Mega Mod

As I promised I am giving your Mod a try. Here is my initial thoughts from just reading about it.

Extra difficulties for me are not really an issue, I almost always just play on prince. It is always nice to have extra options though.

After reading about the policies being cheaper and the culture victory being increased sound nice. I'm still trying to figure out how I feel about not being able to skip policies it sounds nice though.

It looks like you attempted to balance some of the policies but I think some of them might still be too weak and need tweeking.

I got a question on the AI expanding heavily, won't this hurt them since the penalty for building extra cities has such an increased penalty.

Why remove the deplomatic virctory rather than repair it, I like the deplomatic victory. You could change it to make it so that you have to get every city state to vote for you to get the win.

I never liked that only one country could get the forbidden palace I like the removal, but turning it into a national wonder would have been equally good.

Nice job on the making it so flatland is no longer an automatic death sentance.

Interesting idea on the culture expansion I'll have to see how it works out in game.

Everything else sounds good. I'll play the first 100 turns and let you know more.
 
Awesome, thanks for the feedback :) It feels like this mod is such an ugly duckling, people download it enough but nobody bothers talking about it.

As for expanding heavily, that's true, it will probably hurt the A.I. on prince and king but above that it's good for it. I could be wrong, but I think the A.I. doesn't expand much when it's unhappy. I'm going to be adding "no settlers when mildly unhappy" soon, so that would fix it if it were an issue.

As far as diplomacy, I will fix it, but it's one thing at a time really, diplomacy victory takes a lot of work. For the meantime, it only took about 5 seconds to disable it.

As far as policies, which ones do you think are still weak? Autocracy is still pretty awful, but I plan on changing the resources a bit so fascism end up being a bit less bad. The only really bad one I can think of is that honor one that deals with city happiness, but I'm a bit leery of making honor even more powerful.
 
My impression from the first 100 turns.

Hiawatha
Standard speed
Small map
Continates
Prince

First thing I notice is those darn city states grow fast. The increased cultural expansion is nice because its nice not having al kinds of gaps all over the place. It made the city states take up alot more space too.

Second it feels that the game moved faster. I recommend this to all those people that complain that this game is boring. There was not a single turn where I wan't doing something. Buildings built faster, and policies came quicker.

Third I like that casualties are more common in war. But not being able to heal in my own boarders became a pain when trying to protect it from barbarians. Personally I would allow healing anywhere inside your own boarders.

Forth ICS = Dead, very dead, expansion very hard, and cities grow quickly. I like it. I think I looked to see my anger from cities and it was 15 for 4 cities, and anger from population was like 5 total.

Few problems I noticed:
It let me skip polices, but you said it wouldn't

I should have mentioned this earlier why completely remove the great scientics abilty to rush techs, why not just make it so they just add a set about of beakers.

Thats about all I got around to in the first 100 turns.

Oh P.S. the discriptions for the policies when dragging over them where unchanged. I don't know if its hard to change their discription or not though.

P.S two Autocracy was avalible when I hit the midevil era, I don't know if you knew this or not.
 
As far as great scientists, yes that's exactly what I want to do :) I've no idea how to do it, though :( I mean I can figure out what equation I'd use, but I don't know how to use the modding tools to accomplish it. I think other modders want to do it as well.

As far as healing goes, you can heal slowly in your own cities just not in border but outside them,, so barbarians shouldn't be a big problem I think :) I mainly removed most healing because of it's heavy abuse in the higher difficulties. If there were a way to make healing difficulty related I'd do that.

Also, how'd you skip policies without right clicking? I heard something about shift+enter, but that never worked for me.

And policy descriptions, yes those are easy to change, but since I'm not quite done with policies yet, it'd be a pain to have to change them over and over again. They will be changed when I finish the balancing :)

Edit: yeah autocracy in medeival is intentional :) people complained it was too war focused to be available only in industrial.
 
Wow.. hrm.. Perhaps I put that in the wrong version. Oh well, play as if it works for now lol.

Edit: wait are you using any other mods? I made a change to ActionInfoPanel.lua, so it might clash with another mod.
 
