[MOD] CivMore

Officer Reene said:
I forgot to mention this before...

(probably because I was modding my own stuff :mischief: )



I noticed that if you make the Great Wall.. you get walls in every city...

then later on I check those cities ... and they lost their walls! :confused:

I can still make the walls... but WTH?

Is it possibly because the Great Wall gets obsoleted???



Has anyone else noticed this?
Yes, this is because the Great Wall is obsoleted, and is normal behavior. Currently, the Great Wall is obsoleted by Gunpowder, but I may change this... any suggestions? Should it never be obsoleted?
 
fitchn said:
Yes, this is because the Great Wall is obsoleted, and is normal behavior. Currently, the Great Wall is obsoleted by Gunpowder, but I may change this... any suggestions? Should it never be obsoleted?

In real life, the wall lost its military purpose in the 1640s when one of the guarding general was bought off by manchu agents and opened the gates for the manchu armies... so maybe espionnage should be what makes the Great Wall obsolete.

... Though if you look at its history in another regard, the wall was useful for less than 100 years so maybe something sooner needs to make it obsolete.
 
fitchn said:
:eek: I'll have to see if I can figure something out... the thread includes some details that might help. In the mean time, should you want to play the mod in MP, simply delete (or rename) the following file from the CivMore directory:

/CivMore/Assets/python/entrypoints/CvEventInterface.py


yeah I found the files and took them out :goodjob:

though I wish Civlerts could work in MP :sad:

I think the problem is the "alerts" system is for 1 player... and does not know how to handle alerts for more than 1 human player in MP thus the interface getting messed up :(

unfortunately my stabs at python ended badly so I stay away from it :cry:
 
fitchn said:
Yes, this is because the Great Wall is obsoleted, and is normal behavior. Currently, the Great Wall is obsoleted by Gunpowder, but I may change this... any suggestions? Should it never be obsoleted?



that makes sense... but it should remove the "wall" button to construct it from the city menu...
(of course that would be a pain for the castle creation :mischief: )


I just wish there was a way to add defense to a particular city that doesnt use the "except vs Gunpowder" rule

there is a global + Defense bonus.... but I want it for individual cities... ex. build this building get +xx Defense for that city...

but there isnt a separate tag only the global tag :blush:
 
fitchn said:
How do they seem too strong? Any potential ideas for making them more balanced (e.g. ways to nerf the new ones and/or ways to make the original ones more powerful)?

I need more test games before I can speak of balancing :-)

Productive seems to be very strong, since you can get 4 hammers at the beginning without any improvment (forest on plains hill). This can be a huge +20% bonus in the very early game, if you choose your starting location well.
Changing it to a bonus at tiles only with +4 or more production is probably not a good idea anyway, this way it seems too weak, compared with financial. Needs more testing.

Agricultural is ok I think. It works only on food bonus tiles and irrigated floodplains, this usually sums up to +1 or +2 food per city in the early game and the cheap granary is a nice bonus. On higher difficulties growth is usually capped by happiness, so this bonus is not a strong as it seems at the first glance. I think its quite balanced.

Both together seem to be a bit overpowered: The excess food enables you to put even more citizens to pure hammers tiles, which boils down to a big productions bonus, if done right. You need to micromange this, the governors don't get it right.

Maybe changing the trait combination to production/industrial (for a wonder whore) is a option. It's hard enough to build wonders at emperor+ anyway, so this isn't to unbalanced, and it maybe makes a peaceful playing style somewhat easier or at least it gets more rewarded.

fitchn said:
This is intentional! I wanted to be able to use the Great Prophet as a super-missionary, able to spread any religion to any city in the world (so long as the appropriate tech had been researched). By doing so, any player can potentially get access to any/all religions without waiting for opponents to spread them to their cities. This can be particularly important with the addition of the new religious wonders. It also allows you to spread your religious influence to other civilizations with which you do not have an open boarders agreement, which can be useful if going for the religious victory condition. Realize, of course, that doing so does cost you something - your Great Prophet!

Ok, I understand now :-)

Some thoughts about the new wonders:

Leonardos Workshop: Strong wonder, if you use it right. Maybe a price of 600 is more balanced.

Marco Polos Embassy: Way to cheap. At the time you can build this (paper needed), 200 hammers is nothing, and the benefit is huge. I don't remember the numbers exactly, but I was able to put the sience slider up by 10% (which is actually more than 10% research bonus!). Maybe 500? Or even more?

