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"!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?
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!![]()
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'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.
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!
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?
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.
If no major bugs are found I plan on releasing the current beta as v7.1 public tomorrow, May 29th.