Future Mod

Hi, Trolish
hi at all.
Since last time i was here, much happend here. Did you had time for balancing units. Because the babarian scout was last time so fast and hard.
After a civ pause, i am going to start the next round, and i looking forward to see the your mod.
 
ähm... could you make an option, which would aloud to have an alien race on the other planet. for example. ive got 4 other ki civs, 3 of them and i do start at the earth like planet. the other one starts at the moon, with the needed abilities for expansion. so if you had ruled the earth an either conquest it or allied with them or what ever, you have an new strong rival civ at the new planet, which would make the game new interesting.
 
I did include a couple of scenarios with the latest patch (which needs to be repatched because it messed up the art for the Advanced Mine when I changed the art for the DeepCity, but I was going to bundle that with new civilopedia entries for Improvements, Terrain, the ancient civics, and Features as well as better sea settling), one of which places an alien civ on the moon like planet and modern era human civs on the earth like planet. Typically what happens with an Alien civ in the game is that they will gain plenty of human allies due to the huge tech advantage. They are a giant Diplimatic victory threat and if they are present you should ignore the hint and beeline Utopianism while acceding to everything they demand. The best position is to become their enforcer, declare war on their enemies until you get Utopianism to obsolete the UN and then you can form a pan human alliance to resist them. The only threat then is that they will give somebody else the tech for a spaceship victory, even though they cannot achieve it themselves (having already done so on their home planet). The Conqueror line (Conqueror Drone, Improved Conqueror Drone, Supreme Conqueror Drone) is still fast and powerful. Its supposed to be. Historically there are cyclic eras where offense and defense gain the upper hand by turn, and this will likely continue in the future. The Conqueror (looks like FF Scout) is simply magnificent at taking cities (small, fast, numerous, levitates with agility, great sensors), creating an era when offense rules supreme and nations must really focus to maintain a good defense. All of which is great stuff to put in Civilopedia articles. Now that you remind me, though, I should give Gundams a bonus against them and cut their movement. I try to make what are essentially "counter" units to each other. Also, the Sentinel (I haven't even changed the name from Afterworld) is strong enough to fight off Conquerors.

Making a game option to put in aliens on other planets might be harder than simply making a scenario with them.
 
a scenario is great. Maybe i can manualy change the map. For the scenario i should disable space race victory. But the alien race should have a special property. Every civ on earth should hate them. maybe you can give them a diplomatic malus.
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Another topic ive got today. I just watched the ki playing this mod to see the settling of the moon. First i wanna comment here is, that there are cities just in space. maybe it should be so, but first it looks quite strange to see buildings in space, and second i am afraid this would leed to too many cities and would make real land unimportant.
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The second thing is, that while watching the ki playing the game crashed. and now it crashes every time at the same point. what can it be?
I have a fresh installation of Civ4 than BTS than BTS patch 3.19 than FM 197 in program files\fir...\ci...\b...\mods than FM Patch 197a and last FM 198. nothing else
 
Some more questions apeared:
why is the multiplayer deactivated? or is it only by me?
why do i havent the civs of the scenarios in default game?
when i choosed a scenario civ asked me too load the mod i have loaded before. is that a fault of me?
 
lol die aliens warn ja der hammer. "1945 AD: Alien Base (Trolish) was caputred by the Babarian State"
 
this mod makes a really awsome impression. it is developed quite far and the idea is genius.
all in all it seems to become the best mod for me.
 
The Aliens are incapable of winniing a spaceship victory. It is disabled. Perhaps I could give them an anticharismatic trait. I know cities in space look a little funny. I would prefer to have them look like the MegaHabs, but don't know how yet to make cities look different depending on terrain. The AI does settle space, and in fact it settles a lot less on other planets. I've tried to mess with the AI to deal with this. One way is to make space a less appealing terrain, which it really isn't. Abundant energy from the sun, abundant hammers from asteroids, great trade once you get it going. Please post the latest autosave from right before the crash. I want to weed these things out and I notice they crop up once in a while, especially on autoplay.

I didn't know Multiplayer was deactivated. Once I get a final version I was going to try it in multiplayer. Maybe something from the Python version of the Barbarian Civs mod did that.

