K-Mod: Far Beyond the Sword

This looks very interesting, Jabarto.

Why the changes for horses (not on tundra) and plantations?

Horses were always rare in my games, but I don't fully understand the resource placement rules, so I didn't want to mess with them too much. Keeping them out of tundra tiles seemed like a fair solution; there aren't any more of them, but they're distributed a little more evenly now.

As for the plantation one, I wanted sugar to be a little more useful, so I bumped up its commerce to bring it in line with spices. Now that you mention it, though, I can't remember if I actually went through with the +1-across-the-board increase or not. I had some doubt about it and might have decided against it without updating the changelog.
 
Maybe I'm out of place here (very possible and I will shut-up if I am) - but - I don't think its entirely respectful to be discussing mod-mods of KMod in the forum of KMod. The reason for the forum, as I understand it, is a place for karadoc to discuss his development, and be able to coherently discuss and answer queries directly related to KMod.

I mean - its understandable now that the herd of Civ4 players have caught up with the times and moved to using KMod as their mod of choice - or to combine KMod with their mod of choice. But at least use this forum to discuss issues/questions directly related to this mod for at least the sake of ease to scan the pages for mod-specific questions.
 
yeah you have a point in fairness. this thread is kinda like the only obvious place to discuss kmod stuff with other kmod enthusiats. a kmod subforum under the project section would be great! then there could be individual threads for other stuff. like your upcoming project, matty. i bet loads of people who play kmod would love to hear about that. tecnically, half this thread is probably off-topic:)
 
Maybe I'm out of place here (very possible and I will shut-up if I am) - but - I don't think its entirely respectful to be discussing mod-mods of KMod in the forum of KMod. The reason for the forum, as I understand it, is a place for karadoc to discuss his development, and be able to coherently discuss and answer queries directly related to KMod.

I mean - its understandable now that the herd of Civ4 players have caught up with the times and moved to using KMod as their mod of choice - or to combine KMod with their mod of choice. But at least use this forum to discuss issues/questions directly related to this mod for at least the sake of ease to scan the pages for mod-specific questions.

I'm certainly not trying to co-opt the thread, and I really do apologize if that's how it looks. My intent was that karadoc (or others) might find some of my balancing ideas useful, and if they end up getting discussed, well...there's been a lot of talk about balance ideas in this thread already. But I can see your point, and if this is better off being taken elsewhere, I'll gladly do so (again, with profuse apology to karadoc if he feels slighted by this).
 
Slightly off topic so have my apology, but i would love/am trying to mod to balance to the races.
If needed leader traits, but the unqiue building building/unit is what really counts.
Every race should have really really strong uniques to help them dominate their era.
 
karadoc
i closed that issue on github. yeah youre right as usual, i didnt think about turn indicator not showing. thanks for replying anyway.

slight suggestion: when a corp is founded somewhere, you get a duplicated notification (one saying thats it's built, another saying incorporated). remove one maybe?
 

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Is it normal that I can't get the Sevopedia to work? I have checked it in the Advisors tab but I still only get the regular pedia. No autolog produced.
Well, the Sevopedia should work once you are in-game, but the fact that it doesn't work from the main-menu is a known problem. It's due to a limitation in the BUG options system - essentially, the player's BUG settings are only loaded when the game actually starts. So from the main menu the settings have not been loaded, and so game has no way of knowing whether the Sevopedia has been enabled. In that case, K-Mod just loads the normal Civilopedia. (In the BUG mod itself; it's the other way around. ie. You can't disable the Sevopedia in the main menu.)

That Sevopedia problem is a bit unfortunate.. and it would be nice for it to be fixed, but it isn't really high on my to-do list.

slight suggestion: when a corp is founded somewhere, you get a duplicated notification (one saying thats it's built, another saying incorporated). remove one maybe?
I think you're right that it would be better if it only gave the message once; but it may be a little bit tricky, because in some mods you might want separate notifications for those things. (One event is for the corp being founded, and the other is for the HQ being built. It's like getting a message for a religion being founded and for the holy building being built – but with corps they happen to happen at the same time...)

I'll see if it's easy to fix.


--

The next version is pretty much done; and I think it's going to be good. The two main things are that I've fixed a bunch of problems in the unit selection system; and I've made the game a bit more responsive when selecting units. (I may have mentioned this stuff somewhere already.) -- And there will be a bunch of minor balance changes.

Spoiler :
I still feel a bit uneasy about doing balance changes, but I can't quite put my finger on why. I'm pretty happy with the serfdom change, and the corporation changes, and the culture change, and the balance-related parts of the global warming system. So it's not as if K-Mod doesn't already have balance changes... So what's up? :confused:
 
Yes, you're right, I had almost forgotten - you already did make balance changes...and guess what, they're brilliant! Serfdom is actually useful and I do use it occasionally (as opposed to playing literally 100's of civ games and never using it). Your corporation changes were also excellent because now most of the corps can be quite useful when you need them and can really effect the late game. Like I said before, as long as you make changes slowly and carefully, as you have done, everything should be fine.
 