Mausoleum of Mausoloss (sp?): Price is ok I think, but maybe the benefit is a bit small. After all, +2 culture per city isn't that much, and it lasts only til democracy. I recommend either removing the religion requirement (making it effectivly a stonhenge for later ages) or increasing the cultural bonus to somewhat more useful, lets say +5. Or maybe both :-)
Compare it with Stonehenge, at the time you build this, it increases your cultural output from 0 to +1, which is a infinitly high increase, and Stonehenge is very cheap :-)
 
I saw one annoying bug: If you have alle the techs/buildings for the full set of specialists, you can't change the count of the upper two (farmer and sergeant). The "+" and "-" buttons seem to be masked by the gradient background of the bonus area. I tried to mess with the source code (I saw you introduced a 'EXTRA_CITIZEN_SPACE' variable to avoid exactly this behaviour), but not to avail. So I leave this up to you :-)
 
fitchn said:
Yes, this is because the Great Wall is obsoleted, and is normal behavior. Currently, the Great Wall is obsoleted by Gunpowder, but I may change this... any suggestions? Should it never be obsoleted?


does it need to be obsoleted since wall defense does not apply to gunpowder units?:mischief:
 
First of all this an excellent/great mod. But I encounter a problem with the new specialists in the city screens I can't seem to add agriculturists or sergeants nor can I remove the agriculturists (I can remove the sergeant but only if the pointer is over the very bottom and middle of the - button).
 
lostkiwi said:
In real life, the wall lost its military purpose in the 1640s when one of the guarding general was bought off by manchu agents and opened the gates for the manchu armies... so maybe espionnage should be what makes the Great Wall obsolete.

... Though if you look at its history in another regard, the wall was useful for less than 100 years so maybe something sooner needs to make it obsolete.

Officer Reene said:
that makes sense... but it should remove the "wall" button to construct it from the city menu...
(of course that would be a pain for the castle creation )
*snip*

Officer Reene said:
does it need to be obsoleted since wall defense does not apply to gunpowder units?

I have changed it such that the Great Wall is no longer obsoleted, since the walls themselves are effectively obsoleted by gunpowder units.
 
Officer Reene said:
*snip

I just wish there was a way to add defense to a particular city that doesnt use the "except vs Gunpowder" rule

there is a global + Defense bonus.... but I want it for individual cities... ex. build this building get +xx Defense for that city...

but there isnt a separate tag only the global tag :blush:
Technically, there is no 'Except vs. Gunpowder' rule. However, each of the gunpowder and later units have an 'ignores city defence' rule set to true in the Unit XML file; by taking this modifier out, the units would be affected by city defences (in a similar manner, other units could be given this tag so that they also ignore city defences).
 
drhirsch said:
I need more test games before I can speak of balancing :-)

Productive seems to be very strong, since you can get 4 hammers at the beginning without any improvment (forest on plains hill). This can be a huge +20% bonus in the very early game, if you choose your starting location well.
Changing it to a bonus at tiles only with +4 or more production is probably not a good idea anyway, this way it seems too weak, compared with financial. Needs more testing.
3 or more hammers per tile in the early game is possible, but any tile that provides this produces little or no commerce or food. A city of size 5 working 5 tiles that produce 2 hammers each will be more productive and far better than a city of size 2 working 2 plots with 4+ hammers each and no growth or commerce. As such, I don't think that it is overpowered. Let me know if you still disagree...

Agricultural is ok I think. It works only on food bonus tiles and irrigated floodplains, this usually sums up to +1 or +2 food per city in the early game and the cheap granary is a nice bonus. On higher difficulties growth is usually capped by happiness, so this bonus is not a strong as it seems at the first glance. I think its quite balanced.
Good, I'm glat it seems to work out as intended. I minor note though: the Agricultural trait gets a bonus to the Aqueduct, not the granary.

Both together seem to be a bit overpowered: The excess food enables you to put even more citizens to pure hammers tiles, which boils down to a big productions bonus, if done right. You need to micromange this, the governors don't get it right.

Maybe changing the trait combination to production/industrial (for a wonder whore) is a option. It's hard enough to build wonders at emperor+ anyway, so this isn't to unbalanced, and it maybe makes a peaceful playing style somewhat easier or at least it gets more rewarded.
I will definitely agree with you there! What traits should I give Deganawida? As far as productive/industrial is concerned, I'm trying to stay away from this combination (and a few others) as they complement each other too well, and would be way off balance. I would prefer to keep him as Productive, as there are only 5 other leaders with this trait, but what else fits? Productive/Philosophical is available, but I don't know that it fits. If need be, I can shuffle some of the other leader's traits around, but I don't want to make the switches too involved.

Some thoughts about the new wonders:

Leonardos Workshop: Strong wonder, if you use it right. Maybe a price of 600 is more balanced.
I went with 500, as this is what Angkor Wat costs, and it's effects are similar. I don't usually have that many engineers in my cities. However, since Leonardo's Workshop doesn't expire, I'll go ahead and up it to 600 as suggested.

Marco Polos Embassy: Way to cheap. At the time you can build this (paper needed), 200 hammers is nothing, and the benefit is huge. I don't remember the numbers exactly, but I was able to put the sience slider up by 10% (which is actually more than 10% research bonus!). Maybe 500? Or even more?
Yikes! That definitally shouldn't be that cheap! I don't want to go too high, too quickly though, so I'll up it to 400 right now. If that still proves to be too cheap, I can increase it again later...

