hey people,
tuxu buddy,
great feedback,
the limited religions and holy city - you are right, this was screwed up in revdcm, in this new version of it - 2.7.2 - it was taken out for now.
so i have a fixed version of ol2 with it as i wrote above.
im happy you like the stratigic techs cost more, i tried to make that, when you play, youll be able to play with units of one era, more, so mostly techs that allows new kind of units, mostly will be harder to learn/get. if you think some other tech cost or even prrqeq should be changed - i would be happy to hear.
also, quests,
i hope for future version ill add some more events.
along with some new cool wonders with python codes.
..
..
p.s.
just want to ask something - which civ did you guys enjoyed more - civ3 or 4? where was war a funner thing?
the hexagon system - well that might be really nice, i agree, that was the only good idea in civ5 and even that is not original...
i really hope that they put some work on the ai, and maybe finally guys with "normal" cpu can actually play huge maps.....amen to that brother, it would also mean that we could play on a multi-leveled map like in civ2 tot.
so about what you reported,
as for revdcm, not sure, but it gets better and better with every version so i guess they will fix it soon. yea, better wait for 2.8
tech costs,
5 times more?? Humm that's really a lot, but ill raise them a bit and see how it goes.maybe you can right a script that would make these techs turn-depent rather then point(research) dependent:
1. What if it would always take +x turns to research these techs even after you have completed the points quota required? If "tech_waffles" cost 100 research points you(or the ai) would have to research it and then wait for x turns, the amount of turns(X) could be set in the game options or world creation menu.
2. Have long research time and once it's done everyone will have access to the units(like the Manhattan Project) but the player who researched it will have a permanent bonus of xp to his units or bonuses to his production\cities\whatever, depends on the tech.
barbs,
im afraid i don't know how to control their tech advance, ill take a look.
This is a modified copy-paste from fall from heaven 2 CIV4CivilizationInfos.xml file, i've copied more then needed so you can easily see where this was taken from in the xml code. they solved it that way:
Spoiler :Code:<freebuildingclasses> <freebuildingclass> <buildingclasstype>buildingclass_palace</buildingclasstype> <bfreebuildingclass>1</bfreebuildingclass> </freebuildingclass> </freebuildingclasses> <freetechs> <freetech> <techtype>tech_exploration</techtype> <bfreetech>1</bfreetech> </freetech> </freetechs> [b] <disabletechs> <disabletech> <techtype>tech_RELIGIONZZZ</techtype> <bdisabletech>1</bdisabletech> </disabletech> </disabletechs>[/b] <initialcivics> <civictype>civic_despotism</civictype> <civictype>civic_religion</civictype> <civictype>civic_tribalism</civictype> <civictype>civic_decentralization</civictype> <civictype>civic_no_membership</civictype> </initialcivics>
EDIT:
I was just going trough your own code when I noticed this:
Spoiler :Code:<CivilizationInfo> <Type>CIVILIZATION_BARBARIAN</Type> <Description>TXT_KEY_CIV_BARBARIAN_DESC</Description> <ShortDescription>TXT_KEY_CIV_BARBARIAN_SHORT_DESC</ShortDescription> <Adjective>TXT_KEY_CIV_BARBARIAN_ADJECTIVE</Adjective> <Civilopedia>TXT_KEY_CIV_BARBARIAN_PEDIA</Civilopedia> <DefaultPlayerColor>PLAYERCOLOR_BLACK</DefaultPlayerColor> <ArtDefineTag>ART_DEF_CIVILIZATION_BARBARIAN</ArtDefineTag> <ArtStyleType>ARTSTYLE_BARBARIAN</ArtStyleType> <bPlayable>0</bPlayable> <bAIPlayable>0</bAIPlayable> <Cities> <PLACE-HOLDER> </Cities> <Buildings> <PLACE-HOLDER> </Buildings> <Units> <PLACE-HOLDER> </Units> <FreeUnitClasses/> <FreeBuildingClasses/> <FreeTechs/> [b][SIZE="5"]<DisableTechs/>[/SIZE][/b] <ForbiddenReligions> <PLACE-HOLDER> </ForbiddenReligions> <InitialCivics> <CivicType>CIVIC_DESPOTISM</CivicType> <CivicType>CIVIC_BARBARISM</CivicType> <CivicType>CIVIC_TRIBALISM</CivicType> <CivicType>CIVIC_DECENTRALIZATION</CivicType> <CivicType>CIVIC_PAGANISM</CivicType> <CivicType>CIVIC_ROUGE</CivicType> <CivicType>CIVIC_SHAMANISM</CivicType> <CivicType>CIVIC_IGNORANCE</CivicType> </InitialCivics> <Leaders> <Leader> <LeaderName>LEADER_BARBARIAN</LeaderName> <bLeaderAvailability>1</bLeaderAvailability> </Leader> </Leaders> <DerivativeCiv>NONE</DerivativeCiv> <CivilizationSelectionSound/> <CivilizationActionSound/> </CivilizationInfo> </CivilizationInfos>
