Beta Testers Needed!

Besides, you should know by now that nobody reads a manual these days if they can avoid it.

Bandwagon argument...? :) It is a fallacy :D.
 
The Original Post states that
  • Buildings can influence the chance of Revolutions
  • Your difficulty level can affect the likelihood of revolutions (helpful for beginners, more challenging for deity-players)
I said earlier, in case you missed it, that no buildings actually affect Revolutions ATM, but the code is there for it to.

As for Revolution Handicaps, I did implement those.

The percentage is a percent of the total chance of Revolutions. 100% chance is normal. Less than that is less likely, more, more likely.

The AI's revolutions should not be affected at all, as the AI's are all on Noble Difficulty, which has the standard Revolution chance.


BTW, if I didn't read the OP for other mods, I would have missed out on a plethora of new features to "draw" from. If you're too lazy to spend 2 minutes just catching up on the Original Post, then you're too lazy to successfully beta test this modmod...
I'm not telling you not to beta test, but please, put an iota of effort in.
 
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The percentage is a percent of the total chance of Revolutions. 100% chance is normal. Less than that is less likely, more, more likely.

The AI's revolutions should not be affected at all, as the AI's are all on Noble Difficulty, which has the standard Revolution chance.
I did see a lot of early AI revolutions in my two recent attempts. Also, it appears that the difference btw. 110% and 100% is huge, unless I made a stupid mistake that I have overlooked. My playing style is pretty consistent.

Anyway ..
It seems that the rev percentage in HandicapInfo is a multiplier on the IndexModifier (see excerpt from Revolution.ini):
Code:
; Adjust rate of rev index accumulation, additional options for human (offset adds that value to each city per turn, keep it small)
IndexModifier = 0.8
IndexOffset = 0
HumanIndexModifier = 1.0
HumanIndexOffset = 0
Is that correct? In that case, I could simply reduce the IndexModifier and get a game where Revolutions add spice but don't control everything.
 
I did see a lot of early AI revolutions in my two recent attempts. Also, it appears that the difference btw. 110% and 100% is huge, unless I made a stupid mistake that I have overlooked. My playing style is pretty consistent.

Anyway ..
It seems that the rev percentage in HandicapInfo is a multiplier on the IndexModifier (see excerpt from Revolution.ini):
Code:
; Adjust rate of rev index accumulation, additional options for human (offset adds that value to each city per turn, keep it small)
IndexModifier = 0.8
IndexOffset = 0
HumanIndexModifier = 1.0
HumanIndexOffset = 0
Is that correct? In that case, I could simply reduce the IndexModifier and get a game where Revolutions add spice but don't control everything.

Yes, but it doesn't scale for difficulty level, like this does. If you really dislike it, it's fairly trivial to modify the RevolutionIndexPercent.
 
Yes, but it doesn't scale for difficulty level, like this does. If you really dislike it, it's fairly trivial to modify the RevolutionIndexPercent.
That's fine. It gives me a global reduction that - presumably - scales with difficulty according to the changes in your handicapinfo file
 
Afforess, I'm having some sound issues with some of those new files. I am now crosschecking and correcting some misleading audio references. I'll reupload the new one when I'm finished. Disregard using that last upload.

Edit: It figures. I have to go and edit all of the AD leaderhead files now too to match the Civ4LeaderheadInfos.xml files for their respective leaders. Oh, here is the set for the RD files.
 

Attachments

Dont know if this has been mentioned before but, with the new Beta4, i cant use a saved game, not even an autosaved game at all??

That was an issue with the exceptionally short lived Beta3 (exceptionally short lived because of this). Are you sure you're using 4? 4 is running fine for me.
 
That was an issue with the exceptionally short lived Beta3 (exceptionally short lived because of this). Are you sure you're using 4? 4 is running fine for me.

Let me go back and test i have four different copies of beta i am running, i get confused sometimes.

I must have had them backwards, thx for the info.
 
I think I may have caught something, fortunately it didn't cause a CTD. The no storms option, clearly working now with not a storm in sight, doesn't actually disable the 'Powerful Storm has formed' random event.
 
I think I may have caught something, fortunately it didn't cause a CTD. The no storms option, clearly working now with not a storm in sight, doesn't actually disable the 'Powerful Storm has formed' random event.
I'm sure like all storms, it dissapates after a given time ;)

Afforess, went through and fixed the AD audio. Apparently my OCP helped out this time and I took it upon myself to fix the borked audio from AD. It's all fixed and should work now. I will be testing it to make sure there aren't any further audio errors in the Audio.log :twitch:
 

Attachments

Tell us what folders are in here: C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind\Assets\Modules\Afforess

Bit much to type, so I made a screenie of the folder, its in the attachment. I also tried to reinstall the mod and the modmod this time without the extra hotfix3 (since the first time I didnt know its included), but the savegame still crashes on the same turn. I should have mentioned that it does not crash right away, but like 3 or 4 turns later.
 

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  • afforess.png
    afforess.png
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Anyone else finding the foundling hospital broken is a very severe way ?
Increasing all of your cities by one is rather brutal. I got 12 cities, 10 of them with the foundling hospital, basicly doubling my total pop..lol.


In addition, if you lets say build a church school and change the civic, will you still get the building benefits or is both the building effect and construction ability gone without the prerequisite civic being met ?


Anyone noticed the installer is wrong ? Even though the file itself reads beta 4, executing the file will open a window asking about installing beta 3.

Lastly, while installing you cant manually disable the fixed border mod since its supposed to be enabled using the planet generator, i.e. while world creation. However, i dont see an option then either.

