How do YOU customise CBP?

Is there anyway to tweak it so that barbarians don't just suicide against cities but can actually conquer them outside of the events that happen when a CS is being besieged? I want to see barbarians actually overrun cities and actually feel threatened by them.

This already happens. I've seen ordinary camps spawn enough barbarians to take over newly founded cities and recently saw Inca's capital taken this way.
 
This already happens. I've seen ordinary camps spawn enough barbarians to take over newly founded cities and recently saw Inca's capital taken this way.

This shouldn't be happening unless an external mod or a CBP update suddenly happened...

Because barbarians are only supposed to loot cities IIRC.

BUT it would explain why the Barbarian Evolved is conflicted when the barbarians are capturing a city...
 
Do you have Looting turned off? I don't think they can conquer cities when it's on.
 
I guess this thread is dying out, but I thought I'd revive it to ask if anyone knows how I could go into the GK Leader Changes files and let the Atlatl keep its two attacks promotion on upgrade? Or the units Promotions files maybe. I couldn't figure it out. Thanks for any help!
 
I guess this thread is dying out, but I thought I'd revive it to ask if anyone knows how I could go into the GK Leader Changes files and let the Atlatl keep its two attacks promotion on upgrade? Or the units Promotions files maybe. I couldn't figure it out. Thanks for any help!

Either go in GKLeaderChanges.xml and change <PromotionType> (Line 456) to PROMOTION_LOGISTICS

or

Go in NewPromotions.xml and set <LostWithUpgrade> (Line 151) to False
 
Either go in GKLeaderChanges.xml and change <PromotionType> (Line 456) to PROMOTION_LOGISTICS

or

Go in NewPromotions.xml and set <LostWithUpgrade> (Line 151) to False

Thanks!!! I had been searching through the PromotionChanges two. Oops lol
 
The only customisation I do now is change 1 to 0 in communityoptions so all (non-strategic) resources are revealed from the start. For me it makes the game much more interesting and less of a lottery - you immediately know if your start is manageable or not.
 
I always remove the minimum era requirement from ideologies, since it kind of undermines the whole philosophy behind unlocking them with enough finished policy trees. Units, buildings, improvements, yields...science already has enough going for it in every other aspect of the game. It doesn't need to be a pre-requisite for policies too. That was the idea behind unlocking next-era trees by finishing current-era trees as well.

I don't suppose anyone knows how this is done?
Edit: I'm guessing IDEOLOGY_START_ERA and IDEOLOGY_PREREQ_ERA have something to do with it. Is start era the one that gives you ideology based on techs and prereq era the minimum before you can unlock based on policies? If so, then something's amiss, since they're both set to the same value. :confused:

I've made a mod that makes policies come super fast (half costs, double free policies from wonders & first/second to ideology, everyone's Poland [and Poland is double Poland]). In CBP, policy trees unlock at 1/2/3 trees completed. I'd like to change it to 2/4/6. I've changed BALANCE_MOD_POLICY_BRANCHES_NEEDED_IDEOLOGY, but there doesn't seem to be an equivalent for unlocking Piety/Statecraft/Athletics or Rationalism/Imperialism/Industry.

Edit: Well, it turns out that the CP/CBP doesn't actually "count" completed trees at all. How it actually works is the Finishers from Tradition/Progress/Authority are set to unlock medieval trees, and in turn Piety/Statecraft/Athletics are set to unlock Renaissance trees. Only Ideologies actually "count" the number of completed trees.

I managed to get around that though. I NULLed "UnlocksPolicyBranchEra" column and added dummy policies that unlock medieval and renaissance trees:
Spoiler :
Code:
UPDATE Policies
SET UnlocksPolicyBranchEra = 'NULL';

INSERT INTO Policies (Type, Description, UnlocksPolicyBranchEra)
SELECT 'POLICY_UNLOCK_MEDIEVAL' , 'TXT_KEY_POLICY_BRANCH_TRADITION' , 'ERA_MEDIEVAL';

INSERT INTO Policies (Type, Description, UnlocksPolicyBranchEra)
SELECT 'POLICY_UNLOCK_RENAISSANCE' , 'TXT_KEY_POLICY_BRANCH_TRADITION' , 'ERA_RENAISSANCE';

