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Why not increase maintenance if the Seaport gives to much coins?
This balances it: The threshold for building it get's a bit higher, because profit gets lower.

You will build it when you would receive 4+:c5gold:, but do you still prioritize it when you would only receive 2:c5gold:?
It could also become a percentage building, like the market and bank.
 
One of the core game philosophies seems to be that buildings providing a financial benefit should never have a maintenance cost. I personally disagree with that, but I understand they did it because casual players would find it annoying to try to calculate if a building is worth it or not. I think Thal likes to try to stick as closely as possible to core design decisions like that though.

Changing it to a percentage could also be useful, but I'd really prefer moving it back to its original role as purely a marine resource buff. If that's really not enough to make it good, then possibly add a ship building or xp bonus, since that has good synergy with the hammer bonus.
 
When I started a new game with v5.8 I noticed CS begin with a lot of (10+) military units. While I thought it was caused by the mod "Mercenaries" http://forums.civfanatics.com/showthread.php?t=409838 but Gedemon says his "mod does not change the number of units or the production speed of CS". Is it one of the Thal's mods then? The problem is, there's too many CS units, one or two at the start should be enough.
 
When I started a new game with v5.8 I noticed CS begin with a lot of (10+) military units. While I thought it was caused by the mod "Mercenaries" http://forums.civfanatics.com/showthread.php?t=409838 but Gedemon says his "mod does not change the number of units or the production speed of CS". Is it one of the Thal's mods then? The problem is, there's too many CS units, one or two at the start should be enough.

It's not supposed to be part of the mods. I wasn't having the problem with 5.7, but got it when I leapfrogged to 6.2. Thal asked for feedback on the "Balancing CityStates" thread.
 
The financial vs maintenance thing only applies to the "purely" gold buildings... market, bank etc. Harbor provides a financial benefit in vanilla (trade route) and also has a maintenance cost.

The Seaport gold bonus is specifically designed to help sea tiles keep up in value at the same time all other improvements are getting yield bonuses. I just prefer placing bonuses like this on a building because it's more interesting than a bland tech boost.

I like the idea of balancing the more powerful coast tiles with less powerful oceans, I'll do that.
 
When I started a new game with v5.8 I noticed CS begin with a lot of (10+) military units. While I thought it was caused by the mod "Mercenaries" http://forums.civfanatics.com/showthread.php?t=409838 but Gedemon says his "mod does not change the number of units or the production speed of CS". Is it one of the Thal's mods then? The problem is, there's too many CS units, one or two at the start should be enough.

I don't have Mercenaries, and saw the same behaviour on my current 6.2 game.

Found Bucharest about 8 squares from the capital. Saw no units. Next turn, 8 visible units popped.
 
Well, really bug reports should each go in their own thread on the bug report forum... makes it easier to keep track of these things instead of having stuff scattered all over, as described in the instructions on the "reporting bugs" thread. :)
 
Hello! I've changed CIV5HandicapInfos, PopulationUnhappinessMod and NumCitiesUnhappinessMod using your mod but seems ignored.
I've found HandicapInfos on \Unofficial Patch and Thals Balance (v 62)\TBC - Thals Balance Combined\WWGD\ folder, but I've read that "Handicap Level for AI. Not intended for Player use"...
Can you helpme?

UNHAPPINESS_PER_POPULATION and UNHAPPINESS_PER_CITY on GlobalDefine (default game folder) seems works, but I can set only integer values (1 and 2 defaults).
 
I have a question, It's not really a bug. basically, your mod prevents my mod from working, and obviously, I made my mod because I wanted it's effect. Mine alters the gamespeeds.xml. is there a way to alter load order, or replace the part of yours that also changes that part of the game? I accelerated everything except science and culture, since that is my preference.
 
@pdonettes
TBC/City Development/BCD - General.xml
TrainPercent and UnitHurryPercent are modified for Epic and Marathon speed.
Just delete those sections if you'd like to use different values.

@psychok9
TBC/City Development/BCD - General.sql
Player happiness levels are set in that file.
 
Hello Thalassicus,

may I use some parts of your mod in mine (with credits to you of course!) ?

That's a nice job what you did!
 
This has been mentioned before, but the addition of the Barbarians! mod reminded me to propose adding the Mercenaries mod as well. I think it would enrich the game - making it more fun and more thoughtful - as much as the Barbs mod. On the other hand, I can imagine how the very nature of the mod's possibilities leads to more questions that you may not want to answer right now.
 
Hey Thal, have you looked at the possibility of adding Gewar's Exploration Mod to yours? It is a really good solution to what I see is a problem of it being too easy to explore. I especially like that way that Triremes and such suffer attrition points to their health, so that you can only go out so many moves without having to "return to port" to heal up. It keeps it from you having the whole damn map explored by 150 B.C. and forces you to actually plan your explorations (instead of just wandering around blind until you stumble upon something). It also makes having open borders and/or friendly relations with CS much more of an important feature, in that you can go out and explore, and when your ships start to fatigue they can pull into a friendly port to recharge their batteries, so to speak. I tried playing with that mod and yours as is, but it makes it so that you cannot reload saved games having Gewar's mod enabled. Such a magnificent modder as yourself should have no trouble integrating it into your mod. ;)

Check it out and see if you think it's worthy. I'd sure like to see it as a part of your mods, which I will not play CiV without.
 
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