Wow.. hrm.. Perhaps I put that in the wrong version. Oh well, play as if it works for now lol.

Edit: wait are you using any other mods? I made a change to ActionInfoPanel.lua, so it might clash with another mod.

Nope just your mod only.

I'll play some more tomorrow or the weekend and give more updates.
 
Awesome, thanks for the feedback :) It feels like this mod is such an ugly duckling, people download it enough but nobody bothers talking about it.

Well i can't speak for others but only for myself, there's a couple of reasons why i don't give much feedback on the mods i play,

first and foremost i cannot mod, i have no idea which parts are changable, and perhaps most importantly of all i find that i honestly don't know what factors make for balance, which factors make for fun etc.

Frankly i worry that if i give an idea or opinion that detracts from the modders original plan, it may set the mod off course or unbalance it in some way if my amateurish comments are taken seriously, i'm convinced modders know a thousand more times than me what is suitable, i just wait for the latest release, i try it and i am left with a general idea as to how enjoyable the game was.

I guess i'm just not confident enough because i don't want to criticise something that may actually be cool or necessary for game balance without really understanding, all i can say is that i do enjoy your mod, it's pretty tough from the get go when you realise there's no full heal promotion and the AI civs get really big quickly, it's quite a challenge compared to vanilla.

I'l definetely mention anything that appears to be a bug though.
 
Oh really, don't worry about making any suggestions. I'm nice, so I'm not going to bug you if I don't like it. And I'm also incredibly stubborn, so you don't have to worry about influencing the mod negatively if it's a suggestion I don't like. I do play on deity most of the time, so I'm well aware of balance issues and what might cause problems.
 
ah ok:) i play on prince always, it seems to be my level at the moment, perhaps with a little more practice i'l give king a go, thanks again :)
 
Remember there is a "prince plus" difficulty in the mod if you want something in between prince and king. You just have to go to advanced settings to use it.
 
Version 6 is out! I should really get back to doing homework -.-

Anyways, expansion is now even harder. You can still blow up the world with a decent sized army if you wish, but you'll collapse pretty fast if you don't raze everything.

Next Up: A.I. And combat (Diplomacy is being pushed back one).
 
I like the ideas for this mod but had to give up the first game after 20 turns. The healing restrictions are too drastic. Having to traipse all the way back to the captiol after the barb camp was a major pain. The warrior got back to deal with barbs if only it could heal faster. The cheaper worker was nice and dancing in an out of the city was the usual annoyance. But the barb warrior couldn't be dealt with for some time because mine spent too long healing. To make matters worse, I was playing Babylon and 1upt spawned the scientist outside the city. I can't imagine fighting any war having to bring a settler along just to have a healing base and then have to cycle units in an out over the course of many turns.

BTW forested river tile yields a gold.
 
Remember there is a "prince plus" difficulty in the mod if you want something in between prince and king. You just have to go to advanced settings to use it.

ha yes :) when i saw the ludicrous setting i had a good chuckle, remind me of space balls :)

I played version 5 on prince, standard map, got to 240 turns but will start a new game as 6 is out, and it's a lot of fun as usual, like iggymnrr says the healing at the capital is quite hard, it suits my play style because i am defensive but i can imagine attacking may be very difficult, same goes for the barbarian encampments.

As for the iron all being 10 resource, i'm not too sure on that one, i saw Monty next to me moving around truly terrifying amounts of swordsmen lol :) not sure i could have defended myself from that had he attacked.
 
I like the ideas for this mod but had to give up the first game after 20 turns. The healing restrictions are too drastic. Having to traipse all the way back to the captiol after the barb camp was a major pain. The warrior got back to deal with barbs if only it could heal faster. The cheaper worker was nice and dancing in an out of the city was the usual annoyance. But the barb warrior couldn't be dealt with for some time because mine spent too long healing. To make matters worse, I was playing Babylon and 1upt spawned the scientist outside the city. I can't imagine fighting any war having to bring a settler along just to have a healing base and then have to cycle units in an out over the course of many turns.

BTW forested river tile yields a gold.