i show you this so you'd know that the problem had been dealt with however i have no clue about script dependencies, you'll have to ask premission from the FFH2 dev team.(EDIT: no need to go for the FFH2 team now, right? you have been servedv)
I hope we would not discover that the barbs are getting techs through scripts becaus that would be a major clusterfu¢k for us, that would mean that the XML's "<DisableTechs/>" feature does nothing and would require even more revdcm\whetever_script editing, i hope that is not the case.
thanks tuxu for the info,
il use the disable tech thing,
and thus, i have decided to bring back the building base religion foundation, since you guys say thay system worked well.
wow.. ive been playing on prince level,
16 ai's, and just wow, i didnt realise i made the game so harm, im under constant attacks and barley can advance,
i gotta reduce the ai aggression!
-added back religion system based on buildings, along with barb limitations. Keldath, I dont think there's a prob with a barb holy city, only with the fact that they could research. If its easier for you to have them not researching in that way, so be it but bear in mind that there could be some very interesting scenerios with a barb holy city, firstly - all the leaders are at war with this city and secondly - if the *conquest Priority* of the "found religion" building is high enough there could be some cool "crusaders race" scenerio, I think that it has to do with <iConquestProb> or <fVisibilityPriority> but i haz no clue
-reduced archers ranged b - make it so it cant kill units My archers at Mount&Blade may bag to differ.
-raised costs for important techs Good.
-moved oil well earlier to compounds Great, it sould be visible to the AI so they can zero in on the resources and start fighting on them.
-added 30%+ combat against melee to all rifleman, musket,cavalry and CUIRASSIER units - they first gunpowder units must have an advantage against swords. I'm not sure... Early gunpowder units were quite horsehockey in terms of a face to face battle against cavalry or good moraled melee units for the reason that once you have shot the first volley you cant do anything for whole three minuts, the time that took to reload. so maybe they should get first strike and fortification (the F key, not the terrain feature) defence bonus increase instead?
-changed values and parameters for most early ships with some of the modern ones I always wanted an Ice-Breaker... I can model+texture one if you'd want to make it
-change some of the leader threshold for making diplomatic deals.(not many) I saw your PM and hopefully ill get to it this week
-reduced ai declare war probability on handicap
-change art for slope,shaft and grove
-removed 1 of the road type (the modern one) and moved road to invention - dont think that it was needed...right?
-added 3 more difficulty levels - with higher war probability That's evil, in a good way
and this is my current to do list:
-make a wall type building for rifle age
-add an artillery unit for mid tanks(maybe just a mortar team?)
-reduce ai trade gold for resources
-add a few techs before tanks mkv -to make the rifle age longer (ive been wanting to do this a long time ago) I encorage you to do so with all the ages^^, I mean think about for how long people have fought with clubs only then swords only, after that came the knights, the ships ect. and all these ages took a while
-mix the promotions a bit YES! Finely I get my Blitz workers!! we will shuvel our enemies to death! Muhahaha!
-add random events Do you know in what file the rand events scripts are? i think this will be a great study case for my py attempt because they're suppose to be so small
i would be happy to hear what you people think of the changes.
thanks in advance,
kel.