Darkhour Reality

Darkhour, this is a great mod. Love it! You have made many of the changes I had tried to make myself. About v. 4 -

v.4:
decreased culture spread cost
unit experience costs increased
increased palace science bonus
fixed dlc compatibility for starting terrain/bonus general

The 1st and 3rd I had done myself. with more science bonus than you had added.
What did you do with "experience costs"? Can't see a difference.

Kastania

Cheers kASTANIA! Good to hear your enjoying the mod. I upped the experience by 1 for those units that were receiving 1, now they receive 2. I thought i would try incremental changes and gauge peoples responses first before possibly upping it again.

The science bonus needs more feedback from players before I possibly change it again and the culture spread cost i think im happy with at the moment.. ;)

only glitches i had was graphic glitch where couple black patches around a city.

Hi Joey.. Not sure I have seen your problem. Perhaps it is a vanilla problem or you have another mod loaded also? If you could provide a pic, it might help.

Cheers guys. :)
 
Digging the mod!

One curiosity, despite having Philosophy, I could not make research agreements with other nations. Kept saying that neither one of us had that tech to set up the agreement.

I've jumped a bit ahead of my rivals, but I can't imagine that they are that far behind (and I thought as long as I have the tech, I can make RAs. Might be remembering that wrong though).

Also one thought occurred to me as I was clear-cutting the forests in the region for shields to complete the Artemis wonder...maybe it's happening a little too fast? With Liberty+Worker boost, it felt like I was cutting down trees every other turn.

Don't get me wrong, I loved it. Just felt fast.
 
Digging the mod!

One curiosity, despite having Philosophy, I could not make research agreements with other nations. Kept saying that neither one of us had that tech to set up the agreement.

I've jumped a bit ahead of my rivals, but I can't imagine that they are that far behind (and I thought as long as I have the tech, I can make RAs. Might be remembering that wrong though).

Also one thought occurred to me as I was clear-cutting the forests in the region for shields to complete the Artemis wonder...maybe it's happening a little too fast? With Liberty+Worker boost, it felt like I was cutting down trees every other turn.

Don't get me wrong, I loved it. Just felt fast.

cheers cawshis, any constructive comments are good comments. Will look into it for possible change in new version.

The RAA's are now (cant believe i didnt list it) available at archaeology whilst defensive pacts are available at code of laws.

Ill also have another look at changing woodcutting in the next version as well as incorporating the treegrowth mod.. ;)

Darkhour
 
Version 5 is now up! ;)

v.5:

  • added and modified Arbogli's Random Events mod (incorporating Bhuric's Treegrowth mod)
  • increased forest cutting time and decreased production output
 
ok people.. since I know that about 300 people have already downloaded version 5, the question is..

What do you guys think? Do the changed tree cut times work? Now with the integrated treegrowth mod hopefully it works well.

Do you like the integrated random events mod.. ? I tweaked the text in them to give em a more king like feel.. jazz things up a bit.. as always.. especially in the early game!
 
I've recently started a new game with the Romans on Marathon/Prince (got hosed with no iron nearby for Iron age murdering - argh!) and thoroughly enjoying this mod.

A couple of things:
1. Forests are growing quickly! A few of my less development minded AI opponents are buried under forests, which I assume is stifling their growth - which is why I'm dominating right now. It's nice to chop down a forest every other turn and see it grow back for even more resources, but it is giving me a massive boost and I don't know if the computer is trained to cut down trees as often I am...maybe this is a difficulty level thing? I should play King maybe? I do like it, but I don't know if it's "fair" to the AI that is fighting rampant forestation. Thank Sid Meier I didn't get the Iroquois as an opponent!

2. Random events are fairly cool. Do they impact the AI as well? I'm getting new resources, bonuses or damage every few turns...more often than not, they are good bonuses. I hope the AI gets them too!

3. Barbarians still feel "weak." I prefer angry hordes constantly at the gate, but that may be more a preference than a gameplay concern. I just like these rogue armies every where all the time (especially in the early age).

Science is great, as is culture growth. I'm expanding insanely fast but so is the computer, which has made GA culture bombs useful is stealing border resources.

I'd love to see early military units be cheaper so I can go to war sooner, but again, I'm a player that likes the early game much more than the post- modern artillery game.

Did you adjust city-states at all? Just curious as I don't see the AI players allying with them as often as other games I play. This could, again, be a function of the rampant forests overwhelming their ability to make money (though the Persians and the Mongolians appear to be rich while the Egyptians, Germans and Spanish are impoverished).
 
not much activity lately
is OP planning on doing a G&K version of this mod ?
 
Back
Top Bottom