Getting Started

Damn. I thought about just deleting the parts of B-C that make no more sense with the recent patch, but it's not that simple. Thal made so complex and interwoven changes that one has to reconsider most things from scratch. This is not a criticism, it just shows me how awesomely Thal created a totally different game.

Sadly, the patch doesn't solve some of the most important issues, e.g. the low production, the overly fast teching and too few policies an average player gets.

I really hope our genius is back soon! :(
 
Yeah it's going to take a while. A lot of lua files that got replaced will now have to be redesigned, saveutils broke, so much junk mods gotta do now.
 
Yeah it's going to take a while. A lot of lua files that got replaced will now have to be redesigned, saveutils broke, so much junk mods gotta do now.

Not to mention some time for analysis. I'll settle for the UI mods like Attila's, etc, which I assume need to be redone as well.
 
welp, my home PC is down for the next couple of days to a week so maybe by the time Civ is reinstalled and patched...(sigh)

stupid corrupted files :( I just hope it isn't a hard drive failure masquerading as a corrupted group of files....the windows explorer wasn't working right (desktop environment) and programs were not ending correctly, so whatever handled shutting down different programs was also haywire.
How much do you think Thal's going to need to keep on the combat mod? it looks like the changes are largely helpful for that, but the production issues are still there, as are policy issues.
 
Does this MOD still work after the recent patch or does Thal need to work his magic on it??
 
Does this MOD still work after the recent patch or does Thal need to work his magic on it??

How should the mod still work when so many things Thal has changed are now adressed in the recent patch? Would you like to play with two national wonders that have the same function? Would you like to have TWO city attack penalties on your horse units? :lol:

Thal has to create a new mod, most likely from scratch. I guess he can leave out 50% of his former changes, since the patch is really a huge leap in the right direction.
 
Well, until I hear otherwise, I reckon I'll play Civ5 *without* Thal's Balance Mods in place.

Aussie.
 
I'm not sure if the new patch is more enjoyable than Thal's latest dev build. I haven't patched my game yet, as I'm still playing a very cool game as Mongolia.

I'm not sure how often the game will start in offline mode, maybe there's a limit?

Definitely missing: A solution for the slow production/ fast teching problem. I really liked smokehouses! :-(
 
How should the mod still work when so many things Thal has changed are now adressed in the recent patch? Would you like to play with two national wonders that have the same function? Would you like to have TWO city attack penalties on your horse units? :lol:

Thal has to create a new mod, most likely from scratch. I guess he can leave out 50% of his former changes, since the patch is really a huge leap in the right direction.

It's not quite as bad as 50%, more like 10% since it's just changing some numbers around. But 10% of a buttload is a whole lot especially during vacation :crazyeye:

Edit: btw if you just want something in the meantime that fixes production times, I could make a mod component that rips out what megamod has for that. My mod's broken atm too so I can't suggest to try it in the meantime. I agree, production is the #1 issue left out of the patch.

Edit: Wow, seems like you can distill the basic major problems with civ 5 into about 8 big things. So the mod is done. Wait about 15 minutes for me to do the write-up for the mod, and it will be uploaded as "Temporary Fix Mod". Or it would be if mod browser wasn't being a jerk. Hold on.
 
I'm not sure if the new patch is more enjoyable than Thal's latest dev build. I haven't patched my game yet, as I'm still playing a very cool game as Mongolia.

I'm not sure how often the game will start in offline mode, maybe there's a limit?

Definitely missing: A solution for the slow production/ fast teching problem. I really liked smokehouses! :-(

There's no limitation to offline mode for Steam, afaik.

I played vanilla patched through the Renaissance and while much improved, I couldn't get past how dull exploration and settling is without having to concern yourself with the long term effect of bonus resources. There's simply very little reason to weigh immediate settling against walking around your starting area a bit and risk falling behind early in exchange for later goodness. Likewise for later plot prospecting. And yeah, the Smokehouse was the first thing missed.

If anyone has used Valk's Economy mod, it's pretty simple to strip that of the broken UI elements and a few other changes as it takes a more minimalist approach to the same problem(s). I'm playing with the tech and production cost changes you mention as well as the buildings Valk added to fluff up food resources. The main difference to Thal's approach is that the buildings each require one resource instance (similar to strategic resources) and they address culture, happies, production, etc in addition to growth. Resources are treated globally (except for sheep). It augments placement and specialization pretty well (eg. you can go off and found a pure fishing settlement to fuel growth elsewhere). Also, the buffs don't touch tile yields.

Just thought I'd suggest that as an alternative while we're waiting for Thal. I used Economy as my base mod for quite a while before trying Balance when the patch suddenly dropped. It's pretty simple to trim the mod. Here's a flat list of the files you need from v5 (delete or rename everything else):

Spoiler :

UpgradedBonusResources.xml
BonusBuildings.xml
UnitCosts.sql
TechCosts.sql
BuildingCosts.sql
Economy Mod (v 5).modinfo


Please scrutinize the effects if you do this as I'm only into my first game. There's a few files I left out that aren't strictly incompatible, but I thought it best for patch evaluation. Also, Atilla has his UI mod fixed so you may wish to look at that too (v13).

Get well soon Thal :D

edit: Slowpoke, just missed that post
 
....And the temporary fix mod is up! :)

Edit: That works too heinous :D
 
So I suppose we just have to wait for Thal to post and updated version of the mods
Any estimate for when that might happen? I really enjoy using them!
And I'll have to do without my R.E.D, TreeGrowth, Satellite Reveal, Luxury Display mods etc. for now D:
 
So I suppose we just have to wait for Thal to post and updated version of the mods
Any estimate for when that might happen? I really enjoy using them!
And I'll have to do without my R.E.D, TreeGrowth, Satellite Reveal, Luxury Display mods etc. for now D:

There's a working luxury display in Atilla's UI mod (among other things)
 
I'm hoping for a nerf on City heal rate though. 1 Companion cavalry + 1 Hoplite + 2 Archer + 2 Swordsmen + GG wasn't enough to take Thebes, which was healing 4 HP per turn!!!!! Maybe because it was the capital, but that's simply overpowered. They kept me off using just that one city and a war chariot
 
It's just "temperorary mod fix" in this forum :P not gonna have a link if it's on the same forum page lol

Edit: btw, a lot of the core changes for the temp mod are directly from mine since it was easier for me. There's a lot of "more or less equivalent stuff" since thal and I think alike (my buildings cost less = thal's engineering boost, my scientist nerf = thal's library nerf,etc). I also took thal's happiness system directly as my own cannot work in a temp mod.

Also, if you think there's anything it sorely needs, just tell me. But I'm not going to do small things, like UI stuff or civ leader fixes.
 
Thanks for the work, Slowpoke! It's much appreciated.

As an alternative, I think some of Thal's most important changes can be salvaged.
I checked "terrain improvements" and "research" and they seem to be mostly unaffected by the recent patch. TI contains changes to natural wonders, but they seem to be in a seperate file.

Then again, he did some cool but complicated changes, like promotion swapping when upgrading. not sure if they can still be used...
 
Well, TI might not be all that relevant anymore, as Natural wonder tiles got buffed in the patch I believe.
 
As an alternative, I think some of Thal's most important changes can be salvaged.
I checked "terrain improvements" and "research" and they seem to be mostly unaffected by the recent patch.


I wonder whether research will stay the same, given the changes to the tech tree.
 
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