?
 
I think I may have caught something, fortunately it didn't cause a CTD. The no storms option, clearly working now with not a storm in sight, doesn't actually disable the 'Powerful Storm has formed' random event.

Yes, I know. No Storms just makes it so storms dissipate after one turn, not that they don't form.

I'm sure like all storms, it dissapates after a given time ;)

Afforess, went through and fixed the AD audio. Apparently my OCP helped out this time and I took it upon myself to fix the borked audio from AD. It's all fixed and should work now. I will be testing it to make sure there aren't any further audio errors in the Audio.log :twitch:

Awesome! I'm speechless... :)

7 days seems to be long, but I'll take one week :)

Much sooner that I expect. Again - great respect for your work!:goodjob:
Issac Newton said:

If I have seen further it is by standing on the shoulders of Giants.

Anyone else finding the foundling hospital broken is a very severe way ?
Increasing all of your cities by one is rather brutal. I got 12 cities, 10 of them with the foundling hospital, basicly doubling my total pop..lol.

Okay, I think if I make it a NW, it should make it a bit more realistic. I think I said civic buildings needed balancing, but you're the only one to actually complain. ;)

In addition, if you lets say build a church school and change the civic, will you still get the building benefits or is both the building effect and construction ability gone without the prerequisite civic being met ?

I debated this with myself for a long time. See, I could add the feature where if you lack the civic, you lose the beneifts from the building... but I decided that it made buildings too weak. Most of the civic buildings already give unhappiness with different civics. Personally, I only think that the festival is over powered, and the Foundling Hospital.

Anyone noticed the installer is wrong ? Even though the file itself reads beta 4, executing the file will open a window asking about installing beta 3.

I forgot to change the name in the installer, and didn't feel like rebuilding just for that, since it takes ~5 minutes.

Lastly, while installing you cant manually disable the fixed border mod since its supposed to be enabled using the planet generator, i.e. while world creation. However, i dont see an option then either.

It's a game option, when setting up a map. It's at the bottom of the list of options when setting up a map.
 
Thank for your answering my various questions. Will you take more balancing questions into concern if i suggest them or at least write potential imbalances down ?


"It's a game option, when setting up a map. It's at the bottom of the list of options when setting up a map. "

Sorry, dont understand. I always choose the perfect map generator. What do i have to do in order to disable fixed borders ?
 
Sorry, dont understand. I always choose the perfect map generator. What do i have to do in order to disable fixed borders ?
Choose Single Player -> Custom Game. There's a long list of options on the right side that you can turn on or off. Fixed borders is close to the bottom of the list.
 
Thank for your answering my various questions. Will you take more balancing questions into concern if i suggest them or at least write potential imbalances down ?

Yeah. If you create a list of what you think is unbalanced, from any of the modmods, I'll happily look at them, and correct them.
 
Afforess,
AWESOME job with this! A few thoughts / bug reporting /etc:

Advance Diplomacy (bugs & requests):
- I'm noticing that I'm still getting some diplomacy requests where they just open a window with nothing to say
- The Vikings keep messaging me every turn to establish an embassy, even though I chose "cease bothering me"

Requests:
- It seems strange to me that the AI can request things of me that I will not give, but when I turn down the request, I get penalized. But I can't demand things of theirs that are in red. For instance -- let's say I really want them to adopt my religion. If it's grey'd out, I can't demand it, I can't bribe them, etc. Seems strange.

- I think the diplo bonuses are unbalanced. If I get a civ under me (vassal), and I choose to give them 6 techs, I should get a lot more than just +4 "our trade relations have been fair" -- I should get a +1 for each tech shared up to +4 (total) (which can decay over time). Sometimes I give them a tech and I don't even get the bonus "you've shared your discoveries with me"

Opinion:
- Agree about the foundling hospital is imbalanced
- Love the new civic buildings
- Techs: Love that you added coinage and guilds to the economy -- BRILLIANT. I alway thought it was strange that you had no real options until midish-game and suddenly you get Mercant. & Econ right after one another
- Workers: Any way to increase the value that workers assign to building cottages? It seems as those they're not "aware" of the bonuses (esp. late game), so they're building a farm in places where I think maybe a cottage should go?
- AI Explorering: I've seen the AI pass up goodie huts on occasion, even if they're unguarded. Any way to increase the value the AI has on exploring? Also, early game, I'll have explored my whole continent, and when I finally get cartog. & trade maps, it seems the AI has only explored a really small area around their civ.

Question:
- Tech diffuser. So I was playing around with some custom settings and got out into the renaissance age while some were still in the ancient era. I gave 4 civs a BUNCH of techs (20+) to boost them into medieval age, but didn't see any free techs appear to be given to the lowest civs, rebels, or for their research time to speed up. Any ideas?
 
Anyone else finding the foundling hospital broken is a very severe way ?
Increasing all of your cities by one is rather brutal. I got 12 cities, 10 of them with the foundling hospital, basicly doubling my total pop..lol.


In addition, if you lets say build a church school and change the civic, will you still get the building benefits or is both the building effect and construction ability gone without the prerequisite civic being met ?


Anyone noticed the installer is wrong ? Even though the file itself reads beta 4, executing the file will open a window asking about installing beta 3.

Lastly, while installing you cant manually disable the fixed border mod since its supposed to be enabled using the planet generator, i.e. while world creation. However, i dont see an option then either.

?

SHH! the foundling hospital is not OP it i just nice, would be sweet if we could get AI to use it :mischief:
 
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