Doto [AdvCiv ModMod]

ill do my best glx,

ive been playing with my 1.10 version over 700 turns, and also i ran over 5000 test turns with auto ai,

never had a crash,

but,
i never turn on revolution mod or babarian civ, basicley the settings that ive published the version with, are optimized for maxsimun performence,

does the crash happens everytime you try to play?

ill try to check it, uder what version do you play? - 1.8 1.9?

thanks for the savegame.

I am playing your last version 1.9 => first I thought it is related to the technology I discover the next turn (mobilization) but also if I change to another one it crashes immediately. So you suggest not to use revolution :cry: I like the effect of crashing empires :nuke:. I will restart another session without revolution and babarian civ
 
i see,

well i always knows revolution isnt 100% stable,
thats why i rather not to play with it,

but, its possible the crash is somthing i missed (how can it be??? :) ).

i will chack the save you gave me on the weekend,

another thing i wanna ask,

when the crach occured - did the game went straight to desktop, or it gave microsoft error report, and then crashed? in short - was there an microsoft error reports?


lachlan,

glad to see your still playing my mod :)

v2 will take a while, cause it the end of my semster, and i have some tests,
but, im playing in my own mod for the first time every now and then, and im gathering alot of tweaking stuff to do, alot of small fixes.

ive added a limit on coty growth = in order to enlarge the city - you have to build buildings like aquaduct,
first limit is size 7 of a city, its like civ 2..

:)
 
hello, I found a solution,

my config =>I am using english but my env is ubuntu/wine
I removed in BugUtil.py line 203
Code:
def logToFile(message):
	if logTime:
		message = time.asctime()[11:20] + message
	#sys.stdout.write(message + "\n")

I just wanted to chime in as well : i had the same problem as Glx, and his/her solution worked for me (yay) !
 
Not sure if this has been posted before but I cannot open options, civpedia and I have no UI. I downloaded the version at first page. The game starts alright and everything else seems to work fine.
 
try to use this solution - it seems to work fro people,
also, make sure you using english lang only.

Originally Posted by glx
hello, I found a solution,

my config =>I am using english but my env is ubuntu/wine
I removed in BugUtil.py line 203

Code:
def logToFile(message):
if logTime:
message = time.asctime()[11:20] + message
#sys.stdout.write(message + "\n")
 
View attachment Keldath Religions.zip

Hi Keldath and all.

Sorry I've been away so long. Hope you're doing well.
Anyway. I did this for my own benefit and if it helps others then good.
I was struggling to figure out what religions were available to whom and how best to discover 'em. So I put these two tables together. Anyway they help me so here y'go. I might actually extend them with the benefits and downsides to each religion.

Suggestions or feedback welcome.

Cheers.
 
I like this mod. It's pretty cool. :)
Oh, something said a long time ago in this thread made me want to reply to it.

>>>Remember: a vanilla BtS city usually didn't grow much bigger then size 15-20.<<<
This is not true, actually. A well run and lucky city can hit 30 pop before any stagnation. In Civ 2, you could easily hit 40. :)

With or without Mods, I've been able to get 30.
Also, I don't use Revolutions mod either, I don't know why everyone likes it. I had 13 units spawn from a revolted city, and needless to say, my forces weren't that good. Especially since they spawned as Knights and Longbowman, and I barely researched Vassalage. :)

Yeah, I don't like Revolutions, always make it optional. That's a good thing.
Also, this has limited religions? Right? Not a bad thing, but also, it should be optional. I hate having to mess with tech just to get the right thing.

I shut up now.
 
DavidB1111 ,

dont shut up...review is good for me,

so,
city growth, well in the current v 1.9, a city can grow alot, as long as it have enough culture,
in the next version ill release, a city will have a limit on groth, to icreace the groth - a building must be built - same as civ 2m a new city can grow up to 7 pop, with aquaduct - it can grow to 12, and so on.

i personally prefer also to play without revolution, but, as you said, i like to have everything optional, but my skills are limited sometimes :)
 
Speaking of Optional, why did you "break" the religion Civics. So, far I see no real reason to pick any of them besides maybe Free Religion, and Paganism. Organized makes buildings take longer? This literally makes no sense, and doesn't begin to balance +10 to build rate of warriors, axeman, etc.

