K-Mod: Far Beyond the Sword

Great-looking mod! Been following it for a while now, finally got the CIV urge again.

I noticed a couple citizen allocation inefficiencies, and I caught one on camera. I remember reading that you made a few changes to this, so I don't know if this behavior is because of your work or not.

For reference: K-Mod v1.13/Prince game as Julius of Rome/Big and Small/no custom settings (save file is also attached)

Building a settler in Antium produces this citizen layout via governor, when changing one citizen to work the mine instead of the forest makes the Settler faster, saving a turn in this case. The governor should be working the mine, no?

Enjoying the mod so far! Thanks for the hard work!
 

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Found that attachement and how to go advanced in replying

as you can see snaketown is full of troops, despite my war against them.

edit: Karadoc is the best, never forget this
 

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I haven't gotten around to looking at those saves, because I'm unwell. But I expect to check them out soon.

Regarding the citizen allocation, you're right that the automated selection was not the best. The thing is, the way that I've set it up will never be perfect; because it doesn't check every possible combination of plots. In fact, it checks far fewer combinations than the original system; so it that sense it is actually worse for finding the optimal configuration -- but it's much faster. (Actually, the current system works better than the original system anyway because of some bug fixes.)

That said, I think the example that you posted looks like something that can be fixed. I'll look into it.

edit: Karadoc is the best, never forget this
Heh. Thanks.

I don't think I'm the best. But I do think this mod has the best AI of all Civ4 mods. :king:


Regarding your question about forest growth. The probability of forest growth per turn is proportional to the number of adjacent forest plots (not counting diagonal plots). It does not depend on how many 'years' pass or anything like that. So in that sense, the probability is not higher in the early game...

On the other hand, there are usually a lot more forest in the early game, and so the total probability of seeing a new one grow is higher. Also, here's an important peace of information if you are trying to grow forests: forests will never grow on a plot that has a unit standing on it, or an improvement built on it; and the probability of growth is halved if there is a road on it. So if you want a forest to grow on a particular plot - pillage your road and then get your units off that plot. (Note: in K-Mod it is possible to pillage your own roads. In the unmodded game it is not.)

Forest preserves increase the chance of growth in adjacent tiles regardless of where they are. All other improvements eliminate the chance of growth from that tile. For example, a forest with a camp on it will never spread.

By the way, all of these growth rules are from the standard game. I haven't changed them.
 
Just played an inland sea map, started off really fun (I like the ocean in the middle), noticed alot of this:

The Americans invade the Romans to their right (who are a minor country)
Vikings invade the Americans to their right
The Byzantines invade the Vikings to their right
I invade the Byzantines to my left

= easy game lol (all this happened as railroading was being discovered, so it took forever for invading armies to come back and defend)

Would it be possible for the ai to comtemplate the potential for a two sided war? The ai does eventually send back its invading armies to defend, but, like in the case of the Americans, they lost 4 major cities, including their capital, to the vikings, then the vikings lost 3 major cities on their left side to the byzantines, then the Byzantines lost 4 cities on their undefended front (only 3 defensive units per major city!?) to me.

I noticed the ai likes to camp its "Stack of doom" on its border of the person it will most likely invade...but leaves little or nothing on its opposite border...(3 units in a level 15 city...)

Wars often happen like this: War is declared, Both ais invade with their stack of doom, sometimes walking right past each other, so one or both ais will lose a city because it wont use the scouting knowledge or tactical decisions with its stack of doom, to defend/attack when whichever is needed in that turn.

Almost 100% of the time, one ai just has a larger, better army, and one of the ais is much better off defending most of the time, instead of sending its few units to invade.

Side Notes:

I love the way religion is working

I should probably jump back up to Emperor

I saved up 3 great generals for military academies with military science tech, I think that really works out for me

I got more wonders in my non cap cities, so I was able to get wall street and oxford university in my cap with 2 fully spread corporations (that dont compete). Usually if I get alot of early wonders in my cap I get national epic in there (I do love philosophical leaders)

Would it be possible for you to make the ai save some more forests in its lands? non capital, with no resource- plains forests, tundra forests, and hill plains forests are ones I usually leave standing, especially if the total production is low for that particular city.

AI seems to have a crazy fondness for cottage plains, which I almost never do. Mostly irrigation for me, or cottage/workshop in unirrigatable plots. Ofc if it has a forest plains then I leave it for the betterment of the world (global warming reducer). Then get a lumbermill later on.

