C2C - UEM - Ultimate-Earth-Map 100% MOD and SVN update compatible by Pit2015

Yep the handicap change rules. :goodjob: But we still have the problem for the island civs to hunt and the blocked civs to hunt in early game before they have shis. I will think about to keep the free trackers or remove them. Any other solution?

Will you make the animal myth requirment auto building for free at game start yes or no?
 
Yep the handicap change rules. :goodjob: But we still have the problem for the island civs to hunt and the blocked civs to hunt in early game before they have shis. I will think about to keep the free trackers or remove them. Any other solution?
Let some civs suffer from their position. Not like it didn't happen in the real world historically. The Moai had no hope of keeping up with mainland nations. Mountain-bound Tibet was advanced spiritually but couldn't be said to have kept up in any other way.

At some point the AI probably needs some improvements where it comes to getting hunters onto unclaimed territory across the waves. Not sure how well they do with that but it's more a programming issue than something that can be addressed otherwise.

Will you make the animal myth requirment auto building for free at game start yes or no?
This is DH's territory. I've no opinion.
 
C2C - Ultimate Earth Map V2.8 delayed

Changing the AI from Handicap_DEITY to Handicap_NOBLE changed alot, AI builds faster, makes more research and its increasing its education.
If the player goes on deity he will stay behind the AI for sure.
So i have to change back alot of stuff now for 2.8,

Normal mod start again in 2.8 . So the difference when the AI plays on noble and the player on deity will make the scenario mutch more harder. AI will play mutch more better. The new difference with noble for the AI and deity for the player makes a very hard game now.

Pit - I think a lot of confusion with your posts were that that people did not realize the AI was playing at Deity and not Noble.

The main problem being that a higher difficulty level makes it very very hard for the AI, not just humans. It does not means the AI plays as if it was good at that level.

So if you beat the AI at a particular level, the knee-jerk re-action is to increase the AI level - because it must be tougher! Wrong.
 
If you can beat the AI at a level, increasing the AI level will only make it easier to beat still. Lowering the AI to say, Settler would be a truly difficult game. I think SO should consider doing this for Nightmare Mode. I THINK it can be done as an option replacement... not sure.
 
If you can beat the AI at a level, increasing the AI level will only make it easier to beat still. Lowering the AI to say, Settler would be a truly difficult game. I think SO should consider doing this for Nightmare Mode. I THINK it can be done as an option replacement... not sure.

Exactly.

Did not realize Pit had stuck the AI with the Deity Handicap. No wonder the AI suffered so much. And things just did not work as expected.

And that is why for a long long time DH and I would only test C2C on Noble difficulty even though Deity Players would criticize us for doing so.

Maybe now Pit will actually have a scenario that works. Maybe..... :p

@Pit, don't :cry: :old: . :pat:

JosEPh :lol:
 
Let some civs suffer from their position. Not like it didn't happen in the real world historically. The Moai had no hope of keeping up with mainland nations. Mountain-bound Tibet was advanced spiritually but couldn't be said to have kept up in any other way.

At some point the AI probably needs some improvements where it comes to getting hunters onto unclaimed territory across the waves. Not sure how well they do with that but it's more a programming issue than something that can be addressed otherwise.


This is DH's territory. I've no opinion.

"Let some civs suffer from their position. Not like it didn't happen in the real world historically. The Moai had no hope of keeping up with mainland nations. Mountain-bound Tibet was advanced spiritually but couldn't be said to have kept up in any other way."

Yep will do that, i already increased the starting islands civ land size a bit so they will get some hunter awards, but not many, but i will build in a new main feature for 2.8, changing the mediterranean sea completly to costal waters so some blocked europe civs may advance easyly to africa and can get there hunters there with early ships.

"This is DH's territory. I've no opinion."

@DH Will you make the animal myth requirment auto building for free at game start yes or no?
 
Pit - I think a lot of confusion with your posts were that that people did not realize the AI was playing at Deity and not Noble.

The main problem being that a higher difficulty level makes it very very hard for the AI, not just humans. It does not means the AI plays as if it was good at that level.

So if you beat the AI at a particular level, the knee-jerk re-action is to increase the AI level - because it must be tougher! Wrong.

Yes AI will be mutch better now in scenario, one more point fixed. I will finish 2.8 later this day, have to do some work before.
 
Exactly.

Did not realize Pit had stuck the AI with the Deity Handicap. No wonder the AI suffered so much. And things just did not work as expected.

And that is why for a long long time DH and I would only test C2C on Noble difficulty even though Deity Players would criticize us for doing so.

Maybe now Pit will actually have a scenario that works. Maybe..... :p

@Pit, don't :cry: :old: . :pat:

JosEPh :lol:

Thats because your eyes to bad old man. ;) The longer way fixed the gold calculation bug, the AI gold conserve bug and the no production bug, so you see all ways led to rome but sometimes its better to go the harder way. :crazyeye: One more problem fixed in scenario now with the handycap change, hopfully a long game will work now, will test asap when 2.8 is finished.