Mausoleum of Mausoloss (sp?): Price is ok I think, but maybe the benefit is a bit small. After all, +2 culture per city isn't that much, and it lasts only til democracy. I recommend either removing the religion requirement (making it effectivly a stonhenge for later ages) or increasing the cultural bonus to somewhat more useful, lets say +5. Or maybe both :-)
Compare it with Stonehenge, at the time you build this, it increases your cultural output from 0 to +1, which is a infinitly high increase, and Stonehenge is very cheap :-)
I think you misunderstand it's benefits; it provides +2 culture for each state-religion building in all cities. With the addition of the pilgramages and the new religious wonders, that's up to 6 buildings (3 readily available) in a given city that each get this boost, for a max total of +12 culture! If anything, I think this may be too powerful! Hopefully that clarifies things...

Thanks much for the (very helpful) feedback! Keep it coming...!
 
drhirsch said:
I saw one annoying bug: If you have alle the techs/buildings for the full set of specialists, you can't change the count of the upper two (farmer and sergeant). The "+" and "-" buttons seem to be masked by the gradient background of the bonus area. I tried to mess with the source code (I saw you introduced a 'EXTRA_CITIZEN_SPACE' variable to avoid exactly this behaviour), but not to avail. So I leave this up to you :-)

Honda Tadakatsu said:
First of all this an excellent/great mod. But I encounter a problem with the new specialists in the city screens I can't seem to add agriculturists or sergeants nor can I remove the agriculturists (I can remove the sergeant but only if the pointer is over the very bottom and middle of the - button).

First off, thanks for the feedback.

One of the last additions to the current release was 12Monkey's plot list enhancement, which overrode my changes - I didn't catch it until after it was released and several forum members pointed it out to me :blush: (it also got rid of my specialist stacking code). It has since been fixed for the next version. I will likely be posting a quick one-file patch to fix the problem in the mean time. Thanks for posting!
 
kristopherb said:
can you put cromwell in the mod (english aggresive ,financal)
my ideas are here #26 http://forums.civfanatics.com/showthread.php?t=174446&page=2 and 5# onhttp://forums.civfanatics.com/showthread.php?t=172854

At this point, I am not creating my on civs and/or leaders for the game, as there is quite a bit involved in doing so; it also doesn't quit have the same "bang for the buck" as other features have. However, if someone else should release it (complete with animated leader art), I would be glad to include it.
 
fitchn said:
Technically, there is no 'Except vs. Gunpowder' rule. However, each of the gunpowder and later units have an 'ignores city defence' rule set to true in the Unit XML file; by taking this modifier out, the units would be affected by city defences (in a similar manner, other units could be given this tag so that they also ignore city defences).

ah...thanks for that insight... it make sense now :goodjob:


*scratches chin* now how to apply that the way I want it to be.... :p
 
Hello!
I'm just playing my first game with the CivMore MOD and I wonder what these little icons at the bottom of the screen mean (see attachment 0). Sorry if this was answered before but I didn't have the time or patience to read the whole thread.

edit: One more question: In the lower left corner of the screen there are informations about units and cities are shown at the same time (see attachment 1) which makes it difficult to read them. Is there a way to change this?
 
Tuvok694 said:
Hello!
I'm just playing my first game with the CivMore MOD and I wonder what these little icons at the bottom of the screen mean (see attachment 0). Sorry if this was answered before but I didn't have the time or patience to read the whole thread.
These are a part of 12monkey's Plot List Enhancement mod component. Basically, they let you organize and manage any units in the currently selected stack. See 12monkey's thread for more details.

edit: One more question: In the lower left corner of the screen there are informations about units and cities are shown at the same time (see attachment 1) which makes it difficult to read them. Is there a way to change this?
Hmmm... this is the first time that I have seen this happen! How often does this happen, and under what circumstances? Have you altered any of the mod files, or have anything in your CustomAssets folders? Has anyone else had a similar problem? Let me know what you can, so that I can get to the bottom of it and get it resolved (assuming it is a problem with the mod).

Thanks for posting.
 
Patch 0.42 for CivMore is now available. This patch requires Civilization IV v1.61, and will likely be the last CivMore release for vanilla Civ IV.

Details on the patch are as follows:

Spoiler :
Additions:
- New Wonder: Terra Cotta Army
- New Wonder: SETI Program
- New Wonder: Super Collider

Gameplay Changes:
- Expansive trait now provides +50% production bonus to Hanging Gardens (was Stonehenge)
- Leonardo's Workshop cost increased by 20% (to 600 from 500)
- Marco Polo's Embassy cost increased by 100% (to 400 from 200)

Interface Changes:
- Short trait descriptions have been added for the new traits (visible at the leader select in a custom game)

Fixes:
- Sergeant and farmer specialists can be manually selected again
- Specialist stacking has been restored

The first posts will be updated shortly with all the details.

To install the patch, simply extract the files into your CivMore directory. Answer 'Yes' when prompted to overwrite any files.
 

Attachments

Thanks ... will check it out soon. Haven't got WarLords yet waiting on the feedback.
 
I noticed on custom game setup that regardless of the level you play the AI are set to Noble. I've restarted the game a couple of time and each time they are at Nobel. Normally they change as your setting changes as I'm sure you know.

Thanks!
 
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