You don't have the future era civs on the default start because the default start is Ancient era. I made a modification so the civs available in the game depend on the era you start in. By playing a custom game in a later era you get a completely different set of civs. There are 5 sets of 20. The Invasion mod uses the modern set with anachronistic Aliens. The era limited civs modcomp is kind of flaky that way. It keeps the civ selection of the last game you started until you try to pick a civ or start a game in a new era, which resets it to the custom game era you are starting in. This allows you to occasionally start as an anachronistic civ against a set of civs from another era. I'm working on fixing this modification to work better.

The reason the scenario always reloads the mod is that I put in a line in the scenario for the modpath, so that if you have the scenario you can start it by itself and it will start the future mod. Its not your fault. I should also get one of those nifty things that puts a link to the mod on the desktop so you don't have to start civ first.

The aliens start out high tech, and all units are expensive. The moon is barb country if there are any civs around at all. I give the aliens some good start units, but I guess something happened to them.

Thanks, I like it too.
 
the cities just in space arent my thing, because i cant imagine thats nice to see the whole space colonized. But why doesnt want the ki to settle on other planets? are they too bad for them? or too far away? I dont know if it is, but you should let build improvements there which makes them better. maybe raise up the quality by itself.
 
Perhaps I was overly influenced long ago by a book called "The Third Industrial Revolution." Maybe I can find a way to cover them up with a giant building so all you see is the outside of the space colony. With that and the fact that space is really limited to narrow strips between planets it shouldn't be that bad. The problem as you point out is that the AI doesn't colonize planets as much. That is also mitigated by the fact that the Barbarians colonize planets and the AI captures cities from the barbs. Part of the reason for it is that the AI sees other planets as other continents, and it is programmed to start the colonization of other planets on the coast, which in this case is inappropriate, so I made it impossible. Another problem is that space is one continent away, while other planets are two continents away. One possible solution is to get the AI to make water cities and make space water. I've kind of got sea settling working now, by copying the bare essentials for sea settling from Planetfall and changing a couple of obvious things that were in the way. What I've got now is that the AI will settle the sea if you hand them a settler on the sea, but so far I haven't seen them make a settler just to send out there. If they make water cities, but fewer of them, then the only problem is the "Area" thing about settling new continents on the coast, which I've hacked away at but probably not eliminated.

Regarding the crash, I had the crash myself on the Invasion scenario in 1985. I deduced that it is the barb civ modification (can't handle that aliens are a barb style type, so when they are the nearest civ type to an emerging civ, things go awry) fixed it, played until 2100 then decided while I was at it to fix other stuff in barb civ, made a mess, now I'm trying to indent properly.

You know ASCreator, you are putting "ki" instead of AI.

EDIT: I added another tiny patch. Doesn't keep crashing saves from still crashing when barb civs are founded but seems to prevent crashes in new games and allows barb civs to emerge. A line about giving the new civ a capital was important after all.
 
Although i didnt understand your thoughts about the sea and continents solution i am quite sure u will manage that problem by time ;-)

maybe the other planets seems not worth for colonization for the ai. maybe they are to useless.

oh yeah i said ki instead of ai, i am sorry for that. i didnt recognized that.
 
Just bored before going to classes...

Here is the icon for your mod for the shortcut....
Enjoy...
 
what about making space water and then making national wonders, that spawn sea-/space-/other planets settlers every once in a while, and making these units unbuildable. the thought is, that it takes a while to train people and get materials to settle in space, underwater and other planets. give it a food or production bonus so the AI builds it.

btw amazing mod ;)

Maybe you should make space less appealing in every way? i believe settling on another planet would be a lot more likely than settling in space, at least in the earlier future. I think, Mars and the moon will be settled upon earlier than open space.
 
I think it would depend on the civ. Some would prefer to colonize other planets, others would prefer to colonize space. Ideally that could be set in Leaderhead infos. I tried making nearly every tech spawn a free space colonizer for the first to research it, but that is only as good as the AI's desire to colonize. Originally I made space so appealing so the AI would send settlers out there. A building that makes settlers would have to be accompanied by AI code to tell it how to use them. Part of the reason I didn't use Better BTS AI was a desire to keep it simple because I'll eventually have to customize it so much. Anyway, maybe I'll experiment with space as water.