Also, Theocracy gives -20 to unit build rate? What? This makes even less sense. +2 to xp isn't close to a balance for this. I mean, that's what, 4 with a barracks? Unless you're charsmatic, yeah.

Maybe I'm missing something, and they'll be balanced by later things. But still, what's up the with 100% extra war weariness for +20 or so to both buildings and military units?
I mean, yeah, build a lot of world wonders, and you'll never have any war weariness, but still..

Something's off. Also, your view of limited relgions is one of the best I've seen. although to be honest, I wish it was optional. :) I like preventing my enemies from giving me. "-4: You've fallen under the sway of a heathen religion." Because, when they found the religion, they really don't want to switch.
Oh, and now I can't even gain the Parthenon, because you made it require Hinduism. :( That means, unless I really cheat, I'll never be able to gain that building, especially as the greeks. Also, seriously, how does the Parthenon, which has more to do with the Greek Gods, then Kali, Shiva, and all those lovable Hindu Gods, require said religion to be built? That's more silly than military civics costing you two trade routes. :)

Also, if you found Judaism, and try to found Hellenism, it doesn't work, but you can still discover the reasearch, and also build that weird 1 hammer cost national wonder. :) Either make all the building obsolete by each tech or whatever, or allow the two religions to both be founded...

OKay, Pacifism is wrong! There's no negative malus to building military units, and let's put it this way, when was the last time you saw Ghandi killing people? :) Also, Pacifists are generally religious. So a lack of a state religion makes about as much sense as a DVD rewinder. :)

Gah, I keep getting Python Error pop up messages about can't find iShrine every turn... Sigh, begin every turn can't find IShrine thing.

Also, Civilian Army and Mecrenaries both really shouldn't have no state religions. Mercs will work for anyone on the planet, and a citizen army doesn't even work well. It should have a bunch of different negatives.
 

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DavidB1111
thanks for the feed,

you are currect about the civis!
i really need to make a complete overhull for it, and through my last game, i made alot of notes about making sence into them, so thats one my my main goals in fixing those civics.

parthenon, well thats a plain mistake buddy, offcourse theres no connection between hindu and patrh', my problem is that i work alone on the mod, and sometimes i miss things, but well, i fix everything people comment here.

my religion, well, my version of religion was a fluke i spent alot of time to develop,

i also agree that this should be made opptional, but the only way for me - is to make it as an addon for my mod, not sure how people will like this.

basicly, i went over the civics really quick, no special attention, so many of them are no good or reasnobale..i know, its my down size.
but i intend to perfect it alot with much attention.

i see you care of my mod, so , anything you can write here, can help me more.

for the buildings that found religion, well,
in order to give the ai some reason to build these buildings, i gave it minimum attributes, and 1 turn cost, so it will be built and be a prioroty for the ai,

if you keep on playing, youll see that in my mod, i use lots of lots of negetive bonuses,
moreover, on version 1.7, i gave each religion tech a negetive bonues thats exactly opposite from the religion founding building, so noone will gain advantage in building that.
also im aware of the obselete building, i also gonna immplement it, but the problem is, when you already have a religion, and you decide to build your sewcond unique religion, you wont get that religion , cause you already founded one, but you will deny you opponet, who also have that unique religion, from building that building, and acctually, that religion wont be founded in the game, so obseletion is no a good solution, so i went on negetive bonuses.

about the pyhon errors,
i suggest remove them from the civini file, deny them from appering, cause mopst of them come from bug mod and revolution mod, once you close them, youll feel the game running smothly.
i dont know how do fixthose im affraid, im depending on the modders to do so in their versions.

i really like to make everything more as an opptional componant, but, as i said, its beyond my skills sometimes, so i merge them into the mod structure, cause i like that copmonant to much rather then not using it.

so thanks again for the feedback, keep them coming :)
 
With or without Mods, I've been able to get 30.
Also, I don't use Revolutions mod either, I don't know why everyone likes it. I had 13 units spawn from a revolted city, and needless to say, my forces weren't that good. Especially since they spawned as Knights and Longbowman, and I barely researched Vassalage. :)

Yeah, I don't like Revolutions, always make it optional. That's a good thing.
Also, this has limited religions? Right? Not a bad thing, but also, it should be optional. I hate having to mess with tech just to get the right thing.

