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Exploration Continued Expanded (Obsolete)

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You should nerf it down for non-civilian units. That's it.
(Next time, you won't fire your only knight.... :p)
 
But.. who's fault is it then?
 
His :pjesty, are you okay?
 
As for Disease, I think it's too easy to get, and too easy to get cured. I'm not a fan of it, as it's prone to being bugged (I once had a Warrior that didn't get disease cured at all, and had to keep him in my borders... but let's call it a feature. :p ). I'd stick to attrition on Marsh and Flood Plains (as both are marshy and people can drown). I'm also backing the idea of dropping the chance of units randomly disappearing (unless all of the chances were 1-2%), and instead making attrition more severe. Having your units deplete health rapidly is much more of a nail-biter ("will I get my scout to safety in time?"), than of a frustration ("oh, I lost a scout again").

Otherwise I don't have other feedback, as I often start games late in the night and don't get beyond early Medieval era. :p Curse you, mods! If only I didn't have to make art for you. :p
 
His :pjesty, are you okay?

If I were, I wouldn't be drinking whilst modding :p

As for Disease, I think it's too easy to get, and too easy to get cured. I'm not a fan of it, as it's prone to being bugged (I once had a Warrior that didn't get disease cured at all, and had to keep him in my borders... but let's call it a feature. :p ). I'd stick to attrition on Marsh and Flood Plains (as both are marshy and people can drown). I'm also backing the idea of dropping the chance of units randomly disappearing (unless all of the chances were 1-2%), and instead making attrition more severe. Having your units deplete health rapidly is much more of a nail-biter ("will I get my scout to safety in time?"), than of a frustration ("oh, I lost a scout again").

Ok, I can into agree.

Otherwise I don't have other feedback, as I often start games late in the night and don't get beyond early Medieval era. :p Curse you, mods! If only I didn't have to make art for you. :p

I'm far down on the waiting list now, so don't blame me :p

Incidentally, it surprises me how much Firaxis lied when it came to Scurvy in the New World scenario - the promotion says that the unit will take 1 damage 10% of the time, when actually it'll take 10 damage 50% of the time. I guess they forgot to update the text for BNW's 100 HP :lol: Now, they have both on move and on end turn - for embarked units for the former, naval units the latters. I expect this was just laziness on their part, but which do we favour? On end turn or on movement (currently is on end turn)
 
(unless all of the chances were 1-2%)

This would honestly make it worse, IMO. It would just feel that much more infuriating when it happens. Kinda reminds me of tripping in Super Smash Bros. Brawl, come to think of it.


Edit: How compatible is this with CBP right now?
 
Disable the Exploration changes and it should be fine. However, there's a thematic conflict of interest because CBP adds a Explorer (Adventurer?) or something.

In fact, in the next update I'll look at accomodating these things; I'll have ExCE delete the CBP Explorer/Adventurer (whatever it is) and any other changes needed.
 
I'm not sure if i like the idea of more severe attrition... losing health in nearly every terrain with features is kinda annoying.
 
Once again, I'm not sure you're appreciating the purpose of Attrition :p Anyway, no one's proposing to attribute anymore attrition to other features - in fact, Jan's called for the opposite in regards to Disease and Jungle.
 
ExCE updated:

  • Fixed an issue where Tribes could be traded as luxury resources
  • Exploration policy Opener and Finisher effects will disable if the Exploration Changes option is disabled, however, the help text for the Open Branch button will still display the modded text (this can be fixed in Prestige, when I replace the SocialPolicyPopup). Same goes for the Honour tree.
  • Added CBP support. Policy changes will automatically switch off if CBP Policy changes are enabled, Explorer will be deleted, most everything else seems naturally compatible.
 
Hey, so I've stitched together a pretty much stable version of ExCE. I used the version from like 2/24 with the updated exploration from yesterday. I've also been playing it with P&P. I'm in the Renaissance.

Thoughts:
I really love the spirit of Trades and Colonies and Exploration. And Tribes.
I have Attrition disabled. It would frustrate me. I understand the purpose but I'd rather not use it.
I'm struggling with Happiness. This might not be the fault of the luxury rebalance because I often struggle with Happiness. But it seems especially difficult this time. I would say that if others complain of this it's in need of a rebalance. Gold is a struggle as well but I don't think that has been affected by this mod, I think if anything CP is to blame. I just need to adjust.
For the trades, I might reduce build times. You've added like half a dozen buildings that can be built in every city, but there often isn't a corresponding boost to production to help compensate. I've only built one by the Renaissance, but I have been struggling in all fields for the entire game.
Colonies - I'll probably tune it so that the radius is bigger until an integration mechanic exists. Once again, personal preference. I also had to switch colony loyalty off because 1 player kept not founding their capital each game.

This is my first time playing on Standard, and my first time with the CP. I'm really not doing very well, and that's sort of frustrating. But I don't blame ExCE, I just need to make better choices :) Playing as Tonga by the way. I'd have had an easier time with them if I wasn't so broke that I couldn't even interact with CSs.