The next version is pretty much done; and I think it's going to be good. The two main things are that I've fixed a bunch of problems in the unit selection system; and I've made the game a bit more responsive when selecting units. (I may have mentioned this stuff somewhere already.) -- And there will be a bunch of minor balance changes.

Spoiler :
I still feel a bit uneasy about doing balance changes, but I can't quite put my finger on why. I'm pretty happy with the serfdom change, and the corporation changes, and the culture change, and the balance-related parts of the global warming system. So it's not as if K-Mod doesn't already have balance changes... So what's up? :confused:

Well, first off, I think that's just a consequence of Civ 4 being such a huge, complex game. It's very easy for a seemingly simple change to have unforeseen consequences, so it does take some thought to get it right. Second, "feature creep" is all too easy to fall into, and you're right to be worried about it, especially with mods that have a broad, fairly shallow scope like this one. I'd say the key is to make sure that each of your changes has a definite reason to exist; when proposing a change, make sure that you've identified a problem and that your idea will address it properly, instead of just seeming like a neat thing to do. All of the tweaks you've made so far have been great, so I think as long as you do that, you'll be just fine. :)

Speaking of balance ideas, I created a thread here to continue my little balance discussion from last night.
 
BTW I was thinking maybe this mod deserves its own sub-forum? Considering how popular it has become I believe it deserves a sub-forum. Anyone else agree?
 
Spoiler :
I still feel a bit uneasy about doing balance changes, but I can't quite put my finger on why. I'm pretty happy with the serfdom change, and the corporation changes, and the culture change, and the balance-related parts of the global warming system. So it's not as if K-Mod doesn't already have balance changes... So what's up? :confused:

Ok i admit that i was mainly pushing balance changes to make the german "panzer" more powerful. Lets just give it 34 strength and call it a day. =)
 
BTW I was thinking maybe this mod deserves its own sub-forum? Considering how popular it has become I believe it deserves a sub-forum. Anyone else agree?

yep!
maybe we can start a putsch and overthrow our vile oppressor, karadoc. what's he ever done for us anyway?:mad:
 
Karadoc, if you're really worried about making balance changes, simply release them as a separate module. Since everything related to balance I could think of is XML, that shouldn't be a problem. So everyone can decide if they want your balance changes or simply stick to the base rules and use your AI and interface improvements only.
 
yep!
maybe we can start a putsch and overthrow our vile oppressor, karadoc. what's he ever done for us anyway?:mad:

Sure, go for it. I don't mind being overthrown. ie. I'd be happy enough if there was a K-Mod subforum rather than just a single thread. That's fine by me - I just don't want to be the one to organize it. :crazyeye:

--

All that aside though; I need to ask: has anyone here had any multiplayer OOS problems with K-Mod v1.32? It's been reported here that the game is essentially unplayable; but I haven't seen anything go wrong in my test games.
 
Ill be happy to help out with K-Mod subforum as soon as my exams are over (in a few days) if u need some muscle for that. But im going to the seaside on 19th and ill be gone for like 2 weeks and i can continue afterwards.
 
Has anyone contacted an admin about a new subforum yet? In my experience these things take a few weeks to get approved anyway. And if you do, I suggest you quote karadoc's post where he gives his approval, because I assume the admins expect the creator's consent for a new subforum.
 
has anyone here had any multiplayer OOS problems with K-Mod v1.32? It's been reported here that the game is essentially unplayable; but I haven't seen anything go wrong in my test games.

internet and lan work fine for me. around 10 turns test on both. v1.32, sim turns and random events enabled, not too big not too small map.

i know its not really pertinent to gameplay but i like the new readable xml log!

btw that thing i pester you about autoplay being functional in mp (only if sp mode is invoked upon startup prior to mp) is present on both my machines/setups. one win7, one xp. not important mind you just puzzling.

en dotter has my vote for glorious leader anyway. by taking on the responsibility for pestering some admin to set up a k-mod subforum i presume that means taking on moderator responsibilites for said forum? i'd volunteer but i'm too much of a noob still in diapers.
 
No, they usually don't grant moderator privileges for mod specific subforums.
 
If something has to be done, then someone has to ask me :yup: :/.

Has anyone contacted an admin about a new subforum yet?

*Moderator* please. Our admins are busy, so please first contact the moderators. We'll see if or if not a forum might be suitable, the admins don't have time for that. And only the mod owner please :).
 
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