Also:
Scenario option "assimiliation", will it work the way that when a city is conquered that all population is changed to letz say the conqueror USA and not left for letz say nativ armerica? (100% USA population after taking a enemy city) And will that result in less revolutions by conquered citys? Works it this way or how is assimiliation working?

To all recheck the scenario options please on first posting here, anything what may still makes problems for 2.8 or should be changed for 2.8?
 
Assimilation means the Conquered City keeps it's unique Culture and associated bldgs and units.

Have no idea if it reduces or increases the chance of a revolution.

And Merry Christmas :old:. Uppity youngsters what you gonna do with 'em! :lol:

JosEPh
 
You will see what i did later! Added three new main features to map and scenario. ;)

Merry Christmas to you too. :)
 
C2C - Ultimate Earth Map V2.8 released

Changes in C2C - Ultimate Earth Map V2.8 100% MOD and SVN update compatible:

Changelog Map 2.8
Fixed some terrains and many map changes.
Fixed many misplaced arctic forrest plots.
Added some more unexplored islands to the oceans.
Added new main feature, the mediterranean sea is completly costal waters now, so some blocked europe civs
may advance easyly to africa and can get there hunters there with early ships.
Added new main feature gibralta. Who controls gibralta may control the entrance to the mediterranean.
Fixed some shore lake plots.
Fixed the south polar region not to be able to enter by new zeeland at early game, high see ships needed to
reach the south polar region.
New main feature, western europe costal waters expanded, so the seafaring european civs can go to colonize and for exploration
and the european civs get not blocked there sealines by citys to early.

Changelog Scenario 2.8
All AI civs set from Handicap_DEITY to Handicap_NOBLE to help the AI play better.
Moved the portugal and spanish civ so they dont block each other in europe, makes hunting more possible for both civs.
Spanish civ starts in gibralta and controls gibralta.
After the handicap change, all free trackers and free buildings removed again, no longer needed,
AI should play good enouth now.

Alternative harder start 2.8:
Problem: AI sucks to survive, i can kill them easy with expirienced units, must be harder.
Solution: If you want a harder game the AI civ needs more defense for its capital city, that can be easy done
by giving the palace +100% defense, a free stone wall will not work because its giving -1.50 gold maintainance,
the AI cant pay that at start. So yo have to change this if you want a AI thats able to
resist and survive the stone age, you can still kill em but will be mutch harder:
Change this file to add 100% defense to the palace, will only work for the capital city:
\My Games\Beyond the Sword\MODS\Caveman2Cosmos\Assets\XML\Buildings\NationalWonders_CIV4BuildingInfos.xml

From:
Spoiler :
<!-- Palace -->
<BuildingClass>BUILDINGCLASS_PALACE</BuildingClass>
<Type>BUILDING_PALACE</Type>
<Description>TXT_KEY_BUILDING_PALACE</Description>
<Civilopedia>TXT_KEY_BUILDING_PALACE_PEDIA</Civilopedia>
<Strategy>TXT_KEY_BUILDING_PALACE_STRATEGY</Strategy>
<Advisor>ADVISOR_ECONOMY</Advisor>
<!-- Graphical and interface -->
<ArtDefineTag>ART_DEF_BUILDING_PALACE</ArtDefineTag>
<iMinAreaSize>-1</iMinAreaSize>
<fVisibilityPriority>10000</fVisibilityPriority>
<!-- Prerequisites -->
<iCitiesPrereq>4</iCitiesPrereq>
<!-- Construction cost -->
<iCost>160</iCost>
<!-- Main effects -->
<iHappiness>1</iHappiness>
<YieldChanges>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>10</iYield>
</YieldChanges>
<CommerceChanges>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>4</iCommerce>
</CommerceChanges>
<!-- Special Yield and Commerce modifiers -->

Change To:
Spoiler :
<!-- Palace -->
<BuildingClass>BUILDINGCLASS_PALACE</BuildingClass>
<Type>BUILDING_PALACE</Type>
<Description>TXT_KEY_BUILDING_PALACE</Description>
<Civilopedia>TXT_KEY_BUILDING_PALACE_PEDIA</Civilopedia>
<Strategy>TXT_KEY_BUILDING_PALACE_STRATEGY</Strategy>
<Advisor>ADVISOR_ECONOMY</Advisor>
<!-- Graphical and interface -->
<ArtDefineTag>ART_DEF_BUILDING_PALACE</ArtDefineTag>
<iMinAreaSize>-1</iMinAreaSize>
<fVisibilityPriority>10000</fVisibilityPriority>
<!-- Prerequisites -->
<iCitiesPrereq>4</iCitiesPrereq>
<!-- Construction cost -->
<iCost>160</iCost>
<!-- Main effects -->
<iHappiness>1</iHappiness>
<iDefense>100</iDefense>
<YieldChanges>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>10</iYield>
</YieldChanges>
<CommerceChanges>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>4</iCommerce>
</CommerceChanges>
<!-- Special Yield and Commerce modifiers -->


-Pit2015

Starting new long game now, at DEITY + ETERNITY + AI AT HANDICAP_NOBLE + ALTERNATE HARDER START 2.8 +100% DEFENSE FOR THE AI CAPITAL CITY BY PALACE.
 
