Doto [AdvCiv ModMod]

hey arlborn,

yes, it was a last thing prior to release,
i figured noone rather liked my religions, so if you want net55 added a "fixed" file in page 11 or 10.

and yes,
one thing that needs balance is the civics, net helps around the units as you saw, kalimachus with game ideas,
so maybe you can write me what to do with the civis :)
also i need to know if the are set in the right techs.


about v1.5:
v1.5 will be awesome i must say!!!
added almost 20 techs with added era of ww2, added 4 new cool unit classes (its not too much trust me guys).
revalued some units.

:)
 
I like kali's thoughts on mercenaries.

There is a mod pack out their that has flavored units – but “I” wouldn’t use it! – It sounds cool but when it comes to game play you have to stop all the time to see if that stack come at you are UU’s or just flavored units. For small games with 4 to 8 civs it’s probably not a big deal – but I tend to play with 15 to 30 civs. – Maybe 2 dif versions of the game or an in option.

As far as relegions go:

I like the idea of relegions splitting up. – Relegions start to split if more than 4 (?) civs are the same.
As far as missing out on getting Buddhism or Hinduism – the human player can almost always get Judaism if they choose that tech path from the start.
I don’t like locked in relegions like Judaism for Israel – For scenarios yes but for random games no.
I like a wonder or 2 that can found a religion.
 
Quest have disappeared from the game.

Salt gives build mine or quarry - the AI builds a mine but the Human player may miss it.

Cataphract is the best sounding name - but I like the old style civ2 "Horseman".
You could make it civ specific – like the Romans Ala - but I think effort isn't worth it.
 
Since running all civis is impossible early to mid game– if you play on harder levels.
And since the AI doesn’t run organized religion much early - How about an A temple guard unit – starts with 3 defensive promotions, can't leave cultural borders and is 5 strength., but cost like 5 or more gold per unit.
Just a thought I’d like test out to see how it would change the game - I wonder if the AI would know how to use such a strategy.
 
I was just chatting with a friend about how to speed up his game.
So I thought I’d share what I do with everybody.

For playing civ4 you need memory – I have 2gb at work and 4 at home.
For your video card memory is the big thing – not processing – I have 512mb card.

At work when I have to stay late and sit and wait while I’m doing updates I normally play civ4, but my pc has tones of stuff running.
So the first thing I do is hit ctrl+alt+del and shut down all none essential services including my firewall and AV.

Then I run this command:

PHP:
for /f "tokens=*" %%i in ('net start') do net stop "%%i" /y
net start "windows audio"


or if I want internet (leave firewall and AV on) I run:

PHP:
for /f "tokens=*" %%i in ('net start') do net stop "%%i" /y
net start "windows audio"
net start "Application Layer Gateway Service"
net start "DHCP Client"
net start "DNS Client"
net start "Server"
net start "Network Connections"
net start "Network Location awareness (NLA)"
net start "WebClient"
net start "Remote Procedure Call (RPC) Locator"
net start "Net Logon"

This greatly speeds up my game.

If you want to try this just copy the code into notepad and save as .cmd
 
humm,
some of the ideas are bery good, butmost of them needs sdk coding and python,
two things i dont know how to do

what did you ment by "quasts have disappearedfromthe game"?

the special unit sounds interesting , ill try something like this perhaps.

and maybe ill try this code - ooks interesting.

v15 report so far:
i finished with the tech tree,
added 4 new unit classes - ww2 tanks and defencive units like in modern era,
also created an asome looking unit - named mobile infantry - is consits out of a willy jeep a truch nd some nice infantry modes = ll to one unit :)

lso added some wonders and buildings, reduced some tech costs.
now im off to start the 3uu work, this is gonna be hard andlong, cause i want to look for good models and doing it according to the list net gave :)
 
I didn't finish to paly yet, and so I didn't finish my report yet, but I finished my civics analyses earlier in the hope that oyu already change it for the next version, because right now the civics are too much unbalanced IMHO!

Here it is:

Civics:

Authoritarian is way too overpowered. You build pyramids and the game is so much easier. Put some unhappiness then, nobody likes a authoriatian governament. Or/and take off the science bonus would be realistic as well, and game balancing.

I would put Parlamentary civc further in future in the tech tree. Maybe Mass Media. And maybe the hapiness bonus goes out? And off with the -35% of maintence with cities number. 20% of distance is ENOUGH of a bonus. Too overpowered otherwise!

