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Caveman 2 Cosmos (ideas/discussions thread)

Discussion in 'Civ4 - Caveman 2 Cosmos' started by strategyonly, Sep 3, 2010.

  1. Dancing Hoskuld

    Dancing Hoskuld Warlord

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    Not to mention that the default Civics screen will show them in the order they are in the XML file not the technology order.
     
  2. Toffer90

    Toffer90 C2C Modder

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    I agree, only text xml's should be alphabetized.
    All the info xmls have their own unique ordering atm, handicaps are ordered by difficulty levels, eras chronologically, gamespeeds from fast to slow, techs by tech tree coordinates, etc.

    An example that would go very wrong would be for example ordering the EraInfos alphabetically, then atomic age would be the starting era, and all eras after that would be a mess.
     
    Last edited: Apr 22, 2019
  3. raxo2222

    raxo2222 Time Traveller

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    They aren't alphabetized - if they were, then they would appear randomly in categories in civic screen.
    Also @KaTiON_PT renamed civics and categories almost year ago @Thunderbrd
    Nowy obraz mapy bitowej.png
    Some of them already had different define names and ingame names, just like >10% of all entities like buildings/techs/traits/civics/units/other stuff.
    Civic categories (entire groups of civics) may be displaced though.

    Civic category could be displayed where civic is displayed like in tech splash screen, so you can see in what civic category those civics belong.
    So Enables X could be "Enables X (Category where X belongs)"
     
    Last edited: Apr 22, 2019
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  4. KaTiON_PT

    KaTiON_PT Warlord

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    @JosEPh_II what are you talking about? The entries inside CIV4CivicInfos.xml are indeed ordered as they appear and are not alphabetized.

    As for the names I've changed the names to make them simpler and different from one another across all categories, but nevertheless I can revert them.
     
  5. Thunderbrd

    Thunderbrd C2C War Dog

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    Rather than revert them, I'd prefer to look at each individually and perhaps discuss them one at a time. Some seem to work and others, really don't imo. I didn't want to be the only voice complaining so I guess I was waiting to see if others thought as I did. This isn't the thread for it though.
     
  6. JosEPh_II

    JosEPh_II TBS WarLord

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    @raxxo
    Is this just on Civic buildings? Or did you change Civic values? If the later you just messed up all I've been doing. If the former point me to the file(s) that contained these Civic buildings please.

    EDIT: I just looked and yeah you walked on me, especially in the Religion and Currency Civic categories. Well I can toss those notes and progressions out now. :p

    I just hope DH doesn't have a fit on your individual religion cuts. I had already lowered them. I just had not done much yet with Theology because my test games have not made it there in actual gameplay yet to gauge the effects of changes.
     
    Last edited: Apr 22, 2019
  7. Dancing Hoskuld

    Dancing Hoskuld Warlord

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    I've given up. There have been one too many knee jerk changes that only look at one bit of the big picture for me to care any more.:(
     
  8. Thunderbrd

    Thunderbrd C2C War Dog

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    Planned and plotted, particularly charted, changes should override spot fix adjustments. Once in place and tested, then look at what else can be done. So if this change from Raxxo overrides what you've planned, override it. Nothing against Raxxo or anyone else but charted plans trump sweeping knee-jerk efforts to achieve balance.
     
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  9. raxo2222

    raxo2222 Time Traveller

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    Feel free to override my changes.
    I knew civics and religions are in your interest, but didn't knew, that you were meant to adjust building commerce modifiers, that are influenced by civics (stuff in civic infos).

    You can easily check what I changed if you right click "show log" while in base mod folder.
    Then you can check all those files by doubleclicking in that log (individual ones in custom religion and main civic infos).

    .....
    I'll revert my changes in that commit and do whatever you wanted.
    Now I reverted my changes.
    So what are your plans about building commerce modifiers in civics?
     
