[BtS] CivFusion

Anyway - More bug stuff...

I saw the buttons for Fighter and Tank lookin kinda pinkish in Pedia. Thought it was some kinda graphical omission....? Buh-Bow! Wrong... Looks like a bit of a deal-breaker. Not only is the button in Civ blank/pink, so's the button in the city build menu, and trying to build a fighter gave me a CTD. Gotta assume any attempts to build a Tank will do the same.

OK, to fix this, open up the Assets/XML/Art/Civ4ArtDefinesUnit.xml file in a text editor. Do a Find and Replace for Art/Buttons and replace all instances with Art/Interface/Buttons. Save the file and reload the mod and it should be fixed. This is also fixed in the upcoming patch. Thanks for the report...

Cheers,
ripple01
 
Hi Deon,

Id be interested in hearing which traits you think are unbalanced and which changes you like.

Cheers,
ripple01

OK.
Industrious - +1 hammer on all plots with 3 hammers
Maybe with 4 hammers? The way you make it the trait means you'll have grassland hill mines like plains hill mines +1 food which is a bit overpowered, while +1 hammer on plots with 4 will mean more hammers JUST for plains and resources (and workshops later). But this needs a playtesting.

Also I don't think that putting +CombatI and -25%exp to upgrade is a good idea. The 25% exp. bonus is already a very powerful option while with the free combat1 it makes all units extremely stronger than rival's.

Each leader has been assigned a unique combination of traits, so what I am eventually aiming to do is have a unique unit for each leader so I can give a leader with a strong trait combination a weaker UU. I may even try to do this with UB's as well.
I can't say I like it, units become obsolete fast and are something era-dependent, while traits lead you through all the game. Well if you implement this system for units+buildings together, this may be more balanced, although I think it's a dangerous path.
But in fact that I always thought that chinese were really strong with Chu-Ko-Nu in the middle of the game when a lot of battles were fought, and Americans can use their UU only in the late part of the game where almost everything is decided isn't balanced too, that's what Firaxis made with civilization. Thus I don't think your idea is bad either, it just needs to be playtested and balanced.
Thus I don't mind about this part, if something isn't done it may not be judged.
Try it =).
 
OK, to fix this, open up the Assets/XML/Art/Civ4ArtDefinesUnit.xml file in a text editor. Do a Find and Replace for Art/Buttons and replace all instances with Art/Interface/Buttons. Save the file and reload the mod and it should be fixed. This is also fixed in the upcoming patch. Thanks for the report...

Cheers,
ripple01

Hi Ripple... will try and fix later tonight... thanks for the help! :)
 
OK.

Maybe with 4 hammers? The way you make it the trait means you'll have grassland hill mines like plains hill mines +1 food which is a bit overpowered, while +1 hammer on plots with 4 will mean more hammers JUST for plains and resources (and workshops later). But this needs a playtesting.

Also I don't think that putting +CombatI and -25%exp to upgrade is a good idea. The 25% exp. bonus is already a very powerful option while with the free combat1 it makes all units extremely stronger than rival's.


I can't say I like it, units become obsolete fast and are something era-dependent, while traits lead you through all the game. Well if you implement this system for units+buildings together, this may be more balanced, although I think it's a dangerous path.
But in fact that I always thought that chinese were really strong with Chu-Ko-Nu in the middle of the game when a lot of battles were fought, and Americans can use their UU only in the late part of the game where almost everything is decided isn't balanced too, that's what Firaxis made with civilization. Thus I don't think your idea is bad either, it just needs to be playtested and balanced.
Thus I don't mind about this part, if something isn't done it may not be judged.
Try it =).


Some good food for thought here, you may be right about lowering to 1 extra hammer on tiles of 4 or more. I'll playtest and see what I can come up with.

I also agree that the Combat 1 Promotion combined with the -25% needed for experience might be too powerful a combo. I'm thinking about removing the Free Combat 1 promotion and adding 25 or 50% increase to Great General production, makes sense to me for a Tactical leader. What does everyone think?

Cheers,
ripple01
 
Yeah, more GG seems fitting, because thus you indicate the tactical superiority of your commanders (and thus increase in chances of GG appearing, because he is in fact a super tactician model).

Combat I seems more fitting to Aggressive, this means that the people fight braver and fiercer and it fits for scandinavian berserkers and the like (I think it should work for ancient/medieval troops and the like, and the combat I for gunpowder troops will fit for Tactician).

Code:
[b]Aggressive[/b]
Free Combat I (for non-gunpowder and non-modern/future units).
+10% Military Unit Production

- is fine for me.