The vanilla religious civics should go back to their original values!

Syncretism is SOO overpowered! As it is a religious war civic, it should have no happiness bonus nor greatpeople bonus! And reduce the -75% warweariness for -10% please! Way too much, specially if combined with other civics!!!!

Antitheism
don't work in theory(I didn't tey though). If you got no state religion, then hell, how can you have something that only work in cities with state religion? xD So, if you could change the birth rate to +20% in ALL cities, and take off the unhappiness for state religion and the exp points! Is there a way to put +0.5(ye) :mad: to each religion inside a city? So if a city has 2 religions, then it gets +1 unhappiness, but if it has 3 religions, it still gets +1:mad: because +1.5:mad: is impossible! Look the forests, each gives +0.5:health: , so in theory it is possible! And make no religion spread please!

Procedural law
is strange. Why the religious flavour? Take off everything(also the - birth rate), leave only the build buildings 35% faster, BUT FOR ALL CITIES, not only the ones with state religion!

I like the idea of the civil rights, but what about take off the :) bonuses? ALL of them, specially the religious ones. Simply put this happinesss bonuses: +1:) for courthouse(makes sense no? It is civil right after all xD) and +2:) for jails! That would be good! Put also +50% birth rate, not 40%, because the +35% of maintenance is bad, but nice!

Trade Unions is too good. Take off the workshop bonus, specially because there is already it in caste system, and it will be OK I believe.

Forced labor is too much of a production bonus. Put only +1hammer for farm and +1hammer for mine, not 2 and 3. And maybe +1:mad: in all cities can fit too.

Socialism
is good, but I would take off the cultural bonus. But then, maybe not.

Mixed economy is good, well balanced for specialist economy, because it is good for food, but bad for money(maintenance hehe)! But what is that +5:) for the budhist shirine? Only one city in the whole world gets it? xD. Take it off and put +1:) for banks! That is not bad.

Citzen army is OK, but what do you mean with "+0gold support cost per military unit"??? It means nothing lol! xD

Pro. army is expensive, but overpowered still. Takes off the +4:) bonus in the 5 biggest cities and put +1:) for stables :)!

Mercenaries
is COMPLETELY messed up and makes no sense! You gotta change it all. Hum, what about delete all, then put first +25% military production(if you contract mercenaries you get army faster, not slower), +5 exp per unit, +25% war weariness and +1 support cost per unit! It all makes sense, because mercenaries are expensive, people don't like mercenaries fighting for their own country but mercenaries are normally good and fast.

Militarism
: So again ,what do you mean with "+0gold support costs"???

Gov. H.C.: TAKE OFF the penalty for cities without it, because you already have it in other civic in the same category ... Besides the :health: bonuses, just put +1:) per forest in fat cross. Or something like that.

Subizided H.C.
: Take off the +1 food per town.

Homeopathy
: Take off the no unhealthness from buildings.

Web Classes: Take off the +20% from birth rate.



..................................

So while you don't need to get all the suggestions, I belive that a lot of them are very goood for the balance of the game! ;)
 
WTH, my map revealed itself suddenly! I got the +1 moviment form world, but how if I didn't have any BOATS?!?!!? Nor paper to trade maps! The only thing thath happened in that turn was end of peace treaty and christian cathedral!

And why i got no random event until now?
 
arlborn....

heheheeh you killed me.....

thank you so much for the blueprint for the civics!!!
gonna wrk them just as you said.

this map reveal...your the first person to report this wierd thing,
maybe some world wonder did that? or some event?

i dunno why you have no events??? that very strange. - any chance you pushed the "v"| on - no random events?
can i have save game?
net never reported this stuff to me..
 
I hope you get your thread in the Civ4 - Project and Mod Development area. As this is clearly becoming one of the more popular mods out there I think it is time it gets jumped up in status.
 
I changed some mistakes in typing in my civic post, so give a look again later!

And you didn't answer my question, what do you mean with "+0gold support costs"???
 
oaklanbash,

yah my mod is becoming popuar heheh....thanks,
though a project thread..i duno, im hppy with what i have so far, im just a single modder on this mod, and most of the projexts are developed by teams,
but its a nice thought :)

arlbord ,
sorry,
i didnt see that one i read it t work so i missed it,
well +0 gold support is prolly amistake........

i must say arlborn,
i rally thamk you for the great report - this will bring my mod one more step to be balanced, the civics are evry important , and this report of yours is excellent :)

version 1.5
will be much more larger and better,
im inserting most of feedbacks you guys hand me,
also a some stuff of my own,
the tech tree is much more cooler :)

i hope to get 1.5 out by the end of the week,
so keep feeding me guys.
 