Revolutions is awesome! But it actually IS optional:
Play a custom game and this is at the bottom:
revop2.jpg


Then this is on start up:
revop1.jpg

I don't like the limited religions though.
 
To the above poster, yeah, I know about how to remove Revolutions. :) Sorry to suggest that I didn't. :)

To Keldath, heh, no problem. Give me a little while and I'll be able to write out a synopsis of how the civics should function.
As for the religion building. I'd rather not destroy a religion completely, making my enemies not able to build it is nice, but I'd rather, much rather, figure out a way to either found a maximum of two religions, for logic's sake at least. :) This game I got both the holy Mountain quest and the Great Library/Library quest. :) Oh, and all archer's being upgraded to combat one.

Also, on Extended speed, I don't think 60 to 70% research should net me Renaissance technology every 8 turns at 410 A.D. :)

mind you the fact that a great Engineer was able to net me a medieval technology long before I should have gotten it probably helped.

Anyway, I'll go load it up again and copy down some thoughts about the civics system.
Then we can work on how silly some of the penaties you added are. :)

Civic issues: Military:
Rogue is fine. Works.
Warrior caste, make some sense. Maybe nerf it down to 5 percent, or boost the exp gain to 2.
Standing Army: Not good as it stands. Not horrible, but a little weird. A standing Army shouldn't hurt your non-foriegn trade routes. :) Maybe set it to no foreign. Otherwise people will rush build the Great Lighthouse. Which nukes the effect.
Citizen Army: No State Religion + Happiness from State Religion makes no sense. Also, a Citizen army should be a little ineffient. A XP minus, or perhaps keep the addition military unit cost and add a 20 or so loss of Military Production.
Also, way too big on the turns of Anarchy for any change. You can get up to 5 easily. That's not a good idea.
Pro. Army is okay as is. Maybe a nerf to drafting...7 seems much. Plus drafted units either don't get exp or get half, I can't remember.
Mercenaries: Remove the no State Religion flag, because Mercs will work for anyone for enough money. Also, it should really increase the city costs by distance. :) Maybe sheer amount, or a flat +1 to all military costs. I don't know.
Miliarism: Ungodly broken. NO bonus is worth the 50 building penalty, plus a Milatrism should grand a production boost to military building. Although, I don't know how to do it.
It's just broken. Nerf the negative to 20 and it might come close. Also, throw in free units. :) Or something, because even at 20, it's still nasty.

Civics: Religion
This is going to be fun.
Organized: Shouldn't have that kind of a penalty. Make it like Vanilla. OR, rather, a flat 10% boost to both productions.
Theology: What? It's not pacifism. It shouldn't decrease military Production. Unless you only build military in one city. With the Heroic Epic and the military bonus from the Great General.
Pacifism: Well, it's not really that anti-religious. Ghandi was a Pacifist, but a Hindu first, or probably second. It should be very uhappy, like + 1 unhappiness for military units. :) Give it the 20 negative bonus from Thelogy from making military units, or even 40, give it a small boost to great people and Culture, and take out the free specialist, there's too many of them. Also, Military surplus costs, I think. I don't know. But remove for certain the no state religion.
Syncretism: I don't know what that means.
But right now it's unbalanced compared to all others. Sheygoa Paia, or whatever it's called that gives you all Religions would be unbalanced with this.

Build the the few buildings that reduce war warrieness, and this baby is a god send. Also, maybe nerf the bonuses and negatives. Give it 15 or 20 at most, and nerf it down to 50 at max war weariness. Either way it's going to take a while to balance.
Free Religion needs no state religion. :) Otherwise it's weird and broken. It needs something to balance out it's +s, and 30% increased cost, isn't enough.
Antitheism: um, atheist state maybe? Remove the astronomical bonus to happiness. Give it a flat 1 all around. 1 happiness, 1 hammer, etc. Oh, and no state religion.