I don't know why do "Enemies Suffer +25% War Weariness" fits for aggressive, I think it's something for Charismatic (personality affects other nations' people) or Philosophical (your agents work better in enemy masses through injecting anti-war tendencies in enemy's society).
I like 2nd option (philosophical) more, also I think that charismatic can have additional bonus (just no anarchy is not too impressive for slow games) like +2/3 from palace or for the "cities are less likely to revolt/revolts in captured cities end x turns faster).

Thank you for your attention.
 
I originally had the Enemies Suffer + War Weariness on Charismatic, but moved it to Aggressive that the reasoning that an enemy civ might be afraid or intimated by an aggressive leader, thus the increased war weariness. I might add it back to Charismatic, I think Philosophical is very powerful with the 100% GP points.

I do like the less likely to revolt/quicker end to revolt options for Charismatic, they are very fitting, but I have no way to mod those in at the moment.

Cheers,
ripple01
 
Hi Guys... Also found that Austrian Musketmen seem to have an issue with the skin/model...

Basically they're pink, and seem to be stuck in a "Star-Jump" pose.

Spoiler :
AustrianPink.JPG

This is also fixed in the upcoming patch... along with some new additional Austrian units... :)

Cheers,
ripple01
 
This is also fixed in the upcoming patch... along with some new additional Austrian units... :)

Cheers,
ripple01

New patch this week? YAY! :) Means I can play with a new version for the long weekend. Just started a new game too, so I won't lose out too much by not having a compatible savegame. :D

Now all I have to do is convince someone on Fanatics to come up with an Aussie ethnic unit set and get someone to adopt it into their mod :lol:

Seriously tho, is editing certain xml files to "point" to certain other xml files what's needed for that kinda thing? Say for example if you weren't building the units from scratch, just taking one unit from one mod, one from another etc.... obviously you'd need the graphic files for each unit, and then just "point" the units xml to the right place right? Or is it more complicated than that?
 
New patch this week? YAY! :) Means I can play with a new version for the long weekend. Just started a new game too, so I won't lose out too much by not having a compatible savegame. :D

Now all I have to do is convince someone on Fanatics to come up with an Aussie ethnic unit set and get someone to adopt it into their mod :lol:

Seriously tho, is editing certain xml files to "point" to certain other xml files what's needed for that kinda thing? Say for example if you weren't building the units from scratch, just taking one unit from one mod, one from another etc.... obviously you'd need the graphic files for each unit, and then just "point" the units xml to the right place right? Or is it more complicated than that?

It's a little more complicated than that. You have to edit multiple XML files, one for the unit, one for the artdefines that tells the game where the graphic files are, and one to place the unit within its proper ethnic group.

Cheers,
ripple01
 
Thing about it is, I always get problems in any mod using DCM. I like DCM, but I always get a CTD or other problems after I take a city if his mod is present. And until those are fixed, as far as I am concerned, those mods are unplayable.
 
Thing about it is, I always get problems in any mod using DCM. I like DCM, but I always get a CTD or other problems after I take a city if his mod is present. And until those are fixed, as far as I am concerned, those mods are unplayable.

You can disable all components of DCM by going to the CivFusion/Assets/XML/GlobalDefinesAlt.xml file and changing all the DCM related values to 0.

On another note, patch 0.62 should be released later today, barring any unforseen catastrophes...

Cheers,
ripple01
 
Patch 0.62 posted! See first post for download link. Note that 0.62 includes the 0.61 patch as well.

0.62

Added Hebrew civ sounds (esnaz)
Added Petra and Via Appia wonders by GIR
Added buildings city screen fix by Kalimhakus
Added new graphic/button for default Horseman unit (History in the Making)
Added new units for Austria (Swordsman, Man-at-Arms, Horseman, Knight, Infantry, Machine Gun, Tank) (Wolfhanze's mod)
Added music for Mongkut (Siam) and Ramkhamhaeng (Siam)
Added new tech quotes (Total Realism)
Adjusted some classical era techs
Fixed missing PreReq tech for Manhattan Project
Fixed incorrect ArtDefines for some modern flavor unit buttons
Fixed Austrian Musketman graphic
Overhauled trait system, including the addition of 3 new traits
Replaced Dido LH (C.Roland, Refar)
Replaced buttons for Labor Union, Radar, Jurisprudence, Monarchy (Total Realism)
Updated Revolution mod to v1.42
 
hey ripple, how are ya?

i just wanted to let you know, after working alot with all oyr shared mod comps,

ive come to realize htat super size causes a random crash,

just for you to know :)

I have not experienced any crashes using Super Spies latest version. You may want to recheck the code merging...

Cheers,
ripple01
 
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