Getting Started

I tried using the new Thals mods and you cannot do anything from the very start. As soon as you build your first city, you can't click on anything to start production.
 
@truetom
I can't predict when bugs will be found so there's no way of knowing how long the mods will be on a particular version number. After all, if I discover a bug it's better to fix it and release and update than not do so, right? :)

its still a new feature, so i am sure he is still trying to figure out how to best adapt it.

I disabled that file on a temporary basis to give us time to sort out how to adapt to the new AI settings. I did notice that with WWGD's version of GlobalDiplomacyAIDefines enabled the world was generally peaceful, while after disabling it there were lots of civs conquered in my next game. There seems to be several similar reports like this. It's undoubtedly due to conflicts between the patch changes and wwgd changes, and we just need to figure out how to adjust things.

I'm playing a Huge Small Continents map with low sea level and sparse resources, and anything was fine before i discovered oil. It's really, really not sparse! I assume, the same problem will occur with aluminium.
This is caused by the way extra oil is placed in AssignStartingPlots.lua. My proposition is to change it to so the extra oil is added to current amount of already placed, so no new resources are placed on map.

No extra oil is placed on the map in this mod, I did not use the patch change that marginalized oil. The amount of oil available is actually reduced from pre-patch vanilla by about 25%.

The problem is about two weeks ago I shifted fighters and bombers to use aluminum, so oil is in overabundance due to lower demand. However, the code to place resources is very badly designed and difficult to adjust, there's no one place I can tweak a number and have it drop less of the "small" oil deposits. It's several dozen numbers scattered across overly-complicated logic. I estimate it will take about 4-5 hours to re-adjust oil abundance, so it will take me a while to get to that. All my time's been taken up with thorough testing to ensure the current version is bug-free. :thumbsup:

Do you know how to change it back to three?
It's always been a 2-tile distance; I didn't change anything in the mod. Firaxis has occasionally been solving problems with quick-fix methods that just remove stuff from the game. It's understandable since they have limited time and resources. In the long run however, I think it's better to solve the underlying problems directly, instead of making the game simpler by removing options.

  1. Problem: overpowered lightbulbing
    My solution: nerf lightbulbing
    Firaxis solution: remove specialists from the early game
  2. P: overpowered ICS
    M: nerf ICS, buff 'tall' empires
    F: remove close city placement
  3. P: overpowered instant heal
    M: nerf instant heal
    F: remove promotion saving
  4. P: overpowered Free Speech policy
    M: nerf Free Speech
    F: remove policy saving
The Firaxis hotfixes for 3 and 4 are coded on the c++ side of things so we can't revert those (yet), but for 1 and 2 I like keeping solutions that give us more flexible decision-making. :)
 
@truetom
I can't predict when bugs will be found so there's no way of knowing how long the mods will be on a particular version number. After all, if I discover a bug it's better to fix it and release and update than not do so, right? :)

By all means, Thal. :) What I meant was the version more or less bug-fixed before you go implementing new ideas. I think your mod develops into right direction and is becoming complete. Can't even imagine playing vanilla anymore. :)
 
Do you know how to change it back to three?
Yes, look inside TBC - Thals Balance Combined\City Development\BCD - General.xml and delete

Code:
		<Update>
			<Where Name="MIN_CITY_RANGE"/>
			<Set Value="2"/>
		</Update>

I prefer the new Firaxis setting too although I played once with 4 also but that's too far for small maps.

Fewer cities -> faster conquests -> better performance -> fewer crashes -> more fun! :goodjob:
 
I have tried to make a game with everyone on war with each other for the whole duration of the game, by unhiding always war and locked war options from "CIV5GameOptions.xml". But every time I end up with 21 AI making peace/friends with each other and then it's 21 civs vs me x-x.

