General discussions

Hello,
On a previous game as England I had assassins that I could fortify in a rival city (clicking shield icon) and after two turns all hell would break loose.

Current game as Japan, my ninjas fortify in a city but nothing seems to happen except they can spy.

Is this normal?

-j
 
miserable09 said:
Hello,
On a previous game as England I had assassins that I could fortify in a rival city (clicking shield icon) and after two turns all hell would break loose.

Current game as Japan, my ninjas fortify in a city but nothing seems to happen except they can spy.

Is this normal?

-j
have you latest version? this bug was already resolved...
 
what about including some of these units into the game as ethnic units.

The units are from WW1 to present. There are many the realism mod hasnt put in. This mod hasnt came out yet as it is only a preview but is what brought together by snafusmith(who is an excellent designer)

http://forums.civfanatics.com/showthread.php?t=191047

Since it is a preview there are tons of images in there. Not all the units shown though can be used because that would result in the creation of whole units into the game.
 
Spartan117 said:
what about including some of these units into the game as ethnic units.

The units are from WW1 to present. There are many the realism mod hasnt put in. This mod hasnt came out yet as it is only a preview but is what brought together by snafusmith(who is an excellent designer)

http://forums.civfanatics.com/showthread.php?t=191047

Since it is a preview there are tons of images in there. Not all the units shown though can be used because that would result in the creation of whole units into the game.
interesting post - may be used as unit library :)
anyway most unit is already added:
light tanks: markV, whippet, renault, a7v -already in game
armored cars: hmm..maybe used as later replacement for scout/explorer (can only defend, but can use enemy roads..)
tanks: because we don't have different category for tanks, we are using mix of them - each which is typical for nation: ie t-34 for russia, tiger for germany etc...most of presented units is already in game (imaybe not in beta2, most unit i was added in last few days for beta3)
mobile artilery: hmm..unique units as howitzers
modern tanks: all units included
APC: already in queue
ww1 aircraft: fokker already presented
fighters: all included (us have P-51 instead of P-40)
bombers: most of them included
modern aircrafts: we have more units in game :)
battleships: we have bismarck and yamoto
nuclears sub: already in game

so result: we have about 80% of this units already presented in game (compared to beta3) and also we have some other units

but i found some units which i don't know about
 
The mod that was included in the warlords patch was a "Blake creation" except that the patch included the older version. This is the newer version.

http://forums.civfanatics.com/showthread.php?t=191685

This allows for better ai.

Spoiler :

Fix to irrigation chaining bugs which would result in the AI farming excessively and flip-flopping between farms and cottages.
- General worker unit AI improvements to make them more flexible, they will also stack.
- Auto workers now come back and road up resources which had been built before roads were available.
- Workers are now less fearful of enemy units, they should only run away if they are in actual danger of dying.
- Tweaks to auto workers to achieve a better balance of hammers, they should build more mines now.
- Code to add awareness of jungle chopping when choosing research.
- Great People usage improved, the AI should be less Golden Age happy, only starting one if it’ll actually pay off compared with lightbulbs/settling.
- Great Prophet Shrines valued a little more accurately.
- Great Merchant cash bomb logic added.
- AI's will now spend gold to perform deficit (100%) research and will decline to trade gold reserved for such research, enabling them to make better use of gold boons from huts, plunder, refunds, great merchants, etc.
- AI Missionary code adjusted - both when choosing destination and when determining the number needed.
- Awareness of freebie promotions (such as Aggressive Combat I, or Red Cross Medic I) when choosing which unit to train.
- The AI will now chop Wonders and will chop to assist a war effort.
- The AI will no longer pillage Barbarian Cities.
- City Founding logic has been improved, a bug was fixed which could "force" the AI to found on top of resources that it otherwise wouldn't, the AI is also aware of existing culture (it's own) making tiles workable.
- City Founding logic has been diversified, Creative leaders are more "Greedy", grabbing as many resources as possible per city, Organized leaders are the opposite, being more inclined to found cities right next to resources and founding more cities overall.
 
Spartan117 said:
The mod that was included in the warlords patch was a "Blake creation" except that the patch included the older version. This is the newer version.

http://forums.civfanatics.com/showthread.php?t=191685

This allows for better ai.

Spoiler :

Fix to irrigation chaining bugs which would result in the AI farming excessively and flip-flopping between farms and cottages.
- General worker unit AI improvements to make them more flexible, they will also stack.
- Auto workers now come back and road up resources which had been built before roads were available.
- Workers are now less fearful of enemy units, they should only run away if they are in actual danger of dying.
- Tweaks to auto workers to achieve a better balance of hammers, they should build more mines now.
- Code to add awareness of jungle chopping when choosing research.
- Great People usage improved, the AI should be less Golden Age happy, only starting one if it’ll actually pay off compared with lightbulbs/settling.
- Great Prophet Shrines valued a little more accurately.
- Great Merchant cash bomb logic added.
- AI's will now spend gold to perform deficit (100%) research and will decline to trade gold reserved for such research, enabling them to make better use of gold boons from huts, plunder, refunds, great merchants, etc.
- AI Missionary code adjusted - both when choosing destination and when determining the number needed.
- Awareness of freebie promotions (such as Aggressive Combat I, or Red Cross Medic I) when choosing which unit to train.
- The AI will now chop Wonders and will chop to assist a war effort.
- The AI will no longer pillage Barbarian Cities.
- City Founding logic has been improved, a bug was fixed which could "force" the AI to found on top of resources that it otherwise wouldn't, the AI is also aware of existing culture (it's own) making tiles workable.
- City Founding logic has been diversified, Creative leaders are more "Greedy", grabbing as many resources as possible per city, Organized leaders are the opposite, being more inclined to found cities right next to resources and founding more cities overall.


