• Our friends from AlphaCentauri2.info are in need of technical assistance. If you have experience with the LAMP stack and some hours to spare, please help them out and post here.

Favorite XML Tweaks

Seriously, can the AI handle the mods?
Because I remember playing broken star and the AI was just simply brain-drained there. If the AI is not able to adapt to the modded gameplay, what's the gain of such mod anyway? Small changes might be good, but large ones can place the AI in a situation where it has to play a game it has never been taught to.
 
I don't see where to edit the actual traits, that's just where to edit what traits a leader has.

download my plit traits mod in my signature it will show you all the files you need to edit and if you compare to the originals you'll see what needs to be changed.


By the way, Ekmek, mind sharing your changes or at least how to do them? That sounds great.


I may post some xml at some point, I want to keep testing. actually I want to play a full game too, but leaderhead making always gets in the way...
 
Some of these are game-breaking. There aren't TOO many unbalances with the units.

However, there are a couple of things I would do. Of course, I haven't done it yet, as I have to make AI strategy tips, as well as learn to make new units, instead of modifying existing ones.

Change #1: Global Warming produces Tundra (1 :food:, 1 :commerce:, can be improved if adjacent to a river), instead of desert.

Change #2: Ironclads are 16 :strength: units, with alot bigger cost, and +100% defence in coast. Same speed, and still can't move into ocean. Upgrade to Battleships. That said...

Change #3: New unit: Steam Ships. 20 :strength: units, that can move faster than Ironclads, and travel over ocean. These can eat Frigates and Ship-of-the-line for breakfast, lunch and tea, but are no match to beat fortified Iron-clads.

Change #4: New unit: Modern Privateer. 26 :strength: units that can destroy un-guarded transports, and pillage and blockade like a regular privateer. They are the same speed as battleships. Now... I KNOW that that is NOTHING like real life ATM, however the reason is this: Pirates exist, but no government wants to hire them (like they did in the medieval era). Modern Privateers will also have a (low) anti-aircraft value.

Change #5: Unlike most people, Im NOT moving the time of Airships. That said, I am pulled between two choices:

A) Flak. Comes with Artillery (before Rocketry), and acts as good anti-air, albiet with VERY low strength, but a HUGE anti-airship value

B) Airships cannot attack, only recon. But they have more Line of Sight, and don't obsolete.

But that is minor. Personally, I don't care losing 10% of my strength in a war... its small change! Add on the fact that airships lack collateral damage abilities, and you mean that Airships are useless to try and suppress my SoD... and even in city walls they are nearly useless. But B is also very realistic!

Those are my planned mods... when I get around to it. But ATM, they are tiny problems. I do miss late-game privateering however...

Well that's okay if you think it's game breaking, but this thread is about our XML changes for us, not a mod anyone else will be playing. :)

By the way, Thanks Ekmek.
 
*I recommend everyone plays one game with CITY_MAX_NUM_BUILDINGS (global defines) set to 2 instead of 1. It completely changes the game. It lets you build two of any building in any city. Two granaries rocks. Two barracks and two stables when you have horses strikes fear into even your own heart.

Why would they even make that as a a global define? Are there any mods that actually make use of this? And 2 Courthouses makes the HRE look like a loser :crazyeye: ... On second thought how would 2 rathauses stack? Would you get gold for city maintenance!!!:eek:
 
Oh man Ive done a lot of XML changes:

Pentagon = 2xp in all cities AND 100% Great General emmergence
Police State = +2xp in cities
Cavalry upgrade to (new unit) Half track (str 25, armored unit)
Half track upgrade to Mech Infantry; changed to strength 28, armor unit
Infantry upgrade to (new unit) Modern Infantry (move 2, start with blitz)
Sids Sushi= doesnt use rice (silly I know) can be used in a city with Cereal mills now.
New Speed = Custom Marathon; Building and unit train speed is same as normal speed, only Great Person rate and Research is Marathon speed.
Units dont loose XP when promoted (well the cap is actually 999xp, but no one will ever get that high)
Battleships = Do not upgrade to Missile Cruisers
Destroyers = Do not upgrade to Stealth Destroyers, Can carry 2 Missiles
Missile Cruiser = Strength 30
Destroyer+Stealth Destryoer= Strength 22
Attack Sub+Missile Sub = Strength 18
Transport Helicopter(new unit) = Strength 18, only defend, 50% defense against armored units; Carries 2 Infantry/Modern Infantry/Marines(Navy SEALs)/SAM Infantry/Anti-Tank Infantry
Great General Combat = Does not increase by 50%. you only need 30xp to get a General.
Great Generals add 25xp to a unit.
Barracks give 4xp

***Air ships***

Require Flight. Upgrade to Fighter. Fighter requires flight. Obsolete Immediately :D

Paratroopers = Start with Guerrilla III, range of 6
Infantry = Strength 22

Phew, that's alot and im sure im missing some more.

Edit: More

Nuclear Powerplant = Adds 50% production with power.
No Global Warming
 
Hm, that makes me think. Can a civic be tied to making other leaders not like you/like you more? I know there is chosen civics wisely for favorite civic, but could I say, run Police State and those Running Representation dislike me by 1 or 2 points?
 
Units dont loose XP when promoted (well the cap is actually 999xp, but no one will ever get that high)

I'll take you up on that. :>

Why would they even make that as a a global define? Are there any mods that actually make use of this? And 2 Courthouses makes the HRE look like a loser :crazyeye: ... On second thought how would 2 rathauses stack? Would you get gold for city maintenance!!!:eek:

No, it would be a 75 + 25(.75) or 93.75% reduction. Still, you'd only be paying 6% of the total maintenance, so that would make cities cost only 1 gpt for every 16 they would cost without 2 Rathii.
 
I removed the limit on experience points gained from animals and barbarians.

I saw someone wondering how to do this, and I was curious as well, so I did a search and found this post that explains it. Apparently you just open GlobalDefines and search for the "ANIMAL_MAX_XP_VALUE" and "BARBARIAN_MAX_XP_VALUE" fields and raise them to your liking, then change the "MAX_EXPERIENCE_AFTER_UPGRADE" field if you want to keep that extra experience if/when you upgrade your units.
 
Even more:

Guided Missile & Tactical Nuke = Range of 6

Promotions

Medic III = Available after Medic II, does not require a warlord
Drill I = 10% Collateral Damage defense
Ace = 50% More Experience from Combat
Commando = Requires Combat IV OR Drill IV
Woodsman III = 25% Forest/Jungle attack, 50% retreat bonus (same as Guerrilla III)

Terrains

Forest/Jungle = 25% Defensive bonus (not 50%)
Tundra = Only gives 1 food when adjecent to river

New Promotions

Cargo I = +1 Extra Cargo Space
Cargo II = +1 Extra Cargo Space
Cargo III = +1 Extra Cargo Space
 
Chichen Itza: +1 XP in all cities (ancient/classical Pentagon)

Serfdom: +2 :commerce: for farms, minor distance upkeep discount (25%). Still tinkering with this one to make Serfdom a more attractive choice.

Slavery: +2 :commerce: for plantation, +1 :hammers: for quarry

State Property: 75% distance upkeep reduction instead of 100%.

Police State: +1 :) with Security Bureau and Intelligence Agency

American Mall: +2 :food: instead of +1

Celtic Dun: +1 XP

Protective: +2 :espionage: in every city

Pacifism: +25% War Weariness penalty

Biology: +2 :commerce: for plantation

Financial: +1 :commerce: for plots with 3 :commerce: or greater. Half-price Markets.

Changed Lincoln's music.

I don't think it's something that could be properly balanced, but I am also toying with traits making specific national wonders half-price. For example, Creative leaders build Hermitage twice as fast, Expansive is faster with National Park, etc.
 