Either it supposed to be just "human vs all" option or it's not enabled to show up as it's not yet working or this modpack is interfering. Haven't tested it without this modpack, but I wouldn't want to play vanilla without mods : )
 
Actually I had the same problem but I narrowed it down to an incompatibility with the Magna Carta Mod. Since I disabled that I've had no problems :confused:

\Skodkim

Maybe you should post it as well in the subforum... as well as in the magna carta thread...
so we can gather all the different not-working mods, and the authors have a better chance to find/fix the problem :cool:
 
Actually I had the same problem but I narrowed it down to an incompatibility with the Magna Carta Mod. Since I disabled that I've had no problems :confused:

\Skodkim

I use the Magna Carta mod too... I'll disable that and try it. I don't use the other mod that was mentioned. Thanks!
 
Yes, look inside TBC - Thals Balance Combined\City Development\BCD - General.xml and delete

Code:
		<Update>
			<Where Name="MIN_CITY_RANGE"/>
			<Set Value="2"/>
		</Update>

I prefer the new Firaxis setting too although I played once with 4 also but that's too far for small maps.

Fewer cities -> faster conquests -> better performance -> fewer crashes -> more fun! :goodjob:

I found this yesterday looking around. Thanks for your post though for it confirms that I found the right file to edit. What is strange is Thal says that they don't change this yet in that file it shows a value of two while in vanilla civ it shows a value of three. :confused: What confuses me is I use to change the global file to a value of 4 with the mod loaded and it worked. With the latest mod the global value seems to be over written by the mod.
 
No extra oil is placed on the map in this mod, I did not use the patch change that marginalized oil. The amount of oil available is actually reduced from pre-patch vanilla by about 25%.

The problem is about two weeks ago I shifted fighters and bombers to use aluminum, so oil is in overabundance due to lower demand. However, the code to place resources is very badly designed and difficult to adjust, there's no one place I can tweak a number and have it drop less of the "small" oil deposits. It's several dozen numbers scattered across overly-complicated logic. I estimate it will take about 4-5 hours to re-adjust oil abundance, so it will take me a while to get to that. All my time's been taken up with thorough testing to ensure the current version is bug-free. :thumbsup:

I totally agree the code is strange. I thought the mod places some extra oil because AssignStartingPlots.lua in the mod differences from vanilla, for example there's a comment on line 8808 "+50% as Oil"...
 
I disabled that file on a temporary basis to give us time to sort out how to adapt to the new AI settings. I did notice that with WWGD's version of GlobalDiplomacyAIDefines enabled the world was generally peaceful, while after disabling it there were lots of civs conquered in my next game. There seems to be several similar reports like this. It's undoubtedly due to conflicts between the patch changes and wwgd changes, and we just need to figure out how to adjust things.
:)

Hi,

Two little questions:

- Does this disable all WWGD in TBC?

- On the WWGD thread, I did not see much concern about this, do you think it will be tackled soon?

Anyway, thanks a lot for your work :)

QDI
 
I found this yesterday looking around. Thanks for your post though for it confirms that I found the right file to edit. What is strange is Thal says that they don't change this yet in that file it shows a value of two while in vanilla civ it shows a value of three. :confused: What confuses me is I use to change the global file to a value of 4 with the mod loaded and it worked. With the latest mod the global value seems to be over written by the mod.
There is not much confusion. Firaxis changed it from 2 to 3 with the last March patch. Thal changed it back to 2.
If you like to play like me with different value than 2 then we have no choice but changing it in every upcoming version of TBC for ourselves.
If you use a different XML file than the one used in TBC to modify this value then make sure you activate your mod after TBC.
 
There is not much confusion. Firaxis changed it from 2 to 3 with the last March patch. Thal changed it back to 2.
If you like to play like me with different value than 2 then we have no choice but changing it in every upcoming version of TBC for ourselves.
If you use a different XML file than the one used in TBC to modify this value then make sure you activate your mod after TBC.

But Thal states on this very page that he didn't change it and it's always been 2, which confuses me severely.
 
Probably buried somewhere about 9 pages back, but I haven't found it: How come the free policy @ new era was removed? I particularly enjoyed that. (I added it back to the mod, but just curious as to the reasons for removing it)
 
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