Then I spent a few hours trying to figure out the scary .lua code. :shake: Basically I made a counter that counts the number of finished trees and gives you the dummy policies if you have enough:
Spoiler :
Code:
function Wariosrules(iPlayer)
	local pplayer = Players[iPlayer]
	local iTreesFinished = 0
		if pplayer:HasPolicy(GameInfo.Policies["POLICY_TRADITION_FINISHER"].ID) then iTreesFinished = iTreesFinished + 1 end
		if pplayer:HasPolicy(GameInfo.Policies["POLICY_LIBERTY_FINISHER"].ID) then iTreesFinished = iTreesFinished + 1 end
		if pplayer:HasPolicy(GameInfo.Policies["POLICY_HONOR_FINISHER"].ID) then iTreesFinished = iTreesFinished + 1 end
		if pplayer:HasPolicy(GameInfo.Policies["POLICY_PIETY_FINISHER"].ID) then iTreesFinished = iTreesFinished + 1 end
		if pplayer:HasPolicy(GameInfo.Policies["POLICY_PATRONAGE_FINISHER"].ID) then iTreesFinished = iTreesFinished + 1 end
		if pplayer:HasPolicy(GameInfo.Policies["POLICY_AESTHETICS_FINISHER"].ID) then iTreesFinished = iTreesFinished + 1 end
		if iTreesFinished >= 2 and (not pplayer:HasPolicy(GameInfo.Policies["POLICY_UNLOCK_MEDIEVAL"].ID)) then 
			pplayer:SetHasPolicy(GameInfo.Policies["POLICY_UNLOCK_MEDIEVAL"].ID, true) end
		if iTreesFinished >= 4 and (not pplayer:HasPolicy(GameInfo.Policies["POLICY_UNLOCK_RENAISSANCE"].ID)) then 
			pplayer:SetHasPolicy(GameInfo.Policies["POLICY_UNLOCK_RENAISSANCE"].ID, true) end
	end

GameEvents.PlayerAdoptPolicy.Add(Wariosrules)

I still don't know what IDEOLOGY_START_ERA and IDEOLOGY_PREREQ_ERA do differently than each other though. :mischief:
 
This already happens. I've seen ordinary camps spawn enough barbarians to take over newly founded cities and recently saw Inca's capital taken this way.

Nothing prevents barbs from capturing cities in the CP or the CBP. The barb AI just doesn't want to do it normally.

G

Backtracking on what I said above, does looting need to be on for Barbarians to take cities?

I play with enough Barbs that it should be happening, but I'd never seen it. So I started up a game with Firetuner and watched as cities got reduced to 0 hp. Brutes who attacked, even if at full health, vanished without taking the city. I'd seen them make similar attacks against higher health cities, and they always survived with 40-50% hp. But if they attacked a 0 hp city, they would simply disappear.

Thing is, with looting enabled they never even get close to reducing the city to 0 health.

EDIT: After looking online it sounds like vanilla Barbarians can't take cities. If they reduce it to 0 health, they ransom gold. That may explain why the Brutes were disappearing. Should have listened to Enginseer.
 
How do I change it so that specialists dont eat so much food at the end? currently they eat 6 food in the later eras
 
Warrio, coming back to faster border growth and nerfing other things - Celts have a unique Pantheon belief which gives 20:c5science:, 20:c5food:, 20:c5culture: whenever border expands - any idea how to change it? :P

How do I change it so that specialists dont eat so much food at the end? currently they eat 6 food in the later eras

What's the problem with food in the later eras? :P Did you build Aqueduct, Grocer? Make big farms to buff each other? Send local caravans with food? If yes and it's still a problem, choose Freedom ideology and there is a policy which cuts in half food need for specialists (also Majesty from Tradition does this, but I'm not sure if it stacks or not)
 
Warrio, coming back to faster border growth and nerfing other things - Celts have a unique Pantheon belief which gives 20:c5science:, 20:c5food:, 20:c5culture: whenever border expands - any idea how to change it? :P

Code:
UPDATE Belief_YieldPerBorderGrowth
SET Yield = 10
WHERE BeliefType = 'BELIEF_EPONA'

That should set all 3 Yields to 10. If for some reason you wanted to change :c5science:, :c5food:, and :c5culture: separately, then you should use YieldType rather than BeliefType and have 3 entries for YEILD_SCIENCE, YEILD_FOOD and YIELD_CULTURE.

