Double Your Pleasure

So many questions and comments to respond to I forgot what I meant to post.

Regarding the improvement costs:
What do people think of just using a basic multiplier for each era. i.e. x1.5 for middle ages, x2 for Industrial, x2.5 for Modern.? Too much? Too little? Would it be better at x1.25, x1.5 and x2? Or maybe x1.25, x1.75, x2.25?


Please comment.
 
Kal-el,

I think this was covered some time ago, but why not give "The Tribe" a movement of 2? This will five you a little more freedom to place that first vital city.


Also,
Is there a good tutorial thread on adding new tech, including Tech boxes and pics?
 
About the Tribe moving 2: Originally I was going to give it the treat all terrain as roads ability, but was brought to my senses by somebody on the board, credit to you, I am not going to read through and figure out who it was, you know who you are. Move 2 is not a bad idea, but remember, Tribe units are what you get from goody huts so you don't want to make them too useful.

As with most things I am open to suggestions and if other people feel similarly, let me know and it can be changed.

About the tutorial: well now that you mention it, I did put together a little tutorial on the subject. Read it here
 
One of the biggest things left on the to do list is converting the map linked below to be compatible with all the new resources.

Someone, please take on this fun and exciting project. All it requires is a serious understanding of geography, aided by a good atlas, and patience and time.

contact a team member if you would like to volunteer.
 
Kal-el:
Your signature is more than 5 lines long. Expect a message from the signature police in the near future :p
 
Originally posted by Kal-el
Which one

This was on the subject of wrong boat battle animation. I attacked enemy galleys with both triremes and longships. Both took on their opponent head-on in stead of side-by-side. Just a graphical glitch...


Only the obelisk? Having free obelisk’s in all your cities is a huge boost to your starting culture, to be able to jump to the next sphere of influence within ten turns of founding the city is a tremendous advantage. If anything the obelisk itself may need to be more expensive.
I was just comparing Pyramids with Stonehenge which gives free granaries in every city. Granaries are most costly than obelisks, so I thought Stonehenge should be more expensive than Pyramids too. Or indeed obelisks should be more expensive (but I think their cost is ok)


talk to Firaxis about this. The 2 food on the center tile is hardcoded into the game.
I just mentioned this because in my game the AI didn't know how to deal with the new food/citizen-ratio. Several times I saw cities that once were size 4/5 disappear without being attacked and civs that thus destroyed themselves.

I don't know if others experienced the same, but IMHO it really hurts gameplay, and that's a pity..

PS: Am I correct that your mod changes the whole Civ-install, and that I can't just switch to normal by replacing the civ3mod.bic-file?? I'm a n00b on modding so I hope you can shed some light on this, and tell me what the best way is to switch between (graphic) mods.
 
The mod i am working on now has an "install.bat" and "uninstall.bat" where you can install the game, play awhile, then uninstall and install someone elses, play that, then re-install mine and have everything still work (This will take an extra sum of HD space so it will be optional upon install)

This could be implemented in this mod as well . . .

GIDustin
 
Plux, regarding the ship attack animation: are you playing v0.2? that was supposed to have been fixed. if you are and are still having problems check the unit in the bic and make sure that the rotate to attack is flagged.

originally posted by plux
I just mentioned this because in my game the AI didn't know how to deal with the new food/citizen-ratio. Several times I saw cities that once were size 4/5 disappear without being attacked and civs that thus destroyed themselves.

has anybody else seen this? if so that's really not good.
 
Yes, I've noticed this too. Sorry I didn't mention it before. When I downloaded the mod pack files, they were v0.2 as far as I know.

Shultster
 
Kal-el,

I really like the idea of little food in the beginning.
But I do think the computer does really have a hard time with this.
I tried to correct this by starting with 2 Settlers, this helps some of the computers. They now have double the chance to get a viable city. Yet, I am almost sure that during war times some citys dissapear. Also when I looking at the replay.

I dont know how you are going to address this. I like the consept and would hate to see to much change to the food worked out. I am not feeling sorry for the computers, they cheat enough, but to make this a mod to stand the test of time, some thing small will have to be tweaked.
 
In the new patch, there is a new "Unit Ability" named "Rotate to attack". Try altering this (if it is on, turn it off, if it is off, turn it on)

Tell me what you find out
 
Well, I just gave the updated bic file to the release manager.

I am going to test a few things with this, so let me know what you think. Like I need to tell you guys that. :)

First in regards to the food issue: I am removing the tile penalty from despotism. I just played a game where the AI started on a flood plain and couldn't grow past size 1. very bad for him, not so fun for me. Hopefully this will help with the food problem. You still won't be able to Farm and if you don't have some grassland, flood plains or food resource around you will still struggle to grow.