Late Technology (like after rifling or railroads flies by-unpleasantly so) for anyone who isnt getting crushed. I remember it was even worse on emperor difficulty. Like getting infantry by 1864...
 
karadoc, hi there,

ive been feeling that old feeling that comes to me after a long time that i havnt touched civ,

i see that ur mod got big and advanced,

im very happy u kept on working on this,

id like to add it to my mod,
and i saw that the source code is only up to 1.11,

perhaps u can upload your recent 1.13 files?

thanks in advance.

kel.
 
Hey Karadoc, I've been playing you K-Mod (with some custom addons like Avian's VD, Alternate Traits v4 and a few minor modcomps and tweaks) and have enjoyed playing it; however, I do have a couple of things I want to address:
  • Sometimes, when I move a unit and it stops for any reason then unit is no longer highlighted....an annoyance to be sure but still a problem.
  • Why did you turn off all the BUG features? I had to go into a text editor to turn everything on...I noticed in particular the Sevopedia does not work until I edited the BUG files.
  • Also as a favor to those using K-Mod as a base for their own mods (like me), how about listing which files are changed with each new release from the previous version to make it easier to update? Thx.
 
Hi Karadoc!
I noticed a change to Charismatic's -25% XP requirements: the effect is always reduced by 1XP. So that instead of charismatic units gaining a level at (2, 4, 8, 13, 20...), under K-Mod it happens at (2, 5, 9, 14, 21...).

I couldn't find a mention of this in the changelogs. Was it intentional?
 
The original was 2,5,10,17,26,... Always: a(n) = a(n-1) + 2n-1
Karadoc's version maybe reduce the 25% only from some of the additions?
I cannot be sure from these few numbers of course
Anyway, it's definitely not just a -1 from the original BtS values
 
Yes, to clarify, the 1xp effect seems to increase the charismatic XP requirements, not decrease the normal XP requirements.

Normal: 2, 5, 10, 17, 26, 37, 50...
Cha: 2, 4, 8, 13, 20, 28, 38... (x 0.75, rounded up)
K-Mod Cha: 2, 5, 9, 14, 21, 29, 39... (x 0.75, rounded up, + 1 for n > 2)
 
@magic_curl, That's a bug. Thanks for telling me, I'll look for it right away. (Some versions ago I moved the xp formula from python into C++, just so it would be a bit faster. I guess I screwed it up.)
[edit]
I see the problem now. I'd basically just copied the code straight from Python into C++; but I didn't realise that integer division in python rounds towards negative infinity, whereas in C++ it rounds towards zero. (For example, in python (5*-25 + 99)/100 becomes -1, but in C++ it becomes 0)
This will be fixed in the next version. I'm sorry for the mistake. :(
[/edit]

@Highwayhoss. Regarding the deselection annoyance you mentioned; is it behaving differently to how the unmodded game behaves? -- Also, do you play with or without Rapid Unit Cycling?

Regarding the BUG options. I've turned most of them off by default because I don't want to add clutter for people who don't want it. But almost all of the options are still available, if you just turn them on using the in-game menus. You should not have to manually edit any files to use the Sevopedia. Instead just click the suitcase button in the top left corner of the main game screen. This brings up the BUG options screen. Sevopedia is on the 'advisors' tab. (But you have to restart the game for that particular option to take effect.)

@keldath, actually, the v1.13 files are already uploaded. I just hadn't tagged them on github yet. I've done so now. @Highwayhoss You can get a list of the files that have changed - and the particular changes - using github like this:
https://github.com/karadoc/Civ4-K-Mod/compare/v1.12...v1.13

Just change that url to whichever pair of tags you are interested in.
 
Regarding the deselection annoyance you mentioned; is it behaving differently to how the unmodded game behaves?
Yes,basically it "deselects" the unit and I have to reselect it.
Also, do you play with or without Rapid Unit Cycling?
With RUC, I suspect that might be the problem.

Regarding the BUG options. I've turned most of them off by default because I don't want to add clutter for people who don't want it. But almost all of the options are still available, if you just turn them on using the in-game menus. You should not have to manually edit any files to use the Sevopedia. Instead just click the suitcase button in the top left corner of the main game screen. This brings up the BUG options screen. Sevopedia is on the 'advisors' tab. (But you have to restart the game for that particular option to take effect.)
I did do what you suggested but for some reason the Sevopedia still does not work even after the restart. The thing is also that you have to go to the BUG Options menu to turn on everything every time you play a new game. Better to have options "on" and let players turn off what they do not use.
 
I did do what you suggested but for some reason the Sevopedia still does not work even after the restart.
I always forget to mention this. Same happens to me since the last few versions.
 
