Getting Started

Thx for the new version!

Did you change anything else from the dev 1.04.6 build other than BCD?
Have you fixed the missing text for smokehouses, aqueducts etc., too?
 
Using the 1.04.7 dev build of Balance Combined with the new Spain DLC and patch, and I'm having a weird problem. I can't attack a warrior next to my city with a spearman in that city. I get a red circle but no attack, no matter what I do. Have spearmen been disallowed from attacking warriors for some reason? Is it a bug?

(Also, please change the mouseover text for Iron Working to not say "reveals iron" and add that to the text for Bronze Working.)
 
Changes look really good thal, bummer about the mod browser though. Maybe even adding some spec slots to other early buildings wuld be a nice idea too? Barracks or monument come to mind as spec game is still severely limited early on.

As for lightbulbing, i think that a fixed beaker amount is really the best solution. Alpaca managed to do that. Not sure how but maybe you could ask him and give him credit for it...

Feel free to add some balance to el dorado and FoY any time soon as well :p.
 
There aren't any major changes between 1.04.6dev and 1.05, mostly I just fixed the city development tooltip bugs and some other things (they included the UP fix for Floating Gardens though it was undocumented).

Thanks for pointing out the tooltip errors Armandeus, fixed that for the next version.

I've been thinking about the early specialist slots. Specialists aren't terribly useful until mid-game, and I did add a bunch of specialist slots to national wonders, so it might be alright as-is. The developers seem to want specialists to be a mid/late game thing, which does make sense historically, though I'm still uncertain if that's a good gameplay decision. I might revisit this in the future based on how things feel in my test games.

Giving a set amount of beakers from lightbulbing works, but I'm uncertain it's the best solution. It doesn't do anything to solve issues of early-game beelines since those can still be insta-teched. This is why I've left fixes for lightbulbing out of the main balance mods, leaving it up to users to pick which mod they want to use to solve the problem. I include Perkus's fix because I feel that solves the primary issue most directly (exploitative beelines).
 
I've been thinking about the early specialist slots. Specialists aren't terribly useful until mid-game, and I did add a bunch of specialist slots to national wonders, so it might be alright as-is. The developers seem to want specialists to be a mid/late game thing, which does make sense historically, though I'm still uncertain if that's a good gameplay decision. I might revisit this in the future based on how things feel in my test games.

I felt the same way - the vanilla game has been tilted in that direction, so the mod should first try to balance and enhance along the same pattern. I actually think that the many additional specialist slots you've added after the early stages offer a lot of strategic choice.
 
Thal, in Balance City Development v10 the Iroquois Longhouse is buffed to add +50% production, just like the workshop. However, in Balance Leaders v8 the Iroquois Longhouse is buffed to add only 20% production. Presumably only one of these should apply.
 
Giving a set amount of beakers from lightbulbing works, but I'm uncertain it's the best solution. It doesn't do anything to solve issues of early-game beelines since those can still be insta-teched. This is why I've left fixes for lightbulbing out of the main balance mods, leaving it up to users to pick which mod they want to use to solve the problem. I include Perkus's fix because I feel that solves the primary issue most directly (exploitative beelines).

I think your fears are somewhat unfounded here. The early beelines you mentioned (CS and Rifling) are not that feasible with the limited-beaker method, the lack of early Scientist slots and the tech tree changes in the patch: The first *possible* GS comes way after CS is teched now, and as Education is now pretty deep into the top part of the tree a Rifling slingshot following Education wouldn't be that much (if at all) in advance of the AI. As an aside, I was surprised that the tech line to Rifling wasn't altered in the patch.

EDIT: OK, my bad, I forgot that the National College has 2 Scientist slots with BCD.
EDIT 2: ^Which may be OP, see this thread. Fast National College in vanilla is already a very viable start.

Forgot to mention in previous posts that Alpaca is adding a 10 turn cooldown for bulbing as well.

I'm also not certain that this method will be totally ideal but it does seem to be the best solution yet proposed, especially once it is tested and the numbers tweaked.

(Also, check your inbox;))
 
I found some bugs while playing a game with the latest version of your mod. Don't know for sure if they all are caused by your mod or in the vanilla game.