Second: I am going to try out the RobO/Kryten roads multiplier and see how this goes. Again, looking for serious feedback on this.

Other things:
Added: New Resources
Added: Implemented new HP system
Edit: Golden Age Extended to 30 turns
Edit: Maximum research time is now 50 turns
Edit: Fixed Tech Boxes to be compatible with patch v1.21f
Edit: Fixed Ancient Science Advisor Screen to be compatible with patch v1.21f
Edit: Irrigation changed to Farm
Edit: Longship renamed Longboat
Edit: Caravan renamed Merchant
Edit: Convoy renamed Caravan
 
Kal-el:

First: I changed my golden age to 50 turns, but I guess that is a personal preference :p

Second, I know that in order to add civs that can be played, you have to rename the "gonna be replaced" civ's files to something else. Well, I did, and I was going to send all the "Ga*.*" (New Ghandi files) along with my mod (as well as all the other civs) and then thought about creating a .bat that just renames the installer's Ghandi files to my Ga*.* format.

My mod went from 107MB to 56MB. If you have added civs, or plan on adding civs, I highly suggest this.

As for the installer.bat file I was talking about somewhere in a previous post, I just successfully made one for my mod (install and UnInstall) so making one for yours shouldn't be a problem.

Also, thanks again for your help in my tech advisor screens.

GIDustin

P.S. If my "Second, ..." above made no sense, I can re-explain it when I am less tired. :sleep:
 
GIDustin: Yup, I definitely have planned on making a .bat installer/uninstaller available for this mod, just haven't gotten around to writing it yet.

If you feel like doing it just drop me a line when I v.0.3 has been released (hopefully in a few hours!!!! :eek: )
 
Isak,

The buildings-small.pcx and buildings-large.pcx files should be finished in a few days. Can't finish them today cause I'm going to take a test for a new police dispatcher job. I'll get them to ya for release v0.4
 
Kal-el wrote:
Put together a stone image and let me see what you are talking about. The marble image is marble columns and slabs.

A reasonable request :) And I did recognize the marble image, but it did take some time.

I have made some feeble attempts at stone and marble using my limited graphics skills and enclosed them in a pcx file. Have a look at them. I haven't tried them out in the game yet - it will be much easier to test them once I get v0.3 than starting to add resources myself. I would probably do some irreversible damage :cry: (just kidding, I could probably make it work if I spent enough time).

Note the smileys on the luxury resources - they come from SkankyBurns: http://forums.civfanatics.com/showthread.php?s=&threadid=15022
I like to use them and plan to add them to the mod as an alternate resource file. I'll send it to Isak when I get it done. I don't plan to add the strategic resource letters.
 
I'm in a regent game in the middle-ages right now, and I have a few opinions about this.

About the building costs: Right now I have 4 cities completing a wonder each in very good time, better than I did without DyP.
So the cost might be raised a little.

But I the ordinary buildings are something else I think.
All of them have less than half the improvements possible, and it is not so easy to choose which ones to build because of this.
Atleast it becomes important to make choices that way.
So maybe the wonder costs should be raised a bit more than the oter buildings?

But atleast you will have to raise the tech rates.
I increased the minimum turns to research to 6 turns, and now I go trought the tech three researching everything at 6 turns with a low tech rate, so I have a lot of money and luxuries, and am going to the industrial ages much earlier than what would be realistic.

If I didn't have the minimum 6 turns, I believe I would be there around year 1000, and that is with only a few libraries.

IMO, you should atleast increase the middleages tech-rates with 50%, and more in the later ages.


That's my opinions atleast
 
Originally posted by Comen
But I the ordinary buildings are something else I think.
All of them have less than half the improvements possible, and it is not so easy to choose which ones to build because of this.
Atleast it becomes important to make choices that way.
This is by design, you shouldn't be able to build everything in every city until much later in the game. Initially you have to choose what you want your city to be "famous" for. Is this an industrial center of your empire? Is this city known for its Trade? Or do scientists flock to your academies and universities?

So maybe the wonder costs should be raised a bit more than the oter buildings?
I think all the buildings will probably be raised at the same rate to account for the increased production levels.

But at least you will have to raise the tech rates.
I increased the minimum turns to research to 6 turns, and now I go trought the tech three researching everything at 6 turns with a low tech rate, so I have a lot of money and luxuries, and am going to the industrial ages much earlier than what would be realistic.

IMO, you should atleast increase the middleages tech-rates with 50%, and more in the later ages.

Science Costs will probably also be raised at the same rate as the building costs, unless people feel other wise. Go here to vote

Regarding the improvement costs:
I put a poll on the main creation forum, go here to vote

Here are the options:
A: x1.25, x1.5, x2
B: x1.5 , x2 , x2.5
C: x1.25, x1.75, x2.25
D: Other
 
Back
Top Bottom