Current (SVN) development discussion thread

In my games they tend to go for Millitary Tradition first of the Renaissance techs, so Knights tend to get replaced fairly early. Which means ~1660 when Yaroslav's sluggish teching finally gets them out of the Middle Ages and makes Peter finally kick him out. For a few turns before Catherine shows up (though I've changed her take-over date to 1751 from 1700 recently, making Peter show up a bit longer).
 
Poland is harsh, enemies all around and no single luxury. Even UHV is hard.

That's realistic though, they're in my top 3 favourite Civs to play for that reason. The most challenging Civ in the game that isn't just a dull joke like Maya or Mali.
 
I haven't been around these parts for a while. Can someone update me on the current state of the mod? It seems Leoreth hasn't posted in a few weeks.
 
I haven't been around these parts for a while. Can someone update me on the current state of the mod? It seems Leoreth hasn't posted in a few weeks.

Nothing much has changed.
DoC has remained on Rev451 for some time now.
In the interim, many playtesters have either been rooting out remaining bugs or proposing game balance changes.
I believe the Mongols will be getting a (small?) nerf, and the starting Happiness situation of America & Prussia will be re-evaluated, among many other things.
 
OMG Linkman you're back !!!

Leoreth is trying to incorporate K-mod into DoC, and it's taking him a long, long time. And he's not modding full time (or at least nor as much as he did a few months back) these days I think.
 
I haven't been around these parts for a while. Can someone update me on the current state of the mod? It seems Leoreth hasn't posted in a few weeks.

He is bravely taking on the task of merging K-mod into RFC, we sincerely hope he isn't the second modder fatality
 
Incorrect, he was posting (in another part of this website) earlier today.

I meant in this forum, sorry for the unclearness.

He is bravely taking on the task of merging K-mod into RFC, we sincerely hope he isn't the second modder fatality

Well, I have faith in him.

Merging K-Mod, from what I remember of that mod, would be long and arduous so, yea, it'll take a while. But it would be worth it, I think- K-Mod has probably the most refined and proficient AI of any mod I have played.
 
I think he was about to release a new revision, but needed some help from Karadoc, who mysteriously disappeared.
 
Leoreth comes, Leoreth goes. One thing is certain, when he re-appears he always has something cool for us.
This is more than a month ago, but still the perfect entry line :D

Because, believe it or not, there is a new SVN update. iOnlySignIn suggested some stuff for America a while ago and I on a whim I decided to implement it. Changes:

  • New American UP effect: +2 happiness while running Republic, Capitalism and Free Market, respectively
  • New American UU: Minuteman (replaces Rifleman), costs 80 instead of 110 hammers
  • American Mall changed from +20% gold to +10% commerce
  • Immigration can now target every city in the New World (Americas and Australia) for every civ that has its capital in the New World
  • When a city flips, previous unhappiness from slavery and conscription is reset to zero
  • The Statue of Liberty is now placed in water as originally intended

These changes are meant to address America's problems: the new UP should combat early happiness problems and encourage historical choice of civics, and the new UU comes at a time where it actually needs an edge and lacks military production. The new Mall effect should encourage cottages over specialists.

As far as K-Mod is concerned, I have finally decided that my original plan, to merge everything in one go, can be considered a failure. I have branched this version out and will resume normal SVN updating. The reason is mainly several AI problems that are too disruptive for the mod to be left in. That doesn't mean that I've given up on K-Mod, but instead I'll introduce its features incrementally through SVN, beginning with the BUG interface aspects. That's in the end more work, but allows to control for changes and their effect better and offer those that work for the rest of you earlier.

I don't know how active I'll be in the following weeks, but these quick changes have motivated me somewhat again so maybe I'll add stuff from time to time.
 
*comes out of the woodwork*

Hurrah, a new update at last!

Time to go silent for another six months.
 
  • New American UP effect: +2 happiness while running Republic, Capitalism and Free Market, respectively
  • New American UU: Minuteman (replaces Rifleman), costs 80 instead of 110 hammers
  • American Mall changed from +20% gold to +10% commerce
    [*]Immigration can now target every city in the New World (Americas and Australia) for every civ that has its capital in the New World
  • When a city flips, previous unhappiness from slavery and conscription is reset to zero
  • The Statue of Liberty is now placed in water as originally intended

This may have some unintended consequences with all of the "relocate your civilization to Australia" challenges, but it's not terribly game breaking.
I'm glad to see that slavery/conscription unhappiness resetting is in as well.
Great work, Leoreth.
 
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