K-Mod: Far Beyond the Sword

I'm really intrigued by this idea, I think I'll mod it in and see how things go. Do you know off-hand where the healing value is defined?
It's not part of the xml. The healing is done in CvUnit::promote (in the dll). It heals 50% of the current damage.

changeDamage(-(getDamage() / 2));

By the way, the second part of your quote of me was actually something Lenowill said, but which I had mistakenly left in my post. I guess I was intending to quote it so that I could respond, but forgot. I've edited my post to delete that part so that it doesn't look like I actually said it.

You may want to change your first post! It seems the mod was last updated a year ago, due to a typo. 2011.
Thanks. :)

My guess is that it has something to do with "automated workers leave existing improvements", or whatever that option is called. I reckon they want to replace the fort with a plantation, but when they get their they decide they actually aren't allowed to...
My guess was right. I'm fixing it now. -- I'm also going to tighten to rules on the "leave old improvement" option. Originally it actually allowed automated workers to replace old improvements if the new improvement will connect a resource; I'd already tightened the rule to say that it wouldn't replace improvements which already connect a resource (which is what caused the bug we're discussing... part of the AI thinks it is ok to build a plantation to replace the fort, but the game rules say it is not allowed).. I'm now going to tighten to rules future to disallow any improvement replacements, even if it will connect a resource. In my view, "leave old improvements" should protect towns that happen to be built on oil, or uranium or whatever.
 
I forgot to respond to some stuff...

I like the environmentalism idea. Though I note Rep is now high upkeep; my feeling is that skewed it towards more war. o.o I think some other things like slavery and state property would deserve to be nerfed first. The Vassalage thing I like. Pacifism having lower cost feels overpowered for the timing it's used.
Representation... :sad: :( :cry: I think it's too powerful, but apparently most people disagree with me. Usually I'd just say "well 'most people' can get stuffed, I'm changing it" - but my default position for making this mod is to leave things unchanged unless the change is clearly an improvement... ... so the nerf is just a small one.

Anyway, state property has actually been nerfed by stealth. Originally, state property completely eliminated colony maintenance. Now it does not. As for pacifism, it's important to note that it isn't really half the cost now. Although the original rules said it was 1 gold per unit, it was a lie... The new cost is actually not much different from the old, even though it looks like a 50% cut.

I remember about better Ai that you could signal your vassals to attack or prepare for war. Is that in this?

Will anything be done about barb galleys?
I don't think better AI ever had an option to tell your vassals to prepare for war. I'm pretty sure it is only to tell your team to prepare for war (ie. permanent alliance members). In any case, the signal the tell your team to prepare for war is still possible in single player games, if you have anyone else on your team. I've disabled it in multiplayer because it causes OOS. My intention is to rewrite it so that it works for multiplayer, and for vassals, and so that it is available in the diplomacy screen. I've been intending to do that for some time but I haven't gotten around to it yet.
 
I forgot to respond to some stuff...

Representation... :sad: :( :cry: I think it's too powerful, but apparently most people disagree with me. Usually I'd just say "well 'most people' can get stuffed, I'm changing it" - but my default position for making this mod is to leave things unchanged unless the change is clearly an improvement... ... so the nerf is just a small one.

Hmm, consider making the mids a bit cheaper. Nerfing rep also nerfs the mids by association. (Nobody pays 500 hammers to go into HR) Police State would be fun too-- don't underestimate it.

Anyway, state property has actually been nerfed by stealth. Originally, state property completely eliminated colony maintenance. Now it does not. As for pacifism, it's important to note that it isn't really half the cost now. Although the original rules said it was 1 gold per unit, it was a lie... The new cost is actually not much different from the old, even though it looks like a 50% cut.

That's a good idea. SP had the biggest advantage overseas so this really helps. And the game was lying to me about Pacifism? :o

I don't think better AI ever had an option to tell your vassals to prepare for war. I'm pretty sure it is only to tell your team to prepare for war (ie. permanent alliance members). In any case, the signal the tell your team to prepare for war is still possible in single player games, if you have anyone else on your team. I've disabled it in multiplayer because it causes OOS. My intention is to rewrite it so that it works for multiplayer, and for vassals, and so that it is available in the diplomacy screen. I've been intending to do that for some time but I haven't gotten around to it yet.

Oh well. But it's nice you're considering implementing it already.
 
It's not part of the xml. The healing is done in CvUnit::promote (in the dll). It heals 50% of the current damage.

changeDamage(-(getDamage() / 2));

Thanks for pointing that out!

I changed it to changeDamage(-(getDamage() / 10));
and it works fine for me. Just a little morale boost for being promoted to help healing now.
 
