Improvements

Thalassicus

Bytes and Nibblers
Joined
Nov 9, 2005
Messages
11,057
Location
Texas
I've created a new menu at the top of the website, and all details of the mod components have been consolidated into that one place for easy reference.

Website: civmodding.wordpress.com

This thread is now just for feedback on the Terrain Improvements component.
 
I like it. :) Installed, I have to say I LOVE the new mod browser, sure it can be improved but its an excellent addition.

Btw, you set them to not be save game compatible, any reason. I manually changed both to be save game independant.
 
I've been somewhat puzzled about that, the guides recommend leaving it checked for anything that affects saves (all mods but maps and UI). It does seem to make more sense to use it as a warning "this mod breaks save games." I've unchecked this option and released updates.
 
I like these changes. Will the AI select worker improvements based on these new changes? Should I expect to see less trading post spam from them as a result? Thanks in advance
 
I love your various balance tweaks.

But there's one issue with this one i just noticed. Unimproved hills outside of cultural borders show a yield of 3, but once they are inside a border they show a yield of 2.

[edit] nevermind.. reloaded the save and it appears it was just a game glitch unrelated to the mod.
 
Thanks Thalassicus for making all these Balance mods. I think its just the right thing that was missing.

My problem though is, the mod browswer is shite! It is only functional for 10 seconds before it goes blank. I managed to download 3 of your files, but i can't find the others (like building balance).. must be on a subsequent page, which i can't switch too or the browser goes blank. Crap system.


Would you mind uploading all your files here for a conventional download?



ALso, how do i change it so that these are save game compatible? All your mods still show as not compatible. At least the ones that i can see to download.
 
Hmm.. well that strange. I decided to turn the mod off and back on.. then reload my save and the yields outside of my borders appears to be correct now.

Go figure. :rolleyes:
 
I'll zip the folders together and put them up on the modpacks subforum.

The AI does seem to dynamically estimate the relative yield value of different possible improvements and plan accordingly. Once I finish the social policy adjustments (requires more effort, tooltips must be manually written), I'll do some testing to see if that can be tweaked further.

---

Some notes:

I've found the +:hammers: effect from mines sometimes does not retroactively apply to save games started before the mod was installed, but there's nothing that can really be done about that internal game issue. It always works in new games, however.

Also, check your mods folder to see if there's more than one version of mods in there. I've discovered older versions can sometimes still have an effect ingame, even if they don't show up on your installed mods list. This can result in odd behavior like the +1:hammers: showing up twice on Engineering on the tech tree.

On Windows 7 it's located here by default:

D:\<user>\Documents\My Games\Sid Meier's Civilization 5\MODS\
 
I love your various balance tweaks.

But there's one issue with this one i just noticed. Unimproved hills outside of cultural borders show a yield of 3, but once they are inside a border they show a yield of 2.

This seems unrelated to the mod, which only affects mines, not hills. Anyway I've seen this happen before with no mod. I think it is related to golden ages. Maybe if you were in a golden age earlier it changed the tile yield display, and then it didn't change it back for some reason.
 
This seems unrelated to the mod, which only affects mines, not hills. Anyway I've seen this happen before with no mod. I think it is related to golden ages. Maybe if you were in a golden age earlier it changed the tile yield display, and then it didn't change it back for some reason.

Yeah its definately not related to the mod.

As for golden age.. i can't remember now. But that doesn't make sense anyway. Why would unimproved tiles outside of my borders get extra hammers in a golden age?

The reason i actually nocited it is because i had a resource next to my borders.. and i was like "Oh cool, that one gives a hammer.. i'll just buy that tile up thankyou" ;). But after i bought it the hammer disappeared. Then i looked around more closely and noticed the hills outside of my borders not matching the hills inside.

But, reloading seems to have fixed it !!!
 
I've uploaded a pack of these here for anyone having difficulties with the Mod Browser:

Balance - Combined

Thank you for the feedback by the way, I'm glad this change seems to have fit well into the game structure for some.
 
Ironically, this would be the case if the AI's actually used their thousands of gold to purchase units, too, instead of sitting on vast treasuries in late game.
 
I've uploaded a pack of these here for anyone having difficulties with the Mod Browser:

Balance - Combined

Thank you for the feedback by the way, I'm glad this change seems to have fit well into the game structure for some.

You should put stuff in the first post, just a suggestion.:)


EDIT: Like the d/l.
 
Very nice! Hammers seem too scarce in Civ5. What would you think about setting mines as +2 hammers from the start instead of waiting for Engineering (in other words, make mines and lumbermills both add +2 hammers)?

I like the boost to lumbermills--it's a nice reward for not chopping those forests to boost early production.
 
@strategyonly
Good idea, I added a link to the main page in my signature. It seems like a concise place to cross-link without much clutter.

@Freezer-TPF-
Thank you! Engineering was sort of a "gut feeling," it seems like a good place to have a production upgrade. Here's my reasoning:

Too early, and a change to mines might throw off the progression of the game too far from what the developers intended. Mines are a very core fundamental aspect of the game, so we've gotta be cautious when changing them.

Engineering unifies several different military techs on the bottom of the tech tree, making a game opener there an interesting choice now when stacked up alongside the Stonehenge/Great Library to Civil Service game opener (food upgrade, two eras, and the valuable Pikeman). It's not too high up either, so it's feasible to work to in early game. Lumbermills were already at Engineering too, and that tech is otherwise a bit empty, with just forts. Engineering is also in a chain of several other improvement upgrades: mine/chop, quarry/clear, bridges, lumbermills, road speed.
 
Wouldn't a better 'balance' for mines and lumber mills have mines gain +1 production at dynamite, and lumber mills have a vanilla base production bonus of +1? Lumber mills still end up being better than mines with these changes, when they should really be equal.
 
Back
Top Bottom