

Original Civ had a good way of preventing stacks of doom. Each military unit is associated with a city (By default, the city that built it) and deprives that city of production. I think that could be a good way to reduce unit production, more so than a financial penalty. Each unit produced will reduce that city's ability to produce more units or build anything else. Each city could be able to maintain a certain number of units based on population, technology, civics, unit type, etc.Anyone has an opinion about my unit cap system?
Im thinking on going over to change it to ammo based where several resoources will add up to the same ammo , regardless of the bonus type.
Also more on my route units ideas:
Routeed unit -> will be removed and spawned
in the ciry where it was built or nearest.
The goal: make stacks of doom snowball harder.
- x chance for a unit to be routed instead of being destroyed.
- each attaking unit will have fatigue metric.
Like 5, once reach it will be routed.
- route improved by promoting .
- a repawn delay .
Hi @Zomgy ,
My mod theme is being close to vanilla in terms of structure. To be honest, surrounding the tech tree mostly.
Aside from that, i added a substantial amount of game mechanics that will make the game more rich with gameplay features.
My mod is built on advciv, which is an ai focused mod. Do im using the best ai code for civ4 with my own enrichments.
RI is a larger mod as you know and highly polished. But the theme is similar. Keep things normaol and not bloated.
Many of my features are unique, such as city states, my civics and other. Some o refined with my own ideas.
Mr Smith
Thank a lot, ill go over and reply.
Is it new or was it around a year ago? Hasn't noticed or didn't turn on if it's BUG-enabled.Anyone has an opinion about my unit cap system?
Honestly, I think you should finish your old features before adding new, it feels like you hoard them instead of integrating.ive been fiddling with the idea of , routing units.
Btw, could you find some time for HR maybe? Diplomacy is a dire problem, some turn time optimizations wouldn't hurt either.maybe sometime ill review the changes he did between 1,24 and 1.25
New machine + old bug?I have a new video card, all drivers up to date, and still black tiles.
Well, afaik only breaking agreements early significantly bothers people, so maybe it wouldn't take much time?its just a matter of time, i dont have much free time with real life back when i was younger and sprouted mods like barsoom, doto or dune wars.
I know that.also, the sdk he used is not advciv kmod. but an older version.
Any suggestions what to cut?turn time -> most of the work there is on python, which is slower for civ4.
Come on, your mod deserves it. I've got lots of nice touches that help things like whipping, while keeping their base strength balanced and healthy. I and Fester could set up the whole infrastructure to bring back sprawling cities. Just those would sway many people (relative of what remained) to your mod from AdvCiv and maybe even bigger mods. The only reason I can imagine for those like Realism Invictus to not include Enhanced Sized Cities is extra turn time estimating settling spots, but you could half-ass that. You could have fun brainstorming, while not doing much work. PM where and if you would like to talk in real time or join any of Discord servers in signature.there is know need for a pay back, thank you.
Well, anything you could contribute in chunks of isolated code and it's dependencies I'd happily introduce to my modmod, while providing feedback. I still have no idea what I'm doing in regard of DLL, just do my best to carefully transfer simple changes. Not sure if it's in demand for your mod, but I also reimburse AIs 1 rounded down commerce and provide an option to lock Culture and Espionage sliders for them (iirc if not doing big strategies?), pretty sure I'm not the only one bothered by AIs wasting early commerce on those.HR has a great mod structure, wish i started of from it back then...
Link was in the signature the whole time. I didn't keep absolutely everything written down, but important things should be there. Some things like slavery discounts aren't documented and I am going to reduce most of those to just 10% instead of 25%.can you link me the full content of your modmod?
You know what, that's probably fine too, though would take significantly more time than just fixing agreements getting cancelled and/or penatly being applied on the wrong side. Most of HR is in Python, anyway.if im gonna go at it, what ill do is build HW ontop of my/advc sdk.
But that's peanuts by the time corporations are available =/your cities yield +1with state corp.
Since it would need a new xml tag modders could go for +2, +5, +10 or whatever. Just exampleBut that's peanuts by the time corporations are available =/