How have you tweaked the game?

Expanded Warlords promotion mod for the GG unit, it's 90% done and is just having the final balance tweaks done

All the prmomo's intergrate seamlessy into the current promo system an look just like the ones already there, you'd never tell there not official, i pulled them from a lot of sources but there a real credit to there designers

There are currently around 9 new promotions, most are unit catogory specific so it works out an extra 1 to 3 promo's per warlord (this allowed them to be taylored to specific units/unit classes & avoids cluttering up the units promo tree with a loads of extra generic promo's that dont really fit to that units style or way of working), the weaker warlord unit classes have been enhanced so there's much more of a dilema in choosing what unitclass to make into a warlord, warlord siege or warlord armour is no longer so clear cut a choice

Main changes are a expanded XP system, It boosts XP at higher levels, it still takes a while to get new promo's at higher levels, but not the level of time it currently takes, the slowing pace of promotion upgrades increases over time but in a more linear manner, rather than the current sharp dropoff.

GG Armoured/gunpowder/melee unit classes, are more versatile now, they get extra moves, attacks, def promo's, these are not accessable by all these classes, and some arrive quite late but each class can tap into a upgrade that gives it some extra edge in the area's it's already good at, or to make it stand out more from a standard well promoted conventional unit.

GG Mounted get an extra edge vs other mounted an siege, GG helicopters are now good counters to both arty (extra combat bonus's vs siege) and tanks, as well as good scouts with extra site radius.

GG Siege get an extra boost to there city attacking abilties an collaterol dmg particualy in the late modern era when they are overshadowed somewhat by tanks

GG Ships get extra attack power in the open ocean an extra def str in the coast, so you have a balance between sticking to safer squares or heading out to sea were you best attack bonus's come from, and if it's worth staying there or heading back to coastal safety
 
I modified CIV4UnitInfos.xml and made the following changes:
- Added flank attack vs catapults and trebuchets to cuirassier, conquistador, cavalry and cossack

oh i like that idea! i get so irritated at monty exploiting using his superior inferior tech, running around with left-over cats and trebs when i have cavs out there that only get flanking vs. cannon.

i finally got too irritated with having to delay education for so many quests, so i changed the events file to make several of them not go obsolete with that set of techs. i don't use that altered version all the time but when i do it's a big difference.
 
Changed musketman: Strength 6, +100% vs melee and +50% vs mounted. Tweaked all the three UU to somewhat match these changes.

Can I ask how this worked out? Its a pretty large adjustment. I was wondering about the balance issues. Does it seem to work?
 
I have done the following:

- removed global warming
- airship scouting only
- carrier carries 5 fighters + proportional increase in carrier cost
- transport carries 6 units + proportional increase in transport cost
- Nuke now more effective, units and buildings have higher chance of being destroyed
- nuke more expensive to maintain

Dida i like the changes you made,but since i have no idea of how to make these can you give some info or a link for how to make these changes?
 
Recently made a small mod that removes the happiness penalty from Emancipation. The idea is to give more options in the late game, especially stay in state property and caste system for workshop hell. Inspired by a recent thread which i cant find now.

At one stage removed spies, but put them back as it seemed like a cop out ,and I just read Snatty's new thread in which he makes good use of them.

Would be nice to have a kind of top ten tweak list and the way to do each tweak.

good idea. someone could make an article and put it in creation and customisaton, or here. Top ten tweaks. It sounds Harry Potter but it would be very useful.
 
For my last game, I tried editing the AI behavior values so that the AI would be a lot more aggressive and that didn't really work out very well...they didn't really attack me any more than in previous games...maybe it was just dumb luck, so I'll have another go at it...I want to set up a scenario where there are 7 AIs, all REALLY pissed off and aggressive and ready to throw what they've got my way...then I'll make a map where my territory is surrounded my mountains, except for one square as the "gateway" for units to pass...my goal for that scenario would be to hold down that gateway square...or if I find that too easy, maybe I'll put multiple gateway squares and my goal would be to hold them all down.
 
Changed musketman: Strength 6, +100% vs melee and +50% vs mounted. Tweaked all the three UU to somewhat match these changes.

Can I ask how this worked out? Its a pretty large adjustment. I was wondering about the balance issues. Does it seem to work?

Dont quite know yet, haven't been playing so much lately, trying to learn to MOD. :) But the few games I have had with this change, have been ok. But I haven't yet played a really military game with this change on, so the balance issue is still open, I think.

The main reason I introduced this change was to bring realism, so I thought heck with balance for awhile. For balance issues, I dont dare to change for eg. the civics (even returned my serfdom back to normal) because I would never have the time playtest these changes.
 
Dida i like the changes you made,but since i have no idea of how to make these can you give some info or a link for how to make these changes?
Start out with this tutorial,
http://forums.civfanatics.com/showthread.php?t=213706
Having never done any xml changes before, I used this tutorial to learn how to change border colors for the "Pyrate Brotherhood" modular for BTS. The mod uses the same color as the Barbarians and I kept losing workers when I sent them to make improvements on what I thought was my border:crazyeye:
 
- Edited Walls to give an additional +25% to espionage defense / flavored for espionage.
- Edited Castles to give -25% city matinence. Made them available at Monarchy and obsolete at Democracy.
- Edited Courthouses (UB replacements included) to only give -25% city matinence to balance with castles. Cut the build cost in half.
- Edited Security Bureaus to give -25% city matinece for when castles go obsolete / flavored for gold. This is only a temporary fix though... I'm trying to add a City Hall building that will be available at Economics to replace the city matinence modifier from obsolete castles.
- Gave submarines a 50% attack bonus against most naval units (not including attack submarines.)
- Gave spies a movement of 2 / made them more expensive.
- Gave scouts and explorers a free sentry promotion / made scouts available with archery.
- Gave GG's the ability to start a golden age.
- Added a four World Wonder per city limit.
- I made a ton of Leader trait changes that I felt were more realistic. I don't have the list with me now, but maybe I'll post it later.
- I made it so that every Civ only starts with one free tech, and nobody starts with Hunting or Mysticism, but ended up not liking it - so I changed it back. (Hattie would always found Buddhism and end up despising me.)
 
