I'm customizing an earth map(22 civ and a lot of city state) and wondering how to place your new resource, dunno how much i should put to balance the game, any idea?
Okay, a comment on nuke interceptions. I still can't test this myself, as I'm trying to reinstall the game on my new OS.
For those of you who keep FireTuner running as you play, watch what happens when a nuke is intercepted. If my own logic is responsible for the nuke interception, then there should be a "Nuke Intercepted!" message in the tuner. What I need to know is, are any nukes being intercepted without giving this message?
And on an unrelated note, there's still one major balance issue I haven't resolved: unit balance. I'm trying to make sure every unit is a worthwhile build in the right circumstances. So, for instance:
1> Are Mindworms, in general, worth building in an era dominated by Modern Armor? They're intended to be an equalizer, for weaker civs to use against stronger ones, but I'm not sure they're worth the investment right now.
2> While the Barbarians use the various Psi units, are they worth building for the player? Each is supposed to play differently; Isles and Nessi are brute-force units, and the Chiron Locusts are sort of like a scarier Vertol. But each has some significant drawbacks, and are these too crippling when contrasted with the mechanized units?
3> Does anyone use the Doppelganger, Golem, Ranger, or Troll? I tried to make these units with interesting and powerful abilities, to contrast with the simple high Combat and Movement ratings of the tanks, artillery, jets, etc. but I'm afraid that they're just too undesirable as a result.
3a> Does anyone use the Scout Powersuit, Assault Powersuit, Stealth Ship, and Leviathan by choice, or are they simply the end product of upgrading your existing units? That is, would you ever voluntarily build more of them once they've unlocked?
4> Has anyone used a Colony Pod? It's supposed to cost the same as a Settler, except for the additional resources, and has better movement. But given how late in the game it comes, does anyone build them?
Basically, I'm afraid that the only units built in the future eras will be the Skimmer, Vertol, Plasma Artillery, Needlejet, and Gravtank. Plus the Titans and Orbitals, of course. I want each unit to be desirable in its own right, at least in certain circumstances.
And is there a way to count the number of resource there is on a map? like with the tuner?
Increasing existing resource is not hard as long as i have an idea of how much
By the way , in term of "lore" you have an idea of where is the major deposit of your resource?
However when I nuked the French city with an atomioc bomb the pop-up said I had declared war on Sulemein!?!
All in all I launched two atomic bombs against a French city, and both were shot down.
I haven't built any of the above in recent memory, as my games end before these units come on line.
randomcivguy said:I Just noticed some wheat on a desert tile.
Is there a way of making a promotion that does that and giving it to the spore towers and anything else that's supposed to drop planet pearls?
Remember the 2-hex blast radius. If any Suleiman-controlled hexes or units are in the blast area, war is auto-declared.
And since I tied interception chance to the number of foes you're at war with, that can make all the difference with the weaker nuke types. .
If you'd only been at war with one empire, then it'd only have been a 60% chance of interception, and you'd generally have one out of two get through. Regardless, A-bombs are supposed to be nearly obsolete once SDIs are built.
I'll try to provide a better debug statement for the next version, but the way to read that output is this:
The StartCombat line's four arguments are attacking player #, attacking unit #, defending player #, defending unit #. Nukes are always -1 for the last two.
The "chance" line is:
A: total interception chance of all empires you're at war with
B: number of major civs you're at war with
(So if A = 80 and B = 2, then you're facing two empires with 40%, meaning two SDIs)
C: A/B
D: C * (B+1)/2
D is then multiplied by 1.5 for A-bombs, 0.5 for Planet Busters, 0 for Subspace Generators.
It's then capped by type (30-90% for A-bombs, 20-75% for Nuclear Missiles, 10-50% for PBs).
The result is the chance of interception.
I don’t think you need to lower it, for several reasons: first, you nailed it above with your comment that the A-Bombs were obsolete when I launched them, so the interception results make sense. Second, considering that the Civ 5 tactical AI is still lacking, then the less chance of nukes getting thru (and humans do wield nukes better than the AIs), then this is to the advantage of the AIs, as the human can’t solely depend on the Deus Ex Machina that is (was?) the nuclear weapon to get them out of a jam.If the A-bomb cap is too limiting, I can always lower its multiplier to x1.25 instead of x1.5, which in this case would have been a 75% interception chance.
I’m also experiencing intermittent non-repeatable crashes. These seem to be linked to map sizes, with smaller maps not crashing as often. So right now I’m playing on Tiny maps, which means a lot (if not most) games are over around the time of the SDI.You're at least making it to the mid-Digital, as evidenced by the SDIs. You'd previously said that part of the reason for your games ending then was the rampant nuke usage; has that not changed?
Yup thats probably whats happening, as this is occuring on a common border area where the Ottomans are very likely invading from.
At that point in the game I had no Uranium, so I was hoarding my two A-Bombs for when they were needed.
Im also experiencing intermittent non-repeatable crashes. These seem to be linked to map sizes, with smaller maps not crashing as often.
One thing Ive been thinking about bringing up for discussion would be to have interested people play a succession game utilizing your mod.
Can you tell me by how much you increase the % of ressource compared to vanilla?
Right. So the Ottomans see you lobbing nukes onto its own troops, and, despite the fact that they wanted you in that war against France, uses its own SDI to help shoot down the incoming attacks. Nuclear Missiles have decent odds of getting through anyway, but atomic bombs are defenseless against railguns.
I played on (I think) the Ancient Lakes map script recently (big crater lake in the middile of the map). To me it was very boring as there was no real interaction – all the other civs were so far away from me. Tiny Continents/ Tiny Pangea seem the most enjoyable to me at the moment (I likes my AIs close by for that “personal interaction” they provide).So the more opponents and more land hexes, the higher the chance that someone is doing this sort of action on any given turn. You could play on a larger map with a lower number of players/city-states, or you could try a water-heavy map type.
Question: right now when a nuke is intercepted there are no statements in-game declaring this. Do you plan on adding something so that the player knows who shot down their nuke?
I played on (I think) the Ancient Lakes map script recently (big crater lake in the middile of the map).
When the Indians did counter-attack into my territory in the second go-round, the only thing they pillaged was the aluminum mine!Hopefully the AI did this on purpose!
(and IIRC the AIs arent any smarter on Emporer they just get more starting resources).
While that particular map script has no Lua component, I have no idea what it'd do to the resource allocation. It's possible that there's something wrong with using it with this mod; I should try that at some point.
so I am going to "assume" that this works for all your resources.