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Getting Started

Started new game, cant do. But i will keep looking at it and see when it will go off - thats the plan at least .
 
Kevin J recently opened a new thread in the Strategy subforum suggesting competitive Hall of Fame games using TBC.
I would love to see a game-of-the month type thing done with Thal's mod.

This mod is focused on balancing the game - and I think some competitive games would be awesome with the mod. As a nice side-benefit, Thal could see how his changes to the game play out as different people play through, using the various options available. Would provide good fodder for future revisions to the mod.

Anyone else like the idea of doing Game-of-the-Month style competition using Thal's mod?
I think this is a great idea and invite anyone interested to stop by that thread and voice their opinion and/or support for this project. (Txurce, I'm looking at you. Don't think I don't remember that your sig used to say "Former GotM staff"!;))

First question I raised is: Would a HoF or GotM (Game of the Month) better serve the TBC community? The former has a starting save everyone uses and the latter is a set of game settings and the map gets rerolled for every game. Both are fun, but I think the GotM route may be a bit more interesting due to replayability.

Another question is: What version of TBC should be used? The recent betas have some fantastic changes that I'm loath to play without, but I worry there may be still be some bugs to work out. (Thal, is there an ETA for a v8?)

Look forward to hearing from you all!:D
 
Kevin J recently opened a new thread in the Strategy subforum suggesting competitive Hall of Fame games using TBC.

I think this is a great idea and invite anyone interested to stop by that thread and voice their opinion and/or support for this project. (Txurce, I'm looking at you. Don't think I don't remember that your sig used to say "Former GotM staff"!;))

First question I raised is: Would a HoF or GotM (Game of the Month) better serve the TBC community? The former has a starting save everyone uses and the latter is a set of game settings and the map gets rerolled for every game. Both are fun, but I think the GotM route may be a bit more interesting due to replayability.

Another question is: What version of TBC should be used? The recent betas have some fantastic changes that I'm loath to play without, but I worry there may be still be some bugs to work out. (Thal, is there an ETA for a v8?)

Look forward to hearing from you all!:D

After nine years - that is, since late in the Civ 3 era - thought it was time to drop the sig! I have no idea what I did besides answer questions. It certainly wasn't design, which was handled by a guy named Cracker (who would create new civs with new traits and u its for each GOTM) and then Ainwood.

It sounds great - I'll check in over there and comment more substantively.
 
OK I am wondering if the following mods will conflict.

Custom Notifications 3.0
Cultural Diffusion
Units - TBM (Tunnel Boring Machine)
Civil Engineer
Beyond the Future
Resource Discovery
Tree Growth
Garrison Training
CSEBMOD - Extended Plot MouseOver Popup v 2
Puppet Empire
 
Do golden ages work? Cause they don't seem to. The gold is okay, but i don't get no production bonus whatsoever

On a different matter: strategic resources on C+ maps are really damn scarce, i started a game with Mongolia, and i was in the biggest friggin plains i have ever seen in the game, so i was naturally thinking, that there will be plenty of horses....well the closest ones were 22 tiles away, and there were only 2 of them. This is just an example, i never have more than 1-2 iron close to me for example which is just not enough on a large map
 
Do golden ages work? Cause they don't seem to. The gold is okay, but i don't get no production bonus whatsoever

On a different matter: strategic resources on C+ maps are really damn scarce, i started a game with Mongolia, and i was in the biggest friggin plains i have ever seen in the game, so i was naturally thinking, that there will be plenty of horses....well the closest ones were 22 tiles away, and there were only 2 of them. This is just an example, i never have more than 1-2 iron close to me for example which is just not enough on a large map

I have had the same question about GA's, because it feels as if they don't. But I almost always have one when I'm building a SS, and there is a slight improvement.

From what I've read on other threads, I think C+ maps have a different make-up.
 
I'm not sure I'm posting in the right thread here, but I'm having trouble with the TBC 7.0. Basically, what happens is that when I start a game, as the game is loading, I get a dialog box:

Texture Load Error

Unable to load texture [Assets/UI/Art/Icons/SocialPoliciesBranchBlackMask.dds]


When I try to close the dialog box and press Esc, it activates again several times and then eventually lets me in the game. When it does, I observed that there were no luxury resources anywhere near the spawn location and that I can't found a city because there's no button for it.

