Community Patch for BNW

Look at the EUI compatibility page - it is a conflict between EUI and CSD (you need to delete some files).

Lots of barbs? They may be living longer because they can heal now. Also, are you next to a CS that is currently suffering from a Barbarian Horde (CSD-added CS quest)? If so...yeah, lots of barbs! Go help that CS! :)
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Can I remove the healing from them by deleting something? I really hate them. And no, I'm not near any city states.
 
Can I remove the healing from them by deleting something? I really hate them. And no, I'm not near any city states.

CommunityOptions.sql in the CBP has your answer. Don't change the value mid-game!

Also, you may hate the barbs, but they really like you, and they'd like to come hang out in your land if that is okay.

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So I just change the value thing to 0? I'm kinda new to this stuff lol. Did you change anything else with barbarians other than healing? I'd like to have them like they were in the vanilla BNW
 
So I just change the value thing to 0? I'm kinda new to this stuff lol. Did you change anything else with barbarians other than healing? I'd like to have them like they were in the vanilla BNW

Yes re: 0, Nope re: changes to barbs. As a rule, if we change something related to gameplay, it'll be toggleable in the CommunityOptions.sql.

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Ok, thanks I'll hopefully remember to do it before I start my next game. Those barbs almost made me ragequit my game lol. If I use the communitas MAP will it screw things up?
 
So I played the patch a bit more today and I just found something I didn't even know was in the patch:

As I critized before in your original idea, the penalties for attacking city states are WAY TOO HARSH

It's one thing to fix the whole jerk worker kidnapping and immediately making peace thing, but the way you dealt with it makes it a complete strategical impossibility (which it shouldn't; it should be punishing and risky, but worker kidnapping should still be a valid gameplay option).

The problem I have with it in special is the whole "every other city gets negative influence"... why? Why does attacking one city have to concern other city states? The only reason I see that being applicable is if the others see that you're on a conquering rampage (as in, destroying a city-state and then moving onto the next). Otherwise it makes no sense.

Plus the number of turns it takes to accept peace is harsher than it is for other civilizations, which I see as being way out there in terms of severity.
 
So I played the patch a bit more today and I just found something I didn't even know was in the patch:

As I critized before in your original idea, the penalties for attacking city states are WAY TOO HARSH

It's one thing to fix the whole jerk worker kidnapping and immediately making peace thing, but the way you dealt with it makes it a complete strategical impossibility (which it shouldn't; it should be punishing and risky, but worker kidnapping should still be a valid gameplay option).

The problem I have with it in special is the whole "every other city gets negative influence"... why? Why does attacking one city have to concern other city states? The only reason I see that being applicable is if the others see that you're on a conquering rampage (as in, destroying a city-state and then moving onto the next). Otherwise it makes no sense.

Plus the number of turns it takes to accept peace is harsher than it is for other civilizations, which I see as being way out there in terms of severity.

Those values can be edited in the MinorChanges.sql file. Pretty simple. Also, in the base game, city states care about what happens to other city-states. Having them get angry over unjustified war is a valid reason to get upset. That said, you can just disable the feature. It has been there since day 1 - it was the first task I was asked to do, largely because not everyone thinks the worker theft strategy is legitimate. To each their own.

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Those values can be edited in the MinorChanges.sql file. Pretty simple. Also, in the base game, city states care about what happens to other city-states. Having them get angry over unjustified war is a valid reason to get upset. That said, you can just disable the feature. It has been there since day 1 - it was the first task I was asked to do, largely because not everyone thinks the worker theft strategy is legitimate. To each their own.
I think there needs to be a bit of discussion before implementing something and expecting people to edit the mod files though (I'd bet only a minority of people knows how to meddle with this stuff, or even wants to; this includes me by the way).

I'm ok with this if it scales with difficulty (the current setting being deity level), but for a normal difficulty setting and for multiplayer I think it's a bit too harsh.

I would also be ok with it if the penalty faded over time if you don't go to war against city-states afterwards. To me a straight up "BAM! -5 influence forever" is really strict.
 
I think there needs to be a bit of discussion before implementing something and expecting people to edit the mod files though (I'd bet only a minority of people knows how to meddle with this stuff, or even wants to; this includes me by the way).

I'm ok with this if it scales with difficulty (the current setting being deity level), but for a normal difficulty setting and for multiplayer I think it's a bit too harsh.

I would also be ok with it if the penalty faded over time if you don't go to war against city-states afterwards. To me a straight up "BAM! -5 influence forever" is really strict.

There was discussion about the idea, at which point I designed the function, put in some test numbers (that I never claimed, nor do I claim now, were balanced) and left it for the community to decide upon. Also, the values aren't permanent – there's a % chance (again, defined in the SQL for the mod) that, every time you become friends with a CS for the first time, the penalty will be erased.

Not a single number in the CBP right now is the consequence of community testing – all of them are just my 'is this function working at all? good.' numbers.

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Just a clarification, is this a lock on -5 influence, or just a lower resting point? It seems pretty logical that a city-state you declared war on wouldn't want to be friends :c

Maybe you can only have it apply to city-states you attacked directly, not ones you entered war with due to other alliances.
 
Just a clarification, is this a lock on -5 influence, or just a lower resting point? It seems pretty logical that a city-state you declared war on wouldn't want to be friends :c

Maybe you can only have it apply to city-states you attacked directly, not ones you entered war with due to other alliances.

That's how it works. If you attack a civ without it being a consequence of alliances, you get the penalty with all CSs (it is a lower resting point, yes). It compounds with each attack you commit on CSs in the same fashion, but it can also be reversed by befriending a CS (there's a % chance for this to happen– I think 25% right now). Wars started by alliances don't cause it, and civs you are allied with overlook your blatant attacks on other CSs. It is a more fair system than it at first appears. :)

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How about this, if you pledge to protect a CS with an influence penalty, the penalty will be erased (as they will be more secure with you if you promise safety), but if you attack a city you had pledged to protect, this feature will disappear for the rest of the game and you will get a permanent negative influence with all of them (they will not trust you anymore).
 
How about this, if you pledge to protect a CS with an influence penalty, the penalty will be erased (as they will be more secure with you if you promise safety), but if you attack a city you had pledged to protect, this feature will disappear for the rest of the game and you will get a permanent negative influence with all of them (they will not trust you anymore).

Fair enough. As it stands (in CSD) breaking a pledge to protect throws you down to -60 influence. I could bring this over pretty easily (or something like it).
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Sick, my happiness just jumped from +5 to -46 within two turns. And then a couple of turns later it jumps back from -37 to +4 within one turn. are these massive jumps meant to happen? I don't really get the new happiness system yet though
 
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