Mads Legends

cripp7, a few more observations - as usual take only what you think is good for your mod.

1.) I found it a bit strange that I was able to build a ram when I had wheel but no BW. Apparently, rams are from wood, but if I can't chop down forests, how can I build a ram? :confused: (That is already the way in LoR, but I don't know whether phungus420 will address it.) Thus, I think it would be a good idea to add BW as a requirement for rams.

Thanks for picking up on these!:goodjob: :agree: with that about wood and BW, can't build something if you can't chop it!

2.) Moreover, barb rams are sometimes running around alone, looks funny (why would rams roam the countryside?) ;) Is there a way to stop lone barb rams from running around?

hmm, I notice that too. Will have to see if there's a way to only spawn certain barb unit types. Just limit it to actual stock units.
3.) I can build swordsmen without iron (if I have bronze). Historically it was the metal (iron) not the instrument (sword) that was important to win over other tribes. Thus, if the swordsman gets 6 str instead of 4 (as the axeman) that should reflect the superior metal (iron). Hence, I think only iron should be a prerequisite for building swordsmen.

Wow, didn't notice that! Will change back to iron. I took the stock LoR and built it of that so I need to check if it's like that in LoR.

4.) I noticed that none of your new world wonders has a stone/marble modifier. Why so? That gives industrial civs even more advantages than they already have with RevDCM. Because these wonders are almost reserved for industrial civs and building wonders is the easiest way to reduce unstability issues. With regard to the standard Civ-BtS wonders access to stone or marble gives other civs at least a chance to compete for a ww.

Good point on that, I'll add it to the list. Have to have non-IND civs a balance of trying to get New-WW

5.) I think you should reduce the number of buildings a leader is able to build more quickly. Right now there are too many. Perhaps, BtS was a bit greedy in that respect, but I wouldn't give each trait more than three buildings (that would be 6 in total for each leader). I am playing De Gaulle right now and have the feeling I just snip with my fingers and it is done.

Perhaps a bit overpowering, like I said before just working out the kinks. Trying to get it balanced out takes some work and a little finger-grease (should I put on a glove for that:lol:)

6.) It is probably a LoR problem but I thought I raise it here - perhaps you don't have that problem and it is my comp: I opened worldbuilder to have a look at the various units and when I added the mecha... (sorry I forgot the name - this future terminator unit available with one of the very last techs), I didn't see anything - just a flag. Do you have the same problem?

7.) Again I am not sure if it is only me, but all reskinned units change their appearance back and forth - I am right now playing as France and my blonde worker becomes an Indian one every time I put him to work. :confused: And my spearman switches between a more northern appearance and the standard model everytime I move it. :confused: And so on...

Hmm, never noticed that before. Which civ was doing that? Most likely a LoR problem that, of course, crossed into mine. I'd try the LoR and see if it does it there, if it does then that's something that needs to be addressed in the LoR forum. Don't remember if I've seen anything like that mentioned before. edit: I tried a game as French and couldn't replicate it on my end.

How is the next version coming along? I saw you have some interesting ideas (Great Doctor :goodjob:). Hopefully, you find a solution there (but please don't wait til you have everything before you let us test the next version... ;) )

Btw, do you build your (LoR-)mod around the new SVN-versions of LoR?

Almost done with the DCM side, Mad Legends I'll post a newer version later today with some changes that you've mentioned already. And no I'm not using the latest SVN version. I prefer to wait until the official release so I only have to do one merge instead small changes.
 
cripp7, I appreciate your work on balancing the game and I am happy to help with some comments. :)
I completely understand that you want to wait for the official release of LoR. The only reason I asked was that the intro screen had changed a bit (no space shuttle in the background anymore). Did you do that?
Regarding the graphic problems, I am now pretty sure it has something to do with my computer. I found the same problem when I checked LoR, which - until then - had run smoothly and without any problems, but now suffers from the same problem. Weird... :confused: So, please disregard my comments in that respect.
 
cripp7, just to let you know: I solved these graphics problems. Read a bit in the LoR forum and found other posts complaining about it. Phungus420's answer was that probably the option "frozen animations" caused this problem. Well, I checked and found that this was exactly what caused it. Now, it runs like a charm! :)
 
cripp7, I appreciate your work on balancing the game and I am happy to help with some comments. :)
I completely understand that you want to wait for the official release of LoR. The only reason I asked was that the intro screen had changed a bit (no space shuttle in the background anymore). Did you do that?
Regarding the graphic problems, I am now pretty sure it has something to do with my computer. I found the same problem when I checked LoR, which - until then - had run smoothly and without any problems, but now suffers from the same problem. Weird... :confused: So, please disregard my comments in that respect.

I didn't change anything as far as the graphics background. Glad you found the problem:D I posted v.3 yesterday along with the changes, I'm going to do the To-Do list today. I'm also going to u/l the Mad Legends DCM version later (uploading takes up all my bandwidth from my wife's pc while she's on it, once she's off I'll send it up) I tend to like it better because it sticks more to the stock BTS techs. But I also like a little diversity.

What do you think about the Enlightened trait? I'm thinking that 10%:science: might be a bit much, I'll do an autoplay of all Enl AIs and see what happens.
 
cripp7, I am looking forward to get my hand on ver0.3! Have you figured out the problem with LoR and the captured slaves?

