[BTS] MarnzMod

:mischief: Re Marnz ! Shame on me ! My game was not patched with 3.13, that is the reason that the mods and customized games didn't work :mischief:

Shame on me really !
 
I've been using this mod for a while now.

My one favorite thing about it is Tin. It means that, even if I don't have Iron or Copper nearby I can still have a shot at running an industry-focused city.

Lead and Clay are cool too, just with the buildings they allow.
 
Quick bugs, then some questions:

Fortification is mispelled as a tech.

My longbowmen now have an archer picture.

The Korean KOBUKSON is labeled by is CivPedia key as a name (TXT_KEY_UNIT_KOREAN_KOBUKSON)

Does the natural gas plant only become an option in locations with natural gas?

What is the point of Versailles with the provincial palance mod? That's the one feature of this mod I really disagree with. I don't care to go for Versailles now.

Finally, is there an unbalance with so many resources in the game? I know my people aren't nearly as likely get unhappy in my current game, although health is sometimes a concern.

I know I saw something else...
 
@ tyranny12

I will fix text bugs.

Some flavor units will have wrong button due to added feature in BtS 3.13. Will work to correct them.

Gas plant should require access to natural gas same way coal plant requires access to coal.

Maybe I could change Versailles or give an additional bonus.

Yes, there is a balance issue with resources. I need to find a way to introduce more unhappiness as a counter effect. Health was addressed this way by adding more unhealthy buildings. Anyone have any suggestions to what buildings could cause unhappiness, or other way to add unhappiness?

Thanx for the feedback. :)
 
Maybe a courthouse could give -1 happy. The idea being that people don't like centralized control. (it's a stretch, but most cities will have one)


Or remove the happiness from some resources and just give financial benefits
 
Maybe a courthouse could give -1 happy. The idea being that people don't like centralized control. (it's a stretch, but most cities will have one)


Or remove the happiness from some resources and just give financial benefits

This would suck. :/ And this would make Judicial pretty much useless. :rolleyes:
 
@ tyranny12

I will fix text bugs.

Some flavor units will have wrong button due to added feature in BtS 3.13. Will work to correct them.

Gas plant should require access to natural gas same way coal plant requires access to coal.

Maybe I could change Versailles or give an additional bonus.

Yes, there is a balance issue with resources. I need to find a way to introduce more unhappiness as a counter effect. Health was addressed this way by adding more unhealthy buildings. Anyone have any suggestions to what buildings could cause unhappiness, or other way to add unhappiness?

Thanx for the feedback. :)

I'll let you know if anything comes to mind, or comes up.
 
I'll let you know if anything comes to mind, or comes up.

I haven't perused the mod files. Is there a global modifer that increases unhappiness/unhealthiness on a scale? Aka initially nothing is different, but as time goes one you get an extra 1 unhapppy/healthy per 2 people? (In addition to the normal two.)

That would be ideal.
 
If I added penalty to courthouse, judicial would still give plus two happy.

I also thought of a scaled happiness but could not find a setting. I could increase existing penalties (ie whipping, drafting, weariness).

I could also have unhappy penalties for certain techs (ie fission, fascism). They say ignorance is bliss.

Before I make any changes I need to determine how much additional unhappy penalties should be added by the time player reaches end of game. Then space them out through timeline.

@ Sir Chazz
Well the formations look cool but when I played ViSa mod I wasn't really happy with their 5man formations. I didn't like the smaller unit graphics and the battles seemed to take longer.

On a side note: I was suppose to start a world map (which I still plan to do), but got sidetracked by side project. Here's a preview of something going in next update: ????
 
On a side note: I was suppose to start a world map (which I still plan to do), but got sidetracked by side project. Here's a preview of something going in next update: ????

Woot! I asked for this, thanks Marnz! :D
 
That (courthouse) is an excellent idea!

Better yet, throw that at many 'governmental' buildings. Courthouse, jail, security agency, intelligence agency. This will help alleviate the spam-building of these buildings to gain spy points. And it makes sense.

Flat penalties at a tech are an idea, but would have to be chosen carefully. A 'We Know More Than We Should' penalty. Something needs to be done, as right now I have a city happily chugging along with +10 'The World Considers Us Villians'.

Comparing snapshots of BtS regular vs. BtS Marnz at regular intervals should give you the target happy levels at different difficulties. We'd need people to upload Marnz save games - I think I read there's a regular save game repository on here somewhere. Am I correct?

If I added penalty to courthouse, judicial would still give plus two happy.

I also thought of a scaled happiness but could not find a setting. I could increase existing penalties (ie whipping, drafting, weariness).

I could also have unhappy penalties for certain techs (ie fission, fascism). They say ignorance is bliss.
 
Comparing snapshots of BtS regular vs. BtS Marnz at regular intervals should give you the target happy levels at different difficulties. We'd need people to upload Marnz save games - I think I read there's a regular save game repository on here somewhere. Am I correct?

Mmm. I think that's the key to it, standard BTS happiness levels. But this knowledge would be tied up with the map scripts wouldnt it?

Standard pangea has x different happpiness resources. Then if the Marnz maps have more, they could have the happiness bonus removed for some of them.