    Last edited: Apr 23, 2019
  10. raxo2222

    raxo2222 Time Traveller

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    @Thunderbrd
    Are those related to how often barbarian leader actually attack?
    Code:
                <iBuildUnitProb>45</iBuildUnitProb>
                <iAttackOddsChangeRand>16</iAttackOddsChangeRand>
    Those are in LeaderHeadInfos
     
  11. Thunderbrd

    Thunderbrd C2C War Dog

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    :shrug: maybe?
     
  12. Yudishtira

    Yudishtira Spiritual/Creative

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    FWIW I don't think so.
    Just guessing but unit build probability sounds like the probability to build units (rather than buildings perhaps?)
    The other one is about attack odds not attack probability.
     
  13. Dancing Hoskuld

    Dancing Hoskuld Warlord

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    According to the Modiki

    • iBuildUnitProb
      Affects how many units an AI will tend to build.
      (15 very few units; 40 a lot of units)

    • iAttackOddsChangeRand
      Modifies the Attack odd chance, to make an AI think that a battle is more likely to be won, thus having him more likely to attack (without any real effect on the battle). The total modifier is: iBaseAttackOddsChange + rand(0, iAttackOddsChangeRand) + rand(0, iAttackOddsChangeRand)
      (16 for barbarians; 8 for everyone else)
    Both are standard Civ IV tags.
     
  14. JosEPh_II

    JosEPh_II TBS WarLord

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    So with the setting at 45 this explains the barbs building units like there is no tomorrow. Also explains stack with 309 Stone Mace in it. :p
    Perhaps a setting of 30 might be more appropriate??? Could help on EoT wait time too.
     
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  15. Thunderbrd

    Thunderbrd C2C War Dog

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    Might help... seems since a recent fix there's more now. MIGHT not be an active variable but couldn't hurt to try.
     
  16. Niveras

    Niveras Chieftain

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    A concern will simply increasing the food consumption of citizens is that it is going to slow down the early game, and new cities, even more than they already are. Maybe that actually is the plan, although I feel that can't be the case given the existence and reduction of the "Cities require more food to grow" malus in the early civics (e.g. going from Primitive to Tribal is 33% more to grow to 20% more). The slower that the early game takes, the more likely it is that players just don't reach later eras, because of slowdowns or the game simply taking so long to play.

    Is there a possibility instead of adjusting food costs through things like more advanced housing, education, civics?

    For example, the concept of smallholding indicates that families operate a combination of subsistence and cash crop farms. Civics following this could add negative food costs to specialists, implying that these people are so specialized that they do only their work and do not also farm to support themselves, that they must be supported by additional food produced by the community. In this way, later eras are delayed, but the early eras and small cities are impacted less, because they will not have specialists yet. (A problem might still arise in the case of free specialists.) Actually adding a -food malus to all the specialist might make the effect lists of civics particularly long, though.

    A similar concept could be applied to housing or education autobuilds to add a food malus there, or perhaps a -food% modifier (since normal food malus couldn't scale with population).

    You could also consider having later civics "undo" the -food per growth that early civics provide. This may or may not make logical sense in the concept of historical accuracy, but rather as a gameplay balancing mechanic.
     
  17. JosEPh_II

    JosEPh_II TBS WarLord

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    Yes it is the plan.
    Not proving to be true.
    Under consideration.
    Also under consideration.
     
  18. raxo2222

    raxo2222 Time Traveller

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    Yeah, there is no need for so many units here.

    So increasing second one would mean barbarians more likely to lemming off units.
     
  19. JosEPh_II

    JosEPh_II TBS WarLord

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    Neanderthals are set at 18. 2 points higher than Barbs. Explains why Neanders attack faster than Barbs.

    EDIT: I have set my Play files to 30. I don't play from my SVN folder. I keep a separate set to play from. Always have. I got 2 1-TB HDs so storage is Not a problem.
     
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  20. raxo2222

    raxo2222 Time Traveller

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    I set iBuildUnitProb to 30 and iAttackOddsChangeRand to 20 for Barbarians and Neanderthals.
    Animals got iAttackOddsChangeRand of 20 too.
     
    Last edited: Apr 24, 2019

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