if I can make a humble suggestion:
-protective is underpowered
-siege weapons are overpowered
-the drill promotion line is underpowered (combat is usually better)
we can kill 3 birds with one stone. Give a [collateral resistance] buff to the drill promotion line.
That has been suggested a couple of times now, and I may well make a change like that in the future - although probably not as big as you're suggesting. Keep in mind though that although there has been a lot of discussion in the past about how protective / drill is underpowered, essentially all of that discussion refers to the standard BtS rules. Protective & drill have already been buffed slightly in K-Mod and don't think that has quite seeped into the general player consciousness. (They're probably still both a bit weaker than their counterparts, but it's worth keeping in mind that they getting slowly stronger...) ... anyway, maybe one day I'll give -10% collateral to Drill I - but I think 20% is probably a bit too much.
Hi Kara! I have successfully merged your mod with the original BTS sources in an effort to know what I should add to my own mods. In the process I commented everything you changed very similar to what you did for individual line alterations(e.g. //KMOD).
Given what we discussed earlier, you may or may not like it, but I though I might let you know because perhaps it may be what you wanted afterall.
That sounds pretty neat, and it's probably pretty useful for other modders such as yourself. But I'm still not going to adopt that style, sorry. In my view, the tracking what's changed and what's not changed should be handled by external 'diff' programs, such as those included in git (and viewable on github). If people are already using tools like that, then the extra source comments aren't required, and so they're just a bit of extra work to maintain, and a bit of extra clutter to scroll past. (but I do appreciate that they are useful for modders who don't use those kind of external tools...)
The main reason I put 'K-Mod' comments onto things, and sometimes leave the original code there, is that it sometimes helps me work out if bugs are due to my own change, or due to the original code; and also, I think it's probably helpful to signal to modders that such-and-such original function has been removed and replaced by a new function. ie. I think it's a good idea to flag changes in the API, but not necessarily changes in the body of the functions. -- particularly when the changes in the body don't even change anything. (eg. I sometimes rearrange stuff in the original code just to make it easier for me to read without changing the functionality.)
A minor issue from a copy and paste: canContactAndTalk in CvPlayer.h line 201 is unnecessarily marked as DllExport
You're correct; it was a copy/paste mistake. Thanks.
Hey Karadoc,
1. Im playing on a continents map and there are 5 of us packed on a continent (version 1.32), there was a jewish guy that got vassaled and converted but now everyone is Buddist...and its just nothing but 100s of turns of peace...because we are all Buddist and "friendly"
Can you/should you, perhaps increase the chance of war if EVERYONE on a land mass is friendly/the same religion, I mean it makes sense for everyone to play nice as long as there are nearby heathens...but after the heathens fall...I think it would better for the game/gameplay for the remaining faithful to compete to a higher degree.
2. Also, the ai often gets early privateers now, (awesome usage btw), but I am almost always, way behind in sea tech, trying to hold onto my land territory. Perhaps allow seige equipment to bombard 3% of the health off of a nearby sea unit (obviously numbers are changeable)? I just had a privateer blockade two cities at the same time and their power is 6 and the best sea power I can build is 3 lol. Even with 3 of them, not that a great chance Ill win...just a thought.
For the first point... well... It's kind of tricky. On the one hand, I agree that sometimes the game can get a little bit dull if everyone gets all buddy-buddy with each other; and it might be good to have some kind of destabilizing rules like you described. But on the other hand, I think it's good that it's possible to occasionally encounter a peaceful world. I think it's good for variety. And it doesn't happen very often, because usually there are a couple of decently sized religions, and even when there aren't there is usually still someone who will be willing to disrupt the peace... either someone like Willem, who tends to switch to Free Religion and then start killing people, or just some other leader who doesn't care so much about Religion - and, of course, the human player is always free to start a fight if they want one. -- Also, the attitude points rules have not been changed at all by K-Mod so far; and so there's a bit of inertia there. (The attitude rules aren't great, but I think it's good to keep things the same unless there are strong reasons to change them.)
For the second point – a whole new form of ranged combat – I think that's out of the scope of the mod. It would require new UI buttons and such, new AI, new documentation of some kind to describe that it can be done (eg. in the civilopedia, and in button tooltips, and in the loading hints, and so on.)
[edit]
Also..
Hi Karadoc,
we observed this crash several times while using K-Mod but always thought it must be some bad luck, but yesterday we explicitly tried to open multiplayer games and it crashed every time, so it might be a K-Mod problem.
It
will crash, when
the host loads a multiplayer save with Direct IP connection and does not wait for the other player to join before clicking on the launch button. The game crashes on the client side (when he finally has joined) after it is finished loading for the client.
It
will not crash, when
the host loads a multiplayer save with Direct IP connection and does wait for the other player to join before clicking on the launch button.
I tested this, and did not observe any crash. When you say "does not wait..." do you mean that you load the game fully, and get the 'waiting for players' screen thing in game, and then the second player starts joining? Or do you mean that the second player tries to join immediately after the host launches the game, so that the second player is trying to join while the first is still loading?
I find it very frustrating that there are apparently important bugs like this which I can't reproduce in my testing.

Speaking of which, has anyone tested that python stuff satrapper and I were talking about? I'm interested to know what the 'normal' behaviour is. ie. whether it is normal for the python to be automatically cleared when starting a new game, or whether it is normal for it not to be cleared. (If it's normal for it to not to be cleared, then I guess I'll have to find some kind of work-around to fix the side-effects of the left-over python data. But if it's normal for it to be cleared... then... well... I'm not really sure. I guess I'll just keep an eye out for what might cause it to not be cleared, and then take it from there.)
--
If there was a K-Mod forum, then I suppose the discussion about bugs would be in one thread, and the discussion about merging and modding and so on in another thread (or threads), and the discussion about various balance things... and so on. Maybe that would be good. ... or maybe it would be bad, because people merging mods might be interested to hear these balance suggestions, so that they can put them in their own mod. Or maybe they want to hear about bugs so they can fix them without waiting for K-Mod to fix them, or whatever. -- I suppose that if people wanted exposure to that extra stuff, they could just check the other threads in the forum, but that might be slightly harder to keep track of. I don't know.
In any case, is anyone actually going forward with that?