In your mod the Angkor Wat wonder text states that the wonder applies only to only the city it was built in. I'm pretty sure it applies for all your cities. At least in the vanilla game.

The catapult and trebuchet (don't know about cannon and artillery since I haven't got that far yet) doesn't need to be set up in order to fire.

The Notre Dame wonder text states that it gives +8 +5 happiness.

I must say your mod is really great otherwise. I wouldn't want to play without it anymore.
 
I can confirm Notre Dame wonder text that Markolainen reported.
Plus I also have found - Bath of Trajan text says it requires aqueducts built in all cities, but in remarks for remainder of cities left to build, it is calling for colosseum's and aqueducts to be built.

Thx again Thal for all the hard work. I wouldn't feel right playing without combined-mod loaded anymore.
 
Question: Has the Balance: Research mod be update to be compatible with the new patch? Because it's still v.5 and the forum thread for it says Update in Progress, but when I download the new Combined Balance mod package Research v.5 is still there.
Also, are mods which use the InGame.XML, such as Tech Diffusion, affected by the patch?
 
@jacktannery
Thanks for pointing out that error, I've corrected it.


@Seek
I think the nerf to libraries and buff to the National College somewhat balance one another out, especially with the two specialist slots. Focusing on 1 city does have significant tradeoffs for luxury grabs.


@Markolainen
Cool! Angkor Wat has only sped border expansion in the city it's built in before, thank you for pointing out the change. It must have been an undocumented fix in 1.0.1.135. I've updated the unofficial patch to match.

Thank you for pointing out the catapult/trebuchet error, found and fixed the bug.

Discovered the source of the Notre Dame / Eiffel Tower error. They replaced "Happiness" with "UnmoddedHappiness," which isn't migitated by population. I've corrected the bug in the CD mod, thanks.


@Txurce
I wish I could fix the coal bug at its source, rather frustrating we can't access the error. I commented out the resource requirement change for Ironclads so I don't know why it'd still be a problem... will do some testing.


@CBG68
Thank you, found and fixed the Circus Maximus bug.


@Geppenguin
The Research mod should be completely compatible with the patch due to how it works. Thank you for pointing out I needed to remove the construction sign from that thread. All the research mod does is multiply tech costs higher, so the patch had no effect in that regard.
 
@Txurce
I wish I could fix the coal bug at its source, rather frustrating we can't access the error. I commented out the resource requirement change for Ironclads so I don't know why it'd still be a problem... will do some testing.

My mistake - it's fixed. I checked at a point where the AI should have had it available - aluminum and oil were - but I checked again just now and found it from one civ.
 
In your last updated package, the one with unofficial patch v31 the download no longer contains copasetics UI mod. Is this no longer a part of your mods system?
What exactly does that mod do compared to Atilla's UI mod?
 
In your last updated package, the one with unofficial patch v31 the download no longer contains copasetics UI mod. Is this no longer a part of your mods system?
What exactly does that mod do compared to Atilla's UI mod?

Stopgap reply until Thal answers: it worked with the prior patch, so unless it created an unannounced problem, it should still work, and excluding it could be an oversight. Reviewing the differences is probably pretty time consuming - but you can compare the mods' basic functions on their respective threads.
 
I simply forgot to include Cope's mod in the zip file, fixed that now. Attila's mod only affects the top bar. Cope's mod does other things, like add a culture bar to city panels.
 
Thanks for the replies Txurce and Thal. I rely on this set of mods to make civ5 better, so thanks for your time on this project.
 
@Markolainen
Cool! Angkor Wat has only sped border expansion in the city it's built in before, thank you for pointing out the change. It must have been an undocumented fix in 1.0.1.135. I've updated the unofficial patch to match.
That fix was included before the latest patch too I'm very sure of. Don't know exactly when they fixed it though.

EDIT: Or maybe I was wrong. Can't remember exactly when I checked it out.
 
Thal, I just noticed that when a helicopter flies over water, it embarks rather than just keep flying. I thought you had fixed this, but I'm not sure.
 
Top Bottom