K-Mod: Far Beyond the Sword

Just wondering: does the Spread Culture spy mission actually do anything in K-mod, with its altered culture system?

I did such a mission to a very cultural enemy city, costing over 700 spy points, then invaded the city, and when the civil unrest was over its culture was at 0 ("Poor"), and the city nationality only 2% mine (which could have been from being relatively close to my borders anyway).

I expected to have culture there already so I didn't need to start from scratch.
 
Just wondering: does the Spread Culture spy mission actually do anything in K-mod, with its altered culture system?

I did such a mission to a very cultural enemy city, costing over 700 spy points, then invaded the city, and when the civil unrest was over its culture was at 0 ("Poor"), and the city nationality only 2% mine (which could have been from being relatively close to my borders anyway).

I expected to have culture there already so I didn't need to start from scratch.

The mission affects plot culture, not city culture.
 
This situation just happened in my pitboss game:

Player A offered to gift his map to player B.
Player C requested map from player B.
Player D then offered map exchange to player A.
Player A accepted the exchange with player D.
Player B accepted the gift from player A.
Player B accepted the request from player C.

So this means that both players B and C ended up with player D's map (enabling player C to get the circumnavigation movement bonus) through player A, although player A didn't want that.

Also, it is impossible to cancel or even just see trade offer after you send it. And weird things happen when you offer tech trade and then one of the players acquire one of those techs it in another way.
 
What's the current status of this mod? Is it a "Final" release? Stability? Seems like the original modder is gone? Or he simply doesn't log very often?
 
I can only speak for singleplayer use, but I have no issues with stability.

Karadoc seems to have left CFC, but the mod can certainly be regarded as "Final". Many (mainly the more comprehensive) mods introduce major balance-issues not found in Beyond the Sword. That's not the case with K-Mod and it can be enjoyed by new players and experience veterans.

via Imgflip Meme Maker
 
I play multiplayer often and I think I have never encountered any stability problems (like crashes or OOS errors).
As for Karadoc, he hasn't been active on the forums for a long time now. There was a v1.45 beta available before Atomic Gamer was shut down, so it seems that he had plans to tweak the mod further, but this version (by its features, absence of bugs and stability problems) can be in that way thought of as "final".
 
for me kmod is the best mod ever here on civfanatics cause of stability in multiplayer and great ai code.
karadoc nailed it.

i never got 1.45, so if anyone has it...a link would be great.

anyway, my mods use kmod + more things also realism invictus greatly enriched it.
 
Karadoc left some self-created open issues on his Github page, but it's nothing major. I'm sure he'd find some additional areas for improvement but overall the mod is well rounded and can be considered complete.
 
I've been playing with culture flips after conquest enabled and one of the cities I conquered revolted to its previous owner while I was still in war with him. What happened then is that my units in that city simply got deleted. :confused: It seems that all units of players at war with that player located in flipping city just get deleted. It's ridiculous that you can lose unlimited number of units like that seemingly without proper cause.
 
I've been playing with culture flips after conquest enabled and one of the cities I conquered revolted to its previous owner while I was still in war with him. What happened then is that my units in that city simply got deleted. :confused: It seems that all units of players at war with that player located in flipping city just get deleted. It's ridiculous that you can lose unlimited number of units like that seemingly without proper cause.

Is that behavior specific to K-Mod?
 
karadoc could still return; it hasn't been a year yet. I actually like the tentative change to Scientific Method in v1.45, so, I hope he'll release the code someday soon.
[...]+1:science: to specialists [...]
In any case, adding the back-end stuff to allow that bonus in the xml was actually more work than I expected[...]

[...]It seems that all units of players at war with that player located in flipping city just get deleted. It's ridiculous that you can lose unlimited number of units like that seemingly without proper cause.
Confirmed and agreed. It actually seems to suffice to remove the pLoopUnit->kill call (or the whole loop). In a WorldBuilder/ debugger test, the game then tried to place the free units of the new city owner on top of the old garrison; CvUnit::setXY noticed that the units can't coexist, and bumped the old garrison. I guess it's cleaner to replace kill with jumpToNearestValidPlot, which also appears to work.
 
Confirmed and agreed. It actually seems to suffice to remove the pLoopUnit->kill call (or the whole loop). In a WorldBuilder/ debugger test, the game then tried to place the free units of the new city owner on top of the old garrison; CvUnit::setXY noticed that the units can't coexist, and bumped the old garrison. I guess it's cleaner to replace kill with jumpToNearestValidPlot, which also appears to work.

jumpToNearestValidPlot removes units from enemy territory which seems weird in this case (same thing happens when defenders are created), but it is also weird to leave them on a tile next to the city just to easily conquer it again.
 
Well, karadoc said he wanted "some people to try" v1.45, so, I hope he won't mind me uploading it:
Edit: I've removed the link now that karadoc has re-uploaded v1.45 (with additional changes).

I've included the preliminary changelog (pre-log.txt). It's separately available here:
http://forums.civfanatics.com/showpost.php?p=13760860&postcount=2559

@DLP: Yes, both approaches sound equally bad to me, though still better than killing the units.
 
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