Once I explore the ramifications of logging, which I've just started using, I also plan to replace or supplement the barbarian mod with a modcomp of my own. What it will do is this: when a city is founded, a randomly chosen nationality will be chosen for the new city perhaps to found in this new city. If the nationality chosen is of an inappropriate era or is already playing, the new city remains of the nationality that built the settler. But if the civ is of the current era and is not yet taken, the new city will become the first of that nation, founding a brand new civilization.

I'm having some inexplicable crashes that are hard to isolate with just world builder. Like I narrowed one down to a single city on a single turn--if that city has less population or less food on that turn, no crash. It is a capitol, building the Heroic Epic 2 turns later, 6 turns away from an increase in population, no special wonders or anything in it. Another game doesn't crash if I remove both of two random events, but not if I remove either alone. It may be that the version I'm currently testing has an L system that I've been messing with. Also some of the logs say some of the RTW stuff I'm path raiding isn't there any more, probably since 3.19, and I've never noticed.
 
"What I've got now is that the AI will settle the sea if you hand them a settler on the sea"

What about giving the settler-buildings a food/production/money -bonus, to make the AI build it and set it to spawn a settler every 20-30 rounds. if space settlers could settle in space only, sea settlers on water tiles only and planetary settlers on other planets terrain only, the Ai would be forced to settle on other planets, wouldn't they? or isn't it possible to reduce settling ability to an explicit terrain?

And i have seen the AI having trouble with their Cities. They build many factories and stuff, but ignore the unhealthy faces. They're not building the buildings that gieve health, even when they can. at least it looked like that the last time i saw after it.
 
What about adding an Energy-ressource/-Yield? A ressource, that stocks, is bound to the city, were it is from and can anables some buildings as well as it can make some buildings better, like production facilities. I believe, the problem would be to manage the energy to stay inside the city it belongs to, when it comes from wind- or watermills. So maybe it would be better to make it a yield, if thats possible. Maybe like food or hammers: Some buildings and modernizations give energy, some take energy. Some require a certain amount of it to be build. Buildings, that require or use energy could have an energy-importance, so that in case there isn't enough energy, the buildings with the highest importance gets energy and those which lower importance don't get it.
In the long run, the system could be used to build modernizations like power poles that would make cities share their energy. It would also make modernizations like modern windmills, modern watermills, solar cells and such stoff more logically. I don't think there is any food coming out of these windmills out there. it would also make more water modernizations possible, like tidal power plants. And i still don't think there is any food in space. It's more likely, there's energy out there. I don't find the energy system in Civ4 logically. I think this would give more realism to the game. Today, energy is a problem in many places. without it, we couldn't possibly survive, and it is treated like a ressource. Everybody thinks about, how to get more, cheaper, cleaner energy. World wonders like the 3 gorges dam and a future wonder like a big solar array in the Sahara could give a certain amount of energy to every City on the continent.

I've got a lot of ideas. Anywhere else i can tell them to you except in this forum?
 
You could PM me I guess, but this forum is fine I guess. I had no internet access for a few days. I looked at how Planetfall makes settlers work on the sea, and there is indeed a separate AI for SeaColony. I didn't want a separate AI, so I figured out what parts allow it to make a decision that settling on the sea is OK and just stuck that into the regular Settler AI. However, the units with sea settling capability in my mod are land units with All Terrain movement, which is probably part of why they still don't move out onto the sea. Maybe I overlooked something. This will be an education problem to solve and will give me great new powers when I do, but I'm trying to pin down a really slippery crash bug that appears to be coming from XML and/or Art.

The AI does have a different building strategy, and now you mention it doesn't work that hard to counter unhealth. Maybe I could try to put that in, tell it to do what I do: if you have an unhappy face, build a happiness building. If you have an unhealthy face, build a health building.
Probably solved in BetterBTS AI, which I did not include because I wanted to take one step at a time.

A fourth yield (power) would be great. I've thought about it a little. I would clone the food yield, but would also have to clone the system for the citizens, so there would be a whole second type of "machine" population that could go out and work the land or form specialists alongside human population, and these would be fed by power instead of food. In the meantime I am lumping them together under "sustenance" and not differentiating between machine and human citizens.
 
You need the Beyond the Sword expansion, this just wouldn't work right with only vanilla civ. :( This mod uses a number of files from BtS. You'll have to get it and patch to version 3.19. (Then install this mod) At least its cheaper now;)

Hey Tholish! just got back into civ & I bet your mod is just blisteringly awesome by now. Looking forward to it!
 
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