Doto [AdvCiv ModMod]

Has anyone else noticed that Alphabet is not be researched until very late – in about 10 games I started the AI has not researched until almost all techs you can get have been gotten – well into the middles ages.
 
That's fine mer should be limited in numbers - enough to stave off an attack or turn the tide of a battle.
 
The thing you don't want is for the AI to keep them around, killing their economy.

Auto deleted after x turns maybe?
 
well ....i dont think the merc mod i suggested is good enough.

im gonna ask for someone to create an sdk tag that will make this:
<moneycost> - this way ill be able to create units that cost money :)


**net,
its too dangorous to do this in this method, im not sure how the ai will respond - ill ask someone to make me the code.**
 
Tomorrow I will o with the UU's what I did with the civics today. But the UUs are harder to balance, so I want the opinion o people before you change it all!

Ohh, I remember the good an old days when I did that with VISA(was it the name at the time? I guess not) and you was still alone :P You love to make overpowere units! :lol: :lol:

Last time most got fixed fast, so I bet this will be the same ;) !

By the way, you are using the Next War mod for the end of the game, no? But how? Just copy an past from BTS? Because it is a bit buggy in BTS, and this guy made a GREAT job of fixing and balancing it:

http://forums.civfanatics.com/showthread.php?t=232146

If you didn't see it yet, take a look! But you probably already saw! :)
 
great,
im waiting on the report.
are you finished with the civics?

yeah the good old times, i left the current world of civ team...****currection**** i left the visa team***
wanted to go solo.

indeed, if you keep feeding me, everything will be fixed!

yeah i saw that post, acctually before that guy changed those stuff, i already did it to overlord.
also in v1.5 - i added 3 techs and changed some stuff there.

yeah....i just love units hehehe.
ok for now ill wait on your report, the uus will be the last thing ill do for v 1.5,

in v 1.6,
i hope someone will create me the tag for merceneries, and illlook for more neat stuff :)


**net*
interesting mod, ill add it to v 1.6 list
 
Cool how about a new civ the PAPUA, UU Headhunters &#8211; gets gold from kills &#8211; Cannibal gets food from kills - Slaver get hammers from kills.

Building herbal garden &#8211; granary &#8211; gives x health (or food)
Or a Tree Forts (with city art) +25% more than defense than standard walls

One thing I liked about SMAC was that aggressive leaders would constantly extort techs and money from more advanced civs. You could make this a backword civ that just raids and pillages &#8211; and extorts. Its favorite civic is slavery so it poprushes units and its kills provide food to rapidly grow their cities &#8211; a never ending circle until guilds/banking when you afford to wipe them out.
You could set it&#8217;s xml to &#8211; wonders never &#8211; mostly produce units and then mostly produce production buildings - give it it's own unique civic no unhappy from poprush. Starts with Alphabet and needs no resource to build it's UU's. UU&#8217;s are relatively weak but get 15% all terrain defense and -15 city attack. And of course set to the highest aggression level.

I'll get a city list, leader, etc. if you want.
 
I never knew you were in the WoC.....

Although I will add that any and all modders and testers are welcome in the WoC that support the new Firaxis Modular XML Loading that Impaler wrote for them. In fact anybody making modular BtS mods are being added all the time, even without direct support.
 
I agree with the killing of animals is a great idea for adding food to your civ, maybe to the closest city (not sure you can code that).

Maybe randomly spawn a rare resource, something that you have a 1 in 200 chance of spawning per tile, and you have only a set amount of time to harvest this resource or it disappears (think of that Sahara desert movie where the plane crashed and the locals canibalized the whole plane in 1 day haha). The result of the random spawn could add culture, hammers, gold, food, anything for that matter. However I am not sure if the AI is smart enough to figure something like this out or if it could even be done.

Hmmm, how about making kelp show up a bit earlier on the tech tree, I know I know I mentioned it earlier but I think something needs to be done about this resource hehe.

