Doto [AdvCiv ModMod]

hmmm...

interesting ideas.

i will use apple as a fruit bonues like you suggested,
ill add a few techs that will be fiber linked with buildings of textile with cloth/fiber.

the numbers will do me a great deal of help, so ill get what you suggest right.

by the way,
with mylon increasing city size, he added two tags withing the culture dfinition -
happynes and health,
i gave there negetive values...not too much though but this will most defently allow dealing with 4 sized cities...
 
OK, here the results:

vanilla civ:

the resources do give by themself +11 health and +15 happyness.
the buildings by themself give +6 health and -7 health, as well as +4 happyness.
buildings and resources together give +14 health, -5 health and +12 happyness.

The recycling center can negate all health issues from buildings (and resources together with buildings).

A fully build up city thereby can have +31 health and +31 happyness.

So basically vanilla BtS assumes a max pop of 1,5 pop per workable plot (20 plots).


If we use the same approach for the 3 ring cities (36 plots), we should try to get a netto +54 health and +54 happyness. Anyone aiming cities size 55+ should have to use mind control centers and live with increased unhealth.

How much boni does OL bring? Interesstingly little.

the resources do give by themself +20 health but also -5 health and +16 happyness.
the buildings by themself give +14 health and -16 health, as well as +12 happyness and -2 happyness.
buildings and resources together give +23 health, -10 health and +14 happyness.

The recycling center can negate all health issues from buildings (and resources together with buildings), but not the health problems caused by natural gas and uranium! Also the mind control can negate all unhappyness.


A fully build up city (without mind control) thereby can have +52 health and +40 happyness. So health is ok as is, even if I'd suggest to avoid such things as giving sugar +2 health or similar things. Happyness could use some serious boost, to avoid making mind control the only way to grow huge cities.
 
So what do I suggest following my analysis:

resources give enough health out of the bat. BUT: neither uranium nor atural gas should give unhealthiness from the resource (mine) itself. Move it to a building instead.

resources don't give a lot happyness without buildings. This is ok, just remember that we have to fill up this gap (+10 happyness) with buildings like breweries and such.

Buildings by themself give a lot health (and unhealth) but even more happyness. You might think to shift some of this towards buildings+resources.

Buildings+resources do seem to be ok when it comes to health ... but we still have to face the happyness gap. Alltogether I'd say you should try to get +2 more health from buildings and resources together (after some redistribution), but more importantly get around 14 happyness from buildings+resources. Thats a lot, a full 35% increase, and will require several new buildings, and might require some of the resources that I previously suggested to be axed.
 
K and B-B. I went through the health-happiness data in the 2-1.7 xml and tried to take on some of what B-B was saying a while ago plus some of my own logic :crazyeye:. I don't have much time for the next few days but will try and make some suggestions over the weekend.


AND........
 
Coffee orchards ? :dubious:

Tobacco orchards ? :twitch:

Sugar orchards ???? :aargh:

Gaaaah!!!! I weeel keeel heeeem !!!! :ar15:

Or

Heee weeel keeel meee !!! :hammer2:

K. I LOVE your 'uninhibited' style - otherwise I wouldn't be here !!! :yup:

Why not just 'plantations' ?? Or can we control when the resource is revealed (techreveal) or available (techcitytrade) or call them 'special plantations' - but not orchards - with ...coffee, sugar and tobacco..... trees. Please.
 
Oi min goi, spiiek slowly, he is just a meschigge jiddish boy. ;)


No honestly, Pilotis, have mercy with Keldath, english isn't his primary language I think, and new-hebrew is MUCH further from english then my primary language (german).

