Conflict on Chiron

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I have notice an Eventmanager Error wich can lead to CTD.
The reason is a piece of new code. Because of this, I have removed it temporarily.

For those who donwloaded the update from 26.01.2012, here's the corrected file.


Copy and paste it to "Conflict on Chiron v2.0/Assets/Python..."


Those who have not downloaded the update yet, dont worry,
the update version is correct now and uplaoded, and ready to downlaod ...;)

As a little apology.
Here is a very nice card that I've made​​.
See Attachmants.

The Map includes many continents...but also islands.
Copy and paste it to...

"My Games/Beyond the Sword/PublicMaps/..."

or...

"My Games/Beyond the Sword/Saves/WorldBuilder/..."


Both should work - i think....:mischief:
 

Attachments

Finally reached Orbital lvl.

Civ4ScreenShot0000.jpg


will give feedback over the course of the week.
 
Orbital lvl. comes to late to have much effect. Orbital stations can only be built on own or unowned territory not above someone elses territory. I wonder what happens when someones territory expands when there is a orbital base present.

Floweringcounter seems to be ok although at start to midway of the game it goes up slowly. Having a big territory without any fungus in your cultural borders does not seem to have any effect on the flowering counter. It just goes up..
Putting oxygen in the athmosphere is nothing compared to concordat vote.
Now its 0.100 (oxygen) 1-1.5 (concordat)

Civs with a planet friendly attitude have severe problems with native life in their borders. The only benefit is that they have the chance to capture native life other than that it destroys infrastructure and expansion. They get punished for being friendly. Better would be if the native life would go to the nearest planet unfriendly. Sort of like a magnet the more unfriendly attracts more bative life.

Also the AI or KI as they say in germany, is very bad. I dont know if the .dll is responsible but it appeared that the AI with the cultural experiment was much more compatitive. So i hope you can bring that KI back. It will also help with how fast the game develops. As it is now AI Only slowly expands.
 
Orbital stations can only be built on own or unowned territory not above someone elses territory. I wonder what happens when someones territory expands when there is a orbital base present.

I can change it. ;)

Orbital lvl. comes to late to have much effect.

I think if you have crashed with a spaceship, and neither have the infrastructure nor the materials to operate spacetravel...(first of all you habe to fight for survival) you have to develop them, also the technologies...because of this the orbitaltechtreebranch comes at the end...
Certainly it is aligned more to the players who play on "Domination" or "Conquest"...

Floweringcounter seems to be ok although at start to midway of the game it goes up slowly.

Sounds good!

Having a big territory without any fungus in your cultural borders does not seem to have any effect on the flowering counter. It just goes up..

As long as Faction altogether have a negativ Planet attitude, the flowering Counter will go up...
The flowering counter is also a display for the planet awaking its self and the transcendence victory...

Putting oxygen in the athmosphere is nothing compared to concordat vote.
Now its 0.100 (oxygen) 1-1.5 (concordat)

I will have a look...

Civs with a planet friendly attitude have severe problems with native life in their borders. The only benefit is that they have the chance to capture native life other than that it destroys infrastructure and expansion. They get punished for being friendly.

They also have the advantage that the nativ life is much weaker in combat against own units if you have a positive planet balance...compared to a negative balance.
The nativ life have not the normal combat fighting strength, it fights with psi strength, with a positive planet balance, it makes a huge difference.
With neg. balance the nativ life will be stronger (Psi Combat)...

Better would be if the native life would go to the nearest planet unfriendly. Sort of like a magnet the more unfriendly attracts more bative life.

I noticed that in my games! Im often play the Spartans...and i have always neg. planetattitude...and have much trouble with the native life...but im playing on immortal...

Also the AI or KI as they say in germany, is very bad. I dont know if the .dll is responsible but it appeared that the AI with the cultural experiment was much more compatitive. So i hope you can bring that KI back. It will also help with how fast the game develops. As it is now AI Only slowly expands.

Mhmmm...... maybe it's enough, if I put up the importance of colony capsules for the AI...

Im still working on the Culture DLL...


Thank you once again the critical feedback freakwave!!!
 
Your welcome :)

What i mean with the orbital techs being to late is that you get them so late in the game it has little effect on the gameplay or outcome of the game.

Oh and before i forget i lost alot of interceptors to bunkers! Also when workers are set to automated they form bunkers when there is nothing else to do, which is a bit annoying.

The problem with native life is that altough it maybe easier to planet friendly civs they still have more problems than benefits. alot of improvements get destroyed so their development is slower.
 
What i mean with the orbital techs being to late is that you get them so late in the game it has little effect on the gameplay or outcome of the game.

But what can i do?!?! But is múst be logical...
I can not give you the possibility to research the techs so early in the game...
Perhaps you have an idea???


Oh and before i forget i lost alot of interceptors to bunkers! Also when workers are set to automated they form bunkers when there is nothing else to do, which is a bit annoying.

Im too. Maybe i change the interception promotion from 75% - 60%...?!


The problem with native life is that altough it maybe easier to planet friendly civs they still have more problems than benefits. alot of improvements get destroyed so their development is slower.

