Getting Started

The barbarian XP thing was altered back because it was too easy to "farm barbarians" for promotions. Given how bad the AI is at combat, it seemed like an unfair advantage gone further.

The build queue thing looks interesting. I am sure Thal will give it a once over, as will I.
 
No idea about the readmes. Either an oversight, or I know he was planning on redoing a lot of them to increase ease of use.
 
The barbarian XP thing was altered back because it was too easy to "farm barbarians" for promotions. Given how bad the AI is at combat, it seemed like an unfair advantage gone further.

The build queue thing looks interesting. I am sure Thal will give it a once over, as will I.

That was my thought as well - but the i noticed:
I am not really warmongering, but i defend myself and my i DO retaliate .. hard :D
But with 30XP you have only rookies, so on marathon/King Ai normally has loads of units, which crush your rookies.. if you never had a war before :mischief:

But its ok - i keep editing Globaldefines and maybe this will be my 1st own mod (havent found a Babarian-XP-Mod which sets XP=100..)
 
As Sneaks mentioned, I tried raising the barbarian XP cap for a few months... but felt it favored the human player too much. The AI doesn't really know how to farm barbarians.


The documentation was put on the website so people can read it before they download. Keeping both sources of documentation up to date is too difficult because the html is handled slightly differently between MSWord format and WordPress format.

Here's the information from the March 2, 2011 post on the site:

I moved most documentation to this website. Each readme is now a page on the menus at the top-right of the screen. This way you can see what’s in the mods before downloading. Please post in the Documentation Errors thread if you notice any mistakes, inconsistencies, or broken links in the documentation, or if something is just confusing and needs clarification.
icon_wink.gif
 
Okay, newest game brings in some denouncements and declaration of friendships. No war though (at least no war triggered by the AI) and there are some resources scarcely available (coal: 12 in the whole world, aluminium: two fields with 7 each). But this makes fighting for resources pretty realistic now - at least if you want to have an air force worth to be mentioned ;-).
 
I can't get the latest version (.v5) to work.

Downloaded and copied the folder to my MODS folder, and activated in game, but when I start a new game the initial Civ description panel is borked (only seeing my UA, nothing else), and the tech tree is completely empty and also looks strange (entire classical page appears out of allignment somehow :S )

Any ideas what could be causing this ?
 
I will disable the WWGD-part for a new test. That the AI is not making any research agreements and behaves as peacefully as a field of colourful flowers at springtime freaks me out.
 
@rusky- if you haven't already deleted the 'cache' folder, try that

@Yps- there are no more formal RA's: DoF's grant a beaker trickle (after philosophy)
 
@Thal:
Upps, sorry didnt see that :-)
Nicely done!

in your "Recommended Mods" on your Website you list
"InfoAddict" and "Modlist"
I used the same, but since v1.0.1.217 i couldnt save ingame any more (>CTD).
After hours of narrowing it down it was "Modlist" in combination with "InfoAddict"
Confirmed that with only installing these two and getting the CTD when loading ingame.

Obviously i kept Infoaddict :cool:
Works now like a charm!
 
@Yps- there are no more formal RA's: DoF's grant a beaker trickle (after philosophy)

Oh yes, you are right. I saw that a DoF grants a percentage for research but I failed to notice that this replaces the concept of RA. Thanks for the info, this seems to be a nice feature. And I waited for an RA the whole day...:lol::crazyeye:
 
The documentation was put on the website so people can read it before they download. Keeping both sources of documentation up to date is too difficult because the html is handled slightly differently between MSWord format and WordPress format.

Here's the information from the March 2, 2011 post on the site:

I think a small readme directing users to the website would be good so they don't feel left in the dark.
 
a) BARBARIAN_MAX_XP_VALUE
I always set it to 100, is it possible you could integrate it in Combat Balance?
So we dont have edit GlobalDefines after every Patch?
Would be awesome - but I fear i am not the first to ask :cool:

Does this mean you can get more XP from fighting barbarians? Why would you want to do that, other than to make the game easier for the human, since the AI doesn't know how to barb-farm?

edit: oops I left the browser open and didn't refresh to see the replies. Please disregard my redundancy :)
 
@Seek, Txurce
Every thread and the mod description says the details are on the website, in bold highlighted font. :crazyeye:

It wouldn't hurt to put a readme in the folder too though, and I've done so now.

Only a fraction of people read the documentation though. There's ~1,000 visits to the site a day but only ~100 visit the main menu, and ~20 check out at least one mod details page. (Anonymous site stats are helpful!) It might just be people don't know it's there yet. :)
 
Thal, you really should have in large bold letters on the first post of this thread the current Version available in the download link.
 
Sure, I've added that now.

I try and avoid redundant information when possible - the version's in prominent text both on the website and download page.
 
The Angkor Wat change is not documented (or I didn't saw it)

Culture cost of acquiring new tiles reduced by 75% in every city is now -25% culture/gold cost of new tiles.

Also I find cost of building in gold way too high, it's much better to use my gold with CS.


PS : Angkor Wat was modified with last patch, too strong it seems
 
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