Keldath, an orchard is a "a garden of fruit-trees/bushes". Whine (though better called a vinyard), apples or peaches and such would grow in orchards. The similar word grove is much better for non fruit "tree-farms", like olives and such. Interesstingly bananas, while technically a fruit, don't grow in orchards either, or at least I don't know of anyone using "banana orchard".
 
hehehe.....
i jutst love yours posts guys.. makes me laugh at myself everytime...

well,
i know what orchads mean acctually, ill tell you how my "logic" works sometimes...

i have a general idea of what i want to add, say an improvment -
i wanna add an improvment that serves almost the same purpose of plantation,
so there will be some more varaiety, and disperse the abundance of res not only on 1 plantation - but 2,
so i added the code, graphics, and then i leave the name for the last thing i do for the added object,
so i begin to think, what words do i know thats related to farming and such, then orchads pops to my mind, and bang i have a name, it has a nice ring to it...i froget to think about the logic that im presenting, that coffee is grown on orchads...hehehe...
im trying to make the basis for a game with some varaiety and fun....
for logic...well i have you guys to currect my illogical stuff :)

rarely i take the time to check for logic, for example, the merc names, well -most of them were pulled from wikipedia :), but again rarely.

grove sounds nice, ill replace it.

my mod is a kind of democrasy, you guys point me to what i should do and add,
as always..im not playing civ...cause i rather mod .

oh, and have no mercy !

:)
 
O.K. 'Groves' then.

But K. They are Orcharrrrrrrrrrrrrds. Note the ' r '. Did you see it ?

:sarcasm:
 
Looks great! Since this is my first mod and I'm new to the scene, is this basically a compilation of most of the higher-quality mods out there? If I basically wanted to download something that has the most quality additions, would this be it?

Regardless, thanks for the effort in putting this together!
 
Can I add other UUs to this mod without breaking it? Is there any python that counts the unit order for events and such?
 
K.

I'm wondering if we just have too many resources now.

I'm well into a game and just realised 'no horses'. Checked in worldbuilder and there are just 'no horses' on my planet. (I can use worldbuilder to put 'em on and they're fine)

I don't claim to understand how the pile of bonusinfo xml algorithms work but I assume that's where the problem lies. If I go back to '1.7' I find horses.

I do have a lot of different mod versions in my mod folder - could be that I guess, but everything seems to play just fine.

Anyone else seen the extinction of horses ????? :confused:
 
randomwords
hopefulloy yaeh...ive tryed to put all popullar mods here.

wotan321 ,
you can add what ever you want...you need to merge you added stuff to the xml, simple copy paste wont work...

Pilotis
hey brow,
well i loaded a small map , went to the wb, say that there was horses on the map.
anyway i increased its apearnce.



*****
ill release patch in a few days,
ive remoced timber and diamond,
changed some health and happyness bonueses to resources through buildings
added 2 buildings,
obseleted religion buildings currectly
made reaerch to be longer
fixed more stuff that was reported here,

im waiting to get some more reports before releasing the patch.
 
If you look at the attached picture and look at the description for Rouge and Shamanism you will see it states "No State Religion". Well it actually shows the little hand symbol but I don't know how to put that symbol in the post. This is very confusing for me, because I can have a state religion when using either of those civics.
 

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Thanks Keldeth,

So I can add units if I edit the Civ4UnitInfos.xml and the Civ4ArtDefines_unit.xml files?

Also, are there any maps for this mod? Can I use the Europe or other maps that come with the game?
 
If you look at the attached picture and look at the description for Rouge and Shamanism you will see it states "No State Religion". Well it actually shows the little hand symbol but I don't know how to put that symbol in the post. This is very confusing for me, because I can have a state religion when using either of those civics.

Hi.

You're right. I don't know what gives. The xml looks fine to me but switching doesn't convert to non-state and you don't get the non-state effects. I'll dig some more but my knowledge of the code is pretty basic. If anyone has any clues please help.

:confused:

K ????
 
wotan321
yes in addition to those files, youll need to edit the unitclassinfo.xml

pilotis,KingArthur666 ,

well its realiy wierd,
in the xml code, in the civis xml,
each civ has this line:
<bStateReligion>0</bStateReligion>
this is suppose to determine the use of state religion...

but i think i fixed it for the patch.
 
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