Patient English
Designer
Knighttime, I have replied to your IM
Well, yes, this would certainly be possible. But doesn't that open the door to allowing an endless sequence of configurable "difficulty" options, each for its own facet of the game? In this case we're discussing plague events, but someone else may believe that the fact (or the rate at which) terrain depletes is a major problem, so there should be a separate control for that as well. Et cetera...Couldn't you find a kind of solution about all these divergent opinions by
-adding a 'db.plagueFactor' to add in related calculation in your mmPlagues file ?
proposing at the beginning of playthroughts, or loading games if value is nil, a dialog proposing to scale the feature ?
I appreciate that -- and I certainly don't mean to discourage you (or anyone else) from doing that. In fact, although I'm pretty content with the basic plague probabilities and behavior, your latest post did provide some useful clarifications about how a different feature behaved in a way other than what you expected:Sorry, that I couldn´t give you any other feedback about the mod. I only want to help you in improving this mod - as I received a lot of help by reports about tons of errors in my civ 3 mods and scenarios.
I see... that makes a lot of sense and is a big help in understanding why you chose the strategic option that you did. Thanks for providing this additional info.But of course - due to the documentation of this mod - I thought I was in a position to refuse the opponent's demands.
Following the documentation of this mod, a peasant militia unit should be automatically created if a city without sufficient defenders is being threatened by enemies. Less defenders than no defender in my capital is not possible and 20 gold is less than 50 gold. But even that protection for my capital was not working in this mod: A land unit with an attack rating of 0 captured an 'undefended' city, that should be defended by an event, creating a unit with a defense value of 1!
Well, of course everyone has their limits! Taking a chance by saying "No" to an opponent's demand might work out in your favor in some situations, but backfire in others. Even Emma is in a bad mood some days!I have to add, that even without this not working event, I wouldn´t have paid 50 gold to that extortion and especially not to a queen named Emma. Too much is too much !
I don't think it's fair to say that just because an event is extremely unlikely (very low probability) then it's not worth including in the scenario. The key issue in many Medieval Millennium events is the way probability compounds over time. If there is a 1% chance that something happens on a given turn, what is the chance that you could avoid it entirely over the course of 50 turns? It comes out to about 60% -- meaning that over that span, there's a good chance it will never happen, but also a pretty good chance it happens at least once. (Of course you could also encounter it more than once, or even more than twice, though higher numbers of occurrences become less and less likely.) Over 100 turns, though, your chance of avoiding it entirely is reduced to about 37% -- now this "very unlikely" event is actually more "likely" to happen than to be avoided. So what is to be said if it happens on the very first of those 100 turns, despite only the 1% chance? I think that's just what I call "bad luck" -- it doesn't mean the probabilities are inappropriate though.If such a situation normally doesn´t occur, the question arises, why such an event must be in the game, only punishing the player in random cases for playing this mod. I cannot say anything about needing the plague for balancing reasons in the later stages of the game, as I have never reached these stages, but in the early phases of the game, if one has the opinion that the plague must be in the game due to historical reasons, the reduction of a two citizen-city by one population point should be more than enough and not such an overkill, as it has happened in my game.
Civ is a game absolutely full of optimization -- how can you maximize the productivity of your tiles, how can you maximize the research produced by your nation, which wonders should you build (and where, and when) for maximum value, when is it more valuable to build offensive units vs. defensive ones, etc. There are players out there who have taken this analysis to an insane level in the base game -- I've seen literally pages of formulas to determine the exact order in which to build each unit, which tiles to improve, which techs to research, etc. For me, that level of "min/maxing" can quickly suck all the enjoyment out of the game and reduce it to a vast spreadsheet. But any player who wants to be successful at Civ is always mentally weighing probabilities in search of what path is most likely to lead to a positive outcome. There are no guarantees, though, and I think that's what provides much of the fun.Is it really the intention of this mod, that is created with such a lot of love, dedication and great programming knowledge, to be played by timing the production of settlers to the point, when the capital is reaching two population points to minimize the danger of running into the 'murder-event' and to position a scout before every city of an opponent, to take this city, when the 'murder-event' is hitting the opponent ?
To quote my own post from earlier:But it is also the question, if such an early plague, triggering situations that normally don´t occur, is really needed in the mod. The historical argument, that the Plague of Justinian occured from 536 to 750, is the only historical parameter in a world that starts its existence in the year 500 and doesn´t take into account, that even before the year 500 AD life on earth and its grown structures were existing, even when reaching an age, that is called the medieval age.
I realize you may not find that answer satisfactory, but it's the best I can offer. I can assure you that I wouldn't include the early-game plague, despite its historical accuracy, if I didn't believe it played a valuable and necessary role when considering the gameplay from the broader perspective of 500 turns.Balancing historical realism vs. rewarding gameplay is always a challenge, and while I tried very hard to keep that in mind as I built this scenario, every player may have a slightly different perspective on what that balance ought to be. Plague (or disease in general) is something that is 'unfun' in isolation, but in this case I consider it to be a key factor in making the overall scenario an interesting and challenging experience ('fun').