Got a suggestion???
 
The problem with native life is that altough it maybe easier to planet friendly civs they still have more problems than benefits. alot of improvements get destroyed so their development is slower.
Got a suggestion???

Maybe they can build improvements faster.
Or
Get extra fungus terrain benefits such as +1 food extra or something.
 
Just played for awhile, standard map, monarch.

Random'd Pirates.
Was going good but after awhile isles of the deep and sea lurks became ridiculous.. -3♥ the planet thing and seriously got groups of 5 isles/sea lurks every 2 turns.

It was impossible to keep improvements up unless I always had a unit on top of them.

I did everything I could to reduce it, biology lab in all cities, empath guilds, 1 or 2 empaths per city, centauri preserve secret project.

The sea mines = -.5 ecology
Population = -1 ecology
Impossible to make profit. Even with empath specialists & every building available.

:ar15: - sea mines should be -.3 and population -.5 I think.
Flame throwers should get bonus vs sea lurks + isles.
Should be able to make forts or something in the ocean so I can create choke points for the wild life.
Maybe even be able to convert :commerce: to ecology would be nice.
Sensor towers were crucial in smac - +25% defensive bonus would be nice. Can you build them in this?
Oh and Monoliths giving you a free promotion was very important in smac aswell (this would b nice), basically new units would always go to a monolith before they where deployed.
:smoke:
 
But what can i do?!?! But is múst be logical...
I can not give you the possibility to research the techs so early in the game...
Perhaps you have an idea???

Make it more powerfull, orbital bombers could have more range and bombard dmg. Afterall they cant be reached from the ground. Together with the suggestions below you would have either industrialized power or native power for some good transendance wars :)



Im too. Maybe i change the interception promotion from 75% - 60%...?!

Its that high? no wonder, maybe less chance of complete destruction and same chance on dmg/failed mission.



Got a suggestion???
[/QUOTE]

Yes, scrap the building of native life. Replace it with the spawning of native life.
Planetattitude, planetfriendly/unfriendly buildings, number of fungus plots, flowering counter and tech all contribute to what can spawn, how often and how many.

Say you are planet unfriendly, the number of units to spawn is equal to planet attitude +1. So if you have planet attitude of -1 then 2 hostile units can spawn, that is, if you have fungus inside your borders. More fungus more chance.

Same goes the other way around, With a decent planet attitude and lots of fungus inside your borders spawning friendly native life should be easy. There should be a maximum of course. Also not directly at the start of the game but when you research a tech.

If you reduce the upkeep for having native life units(is there any?) you can have a force to be feared!
 
Impossible to make profit. Even with empath specialists & every building available.

I could change the following:

Energy Bank

- Instead of +25% energy, -30% maintenance

Because at the beginning of the game the energy cost which is caused by maintenance of buildings, is bigger, than the energy value wich could be produced by +25% energy.
So it would be also more logical because a bank should save energie and do not produce this.

Nuclear Reactor

- Instead of -30% maintenance, +35% energy

So it is logical, a reactor generates energy and do not save this.
Both together would be min. +10% more energy.


:ar15: - sea mines should be -.3 and population -.5 I think.

Some things I would change reluctantly, because I am convinced by them .
A mine or a thermalborehole is a massive intervention in the ecosystem.


Flame throwers should get bonus vs sea lurks + isles.

Flame throwers already have a bonus against native life.


Should be able to make forts or something in the ocean so I can create choke points for the wild life.

Lets see...

Sensor towers were crucial in smac - +25% defensive bonus would be nice. Can you build them in this?

I think that's a good idea. Knowing from SMAC. In the next version there will be a sensortower with the promotion Resonradar.
A bunker can have these two properties too...but the former will be consumed by the construction of a bunker.


Oh and Monoliths giving you a free promotion was very important in smac aswell (this would b nice), basically new units would always go to a monolith before they where deployed.
:smoke:

This is also a good idea. I also know from SMAC.
In the next version the monolith will give a unit the promotion Hypnotic trance when this unit does not have.
 
Make it more powerfull, orbital bombers could have more range and bombard dmg. Afterall they cant be reached from the ground.!

You mean they should be builtable only in orbital bases?!? Maybe even all orbital ships...

Its that high? no wonder, maybe less chance of complete destruction and same chance on dmg/failed mission.

One of the two proposals will be.


Yes, scrap the building of native life. Replace it with the spawning of native life.
Planetattitude, planetfriendly/unfriendly buildings, number of fungus plots, flowering counter and tech all contribute to what can spawn, how often and how many.

Hard to do...:crazyeye:
But we will see...


If you reduce the upkeep for having native life units(is there any?) you can have a force to be feared!

My suggestion, with hybrid +25% production on nativ life units. Thats easy to do...and could be a good benefit.

...the change list for the next version is getting longer and longer...:crazyeye:
 
Orbital bases are in a earth orbit so they can see more of the earth. So i thought that would give them more range, same goes for orbitalbombers stationed there. They wouldnt neccecarily be built there.It would be nice though. A city in the sky if you will.

With some prefab buildings like a maintnance bay, aerospace port.

