Getting Started

This happens in vanilla too. I don't see it as a problem. If everything they could use the resource for is obsolete, why should they care? As long as you have good relations.

Yes, but for free? Nothing is for free in this world ^^
With other things they are really hard bargainers and often want the the double or triple worth back and here they gift me their SR? Well I did need it, I can't imagine they would see them as obsolete at that time.

just downloaded the new version, here's my feedback:
-don't know why with my arabia game my GS hasn't the UI left overlay so basically i can't use it! may'be it's a vanilla bug, anyway i'll check later if it fixes with restarting game

Yes its still there in latest (.16) beta, had the same problem (mod bug).

EDIT: Sorry, haven't seen the new threads for beta discussion and bug reports.
 
just downloaded the new version, here's my feedback:
-don't know why with my arabia game my GS hasn't the UI left overlay so basically i can't use it! may'be it's a vanilla bug, anyway i'll check later if it fixes with restarting game
-really like the new railyard, always hated the fact that a capital can't be as productive as another city with the railroad
-i liked the +1 in all farms with fertilizer, why has it been removed? it's both realistic and balancing
-Using more oil with modern era units is a nice idea... but aluminium isn't used almost at all

Still trying to work out some issues with integrating Seek/Alpaca's great scientist mod into this one, hopefully that stuff is fixed in .19 though.

Glad you like the railyard! It was created by someone named "Dan," don't know much more than that since it's a concise, to-the-point mod.

The farm bonus on fertilizer was returned to vanilla because of two reasons. I added that bonus back in September, but since then:

  • Aqueduct was added, improving growth
  • Firaxis sped up high-population growth
These two things combined with the farm bonus ended up being a bit too much. It also made rivers more valuable than vanilla... I basically shifted this river-value effect to other improvements earlier in the tech tree.

I agree resource balance isn't perfect yet in the modern era, it's still a work in progress. :)


@Kirschi
The way I look at it, the AI demands stuff from us all the time so it makes sense they'd sometimes give things in return. :)

In this case, the AI evaluates how useful each potential trade item is when trading it away. If they have zero units or buildings using Iron, the value of Iron is zero. It goes both ways too... can't sell resources to the AI they don't need. There's not much we can do about this mechanism.
 
The first paragraph mostly mirrors how I play, but I wind up with more than a monument, library, market, coliseum and university in every city. To be clear, I can see how there could be an efficiency to limiting what you build. Let me ask about one of your examples: what do you build in the science city when you pull citizens out of the mines? Do you set the city on research or gold? Or, differently, what do you build (units aside) in all the turns following the researching of Banking?

If there's nothing useful to build, then yes, I'll set it to research. It doesn't really matter. A city with just 5 production or so doesn't finish anything anyways. I haven't played BC lately, mind, so I don't know how the buildings are balanced right now.
 
Hey Thal, i was wondering with the upcoming release of the public version, do you have a list of things that you want to try to work out during the next cycle of testing? Just figured it might be nice to post to allow everyone here time to start thinking about what we could do to balance out those areas etc.
 
It should be fixed in beta builds 2.0.19 or higher. :)

@rhammer640
The stuff I want to try is mostly things that's been discussed over the past week or so, like adjusting aircraft balance, both the units themselves and the ratio of air to ground for AI.

I also want to do some further work on balancing national wonders among themselves and with the game in general.

My first priority's probably going to be finishing the automatic tooltip system (for units and promotions)... it's one of those especially complex things that if I put it off, my awareness of the code will slip and I'll probably never get it done. :crazyeye:
 
@rhammer640
The stuff I want to try is mostly things that's been discussed over the past week or so, like adjusting aircraft balance, both the units themselves and the ratio of air to ground for AI.

I also want to do some further work on balancing national wonders among themselves and with the game in general.

My first priority's probably going to be finishing the automatic tooltip system (for units and promotions)... it's one of those especially complex things that if I put it off, my awareness of the code will slip and I'll probably never get it done. :crazyeye:

ok, thanks, there have been so many posts over the last couple of weeks that i wasn't sure if i missed anything, lol

edit: on another note, what do ppl think about barbarians in civV? There was some discussion about making them feel more like a threat in the specialized barbarian mod thread but it seemed beyond the goals of that mod so i figured i would bring it up here. I really miss the challenge that barbarians provided in Civ IV. There was always the threat of them sacking a city etc. Now with the increased power of cities i dont really feel like they are much of a danger. They are obviously still a danger to scouts etc. I also miss the barbarian animals, i felt they added a lot of variety to scouting and were something the scout could actually beat with a little effort. Lastly i liked coming across the barbarian cities later in the game and having someone to war against without causing a diplomatic cluster.

Anyway, just figured it might be an interesting discussion as to if ppl feel barbarians could use some work and what they think could be done.
 
Hey Thal, I tried installing the public release via the Mod Browser and as it was extracting the files, the game froze on me. Tried it again and repeated the issue.

Thought I'd bring it up just in case anyone else is experiencing the same issue. It could be me for all I know, though I did download something else and it installed just fine.
 
Hmm sounds like modbuddy's packaging system had an error. I'll create a package manually and re-upload it. Never had that happen before... rather strange.

Edit: Seems like there's some sort of problem with ModBuddy's build process itself... even a package I created manually isn't installing. The mod itself is working just fine, and there's no build errors, but the folder it creates is crashing the installer. This is frustrating... and I've run out of free time today to try and find the issue. It'll have to wait until I get home from my meeting. :( :badcomp:
 
I ran into the same problem so I just extracted the .7z manually and moved the folder into my MODS folder. Enabled in-game and works fine.
 
I've uploaded a new version which should be working now, installed it myself to test! :goodjob:

The problem was --

I figured out what was causing the installer to crash. Apparently it's a very bad idea to have any files in a project without a file extension. This file was causing the problem:

"Balance DLC - Inca Spain/Remove x with DLC installed"
 
Thanks for keeping the local download up to date. For some reason I prefer to use that than the Mod Browser. :)
 
Odd thing is... I uploaded v2, v3, then v4 to CivFanatics (each time replacing the previous one) but when I click download I only get v2. It's not giving me any error messages when I upload and says it edited the file successfully. I'm not really sure what's going on, but the current version should be v4 (2 and 3 had some critical bugs).
 
Sorry about the newbie question, but how do you delete out the cache? I think I've done that, but I don't remember how.
 
Thal, I have a few ideas that maybe you can consider...

*Liberty-Republic Policy: Culture penalty for next policy reduced from 20% to 10% or completely eliminated.

*Nerf Ankor Wat from 75% less culture needed for border expansion to 40%. I think 75% provides too great a benefit especially when combined with Tradition-Landed Elite policy.

*Are you able to manipulate the AI so they are more likely to build walls and castles? How about making it so they are more likely to attack overseas?

*Himeji Castle- 1 free Great Engineer and 2 free engineer slots.

*Maybe you could provide a bonus each time an entire policy tree is completed. For example, a free policy given when industrial and modern era branches are completed?
 
I get this message when I try to DL the mod:

Invalid Attachment specified. If you followed a valid link, please notify the administrator
 
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