I tried reinstalling the mod, but the same thing happens.

Other active mods in the game creation are End Declaration of Friendship, Earlier Iron Reveal, Dale Kent's Map of the World, Luxury Resource Display, Free Roads, Number Diplomacy, True Start Location Earth Maps, Make War not Love, Better Harbor, Courthouse Tweak, Legendary Earth Mod, Transport Ships, Active City Defense, Tree Growth, Scout and Worker Start, Advisers change by Era, Aggressive City States, and Sniper Mod. The game seems to work fine if Unofficial Patch and Thal's Balance is inactive.

Other mods that I have installed, but are inactive are 15 max hit points, 25 max hit points, Simple Spacebar Mod, Giant Earth Map, Hukkak's Extra Civs Pack, Hukkak Revised Extra Civs Pack, Strategic Availability, Remove Road Maintenance, Medical Corps, Balance - City States, Balance - Fewer Poor Policies, Balance - Mine and Lumbermill, Balance - Less Rancid Resources, Advanced Improvements, Enhanced - Food and Happiness, Good Clock and InfoAddict.
 
I'm not sure I'm posting in the right thread here, but I'm having trouble with the TBC 7.0. Basically, what happens is that when I start a game, as the game is loading, I get a dialog box:

Texture Load Error

Unable to load texture [Assets/UI/Art/Icons/SocialPoliciesBranchBlackMask.dds]


When I try to close the dialog box and press Esc, it activates again several times and then eventually lets me in the game. When it does, I observed that there were no luxury resources anywhere near the spawn location and that I can't found a city because there's no button for it.

I tried reinstalling the mod, but the same thing happens.

Other active mods in the game creation are End Declaration of Friendship, Earlier Iron Reveal, Dale Kent's Map of the World, Luxury Resource Display, Free Roads, Number Diplomacy, True Start Location Earth Maps, Make War not Love, Better Harbor, Courthouse Tweak, Legendary Earth Mod, Transport Ships, Active City Defense, Tree Growth, Scout and Worker Start, Advisers change by Era, Aggressive City States, and Sniper Mod. The game seems to work fine if Unofficial Patch and Thal's Balance is inactive.

Other mods that I have installed, but are inactive are 15 max hit points, 25 max hit points, Simple Spacebar Mod, Giant Earth Map, Hukkak's Extra Civs Pack, Hukkak Revised Extra Civs Pack, Strategic Availability, Remove Road Maintenance, Medical Corps, Balance - City States, Balance - Fewer Poor Policies, Balance - Mine and Lumbermill, Balance - Less Rancid Resources, Advanced Improvements, Enhanced - Food and Happiness, Good Clock and InfoAddict.

First off, delete all the old Balance mods, they conflict with and confuse the current Balance Combined (they also probably won't work with all the patching that's been done with the game since they came out). Also, deactivate City Defence, there is a known conflict (and I think that mod's out of date as well). I'm not familiar with all of the mods you're using, so there's a possibility that others conflict as well, but I can't say for certain. Finally, quit civ and delete the cache and moduserdata folders - you can find detailed instructions for doing this in the Beta and Bugs subforum if you don't know how to do this. Good luck, hope this works for you!:)
 
Thanks! ^^ Just found that subtopic a while ago. I will go about those changes. One question though, does "other mods moved" out of Mods folder mean moving all files and folders inside the Mods folder except Thal's and CivUp?

I have no idea how it looked like before installing any mod. I have 14 folders and 147 files in there and I can't tell one mod from the other except Thal's and CivUp which is neatly placed in their own folder. I think I can easily just delete them all and download all the mods I'd use again, and start working there 1 by 1 as suggested, but I'm afraid I might make the game crash or something if I delete something I'm not supposed to.
 