/
Less chance of complete interceptor destuction i would say. 30-40%?

/
25% prod on hybryd, try it and lets see.
 
Orbital bases are in a earth orbit so they can see more of the earth.

I hope you do not swapped orbital stations (Improvement - like a bunker) and orbital bases (city)!
Mhmmm ... orbital stations +1 / +2 range, what do you think about that??

They wouldnt neccecarily be built there.It would be nice though. A city in the sky if you will. With some prefab buildings like a maintnance bay, aerospace port.

Orbitalbases are Cities in sky! (you can found them with the Orbital Constructor)
And they have pref buildings (you can only build them in the orbital basis) like...

- Algae Protein Tank
- Hades Satellite System
- Orbital Force Academy
- Orbital Phalanx
- Orbital Port
- Orbital Yard
- Zero G Modul
- Nano Lokulus Faktory

But other/more ideas are welcome! :goodjob:


25% prod on hybryd, try it and lets see.

I will try...:goodjob:
 
Monaldinio, some feedback from me. I've downloaded your mod in the last weekend. In fact, it was your mod that made me reinstall CivIV again. Though I am so far at 2248, I decided to share some input. Keep in mind that if one of the problems is inherited from Planetfall, I don't know, because it has been years since I played Planetfall:

1. You need a better mod description in your front page, first thing. Essentially, what features there are, what makes it different from Planetfall, why one should install this mod, etc. Also, a Changelog is nice.

2. Expansion seems slow. I am a slow expander, and playing with Morganites, so its okay for me to have 3 colonies. It gets ridiculous, though, to see Believers (at least on my current cartographic knowlodge) have two cities, one 15 and 12 in size. What the hell? They should have six or seven bases by now, with all that base growth.

3. Looking at the Datalinks, Leader stats seem inbalanced so far. Too many advantages, some not totally compatible and not enough disadvantages. Disadvantages, IMHO, estabilish the factions' character as much as their advantages. Let's see:

Cha' Dawn: Must be invited into Planetary Council, more isolated starting position (is that a advantage or disadvantage?), declares war against the one with the lowest planet rating.

Deirdre: None. No morale/xp disadvantage, nor garrison police disadvantage

Domai: Need of invite to be part of planetary council and less 10% GP chance. No Research penalty?

Lal: +50 War Weariness. That's actually a quite good disadvantage for a faction called PEACEKEEPERS, but still, one of their problems was the inneficiency of the U.N Peacekeepers. How does one express that in Civ4?

Luttinen: Need of invite and lack of +1 planet from headquarters. Seems weak.

Miriam: -1 planet. No Research penalty?

Morgan: -10% Military Production

Roze: Need of invite to join Council.

Santiago: No disadvantage.

Sveensgard: Need of invite. Oh, by the way, a query: Does Sveensgard wins research only by pillaging and capture of bases, or ALSO by pillaging?

Yang: The 50% chance of units gaining light infantry.

Zakharov: None.

4. The hints page is full of repeated hints.

5. Why Wind Mills are substituting Solar Collectors? Granted, early game is futuristic current days tech, but I don't think Wind Mills would be able to supply the needs that colonists have in Planet, unless winds are REALLY strong in Chiron. Weird to see such a simple thing as Solar Collectors taking so much time to obtain.

6. Dawn of Planet Secret Project is... weird. So the Cult needs it to be founded? That's crazy. Why would one build a wonder which only makes one of his bases defect to a new-founded faction, and therefore serve the builder no porpouse at all? It would make more sense if it founded the Cult somewhere in the map (maybe even in Water if there's no land remaining? Opportunity for wacky games there) instead.

7. Many Civics also lack disadvantages. There are no disadvantages for Democracy, Free Market, Planned and Power.

Now, for some suggestions:

- A suggestion for Pirates, inspired by the Magna Mundi mod for EU3. Bear with me I don't do much Civ4 modding, so I don't know how possible it is. Well, the idea is that the Pirates at Chiron's equivalent of the Berber Pirates, except organized as a faction. The idea is that the Pirates should be able to be both pirates (constant raiding on other factions) and Privateering (raiding on specific factions to obtain credits at the behest of other factions). I don't know how that would be done, but the idea is that the Pirates should seek to ally with other factions to conduct underhanded attacks against their shipping (privateering), therefore weakening their trade, as well as the usual ship raiding (Piracy).

The essential idea is that the Pirates are, well, Pirates, which means that they're seen as rogues, loose cannons, etc. And those loose cannons live off by raiding and plundering. But they're smart and can be co-opted, so players can, for example, pay them to do privatery against other players or bribe them with credits to stop Pirate raids on player territory. Of course, that means that many factions should hate the Pirates If done right, this could make a human player game with them very interesting, as one comits raids, piracy and privateering, invades countries and fights the other players who seek to get rid of the Pirate Plague. Could this be done?

- Psionic Space Warfare. No, I'm not talking about space native creatures, that would't make any sense, but rather the use of Psi Weaponry, Empaths and such to conduct attacks against enemy ships in space. If this has already been inserted, and I don't know because I've not reached the Orbital Age yet, disregard this.

Hope I helped.
 
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