Foment unhappiness and Poison Water have a massive effect!

And not everybody here (Like me and probably half the people on the forums here) aren't good at modding and I won't want to go into any xml files and risk screwing up my game.
 
Is there any chance someone with some experience could post exact details of what we might need to change for both Epic and Marathon speeds?

I play almost exclusively at Epic speed and find Normal far too fast. I'd be more than happy to tweak my xml files pending a patch in order to correct this problem, but I don't have the confidence to try and work out the correct values for myself.
 
And not everybody here (Like me and probably half the people on the forums here) aren't good at modding and I won't want to go into any xml files and risk screwing up my game.

Don't be afraid. Just make sure that whatever you do, that you *never* modify the files in the Civ 4 game directory itself. Make a copy of the file you want to edit and move that copy into appropriate folder in your MyDocuments/MyGames Civ 4 directory, it will then override the original file. If you make a mistake or want to undo the changes, just remove the modified file from that directory.
 
The "poison water supply" on marathon is way too powerful as we all know. It would be nice if there was a "counter measure". Say some thing like "your scientist find an antidote, or vaccine against the spread of poison/disease", at a cost ofcourse.
 
What XML file do I need to change? Which tag?
 
Today i got BtS and i'm trying to use all the new tools that the expansion offer.
Using espionage i noticed that Foment unhappiness and Poison water have really a massive effect.
As you can see from the images foment unhappiness has the effect of adding +24 unhappy people for 24 turns which are decreased by 1 per turn (so after first turn the city has +23 :(, after 2turns +22 :( ).
It's the same for poison water which adds +24unhealthy faces for 24 turns which decreases as for foment unhappiness 1 per turn.
Personally i find it a bit overpowered, and i would also suggest that poison water should cost less than foment unhappiness because happiness is more important than health.







http://img410.imageshack.us/my.php?image=civ4beyondsword20070719ng8.jpg]
civ4beyondsword20070719ng8.th.jpg
This game just got so much eviler and funner
 
What XML file do I need to change? Which tag?

you have to go in Beyond the Sword\Assets\XML\GameInfo------>civ4espionagemissioninfo.
There you will find all espionage missions.
For Poison Water you have to change the number in "citypoisonwatercounter" to modify how much this mission will last.The number you write will be multiplied for 3 in marathon so if you set 4 it will last for 12 turns.
Under city unhappiness which means "foment unhappiness" you have to change cityunhappinesscounter.


I have modded it to 6 for Poison Water and 4 to foment unhappiness just because i find foment unhappiness a lot more dangerous than Poison Water and it's quite balanced.
I don't understand why Firaxis has set the same cost for the 2 missions.
 
you have to go in Beyond the Sword\Assets\XML\GameInfo------>civ4espionagemissioninfo.
There you will find all espionage missions.
For Poison Water you have to change the number in "citypoisonwatercounter" to modify how much this mission will last.The number you write will be multiplied for 3 in marathon so if you set 4 it will last for 12 turns.
Under city unhappiness which means "foment unhappiness" you have to change cityunhappinesscounter.


I have modded it to 6 for Poison Water and 4 to foment unhappiness just because i find foment unhappiness a lot more dangerous than Poison Water and it's quite balanced.
I don't understand why Firaxis has set the same cost for the 2 missions.

So if you change unhappiness to 4, then later decide to play a normal speed game, then the mission will only last for 4 turns?
 
Playing as the Portuguese (and yeah, I pretty much always play on Marathon), De Gaulle poisoned the water of my main science city continuously! Just when it got to about 12 pop, they reduced it to something like 4. Then it ended and I tried to rebuild... and then it happened again... and again. I really only had a few cities, and this one had been geared up as my main science one. So it really screwed me over.

I'm definitely going to try changing the values in the XML, but though I can see 16 turns of poisoning is definitely better than 24, I think it'll still be a major pain -- especially if it happens in the same city again and again.
 
Playing as the Portuguese (and yeah, I pretty much always play on Marathon), De Gaulle poisoned the water of my main science city continuously! Just when it got to about 12 pop, they reduced it to something like 4. Then it ended and I tried to rebuild... and then it happened again... and again. I really only had a few cities, and this one had been geared up as my main science one. So it really screwed me over.

I'm definitely going to try changing the values in the XML, but though I can see 16 turns of poisoning is definitely better than 24, I think it'll still be a major pain -- especially if it happens in the same city again and again.

Firaxis' unprofessionalism on display here. It's unbelievable that a bug of this game-breaking magnitude can make it to release.

Just awful.
 
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