I'm not sure I'm posting in the right thread here, but I'm having trouble with the TBC 7.0. Basically, what happens is that when I start a game, as the game is loading, I get a dialog box:

Texture Load Error

Unable to load texture [Assets/UI/Art/Icons/SocialPoliciesBranchBlackMask.dds]


When I try to close the dialog box and press Esc, it activates again several times and then eventually lets me in the game. When it does, I observed that there were no luxury resources anywhere near the spawn location and that I can't found a city because there's no button for it.

I tried reinstalling the mod, but the same thing happens.

Other active mods in the game creation are End Declaration of Friendship, Earlier Iron Reveal, Dale Kent's Map of the World, Luxury Resource Display, Free Roads, Number Diplomacy, True Start Location Earth Maps, Make War not Love, Better Harbor, Courthouse Tweak, Legendary Earth Mod, Transport Ships, Active City Defense, Tree Growth, Scout and Worker Start, Advisers change by Era, Aggressive City States, and Sniper Mod. The game seems to work fine if Unofficial Patch and Thal's Balance is inactive.

Other mods that I have installed, but are inactive are 15 max hit points, 25 max hit points, Simple Spacebar Mod, Giant Earth Map, Hukkak's Extra Civs Pack, Hukkak Revised Extra Civs Pack, Strategic Availability, Remove Road Maintenance, Medical Corps, Balance - City States, Balance - Fewer Poor Policies, Balance - Mine and Lumbermill, Balance - Less Rancid Resources, Advanced Improvements, Enhanced - Food and Happiness, Good Clock and InfoAddict.

Your problem is that you are not running the current patch.
 
I cannot use this mod CSEBMOD - Extended Plot MouseOver Popup v 2 while your mod is installed. doesnt matter the order I load the mods, your mod prevents this mod from working.
 
A HoF/GotM sounds like a great idea. Critical balance problems in games are usually highlighted fastest by competitive play. The release version (non-beta) should be used for any such competition. I update the release version about once per month.

@Kasdar
Basically, if it adds new units/buildings or changes existing ones it should usually be okay. If it does other effects it might not work.

  • Custom Notifications 3.0 - Not sure
  • Cultural Diffusion - I think this might be obsolete
  • Units - TBM (Tunnel Boring Machine) - Should probably work
  • Civil Engineer - Not sure
  • Beyond the Future - Not sure
  • Resource Discovery - Should probably work
  • Tree Growth - Not sure
  • Garrison Training - Not sure
  • CSEBMOD - Extended Plot MouseOver Popup v 2 - Not sure
  • Puppet Empire - Not sure

@guczy
Thanks for pointing out the golden age bug, I fixed it for 7.0b15. Could you link the C+ maps? I'll investigate.

@blightmoon
Create a new folder called "My Games\Sid Meier's Civilization 5\Mods - Backup" and move everything in the \Mods folder to the backup location (except TBC). See if it works, then you can add a few mods at a time until you locate which ones are incompatible with TBC.

@Kasdar
Csebmod is a known compatibility issue, though not a high priority right now because 1) the files it uses are not organized well, so it's difficult to merge into TBC, and 2) it doesn't add much information to the game.

On a side note, the load order of mods is determined by the order they were installed in, so to change load order it's necessary to delete and re-install the mod. Yes, this is very inconvenient, but it's the way Civ does things.
 
@Thal: what do you mean by "link the C+ maps"? I meant the continents plus map script, from the last DLC, maybe that wasn't too clear by just saying C+, sorry for that :-)

On a different matter: i really don't agree with the national college being available at philosophy. On higher difficulties (from emperor, especially on epic and marathon speed) it really gimps the player, as you need science while you are beelining for IW / HR, which you will need really quickly.
 
Hey Thal, I was looking at the AI starting bonuses for the AI on the higher difficulty levels and, finding them pretty stupid sometimes (the AI starts with 4 free techs?), looked for a way to change them. In the end, I found a little mod that did change the higher AI advantages to something that seems a bit more fair:

http://forums.civfanatics.com/showpost.php?p=10487907&postcount=110

Spoiler :
Here comes a complete change list of the 2nd version of level-9 MOD.