Civics: Economics
Mercentile: It's odd, but I can't complain.
Free Market: It's not broken. That's good!
Planned: Seems odd. Windmills shouldn't give that much of a health bonus, should they? But uh, 1 each way would be fine. No Maintence Cost, um, that works.
Eviromentalist: Um, the minus 1 hammer is weird. Also, +6 commerce would easily octuple (multiply by 8) your amount of research. Probably drop it down to +4. Also, it should give health bonuses, because they're eviromentally aware. :)
Socialism: Good for only one thing. Late Game slow down of Tech research. Seriously, A boost to Culture? In Socialism? :) Nerf all of it's affects. -15% research at most, because socialists like to work, not think about new things. :)
Weakening/strengthening the costs for distance, and amount of cities to 30 each would be fine.
Remove Culture bonus, or at least drop it to 15%. Socialists aren't know for happiness. Look at Stalin.
And Hitler, even. :crazyeye: Apologies for bringing up any bad memories.
Mixed Econ: Um, Broken. I think it's beyond salvage. Um, happiness from a bank? Maybe make it 3. Trade routes, lower it to 3 as well. Reduce the maintence to 15%. Maybe that would work. Othweise, wow, it's just broken.

Civics: Labor...continued in next post, I don't know the limit on text size.
 
um, I hope you don't mind the double post, but like I said, I don't know the limits.
Don't want to crash the server.
Oh ,yeah, I play on the Easiest difficulty, Settler. :)
Civic: Labor:
Serfdom: Weird negative there. -10 Great general? I don't get it. Remove it. Keep it as a full positive, there's only a few civics like that. :)
Caste System shouldn't penalize Military production. Possibly just set it up to -1 food from workshop? For true starving. :)
Emacipation: Works For me.
Trade Unions: Broken again. 3 production at the cost of 1 less food? NO thanks. Make it one each or two, otherwise it's horribly unbalanced. Plus Labor Unions don't starve themselves...:)
Forced Labor: Makes sense to cripple food. Still a little weird.

Civics: Legal
Vassalage: Works, but kind of powerful in it's own right. :)
Buracracy: Food penalty is too severe. Especially compared to a bunch of other building combos even. Either keep it without a penalty, or give it + 1 food for Courthouses. :) If that's possible.
Nationhood: Can't complain, although the penalty to culture is odd. Nationhood celebrates itself. :)
Free speech: How in the world does it give you a penalty to science? Seriously? How? It's not Socialism. :) It's also not stupid people. Remove that penalty. Set it's bonus culture down to 30%. Give the Science a 15% boost.
Procedual Law: Strange, but I can't complain.
Civil Rights: Good and I think mostly balanced.

Civics: Government
Only a few complaints.
Global Sufferage: What's with the penalty to improvements? That doesn't make sense a all.
Authoritarian: Um, why would it make you have higher science? :) Seriously, a 25% decrease makes sense. A boost to both maintenance reduction and a reduction or removal of the bonus great people would be fine. :)
Parlimentary: Um, Churchill proves that war weariness doesn't decrease in that kind of government. :) No war weariness. Or maybe +25%.
Reduce all bonuses. Cities with religion, meh, +15 maybe. 2 free specialist, you can keep that. And the reduce maintenance. :)

Civics: Health Care
Herbalism: Huh? No non-state religion spread? Give that to Theology. :)
Gov Health" -1 unhappiness doesn't seem logical for this. How does that work? Otherwise fine.
Subsidized: What? No Corporations? Even a Socalist Empire would laugh at you for that penalty. Does not belong, in other words.
Stem cell: negatives don't make sense. No religion? Um, when did Stem Cell allow emotionless drones to be created. :) -1 town commerce doesn't make sense either. Maybe a production drop, but I don't know.
I can't complain about the Education Civics at all. Well, the later ones might need a drop by 20%.
Another Thing, Uranium shouldn't make your civ unhappy. :) It's also not that unhealthy. :) Compared to all other power sources besides solar and Hydro.
So, yeah, certain techs and things shouldn't have any really big penalties.
Refrigeration has a health penalty? What? It should have a health bonus! How can it be bad?
 
