something with religion but don't know yet... But I don't know if those changes are doable yet...

Anyway, I hope you don't mind my suggestions...maybe you might like one or all. I'm no coder and your work is exemplar! so maybe my suggestions may give back some Thanks.


Thanks for the suggestions!

1) I haven't looked at that in particular, but I love Deliverator's work and regularly try to include all of it. So I'd bet on this being in the next version of the pack.

2) I havent played with nukes at all so I don't really know what is/isn't possible to do with them, but I really like the idea of cruise missiles and they play such a prominent role in modern arfare that it'd be a shame to leave them out. So far I've just been going for low-hanging fruit, ykno? But this sounds cool.

3) I'll look at that but it makes sense for subs in particular.

4) Don't think we need another gold-based district. There's already commerce, + the 4 luxury ones, + boardwalk, which is really kind of a lot. I like some of the new buildings though, could see adding them as city center or in some other capacity.

5) Definitely considered :) I need naval base buildings for sure!

6) I am looking at adding a modern science district with **** like particle accelerators and whatnot, that unlocks some of the end-game weapons systems. THe main obstacle to this is the same as for cruise missiles - it takes a lot of time/work/testing to add a single mechanically new/cool thing to the game, compared to just filling out XML tables. So I base a lot of my work on what others have already done that I can look at and copy!

7,8,9) I think all of the base districts require an additional fourth tier building, especially now that the game stretches past a long information era. And of course you're correct, that the end-game civics and techs still require a lot of work fleshing out. These lists you've compiled of potential buildings will be a useful resource to me going forward, so thank you! You seem creative, maybe you should consider coding a few things yourself. Making up the XML for a new building or two or ten is not very difficult! And if you actually hand me code of any kind, there's a wayyyyyy higher chance your ideas make it directly into the game (because I am a lazy human).
 
Mostly commenting to get notifications on this thread, but I also want to compliment you on this modpack! Although I've played every Civ game since the original, I'm no great Deity-level strategy whiz. Basically I'm just a middle of the road weekend warrior as Civ goes, puttering around on Prince experimenting with various strategies developed by much better players in between work, life, and other hobbies. The game was starting to get a bit stale for me, when I decided to dip my toe into the world of mods. Your pack seemed to combine a lot of the things I wanted to try out, so I installed it and gave it a whirl.

I am in LOVE. Not only have all of my UI complaints been addressed, there is a lot more complexity involved in the early tech and civic decisions--one can't simply queue up the same 3 techs in every Turn 1 and hit go. In addition, it may be a coincidence but in my limited gameplay the AI seems to be getting somewhat smarter--Germany in the opening to my most recent game wasn't exactly displaying Rommel-level tactics, but he did have the sense to surprise DOW me (Rome) while I was escorting my first settler and suddenly had a second barb camp pop up 3 tiles away from the border while my warrior and a slinger were still trying to clean up a Horse Camp. I'm holding Freddy at bay easily (and I just popped Archery so should be able to obliterate him soon enough), but it was an unpleasant distraction at an inconvenient moment that will delay my expansion. THAT's what I want to see in AI. (Well, *want* is a strong word, but you know what i mean ;-) ). I'm going to try to play out this opening, but I may well have to play a game or two on warlord to get a handle on the new AI. Well done!
 
OK Ananse upon your recommendation I tried to use the format of your work to add 8 buildings (2 for encampment, 5 for Naval Base, and 1 for aerodrome). Attached is a zip file containing the three files of additional work (buildings, buildingstext, and buildingsicons). Now I tried to copy the additional content into their respective places in your corresponding files, started the game, and none showed up...:(. I don't know what is wrong, as I used the exact same format as you but maybe you can check out and see if they are to your liking and if you want to incorporate them, I know you said you needed Naval Base buildings so maybe those will be of interest. Thanks
 

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also, I have to say - got to say bravo to ya. I didn't know how much work goes into this stuff. Took me 8 hours to write this little bit today (of course that included research time too) - wow. a lot of time spent for little work and in the end my efforts still didn't show up in the game, of course the game didn't crash either, so I reckon thats positive...lol
 
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