Maybe when a general spawns, there is a small chance something instead of the general will spawn, i.e. a super general that can act as a normal general or has special abilities above and beyond if you don't want to use it as a general. As I am kind of a war mongerer after I hit macemen (sorry I hate axemen rush, it is just too cheesy to me, too easy to beat the AI so I never do it, I wait until at least axemen to make the game more competitive). I just play defensive and nice until I get macemen most of the time. After that the gloves come off because the AI has longbowmen so the game gets fun after that. Axemen with city raider being chopped and whipped can completely annihilate the AI too quickly I find. I guess for ideas for the general could be the player has a choice, act as a normal general for military academy or 20xp and traits, etc... or it could be turned in to a special support unit. Kind of someone who acts behind the battle. He has no risk of dying unless the whole stack he is in dies, guess you could treat him as a scout for this purpose. But he has special spell like abilities similar to FfH units. Such as extra movement, extra attack powers.

I also like the ability to reward players that kept their forests in tact other than for just the national park city. Something more powerful than a lumbermill for end game. Something truly powerful since farms get nice bonuses that really help a city grow, the forests just get an extra 2 hammers, which most of the time does not make up for the difference of not chopping them in the beginning of the game for wonder rushes. Maybe the 2 hammers plus some culture, an extra beaker. For jungles still left add maybe 5 beakers plus other benefits (think of the rain forest, every trip they go there they find a bunch of new animals with possible cures for modern diseases)
 
Uh, the UU report shall be finished by tomorrow! :mischief:
 
Internal links in the civilopedia are crashing the game.

Unit suggestions &#8211; A lot of units are over powered and severely imbalance the game!

I understand what you where trying to do, but the simple fact is whoever gets their UU first - And has the economy to do something with them -Wins! UU should provide and marginal edge not a devastating attack.

I also noticed a lack of defensive UU&#8217;s &#8211; Some civs need this more than an aggressive UU &#8211; The &#8220;peaceful&#8221; civs.
I also notice way too may cavalry UU&#8217;s &#8211; and probably too many tanks &#8211; There are other options!

I&#8217;m going to leave out some modern units for now as you haven&#8217;t fleshed this out yet &#8211; but there appears to be some imbalances their as well.

In general UU should only be 15% stronger than vanilla. Example Vulture is a 6, ax is a 5, 15% is +0.75 &#8211; If it is more than 15% it should cost more to produce and should never be more than 25% - example Roman Legion 25% stronger than vanilla and cost more.

*Note: Legion is 1.5 so you could round this to 7 or 8. - In general: 1.4 should be a +1 and 1.6 should be a +2.

If you give the UU an ability or promotion reduce the % of how strong it is &#8211;even less than vanilla i.e. Nubian Calvary is a 5 because it gets +50% vs melee, making it a 7.5 when it attacks a swordsman of 6.

If you add a SUPER UU that has 15 or 25% over vanilla and an ability or promotion, limit its numbers to no more than:
5 for early
10 for classical/medieval/renaissance
15 for modern
20 for late.

A Super UU that 15% stronger than vanilla can have 2 additional traits and cost 20% more.

A 25% unit can have 1 addtional trait and cost 35% more.

Less than vanilla can have 3 or more depending on how low the number is &#8211; I haven&#8217;t tried this but my guess is if it&#8217;s a -15% it gets 3, -25% gets 4. Cost based on how valuable the the trait is:

***edit added:

Attack traits is great for attack units but marginal for defense units and so on.

Cost should also be based on how effective the traits are i.e. woodsmans is great early in the game but much less so in mid game and pratically useless in modern times.
It may be necessary to add an &#8220;Achilles Heel&#8221; to some Super UU&#8217;s and to civs that get 2 UU&#8217;s at the same time
***

You probably shouldn&#8217;t reduce any civs standard defensive unit&#8217;s stats because that&#8217;s all they may have to fight with, unless you give them another defensive unit.

AND ALWAYS MAKE SURE THERE IS A COUNTER VANILLA UNIT!
The only exception should be super UU&#8217;s.

*SEE ABOVE refers to any earlier post.

Current units: 1.4:
Let&#8217;s starts with the UU&#8217;s first:

American: Humvee too strong for a General purpose (GP) recon &#8211; a Stryker or Bradley would be more appropriate.