(1) AI's technology is enhanced to 3X of original.

I want to give AI a human-like growth rate. So they must be able to research a lot faster. In 1 vs. 7 the AI team researches 184% times faster than human and they were still lagging behind in military tech. So I made an educated guess of 300%!

But there is no such line of AI's research rate in XML files. And I don't want to make human's research 3 times slower, as that will break all the balances. So I came up with a workaround.

(1) sid meier's civilization v\assets\Gameplay\XML\Technologies\CIV5Technologie s.xml
Chnage every technology to 1/3 flask requirement.

(2) \sid meier's civilization v\assets\Gameplay\XML\GameInfo\CIV5HandicapInfos.x ml
<ResearchPercent>100</ResearchPercent> -- change to 300.
This means that human has 1/3 x 300% flask requirement (unchanged, maybe little discrepancy due to roundups). But the AIs are happily enjoying 67% off techs!

(2) Eliminating all AI's startup bonuses

\sid meier's civilization v\assets\Gameplay\XML\GameInfo\CIV5HandicapInfos.x ml
<AIStartingUnitMultiplier>1</AIStartingUnitMultiplier> - deleted (no extra Settler)
<AIStartingDefenseUnits>2</AIStartingDefenseUnits> - deleted (no extra Warrior)
<AIStartingWorkerUnits>2</AIStartingWorkerUnits> - deleted (no extra Worker)
<AIStartingExploreUnits>1</AIStartingExploreUnits> - deleted (no extra Scout)

(3) Eliminating all AI's explicit bonuses

\sid meier's civilization v\assets\Gameplay\XML\GameInfo\CIV5HandicapInfos.x ml
<AIWorkRateModifier>100</AIWorkRateModifier> - deleted. Now AI workers work as fast as human's.
<AIUnhappinessPercent>60</AIUnhappinessPercent> - change to 100. Now AI does not get ANY unhappiness discount.
<AIGrowthPercent>60</AIGrowthPercent> - change to 100. AI's city grows as fast as human's.
I have received a lot of concerns on whether removing AI's unhappiness cheat will cause stunt growth - my actual testing reveals it won't! Because now they have cities as small as humans', eliminating the greatest source of unhappiness.
<AIBarbarianBonus>60</AIBarbarianBonus> - deleted. AI does not enjoy bonus against barbarians.

Note: I forgot to remove Deity AI's 4 free techs in this game.

(4) Enhacing AI's implicit bonuses

\sid meier's civilization v\assets\Gameplay\XML\GameInfo\CIV5HandicapInfos.x ml
<AITrainPercent>50</AITrainPercent> - enhanced to 33. The 9th level AI trains units 3 times faster, compared to 2 times faster in Deity.
<AIConstructPercent>50</AIConstructPercent> - enhanced to 33. The 9th level AI construct buildings 3 times faster.
<AICreatePercent>50</AICreatePercent> enhanced to 33. The 9th level AI complete projects 3 times faster. (Not 100% sure on this one.)

\sid meier's civilization v\assets\Gameplay\XML\GameInfo\CIV5HandicapInfos.x ml
<AIBuildingCostPercent>50</AIBuildingCostPercent> - enhanced to 33. The 9th level AI purchases buildings with 1/3 of original price. (50% for Deity)
<AIUnitCostPercent>50</AIUnitCostPercent> - enhanced to 33. The 9th level AI purchases units with 1/3 of original price. (50% for Deity)
<AIUnitUpgradePercent>50</AIUnitUpgradePercent> - enhanced to 33. The 9th level AI upgrades units with, again, 1/3 of the original price (50% for Deity).

(5) Army size, from level 7-8-9 linear extrapolation

\sid meier's civilization v\assets\Gameplay\XML\GameInfo\CIV5HandicapInfos.x ml
<AIUnitSupplyPercent>50</AIUnitSupplyPercent> - enhanced to 60. Slightly larger army.