Hmmmm I am going to have a chat with the team. Maybe we should still bring a Beta 4 before Gold and implement the even more improved AI, Pagan temples; a secret idea designed in our team ;) and few more units.

Regards
Houman
 
Hello,

I know that this question was already asked and i am sorry if this is the wrong thread. I would like to have some continet maps, so i dont have to play on world map alone.

Especially a europe map with north africa (carthage, egypt, middle east maybe) would be very nice.

Maybe some other player have the same suggestion.

Thanks
 
Check World Map threat arround here.

Guy named Temujin_Khan is converting maps to TR. Ask him for help as TR team is quite busy making beta4 and preparing gold edition (bug free release).

I would not give them boring and time stealing work like map making to do. Atleast at this time.
Making/converting maps are not only putting resoueses, but also making sure you will have enought food to have stagnant population (no growing and than starving becouse you dont have enought food) and also game ballancing +making resource trade possible.
 
Hey found new seige units, canons, I mentioned them a while back as well, but just recently remembered about them.

http://forums.civfanatics.com/showthread.php?t=180486&highlight=bombard

http://forums.civfanatics.com/showthread.php?t=180321&highlight=bombard

http://forums.civfanatics.com/showthread.php?t=182956&highlight=bombard

I believe the last link had animations for them. I was playing Dale's Scenario and seen one of the seige units, looked really good. Maybe they can be added to soem civs?
 
I'm half way through, what is probably my most enjoyable game of Civ .
It's taken me a few games of Total Realism to adjust , it really does play differently.
In my first few games, I was one of those who ran out of things to build. This game i'm Monte and have founded a religion. I've also curbed my instinct to spread out too quickly.
3 cities is my limit untill some income starts coming in. Markets are much more valuable in this game. The temples do fill in the early build period.

I'm playing huge lakes map and it feels like it is a survival of the fittest with all civilizations struggling to get established. Brennus is allready gone via the barbarians and i've come across barb cities called Beijing and St Petersburg , so I guess I won't be coming across any Chinese or Russians . They are forming more city states it seems.

There is a lot to like about this mod :
the no tech trading , now that i'm used to it.
the ethnic units
the replant the forest
especially the AI game play

what I do find odd is the informant , it doesn't feel right to have a unit that can wander around invisible to every one else .
Also , a question, is it possible to run the Blue Marble terrain graphics with this mod ?
cheers
 
Hey!
I remember that in Call To Power, and CivII was the possebility of a rebellion ending in cities revolting and making a new civ, or "reinventing" an old one, if you had conquered any... (in call to power it was in combination with a wonder with AI)
I think it gave it a very realistic touch.
I havn't noticed anything like that accurring in CivIV, though.
Is such a thing possible to implent in the gameplay?
 
@Seth145

Blue Marble mod is already included. Within installation it should have asked you if you wish to install the Blue marble or not. (If it didn;t ask, it was probably that Mexico was in rush, since he was very late for work, and didn't write the installer script to do this. In this case Blue Marble is always by default active. You should be able to see the difference. Don't you?

@Xazi
There was a rebellion Mod. But it is not finished yet. (They are working on the idea). It is a bit dangerous though. In the past we had bad experience with including not so well cooked components that caused CTDs to our Mod.

Regards
Houman
 
@Seth145

"Blue Marble mod is already included. .........You should be able to see the difference. Don't you?"

It didn't ask me , and no I can't see the difference. Not to worry , i'll wait untill the beta testing is finished and deal with it then.

I'm running beta 3 warlords and so far havn't had any problems, very stable and starts first time from your desk top icon , congrats.

A couple of points,
With the Ai , early in the game a barb axeman turned up on my borders, took one look at what was waiting for him, then turned around and went home, how cool is that ?

On the other hand , same game 2000 years later, HC hired a couple of mercenary mechanized infantry (he was fighting the war with grenadiers)
,they didn't exactly cover themselves in glory, basically invaded an obscure corner of my empire and attacked a lumber mill . I would have been asking for my money back.

I really like your larger city graphic, it gives the feel of urban sprawl as the cities get larger. Any plans to ethnicise the cities ? It would be great to have different countries with different architecture. Border cities mix of different cultures ?

Thanks to the team for all your hard work, it's appreciated.
 
Back
Top Bottom