Austrian: KUK 35% city is enough - probably to much reduce to 20% &#8211;give them standard rifleman stats and 10% hills Att/Def.

Aztec: Elite Jaguar no bonus vs crossbow (civs that don&#8217;t have horses need some defense!).

Babylonian: I just don&#8217;t like maceman for this civ (see above post) stats are ok though.

Carthaginian: elephant +10% city attack &#8211;10% hill def.

Celts &#8211; Galactic warrior -a weak UU from vanilla &#8211; maybe 20% city or 2 moves.

Chinese: Ninja: 9 is strong enough &#8211; give them +10% city def and standard mace stats.

Dutch: see above post &#8211; you probably shouldn&#8217;t reduce any civs standard defensive units stats because that&#8217;s all they may have to fight with.

Egypt: looks ok &#8211; but I don&#8217;t like their UU &#8211; see above.

English: Redcoat - Change back to vanilla and add other cavalry to their attack bonuses. Cromwell (see above for other more notable tanks) and follow the above rules.

Ethiopian: Oromo &#8211; to strong, reduce it to fit the above rules &#8211; Giraffe to strong, reduce it to fit the above rules. &#8211; Suggestion make it a 7 &#8211; doesn&#8217;t require ivory and give it 75% vs mounted.

French: See above for other UU&#8217;s the French have so many possible UU&#8217;s it&#8217;s kind of waste using a musket for them when a musket is a good UU for other civs. Anyway it&#8217;s too strong, reduce it to fit the above rules or make it a super UU.

German: to strong, reduce it to fit the above rules.

Greek: Here&#8217;s a sample of a unit the is so overpowered that I conquered a larger than huge hemisphere map with 24 civs and 5 continents by 1600 (sample a 4 promoted cav against a longbow in a city 28 to 5 odds of winning &#8211; needless to say I seldom ever lost a unit!) - to strong, reduce it to fit the above rules- see above for more flavored UU.

Holy Roman &#8211; Vatican Guard &#8211; see above for a more flavored unit - to strong, reduce it to fit the above rules.

Inca: Eagle Warrior - to strong, reduce it to fit the above rules. See above.

India: Elephant to strong, reduce it to fit the above rules. How about a defensive elephant?

Israel: to strong, reduce it to fit the above rules. See above for more flavored UU.

Japan: Yamato make it a super UU and give them destroyers.

Khmer: Rahgasta -to strong, reduce it to fit the above rules. see above for changes I made.

Korean: type 62 to strong, reduce it to fit the above rules.

Malinesse: Grenadier to strong, reduce it to fit the above rules.

Maya: Brutal to strong, reduce it to fit the above rules. See above.

Mongolian: to strong, reduce it to fit the above rules. See above

Native American: to strong, reduce it to fit the above rules. See above.

Ottoman: to strong, reduce it to fit the above rules.

Persian: to strong, reduce it to fit the above rules. see above.

Portuguese: to strong, reduce it to fit the above rules. See above.

Roman: Tank &#8211; just too messed up -60% vs infantry???? I know the Italians didn&#8217;t have good tanks but what are the tanks made of paper? See above for a more flavored unit.

Russian &#8211; SU 85 &#8211; ISU-152 is a better TD &#8211; also if you want they had good TD that was weaker against tanks but good vs infantry the SU-122, the SU 85 is in-between these 2. to strong, reduce it to fit the above rules. Another option is an early mobile artillery the BM-8-36 (Katusia Rockets), the Russians used massive numbers of these in WW2.

Spanish: to strong, reduce it to fit the above rules. See above.

Sumerian: to strong, reduce it to fit the above rules. See above. Almost fits within the guidelines but it is a 14 knight (should be a 10) and upgrades to 12 unit?

Viking: messed up unit &#8211; a knight that requires the Manhattan project ---will any knights be around then? to strong, reduce it to fit the above rules. See above.

Zulu - to strong, reduce it to fit the above rules and too weak for infantry -50% vs tank. See above.

I know this requires a lot of work, but when a human player thinks he&#8217;s doing well is invaded by 16 strength cuirassier or 14 strength knights, it will turn him right off!