Well just bring two warriors heh. I didn't realise barb camps would be such a big deal, I personally just leave them up until I get archers or horses and then crush them. I'll consider for next release to increase bonus against barbarians in the difficulties section, or maybe increasing honor's bonus against barbarians again.

Remember, this mod makes the game a little more difficult, there's no shame in dropping one level (or a half difficulty if you play on king :))

As far as having to cycle units in and out of cities, you might want to consider actually letting your units die. I was originally going to leave out healing altogether. If war is a problem, build more units :)

AArg, can't believe I missed forested rivers, I'll get that. I'm guessing jungles are the same way.

As for iron being ten, I actually made it that way to help the player out not the A.I., whoops! I should've seen that coming. Not entirely sure I want to fix it, because I really really don't want the player getting iron screwed. Easiest way would be to have a "maximum iron from resources" but unfortunately there is no way to do that. Siege weapons are a bit overpowered for defense at the moment, I suggest you try them out with some infantry to shield them for now.
 
Why don't you set healing to 2 in city and 1 in friendly territory (and none in enemy territory), as it really hurts being obliged to wait until the first warrior heals to heal the second. Should be quite realistic as peasants were obliged to shelter the troops of their country.
Is it possible to increase the healing rate with improvements? Forts aren't built a lot, but if they provide +1 healing they should be fine (especially for Romans...).
 
Would healing like in civ 3 be an idea? No healing in enemy turf (until late game) and faster in cities (but not instant w/barracks.)
 
A possible solution for medics, if the modding capabilities allow it, could be to alter experience requirements for leveling up and/or experience gain rate. As it stands now, you're virtually guaranteed to lose every unit before having a chance for it to gain any levels past its training in the city.

I started my first game last night; Prince on "Small Continents" with 8 civs including myself; placed on the same continent as Ottomans, he declared war within the first 120 turns so I was forced into early battle; I usually get loads of culture+science and start striking around turn 300+, only building enough when necessary to defend.

So far I enjoy it, despite a few tooltips falsely representing stats. Will see how things turn out after I manage to find the other civs across the waters (I'm somewhere around 200-250 turns.) As I mentioned I just think experience should be more important due to units dying so easily when incapable of healing without medic/city on hand; pre-barracks my units kept dying right after I achieved level 1 upgrade if they were melee :P

I was about to try King difficulty, as thus far I haven't been defeated by the AI; then I found this mod. Looks like I'm still gonna have to play King for a better challenge; however, so far I'm falling pretty far on the culture/science runs so I'll have to play through the rest to see if this mod changed that. :)
 
Hmm okay there seems to be a big cry to revert the healing, but I feel having wars be dangerous is a big part of the mod. I'm not a particularly experience modder, so I'm going to ask around or look at some mods to see if there's a way to make a button that turns on faster healing (probably a setting for normal, imuratep's, and unchecking any leaves it as my current mod), or see if there's a way to have healing difficulty related. There probably is but I'm horrible with lua at the moment.

Edit: As for experience furyform, that's true. Currently the only way to get experienced units is to go the honor route and get double experience. Veterans with +75% strength in their terrain of choice can survive to go back to the city to heal ;) My current idea that I had planned for the next version was to up unit hp to 12, so you can more or less allow veterans to survive without honor.

Edit: Concerning healing, if you don't like the new way, I THINK this will work (Still new to modding). Go to users>my docs>mygames>civ5>MODS>The Mega Mod(whatever versio you have)

Now delete the xml file called "RemHeal" (this deals with the new healing changes). If this does work, it'll work on any new verion I make as well.

Edit: Edit: This does in fact work :D
 
I don't think that less healing is a bad thing, if you reduce the amount but do not make it impossible. As XML is quite easy I changed the values to: City 2, Friendly Terr. 1, Neutral Terr. 1, Enemy Terr. 0. I don't know if you go warmongering with your mod (as the mod is very restricting for warmongers), but nothing is as annoying as not finding cities that can heal your unit after you took a city.
And the AI does not understand it. I have shot on an enemy unit with a ranged unit, but then ignored it as the AI left the unit fortified on this tile for 30 turns as it wanted to heal the unit before moving forward.
 
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