I downloaded your updated version 1.26b. installed as normal. now the game ctd's with this error message:
Problem signature:
Problem Event Name: APPCRASH
Application Name: Civ4BeyondSword.exe
Application Version: 3.1.9.0
Application Timestamp: 4a0c27e6
Fault Module Name: KERNELBASE.dll
Fault Module Version: 6.1.7601.17651
Fault Module Timestamp: 4e211319
Exception Code: c06d007f
Exception Offset: 0000b9bc
OS Version: 6.1.7601.2.1.0.256.48
Locale ID: 1033
Additional Information 1: 8485
Additional Information 2: 84853502223d8164a31468861a7c3d71
Additional Information 3: a4ea
Additional Information 4: a4eacf9d27e5ee8cb3a70ac0035eb8ab

The error code suggests a missing or corrupted .dll, but the regular game, and the other mods (BAT 3.01, BBAI) run just fine(Except the OOS which is why your mod is so magnificent.) . I redownloaded twice, and did a fresh install. Still no luck. My friend that I play MP with uploaded his older version to me, 1.24iirc, and still the same error. Any thoughts?
 
Hey Keldath. how is ur mod coming along? Iam really looking forward to it! And to karadoc i say:
Thank u so much for this awesome mod!

greetings
 
@Crispy007, I don't know what the problem is. But you might find some help here.

The ETA for the next version... soon. Probably later today or tomorrow. I've stopped adding / changing stuff. I just want to test it a bit more to make sure there aren't any obvious problems.
 
blue_inStinCt,

hi,
well i played some in my mod actually, but for now i took a break a bit..

if u want i uploaded a small version that mostly added my xml additions - more units, buildings and so on.
it is available on the link in my signature - dawn of the overlords.
the link is just above the attached photos below, its the 3rd link there.
 
hey, tnx for ur replay keldath, ive actually played overlords for quite some time an enjoyed it alot, good work there!
now my question was regarding the mod u´ve been talking about, that builds on Kmod

are u telling me that the 3rd Dl link in the overlord thread is that particular version?
Id really love it if u would put up ur version of Kmod with more unites and buildings :D

regards, blue

edit:

ok, i found it, tnx alot im going to DL now :D
 
I just had game on v1.26, Noble level. Great mod, thank you very much - the AI military management and espionage is much better. Even with security bureaux and spy units in towns, AI kept destroying important buildings - likes lighthouses when food shortages are caused, and most annoyingly kept popping the bank in my shrine/corporation city. I think I have seen some posts saying the AI espionage is too good, that must be a compliment :)

Anyway I had to resign in late game as Hannibal had a crushing SoD :/
 
I started a new game without selecting "Aggressive Ai". Lets see how it goes...

I plant my cap on a plains hill with marble....2 food 3 hammer capital plot seems nice LOL.
 
hi just playing the new version the mod is great and the AI just keeps getting smarter. just noticed that the mobility promotion is giving -1 moves instead of +1 moves. thanks for a great mod !!
 
hi just playing the new version the mod is great and the AI just keeps getting smarter. just noticed that the mobility promotion is giving -1 moves instead of +1 moves. thanks for a great mod !!
I'm glad you're enjoying the mod. But the 'new version' you're playing on isn't new anymore. I just uploaded v1.27. :)
The mobility promotion doesn't give +1 moves; it gives -1 movement cost for special terrains. For example, usually stepping on a forest would cost 2 movement points, but with the mobility promotion it only costs 1. It has always been like this. I haven't changed the promotion or the description of it.


So.. version 1.27 is up. I'm particularly pleased with the new spacing at the bottom of the Info screen.. most people probably wouldn't even notice the difference, but for me it's pretty much the best change in this new version :crazyeye:. I get a feeling of calmness every time I open that screen now...
I think the new city build queue commands in this version are pretty good. I've been using those a lot in my recent game; but not as much as the new right-click on the +/- commerce buttons from v1.26... I think I'd really miss that feature if I played any other mod. I'm intending to implement a similar right-click functionality for the +/- buttons in the espionage screen, but I didn't get to that in time for this version.

I reckon the barbarian tech change in v1.26 worked well at the start of the game, but it caused the barbarians to get longbows far later than they did previously - so I've made some more adjustments. I reckon it'll be good now.
 
Another update? Nice work. Do the saves from older versions still work?
 
downloading the new version now. i just assumed that a promotion would mean you get a + something the whole time but it makes sense now you explained it cheers keep up the good work:)
 
So... if the MoM does lengthen the current Golden Age, what is the order of checks?
Does the End-of-GA-check happen before MoM lengthens the GA duration, or the other way around?
E.g., I played a game where MoM completion and GA end were on the same turn. Would that lengthen the GA now or not?
 
Saves from v1.26 and 1.26b should work fine... But saves from older versions may have some weirdness if anyone was using representation at the time of the save.

(I put an ad-hoc save-game converter thing in v1.26 to convert representation properly from v1.25; but I removed the converter in this version.)

For MoM, the building check is done before the golden age length is decreased. Note though that if your golden age only has 1 turn left, it won't be extended. Because 1 + 50% gets rounded down to 1 anyway.

By the way, the MoM change is not for balance reasons. I just figured it would be more intuitive this way.
 
What of the latest changes should be excited about? You know better than anyone what changes will result in actual big changes in game.

Anyway I can find out how much Pacifism is costing me? Its upkeep is "0" but ofc that doesnt include increase in military support. I guess I could just "do the math" on my upkeep costs.
 
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