Hand me an example and I'll see what I can do.
Thanks!
I'm a bit stressed for time at the moment, but I'll shoot you a PM within the next couple days about some ideas...
Hand me an example and I'll see what I can do.
I know the feeling, check you PM when you have time.Thanks!
I'm a bit stressed for time at the moment, but I'll shoot you a PM within the next couple days about some ideas...
I really like many of these changes. My ideal game is somewhere in between Civs 4 and 5 and you seem to address many of my problems with the current game. (Beelining really is out of control)
Have you considered doing more unit rebalancing? There are many forum threads on this (and Polycast spent some time on it a few weeks ago), but ranged units feel rather overpowered and really shouldn't be the primary attack force (this will be even more true in your mod since cities lost 1 Range). Reducing archer-line strength against cities (by a lot) would partially solve the problem (and buff siege), but it would also help to reduce the benefits of focus-firing on units somehow. My own solution would be to prevent ranged units from damaging units below a certain HP percentage, but I don't know if that's even possible (I don't code). Perhaps a slight Strength reduction, combined with anti-ranged buffs to other units (maybe +Strength against archers for cavalry and free cover for swords and/or spears) would be enough.
Also, can pikes not upgrade to lancers? Turning an anti-cav defensive unit into a cavalry offense unit makes less than no sense to me. Upgrading pikes to rifles, and knights to lancers (your era rules extend the life of knights) Would work much better.
Great work!
Having serious difficulty running this one, and am suspecting old fashioned Pilot Error.
XP SP3 OS - not Win7, not 64-bit. Does this matter? If it does then that is my trouble.
Mod does not download, will not install manually, will not appear, nothing works. Suspect general incompatibility somewhere.
Patch is the latest BNW, with GAK also installed & up to date.
Have you considered doing more unit rebalancing? There are many forum threads on this (and Polycast spent some time on it a few weeks ago), but ranged units feel rather overpowered and really shouldn't be the primary attack force (this will be even more true in your mod since cities lost 1 Range). Reducing archer-line strength against cities (by a lot) would partially solve the problem (and buff siege), but it would also help to reduce the benefits of focus-firing on units somehow. My own solution would be to prevent ranged units from damaging units below a certain HP percentage, but I don't know if that's even possible (I don't code). Perhaps a slight Strength reduction, combined with anti-ranged buffs to other units (maybe +Strength against archers for cavalry and free cover for swords and/or spears) would be enough.
Also, can pikes not upgrade to lancers? Turning an anti-cav defensive unit into a cavalry offense unit makes less than no sense to me. Upgrading pikes to rifles, and knights to lancers (your era rules extend the life of knights) Would work much better.
Great work!
Some good points there.
Personally, I think losing the range from Cities is a bad move as this has the effect of making city capture a lot easier when combined with the power of the ranged units.
There is another mod that already allows upgrading pikemen to rifles.musketeers and this could be incorporated into the mod.
More later, when I get through the first game with it
Hi Grave
I got it all working with a full manual download - excellent.
A couple more questions though (sorry):
Can I simply overwrite v4 with the new v5?
Or - will the Steam application download this one properly now it is registered in my available Mods?
Finally, where is v5? I cannot seem to locate later than v4.....
A couple of minor bugs in v4 (one of which is fixed in v5 notes):
1 - CN Tower does not give +1 happiness per city.
2 - Destroyers are available via upgrading Caravels as soon as Oil is available - before "Command & Conquer" is researched.
3 - "Rationalism/Humanism" policy does not award the free GS (fixed?)
Been playing a few huge maps on epic speed and I'm afraid techology costs are too high: in 3 games the discovery of Steam Power was around 1850 while I personally had 12 cities with a total output of 200. Almost every city had a library and a university. Around 1850 the discovery of Steam Power takes 15 turns for me (and I'm the most advanced civ).
Also, Sistine Chapel was constructable without Aesthetics. Gathering of culture is also a bit less easy on a huge map with epic speed and a building like the Opera House is hardly interesting to construct anymore, it costs a lot and brings little.
Finally, but that must be a map script error, my current games has no mountains anywhere on the world and there are 1 gold and 1 sheep in the ocean.
Sorry for the double post but I discovered that Rock & Roll shows the splash screen for Cristo Redentor. Also unit cycling takes more time then I was used too except for when you scroll to a map section without land. Very peculiar and not sure HitM II causes it or a different mod.
VERSION 6 HAS BEEN UPLOADED!
Below is the change log:
Spoiler :
===============================================
HISTORY IN THE MAKING II: BRAVE NEW WORLD EDITION (v6)
===============================================
UNIT CHANGES:
- Archery units reduced to 1 strike range
- Ironclads upgrade to Submarines
- Barbarians and City-States can now build Privateers
- City-States can now build Landsknechts
- Caravels should not upgrade to Destroyers until Radio is discovered
- Foreign Legion upgrade to Marine; can only be trained in a city with Heroic Epic
SPECIALIST CHANGES:
- Unemployed Citizens now consume +1 Food instead of providing +1 Production
TECHNOLOGY CHANGES:
- Compass no longer provides additional trade route
- Guilds now provides additional trade route
RESOURCES:
- Hit Movies now provides +6 Happiness
- All Strategic Resources set to a quantity of 3
SOCIAL POLICIES:
- Many Social Policies have been significantly modified
ERA CHANGES:
- Free Spy once Medieval Era begins
WONDER CHANGES:
- Brandenburg Gate moved to Rifling
NATIONAL WONDER CHANGES:
- East India Company restored to vanilla settings
- National Treasury now requires Caravansary in each city
- Red Cross now provides the Medic II promotion
TILE IMPROVEMENT CHANGES:
- Trading Posts can now be built with Currency
TECHNOLOGY CHANGES:
- International Trade Route moved from Currency to Mathematics
VERSION 6 HAS BEEN UPLOADED!
Below is the change log:
Spoiler :
===============================================
HISTORY IN THE MAKING II: BRAVE NEW WORLD EDITION (v6)
===============================================
UNIT CHANGES:
- Archery units reduced to 1 strike range
- Ironclads upgrade to Submarines
- Barbarians and City-States can now build Privateers
- City-States can now build Landsknechts
- Caravels should not upgrade to Destroyers until Radio is discovered
- Foreign Legion upgrade to Marine; can only be trained in a city with Heroic Epic
SPECIALIST CHANGES:
- Unemployed Citizens now consume +1 Food instead of providing +1 Production
TECHNOLOGY CHANGES:
- Compass no longer provides additional trade route
- Guilds now provides additional trade route
RESOURCES:
- Hit Movies now provides +6 Happiness
- All Strategic Resources set to a quantity of 3
SOCIAL POLICIES:
- Many Social Policies have been significantly modified
ERA CHANGES:
- Free Spy once Medieval Era begins
WONDER CHANGES:
- Brandenburg Gate moved to Rifling
NATIONAL WONDER CHANGES:
- East India Company restored to vanilla settings
- National Treasury now requires Caravansary in each city
- Red Cross now provides the Medic II promotion
TILE IMPROVEMENT CHANGES:
- Trading Posts can now be built with Currency
TECHNOLOGY CHANGES:
- International Trade Route moved from Currency to Mathematics