wow david, thanks alot!!

this is a comprehenssive description, ill save it, and will rebuild the civics as you suggested,
you mentioned somthing about the speeds, extended, thats one of my weakneses, i dont fully understand how the speed function works, i tryed to to the best i can, id love if you can give me some pointers there.

gotta go to work now.
ill read your thread more detailed later :)
 
Heh, no problem. I know what it's like to have a lot of things to do at once. Go to Work, run around screaming because I'm on fire, oh, wait, and working on a game. :)

I won a conquest victory as Greece rather well. 36000+ points. :)
I'll go try a Mastery Victory now.

Oh, and also, keep in mind, some things really shouldn't have bad effects. Like Refrigeration. Seriously, 1 unhealthiness. I won't even get into globalization and Merc techs...

Also, as I've said, please make it so you can either grab 2 religions, or something else.
As well, even though I founded Hellenism and didn't use it so to speak, my neighbor started mumbling that he wants me to convert to it. Please explain that one. :)
 
city growth, well in the current v 1.9, a city can grow alot, as long as it have enough culture,
in the next version ill release, a city will have a limit on groth, to icreace the groth - a building must be built - same as civ 2m a new city can grow up to 7 pop, with aquaduct - it can grow to 12, and so on.

Uuurggh! K I really really don't like this idea. The negative bonuses 'filth' and 'misery' should be way to limit growth. Like now. I just hate artificial hard-stops like the need for a particular building. If you think we need to refine the pollution and happiness limiters then lets do that but not start bringing back old (and in my view 'clumsy') devices.

I say this because I love your mod !!
 
Hmm, my advice is to nerf the amount of negative health and happiness from certain technologies and random resources. Mainly the ones that don't cause massive pollution and other bad things.

Like Uranium, let's face it. It's radioactive, but until you enrich it, all it does is maybe make you sick if you wear it as a necklace for 4 years. :) Maybe a maximum of 1 unhealthiness, because it does make nuclear weaponry. :) And radiation poisoning hurts.

So, yeah, that's fine. But seriously, it's now 2 or 3 unhealthiness and 1 unhappiness? It's not coal. :) It's the only newer power source that has a high rate of use. I'm sorry, but Solar just doesn't work for a city. Ever. Neither does wind. Hydro doesn't work for too many different places that are far away.

Seriously, Uranium should not have a major penalty to both. And one unhappiness is still silly. Make it one unhealthiness that can be removed by Cold Fusion or something. I don't know. Basically, make it more "Realistic."

Cause Nuclear Power plants are cleaner than all other power plants beside Solar and Wind. And Hydro. And it's fifty times the cost effectiveness of them all.

Also, Refrigeration, stop making it cause your cities to be unhealthy. It's more broken than Revolutions mod comp. 14 units from a 4 pop city that revolted? And it was like 3 free combat promotions on each one, I think, and it had knights, and Longbows, and I had pikeman maybe...:) <dodges angry haters>

Oh, also A quantum reactor, or whatever it's called that's upwards on the tech tree wouldn't use Uranium by the time we created it. So, remove the chance for a nuclear meltdown. Otherwise it becomes silly.

At least nuclear meltdowns are insanely rare. It's never happened to me ever. Yeah, for Settler difficulty. Although, even on diety, it's probably rare.
 
hey to all my fans,
hope i still got some out there...

just letting you guys know that im finished with first draft of version 1.10,

ive merged alot of new cool mod copmponants:

revdcm 1.00
scrolling civic screen
mountains passable and workble
extended events
abandon city/raze
marsh and coloniz terrain
pioneer tank
planetbuster

mopre units and techs,

also gonna do a complete revise of the civics according
to what was suggested in the above posts.

version 1.10, which i call version 2.0,
will be a massive update,

eta - 2-3 weeks tops.

yours trully,
keldath
 
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