Turn 55 UEM 2.8 - Inca and Maya civ gets +2 and +3 unhappiness by "large city are oppressive" at city 1? I noticed they are unhappy from start, they may over come this in later game but is this a bug? My city washington look ok, some other civs get +1 unhappiness from "large city are oppressive" but not +2 or +3. Can you set -1 population by unhappiness to exist at +3 difference of unhappiness? So -1 pop from 3 unhappiness... not -1 pop from 1 unhappiness...
 

Attachments

  • Civ4ScreenShot0101.JPG
    Civ4ScreenShot0101.JPG
    132.3 KB · Views: 77
  • Civ4ScreenShot0102.JPG
    Civ4ScreenShot0102.JPG
    135.5 KB · Views: 83
  • Civ4ScreenShot0103.JPG
    Civ4ScreenShot0103.JPG
    219.3 KB · Views: 91
Ok, look into it if you want to fix that. Also i have to say thanx for all the brilliant work you do for the MOD, also to the rest of the team. Its better than the most games on the market now. Its a pleasure to help and reporting bugs.

TURN 144 UEM 2.8 - I am no longer number 1 on all! Good. Screenshot...
 

Attachments

  • Civ4ScreenShot0104.JPG
    Civ4ScreenShot0104.JPG
    273.8 KB · Views: 90
@DH Can you do the animal myth requirment auto building for all civs to get it by the language tech not the community building fast? I think it still be a problem not all AI will build the community disscussions building, so they cant build some myths at all... but at least they will research the language tech, so that should work then.
 
Ok, look into it if you want to fix that. Also i have to say thanx for all the brilliant work you do for the MOD, also to the rest of the team. Its better than the most games on the market now. Its a pleasure to help and reporting bugs.

TURN 144 UEM 2.8 - I am no longer number 1 on all! Good. Screenshot...

A very minor issue given that most capitals in the early stage of the game aren't hampered by unhappiness due to civics. Furthermore, it may be accurate even on labeling if the right tag on a trait is causing it. IIRC there's a tag for enhancing population unhappiness.
 
A very minor issue given that most capitals in the early stage of the game aren't hampered by unhappiness due to civics. Furthermore, it may be accurate even on labeling if the right tag on a trait is causing it. IIRC there's a tag for enhancing population unhappiness.

After some turns more these civs now overcome the unhappy problem. They can handle it. Is DH not here currently? So i have to give in my save game a free community disscussion building for all AI temporarly now, because not all civs the building community disscussion building as it looks like, i hope he will fix that soon and make this building attached to the language tech not to the building, should work better then.

(Better attach the Animal Myth Requiment to the tech gathering, then all AI will get it early enouth.)

Also: Is it possible to disable the strength cheat? So its telling me that i am 2.8 stronger than the iroqouis... is there something to hide that or can it be removed? I think its cheating because without recon you dont have to know how mutch stronger your civ is then the other. I want to have this hidden or removed, any way to do this? Screenshot...
 

Attachments

  • Civ4ScreenShot0105.jpg
    Civ4ScreenShot0105.jpg
    326.4 KB · Views: 102
New calculation bug? Look i had 16 hammers, then i build a stone workshop at the stone resource at my capital, then i have 18 hammers, but the resource should give me +3 extra hammers... they are missing. Bug? Should be +3 hammers from resource in hammer/production calculation...

Edit: Also the food from the resources is missing in the food calculation, so no hammer and no food calculation from the bonus the resources should give... let me check what happen when i place a road...
 

Attachments

  • Civ4ScreenShot0106.JPG
    Civ4ScreenShot0106.JPG
    273.1 KB · Views: 72
  • Civ4ScreenShot0107.JPG
    Civ4ScreenShot0107.JPG
    270.7 KB · Views: 100
Also: Is it possible to disable the strength cheat? So its telling me that i am 2.8 stronger than the iroqouis... is there something to hide that or can it be removed? I think its cheating because without recon you dont have to know how mutch stronger your civ is then the other. I want to have this hidden or removed, any way to do this? Screenshot...

The strength value is not a cheat but you get the information from having enough Espionage points. In vanilla BTS you have that information too, but it is hidden in the statistics screen. All that the BUG mod does is make it more accessible, and if you lack enough Espionage points it should vanish.
 
Back
Top Bottom