Ideas and Suggestions

I just wanted to say this is a great mod and I've been really enjoying!

My only suggestion would be something others have stated as well, that is to make some of the ships have ranged attack back. I think all ships from the industrial era up have bombard. Except for subs of course. It's really weird that destroyers have always had ranged attack in real life, and now they don't.

Perhaps the first destroyer could have a slightly bumped range attack from the frigate. With a range of 2.

Range of 2?! That would be like hitting London from Paris.
 
I was messing around with the city view while waiting for G&K to land, I do have some ideas on how to improve it. It definitely should be more visual, that little list down the side always bugs me. I haven't looked at nights for a long time so don't know how he improved it.

here is the info of a first version from the NiGHTS forum - with screenshots:

Spoiler :
Something I have been working on for NiGHTS:

Sneaks' City View Tweaks v. 1

DOWNLOAD HERE

One thing about NiGHTS is that there is a lot of everything. This causes me major headaches in the CityView screen trying to hunt down specialist slots or having a 3 ft. long building list. This version of my CityView eliminates these problems by placing all specialists together in one location. Future versions will ideally sort the buildings by type (all science buildings together, production together, etc.) but for now, this does the job.

To note: Gold borders on buildings indicate World Wonders. Silver borders indicate National Wonders. Bronze borders indicate Team Wonders or Governments.

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Underwater cities, please. And no, don't tell me that it's hardcoded and cannot be done. Apparently IGE can do it.

Most likely explanation is that the person changed the terrain to land then placed a settler on it and built a city. It would look like it was underwater until the next time the game is reloaded, as terrain graphics need you to save and load before the changes are shown.
 
Most likely explanation is that the person changed the terrain to land then placed a settler on it and built a city. It would look like it was underwater until the next time the game is reloaded, as terrain graphics need you to save and load before the changes are shown.

That game was saved and reloaded.
 
It would be great, if we could include some new features for the workers. IIRC Spazimaus created in his mods the ability of planting forest, jungle and to lower hills.
I think this is missing in CCTP, also we could include the treegrowth mod. This would helps alot if people f.e. have removed a forest/jungle tile on a amber field.
The only problem i see is that Spatzimaus has coded it in lua, so i cant do it, my lua skill sucks.:wallbash:

For the water cities, i have not tried to get one with IGE, but if IGE can do this. I think, the city was build on a land tile and then the land was changed to coast . If this work i guess it will need some tricky lua codings to make water cities avaible for CCTP.
Of course i dont know how this would be possible.
 
Well Gilgamesch, we can always ask! :D I have seen lots of mods with the terraforming feature; I am still on the fence about it. My main gripe is that the game doesn't reload the map when such features are changed, so a player would either have to reload the game, or just try to remember where they changed the terrain. Normally I wouldn't care, but since Horem has added new 3d art for many of the resources, I think it takes away from the polished look that CCTP is approaching. Granted, this could just be me :lol:
 
In order to get people to the Digital and Information eras, I suggest increasing the cost of all military units by 15%, the rush modifier by 20%, and reducing all AI leader offense flavors by 10% and increasing defense by 15%.
 
You know, that's not a half bad idea. I don't want to touch the AI flavors too much, but I can see how it makes the game last longer. I just fear that the AI will become too docile. So right now I'm trying to square away the tech tree. After that's done, we can really focus in on the Monopoly system (looked at your files but haven't played a game with them yet), RTP, and hopefully the Governments. If after all that the games still get finished before the end, then we can address the combat AI
 
My files have no game text, and the tech prereqs to build buildings are not yet in place, and Citrus does not have monopoly buildings yet, but I am leaving those to you to fix because there are already so many other changes going on with the mod concurrently that to avoid an excessive amount of work for everyone I just leave it in that unfinished state. The game will be playable with my files, but you won't be able to build the Monopoly buildings.

Also, you should really move to consolidate some of the techs (Coffee Trade and our old friend Great Monuments come to mind).
 
Multiple improvements per tile, and improvements on city tiles. It's absurd that it takes an area the size of Texas-the size of Jamaica depending on map size to support one family farm. Also, at Levitation Motors a new improvement - the Maglev Rail Track - should be added, granting +2 :c5production: at a cost of 3 :c5gold: per tile. A new wonder (Chhatrapati Shivaji Terminus?) could reduce the maintenance cost of all rails and maglev rails to 1gpt.
 
It would be great if power plant would create electricity as a ressource. modern buildings would then require that ressource in order to being built. electricity is most vital for all modern societies and this is not really reflected so far.

On gold: there is way too much gold in the game. in my current game every empire has so much gold in the treasury and generating too much gold per turn.

on culture: my culture exploded: from 162/turn (at turn 509) to 309 then 512 and 699/turn (at turn 542). and it fluctuated very strongly - 718 one turn, 574 next turn. I haven' figured out why.
What I do think is that the CN Tower is way to stong (free broadcast tower in every city) - combined with the Communist Manifest (-20% costs for policies) it makes a cultural victory fairly easy. In my game I do get new policies now every 9 turns.
 
I believe it's a result of how civ 5's graphics are done.

Not only does civ 5 have to display graphics for each tile on the map, in your case, 2400x1200, which makes 2,880,000 textures for each and every tile on the map, but also civ 5 has to work with blending the graphics in-between tiles, and making it so that the land looks real on all 6 sides of every single tile, which adds probably around 17,280,000 textures...

You can't get much bigger than civ 5's huge setting, which is 128x80. This adds up to 10240 textures on the map before they blend them. When the textures are blended, this equals 61440 areas the game blend the textures so that they look presentable.

So, assuming that it's even possible to simulate a 2400x1200 on civ 5, we would need to have a highly advanced quantum supercomputer to be able to run it, which I'm pretty sure no one on this forum has access to.
 
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