K-Mod: Far Beyond the Sword

So there is no direct production value bonus just discounts on total costs?

What is a "world class unit" for world train percent?

and why did my handicap changes reset? (NVM i got confused between normal and bts handicap values)

iStartingLocPercent= unknown according to the wiki. Does it have anything to do with starting area resource quality?
 
and why did my changes reset?

Did you save the file and restart the program?

iStartingLocPercent= unknown according to the wiki. Does it have anything to do with starting area resource quality?
Its more or less like this: if the value is 10, the human player will be placed in the top 10% starting positions, if 90% pretty much anywhere. If the value is 50, you should expect half the Ais to have a slightly better starting position.
I believe that's how it works - but, I think it does not take into account the map normalization function - that should happen after the start assignement.
Probably somebody else can explain it better.


This is also helpful: http://forums.civfanatics.com/showthread.php?t=158130
 
So there is no direct production value bonus just discounts on total costs?

What is a "world class unit" for world train percent?

iStartingLocPercent= unknown according to the wiki. Does it have anything to do with starting area resource quality?

Three more questions for you ^^

And I got confused between bts and non bts civ4 handicap values (2 different files)...so my changes didnt really reset.
 
I never tweaked the handicaps. I think a lot of it is based on discounts for the Ai indeed.

A world class unit is defined by iMaxGlobalInstances on unitclassinfos. It's those global units (like a wonder, in a way) with a very specific limit. If the limit is one, that's it, you get one and can't rebuilt it if lost.
 
Ok so you guys were so helpful helping me change the handicap settings. Now do you know how I would go about making these 5 changes?

1. I want industrious to be +40% wonder production, down from +50%

2. I'd like to reduce all global wonder hammer cost by 10% total.

3. I'd like forge to provide 2 hammers base per turn on top of the +25% hammers.

4. I'd like religious wonders to provide +1 happiness in the city they are built in.

5. I'd like philosophic civ trait to provide 115% great people points, up from 100% great people points.


I got some more changes I want to make, but I'll start with those.
 
Really this is a question for the Quick Modiing questions thread HERE

You have asked for a lot of different things that require different answers, and it is not really right to clutter up K's thread.

especially if you have follow up questions.

Repost in the other thread and I will do my best to answer them.
 
Hi all. I didn't see this mentioned in the change logs: when the stack they are in is attacked, are Warlord (GG)-led units less likely to defend in this mod than in the base game (a la the "Lead from Behind" mod)?
 
Its there under beyond the sword-mods-kmod-assets-xml-leadfrombehind_globaldefines. Tell Karadoc how much you like his mod, we are trying to conjure him back!
 
Its there under beyond the sword-mods-kmod-assets-xml-leadfrombehind_globaldefines. Tell Karadoc how much you like his mod, we are trying to conjure him back!

Thank you for the response. I love the mod. So I do hope he will be back, though I know he needs space for other things in life, as do we all..
 
Sorry to bother you all, but I never got any responses a month ago so I have to ask again: Has anyone ever gotten any OOS errors in the current version (1.41), or was it just the one isolated incident a while back?

(I really need to know if it's 100% safe to use this code, heh.)
 
Only time Ive gotten errors or lock ups with K mod is when I play for several hours and switch between civ4 and internet explorer alot. I think at most it has happened once a day with alot of playing, but I dont really get an error message, civ4 just locks up and can be restarted without problems.

Might be a steam problem though.
 
Sorry to bother you all, but I never got any responses a month ago so I have to ask again: Has anyone ever gotten any OOS errors in the current version (1.41), or was it just the one isolated incident a while back?

(I really need to know if it's 100% safe to use this code, heh.)

Charles, I think OOS is only a problem for multiplayer.
I play multiplayer two times a week with K-Mod and had zero OOS in the last months (and the first immortal, huge pangea win last week, hurray!).
So +1 for safe code.
 
I play multiplayer two times a week with K-Mod and had zero OOS in the last months (and the first immortal, huge pangea win last week, hurray!).
So +1 for safe code.

Thanks for the vote of confidence! :) I reread this thread again, and it definitely seems Keindorfer's OOS back in early July was the only known incident with 1.41, and Karadoc didn't find anything wrong with it, so it's probably fine. I'm just SUPER sensitive to ANY mention of that ultra-dreaded 3-letter word, heh.

On a related note... I really hate to hijack Karadoc's thread here, so I'm trying not to, but at the same time, I've got this awesome mod I've worked on for 7 years that I'm SUPER proud of, and that I KNOW is awesome and would hook ppl forever if I could just get them to try it, but I can't seem to GET very many ppl TO try it. Any suggestions? lol.

(Although I actually CAN'T recommend playing MM at the moment due to a lag issue, but once that's fixed and K-Mod's AI code is merged in, I firmly believe it'll be the best thing ever in the history of video games... Unfortunately I come across as arrogant when I say things like that and that makes it even harder to get ppl to try the mod. :( Oh well...)

*End Desperate Shameless Post*

*Hides*
 
lm,

open up a thread in the main mods forum, i guess not many people fo to the projects.

plus, there are less visitors on civ4 forums i guess....civ4 is now a precious relic, new players probably jump striaght to civ5 or some other games...theres too much alternatives.

gluck.
 
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