Airships require Combustion & Physics

Great Wall is a national wonder (I always play on raging barbs) but requires Construction instead of masonry.

No global warming. Completely broken game feature.

Castles no longer require walls. Not obsolete until steel.

Monasteries not obsolete. (I *hate* not being able to spread religion)

Muskets strength increased to 10 (and all derivative units)
 
Duuk's Civics Mod (Values Replace existing values unless noted)

Hereditary Rule: +3 :) Walls, +3 :) Castle
Police State: Per normal AND +1 :) Per Military Unit Stationed

Free Speech: Per normal AND +100% War Weariness

Pacifism: Per Normal AND +2 :) in Cities with SR
Theocracy: Per Normal AND +33% Unit Production Increase

State Property: -100% Number of Cities Maintenance, No Corporations
Mercantilism: -100% Distance from Capital Costs, No Foreign Corporations

Edit: This makes Police State, Theocracy, State Property a friggin' deadly warmonger combo.
 
Agreed on making monasteries never obsolete
 
Common Sensei said:
I don't think it's something that could be properly balanced, but I am also toying with traits making specific national wonders half-price. For example, Creative leaders build Hermitage twice as fast, Expansive is faster with National Park

Doesn't the Industrious trait get a production boost on ALL WONDERS? including national wonders.

My changes were

Castles Obsolete with Rifling (because Walls obsolete at the same time)

Walls can assign 1 Spy

Castles can assign 1 Spy

Scotland Yard can assign 2 Spies

Protective get +50% EP

Imperailistic get +200%GG & Cheap Airports (Currently Tweaking GG% so an Imp Civ will get twice as many GGs then a Non Imp Civ)

Celtic Dun never Obsoletes

Great Wall now requires 3 Walls before it can be Built.

And probably a few more similar Tweaks as above when I notice some balance problems

Things I'd like to do but I Can't

Give Spiritual +50% longer Golden Ages, I believe Spiritual has been nerfed because of Golden Ages allow anarchy Free Civic Switches.
 
Give a great prophet to the first who discovers divine right :)

I think this is a really good idea, both because Divine Right is so badly maligned and also because the great prophet is currently the only great person you can't get by researching a tech.

If I made any changes to the game (I haven't), I would probably nerf airships so that they can only perform air strikes against units in cities, and I would also change the Drill promotions similar to how Jabarto did. I'm not sure exactly how, but Drill I needs to be more powerful to make the promotions more appealing.
 
Hm, that makes me think. Can a civic be tied to making other leaders not like you/like you more? I know there is chosen civics wisely for favorite civic, but could I say, run Police State and those Running Representation dislike me by 1 or 2 points?

You can change a leader's <Favoritecivic> in the LeaderheadInfos.xml file.
I didn't notice if there was a disliked civic tag though.
 
I did quite a few of these. All of these changes stack with the existing effects unless otherwise noted.

City Garrison Promotions
-Available to Siege Units. I would make it exclusive to Machine GUns if I knew how.

It would be a minor balance change, but you could give machine guns free CG1, and allow siege units to CG2/3, but not 1. If you were terribly concerned about balance, you might even be able to give the MG natural -20 or 25% (whatever CG1 gives) city defense, to cancel it out. It'd mean they 'only' get the CG2/3 bonus, but better than now.
 
Glad someone else agree with Great Wall as a national wonder. Maps look great!

I hadn't heard about Divine Right being a frowned-upon tech before. I value it relatively highly because of Versailles being one of my favorite wonders. I need as long time as I can to build it; itis one of the first truly costly wonders.
 
Hi,
I like the idea of min 3 walls before building Great Wall, airship cannot attack, remove Global Warming, increase experience cap for engaging barbarians just to name a few.

Btw, does anyone know how to tweak and make razing city of say size 3 to be more than 1 turn? :)
 
Back
Top Bottom