I did do what you suggested but for some reason the Sevopedia still does not work even after the restart. The thing is also that you have to go to the BUG Options menu to turn on everything every time you play a new game. Better to have options "on" and let players turn off what they do not use.
From what you are telling me, it sounds like none of your BUG settings are being saved when you quit the game. (The settings are meant to be persistent. You should only have to set them once.) I think I know what the problem is. Let me guess: You're running Windows 7, and you have K-Mod installed somewhere inside the Program Files directory, or Program Files (x86).

If this is the case, then the problem is that Civ 4 requires admin access just to update the config files. I can think of two ways to fix the problem. Either run K-Mod as an administrator. Or install K-Mod somewhere outside of Program Files.

[edit]
Here's a better way to fix the problem: you should have a directory called \Documents\My Games\Beyond the Sword. (That's where the CivilizationIV.ini lives.) Inside that folder, create a new directory: \Documents\My Games\Beyond the Sword\K-Mod\Settings. If that settings folder exists, K-Mod will store its config files there instead of inside the usual K-Mod directory; and this should solve the problem.

I think I'll see if I can just tell K-Mod to create that folder in the first place so that people don't have to worry about this stuff.
[/edit]

To run as an administrator, right-click your Civ4 shortcut and select run as admin. Or if you want it to do it every time, select properties -> advanced -> and then there's a checkbox called run as admin.

I don't have this problem on my computer, because I install all my games to C:\games; not to C:\program files. So the games don't need admin access to change their files.

Anyway, let me know if I was right about the cause of the problem.

Highwayhoss said:
Sometimes, when I move a unit and it stops for any reason then unit is no longer highlighted....an annoyance to be sure but still a problem.
I haven't been able to reproduce this problem. When I move a unit, if it still has movement points left then it stays selected; if it has no movement points left then it deselects. That's normal, right? But you said stops for any reason.. I can't think of many other reasons why they would stop, but tested moving a unit into the an unseen blockage in the fog-of-war so that the unit stops before reaching its destination -- The unit stayed selected as expected. Do you have any other information that would help me find the problem?


While testing that other stuff, I did notice something interesting though: if one tries to move a unit past an unseen enemy, when the enemy comes into view the game will simply change the path that your unit is taking so that you go around the enemy (if possible). This is usually fine, but in some cases it can cause your unit to just move back-and-forth until it runs out of moves. (It goes forward, sees the enemy, goes backwards, loses sight of the enemy, goes forward; and so on until it runs out of moves.)
This is an original BtS problem, but I think I can fix it. What I have in mind is to change the move mechanics so that after a unit is moved, the path to the destination is recalculated immediately and if the new path is longer then the old path then the move order should be canceled. What do you think?
 
From what you are telling me, it sounds like none of your BUG settings are being saved when you quit the game. (The settings are meant to be persistent. You should only have to set them once.) I think I know what the problem is. Let me guess: You're running Windows 7, and you have K-Mod installed somewhere inside the Program Files directory, or Program Files (x86).
Yes I run Win7 but K-Mod is in the mods folder. No mods are in the ProgramsFiles Folder.
 
Yes I run Win7 but K-Mod is in the mods folder. No mods are in the ProgramsFiles Folder.
Ofc its in mods folder ;). The problem is if your civ installation is in c:\program files\... or c:\program files (x86)...
There is a third option. Turn of UAC in user settings in control panel. But problem with UAC disabling can be harmful to your system unless u know what u are doing.
 
Im still curious why that army stayed in Snaketown...for 100+ turns and even while at war.

I opened the save you posted. Around half of the army in Snaketown leaves towards Mesa Verde on the very next turn. The other half stays behind to defend - which makes sense to me because its directly the frontline of a different war. Maybe he should bring more of it towards your army, since you are much more dangerous than Sitting Bull, but really he doesn't stand a chance no matter how much of it he brings. He could barely slow you down with that kind of power imbalance.

Anyway, when his army arrives outside Mesa Verde it discovers that it isn't strong enough to attack anyway, and thus starts pillaging.

So from my point of view, starting at that save point it seems to be working correctly. Do you disagree? Perhaps it is doing something different when you run the save? (That would be weird.)
 
The war between me and the Mongols, started at least 10 turns prior...so 10 turns at least of them sitting in snaketown while I gobble cities.

And the Mongols never finished off the Native Americans last city in the last 100 turns at least, prior to that- but didnt make peace either. They had more than enough to take the cap as well.

Wish I had saved the game earlier now :(

I guess Ill hope its just some ultra rare glitch.

I havent seen it in 13.3 so if I see it again, Ill resubmit another save.
 
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