Oh, the 80px icon atlas for tribes kept erroring. I think you mistyped it as 08 instead of 80 somewhere.

Finally, my turn times seem slower than normal. I would attribute this to having a bunch of mods and ExCE and PP and CulDiv rolling at once. Maybe windowed mode hurt me as well. Either way, I'm eagerly awaiting a processor and SSD upgrade :).

In the end I might file P&P and ExCE (and thus CP) away for a few games if only to allow them time to age, like fine wine. Still, great work and, as always, I look forward to prestige.

Also standard speed is exhausting...
 
for embarked units for the former, naval units the latters. I expect this was just laziness on their part, but which do we favour? On end turn or on movement (currently is on end turn)

Conceptually what causes the disease? The duration, or the extent? (Time, or space?)

AND JFD WHERE MAH RELIGIOUS INSTITUTIONS & PRESTIGE HNNNNNNG
 
Hey, so I've stitched together a pretty much stable version of ExCE. I used the version from like 2/24 with the updated exploration from yesterday. I've also been playing it with P&P. I'm in the Renaissance.

Thoughts:
I really love the spirit of Trades and Colonies and Exploration. And Tribes.
I have Attrition disabled. It would frustrate me. I understand the purpose but I'd rather not use it.
I'm struggling with Happiness. This might not be the fault of the luxury rebalance because I often struggle with Happiness. But it seems especially difficult this time. I would say that if others complain of this it's in need of a rebalance. Gold is a struggle as well but I don't think that has been affected by this mod, I think if anything CP is to blame. I just need to adjust.
For the trades, I might reduce build times. You've added like half a dozen buildings that can be built in every city, but there often isn't a corresponding boost to production to help compensate. I've only built one by the Renaissance, but I have been struggling in all fields for the entire game.
Colonies - I'll probably tune it so that the radius is bigger until an integration mechanic exists. Once again, personal preference. I also had to switch colony loyalty off because 1 player kept not founding their capital each game.

This is my first time playing on Standard, and my first time with the CP. I'm really not doing very well, and that's sort of frustrating. But I don't blame ExCE, I just need to make better choices :) Playing as Tonga by the way. I'd have had an easier time with them if I wasn't so broke that I couldn't even interact with CSs.

Oh, the 80px icon atlas for tribes kept erroring. I think you mistyped it as 08 instead of 80 somewhere.

Finally, my turn times seem slower than normal. I would attribute this to having a bunch of mods and ExCE and PP and CulDiv rolling at once. Maybe windowed mode hurt me as well. Either way, I'm eagerly awaiting a processor and SSD upgrade :).

In the end I might file P&P and ExCE (and thus CP) away for a few games if only to allow them time to age, like fine wine. Still, great work and, as always, I look forward to prestige.

Also standard speed is exhausting...

All Attrition frustrates you, or just Jungle? Each will be toggleable individually when the component is re-added.

The happiness changes can be disabled, and certainly I may have them disabled by default, as they're really intended to work with some of the changes that Prestige will introduce.

Trade will have reduced build times; that's something brought directly by the powers that be.

You can disable the Major Civs (and the Minor Civs) from spawning from Loyalty (and hence not being killed off at the start of the game - you know that's what happens right?), whilst keeping the core mechanic.

You're not going to stop using P&P on account of ExCE? That would be terribly sad :(

Oh yeah, and the turn-time slowdown is probably from all the extra print statements I put in ExCE during this pseudo-beta period.

Conceptually what causes the disease? The duration, or the extent? (Time, or space?)

By Arceus, one must not unravel the very fabric of this game's reality!

AND JFD WHERE MAH RELIGIOUS INSTITUTIONS & PRESTIGE HNNNNNNG

I'm half-way through the Mandate of Heaven and the Caliphate, and the Patriarchy is mostly done, but crashes are eternal... so IDK about Prestige...
 
Thanks for the feedback. Once again I don't have a problem with your design of attrition, I just don't want to include it in my games. And let me rephrase about P&P usage - i just meant that I would disable all these big mods in an effort to help with turn times. I have no problem with P&P and didn't mean to make you sad! This was my first P&P game and I actually really loved how it was implemented. It's so nice to hear the Civ 4 religion sounds again.
 
It wouldn't make me sad, just it would be sad. I was teasing for dramatic effect, however :p

It's up to you, but if your only problem is with the turn times, perhaps you should try disabling ExCE and see how it goes (P&P should slow down turn times no more than a standard civ). At the very least, CulDiv will not be hurting turn times, as the only code that the mod fires does so at the beginning of the game.
 
Yeah, I might play around with it. In the end, it's not too important. Gotta finish this current game at any rate! Oh, I know this is the wrong thread but since you're reading. For P&P whenever someone establishes a state religion I would get a notification, including a second one that let me know who founded it, even before I met them. Also I chose the ecumenical belief but no institution was founded. Did I miss a step? Either way I love piety and the new belief buildings in particular.
 
Ecumencial Patriarchy was disabled in the latest version (I announced it, but I guess I forgot to disable the belief to go with). The notification issue is fixed in the impending update.
 
OK, my bad for not reading closely enough.
 
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