Congratulations with the successful mod, Karadoc. I'm new to this mod and surely going to explore more to it.
I want Failaxis announce this as their official
3.2v patch. And all credits go to you.
Thanks. I think K-Mod would make a good official patch - because it has a bunch of changes that make things easier for other mods (for example, multi-language support is easier to implement in K-Mod than in the unmodded game). Existing mods which don't want to avoid the K-mod changes would have to include their own custom dll - but that's not really a big deal, because most mods do that anyway for BUG features or bug fixes.
But even still, I don't think anyone at Firaxis cares about this mod at all, and I even if they did care I don't think they would want to devote any resources to releasing a new patch for their game. And if they did want to have a new patch, they might want to spend a bit of time fixing some bugs in the civ4 exe and the pitboss exe...
I guess one can only dream.
I'm not sure why Firaxis added so much randomness to the first strikes either. Why can't each drill promotion just provide 1 first strike?
I don't really know why "first strike chances" exist, but my guess is that first strikes were originally intended to actually true be first strikes (as in, if you have 2 "first strikes", then your unit
will hit the enemy twice before anything else happens) - in which case, first strike chances is sensible half-way point. But for whatever reason, that's not how first strikes work... maybe they thought that would be too powerful (I think it probably would be very powerful...) or maybe whoever was in charge of implementing it just misunderstood the intention, and so what we're left with is basically "first strikes" meaning "rounds of invulnerability" where the unit may or may not actually hit anything - (and so a "first strike" might as well be called a "first strike chance", and a "first strike chance" can be a "chance at a first strike chance"...)
Karadoc: If I wanted to change the graphics of my game but still play your mod what would be the best way to do so? I was thinking of perhaps finding a graphics mod and using it to replace the game's files (so those graphics would load without having to load the mod) and then loading kmod on top of that like I normally do. I'm not sure if this will work, though. Thoughts?
I would suggest not replacing the game's own file. If you want to try something like that, then the best way would be to put the graphics mod into your 'custom assets' folder and change the K-Mod.ini file so that custom assets are not disabled. That would have the same effect as replacing the game files, but without actually messing with the files directly.
However, depending on graphics mod, that might not work anyway. If the graphics mod just adds new art and new xml/art files, then it should be fine - but if it changes the art stuff inside the CvUnitInfos.xml then it will conflict with changes already in the K-Mod version of that file. - To make it work, you'd have to manually merge the changes; which is a bit of a chore. Mmod includes some changes like that.
Graphics mods which only include the actual art files (ie. no xml changes whatsoever) can be put directly into the K-Mod folder without breaking the multiplayer compatibility of the mod (ie. you'll still be able to see multiplayer games of people without the graphics mod). The blue marble tile pack in the first post of this thread works like that.
I've just played 4 pangea games in a row over the last week and a half or so and I've noticed something in Kmod that stands out. In every single pangea game I've had a civ from the other side of the continent march through 2 empires just to get to me and start razing my cities.[...]...it makes no sense.
It sucks that that's happening... but I'm not sure what to tell you. The AI does understand that there's a lot more to be gained from attacking closer neighbours - especially in the early game. And I don't intend to completely remove the chance of the AI attacking remote civs like that even if it is a poor decision... (because I think the
chance of it happening is good, just to keep players on their toes). The razing of the cities is strongly based on AI personality - some AI's just raze more often than others. As for why they're attacking you in the first place, it might just be bad luck. Even if they're 3 times as likely to attack someone close to them, there's still a chance they'll decide to go long.
I don't really remember what the original AI was like for that kind of stuff. Do you think they'd do it significantly less often? (... I guess 4 games isn't really a statistically significant sample for comparing stuff like that anyway.)
As for snowballing civs. I've not been seeing that in my games. All of my most recent games have been quite close - with 2 or 3 civs as strong contenders for victory right up until the end. eg. in the game I just finished, 2 civs launched their space ship, and another civ was less than 1 great artist way from a cultural victory when the first spaceship arrived. -- Maybe this stuff depends a lot of map style. I'm not sure. I always play on 'not too big or small', and I can imagine that conquest would be a bit easier on pangaea.