(6) Barbarians, from level 7-8-9 linear extrapolation

\sid meier's civilization v\assets\Gameplay\XML\GameInfo\CIV5HandicapInfos.x ml

<BarbarianLandTargetRange>8</BarbarianLandTargetRange> - enhanced to 9
<BarbarianSeaTargetRange>20</BarbarianSeaTargetRange> - enhanced to 22

That's it. Now let's watch the AI grow!

Basically, it strips the AI from a few innate advantages (such as the starting units and happiness modifiers) and gives them a tech cost (so that you'll never see stupid stuff like someone entering Medieval Era in the 1600s) and unit production/conservation cost decrease (to make up for the disappearance of the initial units, I suppose). The AI also builds buildings faster, so conquering big cities are much, much more worthwhile (since you'll get a decent existing infrastructure instead of only a few buildings).

I tried it for a few games on its own and, although it makes the early game somewhat easier (the initial AI mob rush is slightly slower, since they actually have to build the units), it does make the AI able to keep up with the player till the end of the game.

I just find that the mod makes the AI bonuses much more intuitive and their power curve follows that of the player (kinda weak in the beginning, massively powerful towards the end).

A sidenote: what's with AIs no longer expanding? I don't know if it's because of WWGD or the new patch, but recently most AIs are content with sitting at 1-5 cities until the 1800s. In my Large games (15 civs), there's usually only 2-3 civs that actually have more than 5 cities after 1500. It used to be that every single one had twice the amount of cities than me before I hit 0BC. Is it because the AI initial happiness bonus was removed/reduced, because they're hemmed in by the newly aggressive Barbarians or something else altogether?
 
A sidenote: what's with AIs no longer expanding? I don't know if it's because of WWGD or the new patch, but recently most AIs are content with sitting at 1-5 cities until the 1800s. In my Large games (15 civs), there's usually only 2-3 civs that actually have more than 5 cities after 1500. It used to be that every single one had twice the amount of cities than me before I hit 0BC. Is it because the AI initial happiness bonus was removed/reduced, because they're hemmed in by the newly aggressive Barbarians or something else altogether?

I don't think WWGD has much to do with it. The basic early effect there is a slower start, but wouldn't prevent the AI from catching up soon enough.

When I look at most maps, all the AI can't expand to 5+ cities, simply because there's no room. They're even more limited in vanilla, due to the added city spacing there. For example, in my current game around turn 150 (800 AD) America has 7 cities, the Aztecs 2 (AMerica beat them), Babylon 3 (hemmed in by America, Denmark 2 (hemmed in by America and me) and then me, Germany, at 7 also. On the other continent Arabia has 9, England 8, and Siam 2. That's a higher curve than what you're seeing, but seems basically right to me... again, because there's only so much room.

The late-game land rush was patched in by the devs, by the way,
 
The reason for the large number of early AI defensive units is to protect against human rushes. I feel it's cheesy to build a half dozen warriors and stomp a nearby AI, basically winning the game right away. It doesn't require any planning, strategy, or particularly complicated tactics.

AI happiness is already same as the human's in TBC.

Early AI expansion is something largely out of our control. It appears to be unaffected by the variables available to us, mostly done on the c++ side of things that's inaccessible to us.
 
Every game I play with multiple opponents, there always seems to be one civ that never makes any effort to expand beyond his initial city. The last game I played, I found the Chinese and I had capitals that were very close to one another, so I expected a hard early fight for territory, but the Chinese never tried to expand and I eventually built an empire peacefully that surrounded them and we lived in harmony and joy, until I had to wipe them out to get a domination win.
 
Every game I play with multiple opponents, there always seems to be one civ that never makes any effort to expand beyond his initial city. The last game I played, I found the Chinese and I had capitals that were very close to one another, so I expected a hard early fight for territory, but the Chinese never tried to expand and I eventually built an empire peacefully that surrounded them and we lived in harmony and joy, until I had to wipe them out to get a domination win.

There's usually a couple of civs playing a tall-type culture game, winding up with 1-3 cities until the late-game surge.
 
If no major bugs are found I plan on releasing the current beta as v7.1 public tomorrow, May 29th. :)

@Questdog
That's a problem introduced in the March civ patch... as modders we don't have much control over AI city founding. :undecide:
 
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