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In the early game, plague strikes limit the ability of any nation (human or AI) to jump out to a big early lead, thereby providing a more balanced mid-game.
I'm really sorry your first game didn't go as you hoped -- and after all of our back-and-forth about the installation too! I wish I could undo that and make your initial impression more positive. I sincerely believe that if you play a couple more games, you'll come to a better understanding of the ways in which the different aspects of the mod work together. There's so much more in MM than early-game plague, and I hope you get to experience it. But we may always have some different opinions, too, and that's OK.It´s a pitty, that this mod, that sounds brilliant in most of its concepts, is haunted by this problem.
You're more tha right indeed !Well, yes, this would certainly be possible. But doesn't that open the door to allowing an endless sequence of configurable "difficulty" options, each for its own facet of the game?
I had to check the code myself, to be sure.In my eyes your mod has a very detailed documentation and I´m aware about the problems that even those detailed documentations can become unclear for players - and what a lot of work alone the writing of such a documentation is causing for the modder. So here is another part in the documentation of this mod, that is unclear for me (sorry, it is concerning the plague again): Units that are located in or near the city may be killed.
Are these units only units of the player, who is targeted by the plague, or are units of other civs, which are located near the city when the plague event is triggered, endangered, too ?
Thank you! I sincerely hope you have time to play at some point in the future.I´m not sad about the early end of my first game with this mod and there is defenitely no reason to be sorry for that. The problem is, that my time for trying this mod now is running into severe limitations.
Knighttime, I wish you all the best with this mod. Good luck!
If anyone has feature requests or ideas for an update release, which haven't already been discussed in this thread, please feel free to post them here or send me a PM.
Those units look great! But is this even possible in Civ2-plus-TOTPP? My understanding is that both of those things would require someone like TNO to enable this by adding features to the game itself -- it's more than can currently be accomplished in a mod or scenario. (Please feel free to demonstrate that I'm wrong, though!)To show the attack animation in combat for the defending animated unit, too and to have unitspecific movement sound would be absolutely great.
My understanding is that both of those things would require someone like TNO to enable this by adding features to the game itself -- it's more than can currently be accomplished in a mod or scenario. (Please feel free to demonstrate that I'm wrong, though!)
II think we discussed custom movement sounds before. One option was overwriting the sound file for unit movement. We've been kind of reluctant to overwrite files like that, though Medieval Millennium might be a good place to try it out, since it is already more involved than a regular scenario. Check out my custom music patch for an example of overwriting sound files.
A second option would be to make a silent unit movement sound, and play a sound when a direction key is pressed. You could then choose what sound to play based on the active unit.
The sprites might be a nice little touch that @CurtSibling may be able to shed some light on (Curt, are you aware of a page with a good tutorial? You're the master of these...)
Yes, I can remember that discussion. The result was, that writing a lua function for replacing the movement sound in Civ 2 ToT could trigger some security problems. I don´t understand how the replacement of the ToT movement wav by other wav files that are included in the same scenario download can trigger those problems, but I´m no programmer and if this is problematic of course I accept it (and this even more as I´m not yet able to do such a programming myself).
Basically, each unit would have a direction pose for each of the eight compass points, and each of these would need up to 24 frames of animation per second.The sprites might be a nice little touch that @CurtSibling may be able to shed some light on (Curt, are you aware of a page with a good tutorial? You're the master of these...)
One option was overwriting the sound file for unit movement.
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A second option would be to make a silent unit movement sound, and play a sound when a direction key is pressed. You could then choose what sound to play based on the active unit.
The suggestion with the silent movement sound and playing a different movement sound when a direction key is pressed, sounds very interesting!
I'm pretty sure that overwriting the sound file would affect all unit moves, AI or human. But using a silent movement sound and then playing a sound file based on the direction key would mean the sound would only apply to the human player. It would allow different sounds per unit type though.Edit: Is this working for the movement of AI units, too ?
A 3.91 Gb download? Yikes! It's been years since I've played Civ 3, and even then I never really downloaded many scenarios for it (nothing like Civ 2). But I'm intrigued by your mod and may have to dust off my Civ 3 and take it for a spin. Thanks for sharing the link.To do those sprites in post 49 was a matter of only some minutes and most time was consumed by finding those units among the more than 4,000 animated units in the next version of my Civ 3 mod CCM 2.50.
I see that Mercator released something called "CivSprite2beta2" in this thread. But that seems different than what you attached? I'm unclear about the difference between SpriteGen and CivSprite, especially if both are from Mercator (which tool is better, for which purposes, and why) so anything you can put together in the way of a tutorial would be great. Not only for my sake, of course -- hopefully this would make the process seem less intimidating to any designer.I could put together a tutorial thread easy enough, I'll put something together this week.
In the meantime, the only essential is the utility below, Mercator's SpriteGen.
Making colour sprites is one of my favourite CIV2 tasks...I hope I can get other people into it.