I tend to use all mod civs when I play modded CBP (because mod civs are almost always underpowered against CBP civs) so I missed that belief. :mischief:

EDIT: I found my old border expansion file and added this to it. Hopefully it should work.
 

Attachments

I definitely turned down the city distance and turned up the research% for epic - faster units building, longer science research comparable to policy speed.


Bit of an unrelated question - I am having _HUGE_ graphics bugs in icon's, and (bare with me for a moment) they are either totally white-snow pixilated, or they flicker with some pixilated version of the last movie (from wonder/great work complete). Any idea how to fix this? I was missing the Denmark DLC (Which I never got 6 years ago, and until today never needed) - are there other DLC whose absence might be contributing to this?

It isn't game breaking, but its incredibly distracting.

Loving this mod, though.
 
I definitely turned down the city distance and turned up the research% for epic - faster units building, longer science research comparable to policy speed.


Bit of an unrelated question - I am having _HUGE_ graphics bugs in icon's, and (bare with me for a moment) they are either totally white-snow pixilated, or they flicker with some pixilated version of the last movie (from wonder/great work complete). Any idea how to fix this? I was missing the Denmark DLC (Which I never got 6 years ago, and until today never needed) - are there other DLC whose absence might be contributing to this?

It isn't game breaking, but its incredibly distracting.

Loving this mod, though.

Here's a picture of what DLC is mandatory:
Spoiler :
CBPDLC.png


CBP doesn't touch map packs (you CAN use them with CBP just fine, you just don't NEED them). Everything else is mandated.

Another thing we should all be aware of when messing with MIN_CITY_RANGE or any of it's relatives - Check out Whoward's mod for the code needed to mess with maximum working distance.

MAXIMUM_WORK_PLOT_DISTANCE must be at least 2, and cannot be greater than the lower of MIN_CITY_RANGE, or 5. So if you're lowering MIN_CITY_RANGE from 4 back to 3 on large/huge maps, that's fine. But if you lower it to 2, you should also lower MAXIMUM_WORK_PLOT_DISTANCE to 2. Likewise, if you increase MAXIMUM_WORK_PLOT_DISTANCE to 4 or 5, then you should do the same to MIN_CITY_RANGE.
 
Unlimited experience from Barbs definitely makes sense, it's open to exploitation in the vanilla game when they don't heal and are easy to deal with but in the CBP when they heal and a result of being harder to kill spawn more outside of camps it seems perfectly reasonable to continue getting experience from killing them. Also they always seem to be well ahead tech-wise, I seem to be taking on hand-axes and archers almost instantly whereas in the vanilla game it;s just warriors for quite some time.
 
Minimum City Range increased to 4 on small/standard maps, and 5 on large/huge.
(Duel/Tiny and city states left alone). Because forget settler spam.

I guess this would force the AI to spread out and fill the map rather than having 3 tiles between cities? Are there any downsides (other than less room for me), such as the AI settling more on single tile islands or surrounded by tundra to compensate?

Having swathes of unclaimed land in the modern era always bugs me.
 
I guess this would force the AI to spread out and fill the map rather than having 3 tiles between cities? Are there any downsides (other than less room for me), such as the AI settling more on single tile islands or surrounded by tundra to compensate?

Having swathes of unclaimed land in the modern era always bugs me.

I haven't seen the AI do this (at least, no more than usual). The issue to increasing MCR is creating unworkable tiles (this can be fixed if you let citizens work tiles farther away).

If you want to prevent land from going unclaimed, you might be interested in having the borders expand faster and/or farther away. This way the existing cities will reach out and grab those tiles that keep going unclaimed.
 
I'm just getting into doing my own customization. I'm starting with tweaking scouts and barbarians to where I want them. Would anyone be willing and able to explain how SCOUT_XP_RANDOM_VALUE and SCOUT_XP_BASE interact?
 
I haven't made it modular (yet), but I can. Right now, it looks for units with a certain combat class (RECON), and then grants 1 xp if the number of tiles cleared by the unit per move exceeds a random roll (30 right now). Since the fow function checks each tile multiple times (don't ask me why), I set the random roll a bit higher to keep it from being a guaranteed success every move. The max xp is tied to the max xp from barbs.

If you are interested, I can push all of these numeric values to XML to make them more flexible.

G

All I remember on the subject
 
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