Since I&#8217;m changing the units as I go I can help you with balancing them if you decided to make my suggestions, just let me know.
 
I just had a thought for module:

An option for stronger Computer opponents UU&#8217;s
This ajust the attack strenght of the UU at the start of the game for the computer only.

When starting a custom game you choose:

UU&#8217;s stronger 5%
UU&#8217;s stronger 10%
UU&#8217;s stronger 15%

Probably way to much code needs to be done rewriting the xml file at the start of a game, but if this was built into the game from the start it would be pretty simple to do.
 
When I&#8217;m behind in a game it seams quest never come up &#8211; maybe they are already completed by the time I discover the required tech? I don&#8217;t think so as it takes the AI some time to fulfill the quest and a lot of the time the leading AI&#8217;s don&#8217;t have enough cities.

When I&#8217;m ahead it seams I get them all stables/boats/forge...etc.- and the ones that insure my ultimate victory &#8211; i.e. All Melee units get cover when I&#8217;m the Romans &#8211; Greeks - all Phalanx promoted to melee 1 and so on.

It would seam to me that if your behind in a game it should be a least 50/50 or 60/40 in favor of getting some positive stuff to happen and vise-versa if your ahead.

I don&#8217;t know if it&#8217;s Solvers patch or if it&#8217;s built in or maybe I haven&#8217;t played enough (I think I have 30 or so games).
I haven't look at the events xml, maybe the answer is in their.

This is a cool addition to the game, I'd like to see it work better.

Some bad stuff does seam to happen more if you ahead, but it&#8217;s more annoying than anything else.
My cities building wonders always get hit with your forge and temple is destroyed &#8211; I hate this dam AI cheat &#8211; and it is cheat as it always happens to wonder cities when your ahead. It&#8217;s almost as bad as the AI waiting until you get to 1 turn left to complete a wonder, then completing it before you. And no it&#8217;s not spying&#8230; a lot of the time they are on another continent and have no contact. I&#8217;d rather see the AI get some good things happen to them and invade my a$$. To me that&#8217;s fun, not taking out my buildings or cheating me out of a wonder. By the way when the AI builds it&#8217;s wonder 1 turn before me, I give it the benefit of the doubt and reload a save game several turns before me and adjust my hammers so I complete the wonder before the AI &#8211; 19 times out 20 it still gets it! So I know it&#8217;s a cheat, I reload again, switch to slavery and rush it on 2 turns left.

Don't get me wrong - I'd like to see the AI get some advantages when the human is ahead- but these atvantages should be used aginst the human "on the field of battle" NOT Summarily &#8220;Your forge and temple have been destroyed&#8221;. I wouldn&#8217;t even mine &#8220;Your forge and temple have been destroyed and Cyrus did it - He is holding a state diner for the Successful spy&#8221; - a least then I can take my anger out on somebody.
 
Jungles are little to slow to develop for my taste.
I know it&#8217;s historically correct but If you start by a jungle it&#8217;s a disadvantage.
So Id like to see a linear dead end branch of the tech tree that leads to making better use of this terrain.
The player will still get a penalty from being in a jungle as he has research &#8220;Jungle techs&#8221; instead of the normal path.
Iron Working as is remove jungle.
Jungle 1 + construction&#8211; remove faster
Jungle 2 + Alphabet Exotic Hardwood exports +1commerce +1 hammer
Jungle 3 + Calender Herb farms +1 food +2health
Jungle 4 + Biology National Wonder (2 allowed)&#8211; World Renowned Mahogany and Herbs &#8211; requires 6 jungle squares +4com +2ham +1food and+2 health with medicine.
Jungle 5 + Ecology +1com +1food +1health

Also jungles should be 50/50 some plains some grassland &#8211; to reflect reality. Maybe FX can add this part along with an option to limit ice and tundra to the top tiles &#8211; i.e. &#8211; no ice, no tundra, ice&tun top 3 only, ice&tun top 4, ice&tun top 5, etc.

Now if the AI would know how to use such a thing is questionable, but it does seam to know how to use the national park wonder.
 
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