I'd actually prefer that to -1 on the courts.
 
Thanx for the suggestions everybody.

In my current game I have access to just about every resource giving 34 :) from luxuries. Many of my cities have surplus of 30 :) . I will probably use a combination of your ideas.

Add :mad: to some govt buildings.

Change some buildings resource bonus from :) to :commerce: .

Add a flat :mad: to tech rate.

I couldn't find a tag for the third option. Fortunately I spent the last week learning a little bit of python for my inquisitor unit. I think I can make it happen.

Until nex time,
Happy Gaming :)
 
Are you entertaining requests for future additions? If so, I have a few:

Could you please separate religions into technologies, per Stone-D's religion mod? I was horribly disappointed when BtS was released that there is no "none" choice when the choose religion dialogue appears. If religions have their own unique technologies that have to be researched after discovering the standard spiritual techs, it will be much easier to avoid accidentally founding religions.

Speaking of religions, could you add more? There's no need to go overboard like some, with religions for all the Christian and Islamic sects, but maybe Zoroastrianism, Druidism, Shinto, and Hellenistic, Egyptian, and Meso-American pantheons.
SD's system would make it easier to add new religions. Since religions would be tied to techs of the same name, religious techs could share the same spiritual tech prerequisite, so Taoism and Confucianism could both branch off of Philosophy, Zoroastrianism and Judaism could share monotheism, Hellenism, Egyptian paganism (Amunism maybe), Meso-American paganism, and Hinduism could share Polytheism, and Shinto and Druidism could share Priesthood.

I'd also move some techs around. Priesthood should come before Polytheism, since historically priests were some of the first specialists in early societies.

Calendar should be in the first column of techs. The ability to predict the seasons was essential to agriculture, especially along the Nile. If they couldn't predict the flood, they never could have farmed the Nile valley. Realistically Calendar ought to be a prerequisite for agriculture, but for game-play's sake it could be a prerequisite for Improved Farming. Would it be possible to make it a prerequisite for farming flood plains?

Could you possibly add Great Doctors and combat medics?

Maybe, just maybe, you could add the ServoPedia? I had forgotten how awkward the stock Civopedia is.

I hope these requests aren't overwhelming. I really like Wolfshanze's naval mod, and yours seems to be the only big mod that incorporates his. Of course I miss some features of VISA, but so far yours seems to be one of the best big mods. Even if you can't add any of this, I want to thank you for working so hard to make this mod. I tried to add a couple or religions to this mod for my own use, and after two weeks I can't get it to work and don't know why. I can't get the bAnimated line in the CIV4ArtDefines_Building.xml, no matter what value I set it to. After the past two weeks, I have gained a new respect for folks who are able and willing to spend the many hours necessary to make big mods like this.
 
@ Ionopachys

I'm always happy to consider requests as it shows interest in my mod. In fact one request lead me to develop an inquisitor mod which will be in the next update. :D

I've always had the possibility of more religions in back of my mind. Should be more interesting with an inquisitor. I was thinking may be three additional religions at first. Probably Hellenism, Egyptian, and MesoAmericanism. Does anyone know a different name for Egyptian religion other than Egyptian mythology?

Having a tech for each religion could be good way to fit new religions. Besides, I like adding techs. ;)

Speaking of techs, is everyone happy with the new research rate? I've yet to finish my game from v1.7. Also how do you feel about the legendary culture level. I feel like I could easily get culture win in my game unless I get diplo win first.

Adding Great People is also an interesting area. Don't quite remember how the doctor worked in ViSa. Only played couple of ViSa games before moving to Amra's mod. The supply wagon acts like a combat medic and I've thought about having it upgrade to supply convoy. I know there's an army truck unit floating around the boards somewhere.

Also I've seen a Great Statesman somewhere in the forums. Not quite sure what he does either.

Anyways, glad you like the mod. :cool:
 
Bmarnz,

About the resources : I would prefer to make the resources more scarce or give them only a gold bonus.
An other idea is to remove all the happiness effects in the tech tree.
I do not agree unhappiness with a courthouse. I am happy courthouses are availeable if you are in trouble ,that is also the same for jails (only criminals dislike jails in general).
 
It was a pain adjusting resource appearance.

For buildings, maybe just security bureau and intelligence agency should get penalty. Big Brother's watching you. :eek:

Most adjustments will come through changing building bonuses to :commerce: and through tech rate.

EDIT: I was thinking of problems of adding more religions and alsoof what I can do now that I know a little bit of python. What do you guys think if was able to limit a civ to only be able to found one religion?
 
I was creating a map on your mod yesterday, pondering the awesomeness of a giant earth map with virtually all civilizations in your mod on it. Alongside the boundless resources and the flexibility of economic benefits your civics have in the game, that it would be the perfect example of a Civilization Map, a never ending odyssey of Human History. So Can I suggest maybe several earth maps be included in future updates. Some smaller, larger, more or less civs to accommodate player's tastes, because Every Mod with an Earth Map that I know of (at least the ones I play) have smaller maps with 18 Civs or less. Just a suggestion,
Thanks for all the advice btw,
I'm working on learning how to create mods of my own
 
Back
Top Bottom