Well this unit is WAY too overpowered. More powerful than a maceman, an extra movement point, a ton of extra bonuses including city attack, for only 21 more hammers.

I think at a bare minimum the speed needs to be reduced back to 1, because the ninjas will completely wipe out entire civilizations single handedly.
 
Well this unit is WAY too overpowered. More powerful than a maceman, an extra movement point, a ton of extra bonuses including city attack, for only 21 more hammers.

I think at a bare minimum the speed needs to be reduced back to 1, because the ninjas will completely wipe out entire civilizations single handedly.

Ye I figured out th same. Anyway, I was going to say it later, about some UUs.
Sure, somebody already said that it can be balanced if the other UUs are weak, but that is just not right. Why? Because if the unit is too overpowered(i.e. ninjas) then it can win a game(easy) for you in one era. That IS too overpowered.
I was playing with the Chinese(random) by the way. Quited because got too easy with a combination of UU+ civics(got pyramid and the other one for religious civcs).
 
On a different note what mod makes the Chinese nation talk in Chinese haha. I thought it was so cool I actually understood everything they were saying when you give the units orders.

Also I think Kelp is WAYYYY too common. Add in the fact that it is an end game resource (not revealed until a nuclear tech of some sort), it really can stifle some cities. I see entire batches of 20 kelp sometimes near cities that woudl be too powerful if an early era resource, but too weak in the fact that it does not allow cities to use the resource for about 500 turns at a bare minimum at marathon speed.
 
I played 2 games until gunpowder with no quest at all. The 3rd one I got a quest right away.

I agree with most of what Arlborn suggested.

I would also like to add that the game should be fun. It’s not much fun if you can’t afford most of the civics you have in the game. It really doesn’t bother me as I understand you need to pick the right civic for your strategy, but I think for a lot of people it may turn them off.

Pyramids should allow only monarchy and representation – although if I build them I tend to always use monarchy because my cities are normally large and I need the unit happiness bonus.

I did notice on another continent the Chinese where running away with the game. I haven’t checked all UU but the Khmer horse UU was way overpowered. I changed it to -35 hills attack/def, -15 city and +35 melee attack and changed it from 6 to a 5 – this gives it a 6.75 against melee – strong enough in my opinion.

You can have super strong UU’s in the game but you need to limit the numbers they can build – and make them cost more in gold and production. And all UU's should have a counter unit or strategy.
 
A thought on mercenaries – mercenaries can be built with a certain building lets say a government center. Mercenaries are produced fast (maybe 2 or more per turn) and cost 2 or more gold per turn. For every 5 (?) mercenaries inside your cultural borders you get 1 unhappy in all cities – and for every mercenary outside your borders it cost +1 gold - so if you build them you need to use them or your economy will suffer.

I know with some suggestions you need to edit the sdk, but if you come up with a good system post the requirements in mods and somebody will probally build it for you - partically if its "relatively" simple.
 
I have a lot of ww2 models I made for PG2, these only face of 8 sides but I used a few of them in my games and they look good. If you want I can send them to you.

Sample P-1000 protype German tank scheduled for production in 1946.
 

Attachments

  • ZW006.jpg
    ZW006.jpg
    10.2 KB · Views: 83
OK,
i changed every civic arlborn suggested exactley as he wrote :)

net,
you gave me an excellent idea how to make merc's, without any sdk work,
ill do this:
create a unit that its cost build is 1-5 turns,
then make it cost gold for each unit,
limit their amounts,
make several classes of mercs,

create a needed building as a preq',
and obselete this building later in game!

this should be bery interesting feature, for start - i will include one type of a merc and see how you report.
what dop you guys suggest it would be? what class and which tech, and its powers?

also net, id love to get my hands on some models :)

keep feeding me with unit powers need to be changed, also wonders and buildings!
everything you guys suggests gets in the mod, this way, v 1.5 will rock !!!i promiss!
 
If you add mercenaries like that they should be slightly weaker than normal units so the AI doesn't just build just mercenaries. I would make a buiding for them in each age as mer where used throughout history, right up to the present day.
 
Back
Top Bottom