rkade8583
Realism Invictus Player
This looks to be a good 'un. Sniped and I'm gonna play it once it installs. Good on ya!
I doubt they will be compatable, as I had to change a few things with Buildings and BuildingClasses.
You can always try... as I personally didn't test backwards compatibility out myself, but I'm leaning more towards "no".
@Forsaken
Ranged bombardment is already included in HitM.
@ruffriders23
I compiled a DLL with both Dale's Ranged Bombardment and Bhruic's unofficial patch. It is originally tailored for Rise of Mankind mod but it can work with any other mod by replacing the UnitInfos xml file with the one of the target mod and modifying it to give ranged bombardment to suitable units. You can find it here:
http://forums.civfanatics.com/downloads.php?do=file&id=6932
I hate to say this but...
Quantity over quality.
Your mod -does- add a lot but... what it adds really needs fixing.
Unrealistic civics, unbalanced traits, etc.
At least fix those two.
Financial is... rediculously overpowered.
Even without the faster buildings it's a really powerful trait. Check anywhere on Civfanatics, it's generally agreed upon. Some even want to nerf it beyond that.
Industrious has become a weak trait, falling in with Protective. ...problem with this.
Look at how Firaxis balanced things.
If a leader had a strong UU and UB, he'd have lame traits. Lame UU or UB, they'd get awesome traits.
Changing one good trait into a bad trait without rearranging the traits of all leaders leads to unbalanced leaders (Leaders who are just... outrageously terrible now.)
It's a bad idea to just change around traits without looking into this. Analyze all leaders and their respective civs, and the synergy between their traits, their UB, and their UU.
Civics... are a minor complaint.
Pacifism, Universal Suffrage, Caste System, and Free Market are now over powered while many of the others, including Organized Religion, are now nerfed beyond any bit of usefulness.
It's now too easy for a human player, using the right civics, to suddenly have a giant economy, huge GPP boost, and booming culture.
I'm seeing no balance in this mod, only new features added without thinking about how their additions affect everything else.
I have been away from the forums a while boughtBTS and to try a new mod downloaded the mod and everything went to play it and selected texas and had a ctd what have I done wrong
Spoiler :Perhaps somebody already brought this up, but I see the possibility for a new corporation. Burger world is a nice idea, but there are already two corporations that provide food (CeMi and SiSu). However I think there could be a corporation based on textiles, using Silk, Cotton, Deer, Sheep, possibly even Fur (even though it gets obsoleted). I think it could provide only culture, or maybe a bit of money, in exchange for... well, money. "Stylization"? (horrendous, I know ;-)
If you ever plan on adding a new religion (Shinto, or even (gasp!) Atheism -- coming at Scientific Method with a small Atom symbol? ;-)) then at least you have a new corporation idea to match the numbers![]()
Spoiler :i'm not sure if this was intentional or a bug, but barbs are getting swordsman by 2200 bc and kicking the other civs assesand causeing me lots of problems and nobody has iron working yet most are just getting bronze working or dont have it yet. Just to let you know.
Edit-barbs only get swordmen from random spawns not city's
Spoiler :Financial is... rediculously overpowered.
Even without the faster buildings it's a really powerful trait. Check anywhere on Civfanatics, it's generally agreed upon. Some even want to nerf it beyond that.
Industrious has become a weak trait, falling in with Protective. ...problem with this.
Look at how Firaxis balanced things.
If a leader had a strong UU and UB, he'd have lame traits. Lame UU or UB, they'd get awesome traits.
Changing one good trait into a bad trait without rearranging the traits of all leaders leads to unbalanced leaders (Leaders who are just... outrageously terrible now.)
It's a bad idea to just change around traits without looking into this. Analyze all leaders and their respective civs, and the synergy between their traits, their UB, and their UU.
Civics... are a minor complaint.
Pacifism, Universal Suffrage, Caste System, and Free Market are now over powered while many of the others, including Organized Religion, are now nerfed beyond any bit of usefulness.
It's now too easy for a human player, using the right civics, to suddenly have a giant economy, huge GPP boost, and booming culture.
I'm seeing no balance in this mod, only new features added without thinking about how their additions affect everything else.
Spoiler :I totally agree with your opinion. I thank the OP for his hard work to bring this mod to us.It's a good mod in many ways and has introduced many new ideas. But it's now too unbalanced.
Besides the unbalanced traits&civic, some of the wonders are also overpowerful while some others are too weak.
For example, the stonehenge not only give free statue but also 1 free specialist in all city. the sphinx allow player to use free religion before 2000BC, Which not only keeps the benefit of the origin version of free religion but also that of old representive civic.
There are also some bug of other wonder, for example ,the Effel Tower doesn't have any special effect.
So I used spiritual&inspiration leader(Ramesses II) in my last game. Since he can switch civic frequently and build this two early wonder easily, He is so powerful that i win the easiest deity game i ever played.
The Texas's UB is also overpowerful(+10% food with cow, which is pretty common in most map). Compared with this: Khmer's UB barray and only 1 food.
Spoiler :A few things mentioned by others may need a slight rebalance, but since I found out about this mod, I've played it non-stop. It adds LOTS of new aspects, plus corrects (and yes corrects) a lot of things firaxis got wrong (e.g. see those bananas my lad, well we won't be able to eat them for another 3,500 yrs, till we design a calender).
Yes some of the wonders may be a little OP, and I was going to say Horsemen are a little OP, but no, considering the Horse's importance in warfare, I don't think it is. The addition of textiles, and especially the "brewing line" of resources, is pure class, and a lot of techs and buildings/units etc made available with them now make far more sense.
Financial is basically just a screwed up trait in this AND vanilla BTS, this being even more prominent the larger the map.
My point, CIv IV had got quite stale indeed for me before I started playing this mod. I love starting a new game and (dependent on starting traits), seeing often no resources whatsoever. Does my site look promising? Should I risk moving around a bit before settling. Then if I don't have any luxury metals, I might get some Calender resources, or wine, or later sugar or coffee.
So yes, some rebalancing probably due in places, but thanks a bunch for the game as it stands![]()