Regarding your ToDo list:
1.) You have probably done so already, but since I still saw it, just a reminder that you can drop the graphic issue (switching back and forth). ;)
2.) Did you drop the idea of adding "mine warfare"? I didn't see it in the list.
3.) Have you seen OrionVeteran's announcement of his immigration mod? What do you think about that?

Regarding your mine mod: I am not sure whether the AI builds gold/... as it builds corn. While I do get the message that "CORN" was planted (fairly often), so far I haven't seen the message that they had planted/build "GOLD" etc. But perhaps you have, then disregard that comment.

About adding the varietas delectat mod: Would it be possible to add this fairly late in the process? While I do like the new units I am a bit afraid that my (slow) PC won't be able to cope with all the details. (That, actually, made LoR (besides all its content) very intriguing to me...) And I would like to test your mod as long as possible. :goodjob:

10% Science for Enlightened is a bit much, IMO. I think Financial could give some orientation in that regard (if you put 100% into science). Perhaps you should put Mansa (is he still Financial in ML?, I don't remember) up against some enlightened leaders and make an autoplay. If he does worse than the rest, I would think Enlightened needs mopre tweaking. As a first guess, I would say about 2-3% in the beginning and about 5% to the end seems to be a more balanced threshold (if compared to financial).
 
Enlightened swung around from 20% to 5% while being balanced. 10% puts it slightly behind financial, based on testing. Though arguably Financial is OP, so if you feel this way it may be best to further nerf Enlightened; I was happy at the 10% mark, it's strong but not too strong. As stated though financial is usually stronger for the AI, it's important to note a human can often leverage the Enlightened bonus better since the +10% applies to everything, and thus is equally good for both Specialist or Cottage focused economies; I suppose the flexibility of Enlightened makes it so strong in this regard. I also personally find the culture from non state religions to be very useful at times, but most people seem to just ignore this atribute. Also myself, I play on random for the most part, and Sprititual and Industrious seem to be the strongest traits for me regardless, so there is certainly a lot of effect that comes from playstyle.
 
cripp7, I am right now playing a bit with your DCM-mod. Capturing slaves works fine! :) It seems, however, that the 40%-threshold is a bit low for capturing slaves. (Only after about 10 wins I got one, already thought it wouldn't work. ;) ) But perhaps it was just a special situation. On the other hand, getting too many slaves would overdo it. Well, I have raised the threshold to 60% and will see whether that is too much or not.
Btw, what do you think of looking for new graphic buttons for some of the new wonders (and the slave cage) in the tech screen? The green buttons look a bit ... different compared to the others.
 
Enlightened swung around from 20% to 5% while being balanced. 10% puts it slightly behind financial, based on testing. Though arguably Financial is OP, so if you feel this way it may be best to further nerf Enlightened; I was happy at the 10% mark, it's strong but not too strong. As stated though financial is usually stronger for the AI, it's important to note a human can often leverage the Enlightened bonus better since the +10% applies to everything, and thus is equally good for both Specialist or Cottage focused economies; I suppose the flexibility of Enlightened makes it so strong in this regard. I also personally find the culture from non state religions to be very useful at times, but most people seem to just ignore this atribute. Also myself, I play on random for the most part, and Sprititual and Industrious seem to be the strongest traits for me regardless, so there is certainly a lot of effect that comes from playstyle.
I guess it's each to his own on every trait, I played one game that had Hammurabi that's Enlightened/Strategic and he seemed to be running away with the game. Maybe some further testing is in order.

cripp7, I am right now playing a bit with your DCM-mod. Capturing slaves works fine! :) It seems, however, that the 40%-threshold is a bit low for capturing slaves. (Only after about 10 wins I got one, already thought it wouldn't work. ;) ) But perhaps it was just a special situation. On the other hand, getting too many slaves would overdo it. Well, I have raised the threshold to 60% and will see whether that is too much or not.
hmm, Seemed to work a lot in my test games. Every 1 out of 3 turned into a slave. I think 60% would be a bit high, don't want to many slaves running around. Would be interesting that once the Emancipation cive is enabled all Captured Slaves go free.
Btw, what do you think of looking for new graphic buttons for some of the new wonders (and the slave cage) in the tech screen? The green buttons look a bit ... different compared to the others.

I noticed that too, I just used the stock ones. I'll have to look into doing the graphics a little better, but I'm not a graphic artist:lol:
 
I've added some minor updates which I posted in the version history but still need to u/l the file. mainly fixed the National/World wonders bonuses for marble/stone. Added Pillage promotion which adds 25%:gold: yield. And added a steam ship, can't get the other Naval units from Hereos mod, the others break the CIV4BuildingsInfos.xml:confused: Can't understand why, also i it doesn't then the Legends are disrupted. It's in the unitschema files I know.
 
Before I say anything, I want to say thank you for your hard work.

I would love to play this mod, I load it up, and in the top center of the screen. It also displays a couple of error messages on loading the mod.

Am I doing something wrong, how do I turn these notices off, as they are too distracting to play through.

Thanks for any help.
 
Don't worry about the error msgs, it's looking for some of OrionVeteren's other mods I didn't mark out. As for the other, I've fixed that in an update I haven't uploaded yet. I haven't been doing much more on this due to home matters. I'm going to finish it up, getting rid of errors and post it since CivV is coming Tuesday!!!
 
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