*
* Switched colors of England and Russia (England is supposed to be imperial red, damnit -- and Russia = white is a convention that goes back to my days of playing Diplomacy.)
* Using modified flags for these countries:
England = Union Jack
Russia = Horizontal tricolor
France = Vertical tricolor
India = post-independence flag from BadRonald
Germany = Imperial (1871-1918) flag
Rome = SPQR Flag, also from BadRonald.
Spain = Imperial Spanish flag
* Fixed spelling of "Cleveland" in CIV4CivilizationInfos.xml
* Changed code so that "E" key no longer is the hotkey for "Explore" -- now you must hit CTRL+SHIFT+ALT+E. One too many bad experiences with that, let me tell you....

Please could you tell me how to switch colours ?? I always like to play england, but hate the white ! Also, changing the flag ?? I have BadRonald's mod but sounds like you are changing the flag without the mod (yes?) [again want to change the english flag ....

thanks mate !


Did some searching in the forum ... can change england flag (using BTSFLAGMOD) .... can change my colour ... BUT Can't change my colour AND my flag :( ......jkp1187 you've seem to do it all !!! can you help ??? thanks
 
  1. 10% increase in units's hammer cost for each already existing unit (iInstanceCostModifier=10). Example: the 1st mech infantry costs 200

Would affect upgrade costs?

I would like to tweak cultue so that all cities have the nine tiles around them at all times. Any one know where to do that ?
 
Changes i've made so far:

1.) Navy SEALs can now do air drops. Range =6. 25% Evasion chance. (Since their acronym means Sea Air and Land)


2.) Paratrooper's air drop range increased from 5 to 7. (Didn't want the Navy SEAL to make the paratrooper totally useless. Needed more range anyways)



3.) Praetorian cost increased from 45 to 60. (Obvious reasons)


4.) Made missonaries, executives and great people capturable. (More fun)





5.) Great Generals can start Golden Ages ( More Fun)


7.) Fixed some mistakes and historical inaccuracies in the civilopedia. Specifically Alexander's and Peter's articles. (yep)


8.) Main menu screen changed to beba yetu version (yep)
 
Changing main menu to Baba Yetu is a very good idea, I'm gonna do that:goodjob:
All I've done so far is got rid of the "Ancient Soundtrack 2" (one that goes "Aleleeeeeee..." really irritates me for some reason) and installed the actual quotes and culture-specific great people mods in modified assets
 
Made ship of the line +50% against all sailing ships (why frigate only? No logic)

it's so that veteran ships of the line don't slaughter your shiny new ironclads!:D
 
These are my tweaks:

[*]10% increase in units's hammer cost for each already existing unit (iInstanceCostModifier=10). Example: the 1st mech infantry costs 200 hammers, the 2nd 220, the 3rd 240, etc.

I went MOD crazy this weekend - tried a lot of new stuff. After reading this, I had to try, except that I changed the increase to 20%... pretty high, I know. To counter balance, I made it to where every unit in the game is built with food/hammers and stops city growth. (In the same manner that settlers and workers do now.) It's an interesting twist - makes it easier to build small armies, but more difficult to build larger ones.

I also added all of the NEXT WAR units, buildings, techs. Rebuilt the space race so that it uses the NEXT WAR techs.

Added a City Hall building as a replacement for castles. (See my last post.)

Added a raider unit - it's kind of like a privateer, but it's a land unit. It can't attack cities, but it can kill units and pillage without respect to boarders and without declaring war. It's a fun unit, but I wish that the AI knew how to use it better... it doesn't seem to use it in the way I intended. The raider has a strength of 6 with no bonuses for attack or defence, and it's available with iron working and currency - requires iron to build.

Added a new tech called Slavery. It requires both Masonry and Bronze Working. Slavery unlocks the slavery civic (I bet you couldn't guess) and the Pyramids wonder.

I made a lot of changes regarding upgrades, unit costs, etc to the NEXT WAR units.
 
Almost forgot to mention this change:


Baray food output increased from 1 to 2


And:



Switched attack sub and sub graphics.
 
Update:


Altered Baray stats yet again. Decided that 2 food barays were overpowered. It was basicly a free specialist way before Salons and Research Institutes.


New Baray stats: 2 health, 1 food, 1 culture, can hire 2 priests.


This also makes more sense from a historical perspective.




Also i felt that i had to alter the Madrassa a little so that the Baray wasn't entirely stealing its role.


New Madrassa Stats: 5 culture, 25% Science, can hire 2 scientists, can hire 2 priests.
 
Hi

I use the unofficial patch by Burhic and just for fun after seeing a post by Kmad I made a custom leaderheadxml where I gave one of the leaders ALL the traits and use him once in awhile hehe :)

Kaytie
 
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