Deon
Lt. of Mordor
Well I don't think that the original trait system was balanced but yours seem even more chaotic =). Anyway you decide, though I like some changes. Good luck! =)
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.
Hi Deon,
Id be interested in hearing which traits you think are unbalanced and which changes you like.
Cheers,
ripple01
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.Industrious - +1 hammer on all plots with 3 hammers
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.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.
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
Ripple01,
Is the patch coming today?
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 =).
[b]Aggressive[/b]
Free Combat I (for non-gunpowder and non-modern/future units).
+10% Military Unit Production
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 :![]()
This is also fixed in the upcoming patch... along with some new additional Austrian units...
Cheers,
ripple01
I think Philosophical is very powerful with the 100% GP points.
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.
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
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?
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.
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![]()