[MOD] CivMore

Bungholio said:
the -10% thing on the tactics promotion is not that apealing. Otherwise it looks good.
This penalty only appears on Tactics IV (and also appears on all other level 4 'vs. unit type' promotions). This is to help balance out the massive +100% bonus that these promotions give, and further specialize the units. In most real-life instances, the more you speciallize in a specific area or field, the more other alternate areas tend to suffer. In this case, you can choose to up your unit to one of these level IV promotions to give it a cumulative +200% bonus vs. a specific unit type, but the unit will be slightly less effective against most other unit types (note for instance, that the Tactics IV promotion does not penalize against armor units). If your intention is to make a unit for the sole purpose of taking out enemy gunships for instance, than the Tactics IV promotion would be ideal... but you'll need to keep it protected from any other units that the enemy may try to pick it off with.

Make sense? Any further thoughts?

Thanks for the feedback.

Edit: 300th post!
 
fitchn said:
BTW: Welcome to the forums!


Thanks, been a lurker for a long time, I'm your typical on again/off again player I go back to the original Civ I on 3.5" DOS floppies. Just decided to join in and say something as I'm getting a little more time to play and the latest release has far more game plans, tactics, a growing mod list and just stuff.
Yes I know the amount of work that goes into it even though I'm not a modder per say. I understand the code for the most part and could figure it out if I had the time to set down and do it. So I respect the effort and enjoy the labor.
As far as some bugs I did notice I wasn't getting Sgts with barracks and some small stuff like that. Nothing that "bugged me" so I didn't make note of it, perhaps I should as a aid to you. After all I was playing the game not checking it for bugs.
I just play to have fun and if I win great and if I loose, well better luck next time. The game for me it's about the resources, I hog them and make lofty demands of you need them and deny you key resources like iron or coal. If I had my druthers, I'd like more AI interaction of choices and stuff not being "redded" out. Stuff like convert to this belief or die if you want this or that. Or give me 20 or so of your UU's if you have them yet if not I'll take a city instead. I'd perfer nothing was ever redded out as not an option as I think anything is an option. You might say no and you might pay dearly for doing so. But I guess that would get rather complex to program that kind of comprehension into the AI. I just don't have the time to play online as a game I'll leave running in the background and it could take me days to play through. I might play for five minutes or five hours. I'm sure playing humans would be far more interesting than the often predictable AI. By no means am I an expert player, I've read enough forums to know that. I'm a noobe that's been playing since Civ I in DOS. LOL

Oh I did notice one thing that is a little annoying; just a little. I play "terra" and what I get is every Civ piled up on one Cont and nothing but Barbs on the other 1 or 2. Which makes for a good fight as they throw everything they have at you. But it makes for a pretty crowded map which can be good but you meet every one pretty fast. Case in point I play Rome (normally) and I'll get stuck between a couple of Native American Civs. Is it set up to be that way because the last 4 or 5 games I played on CivMore have been like that and in the regular vanilla game it not. Just wondering.

Note and error I said h3o but it's 2h2o I knew somewhere was an extra atom. anyway ... As for the resource of 2H2O (Heavy Water) historically speaking you might recall the missions by the Germans into Norway to aquire 2H2O as they needed it to work on there early nuke programs and the allied missions to stop them (Wiki Heavy water and scroll down to Norway not going to spam it here.), with the advent of newer techs in was no longer hard to aquire this as it could be made/obtained in the lab so it might go obsolete with labs or chems. This would allow a Civ to build early nuke say Fat Man and Little Boy albeit primitive as a wonder or something. kinda like the Manhatten Project or have heavy water as a requirement to build that. I could babble on but I'm trying to watcha movie. It's not a must have it's just a mission/plot/goal idea.

Ok we now return you to your regularly scheduled gaming.:)
 
fitchn said:
:confused: :confused: :confused:

I'm not quite sure what you're asking... (actually, I have no idea what you are asking, whatsoever)! If you could be more specific and/or check your spelling or english, it would be most helpful! Thanks. :)

Good I'm not alone.:confused:
 
Leatherneck said:
Oh I did notice one thing that is a little annoying; just a little. I play "terra" and what I get is every Civ piled up on one Cont and nothing but Barbs on the other 1 or 2. Which makes for a good fight as they throw everything they have at you. But it makes for a pretty crowded map which can be good but you meet every one pretty fast. Case in point I play Rome (normally) and I'll get stuck between a couple of Native American Civs. Is it set up to be that way because the last 4 or 5 games I played on CivMore have been like that and in the regular vanilla game it not. Just wondering.

Isn't it what terra is supposed to be? All the civs on one continent with an empty "New World" everybody runs to once they get ocean boats?
 
Leatherneck said:
Good I'm not alone.:confused:

I would say that should be very fun to have a standard Earth for CivMore

Standard 100*100 because my pc can difficultly handling more ...
 
fitchn said:
This unit was a part of CivGold and was completely intentional. These particular units were often known to wear 'wings' in combat as a psycological weapon... enemies that were unfamiliar with this approach would flee before battle even began, thinking they were angelic beings!


ahh...

should have done my research better... but as my pm states... Im some what busy now :crazyeye:
 
lostkiwi said:
Isn't it what terra is supposed to be? All the civs on one continent with an empty "New World" everybody runs to once they get ocean boats?

Is it, I don't know I just read the map info as being real earth like as far as conts and island go. You might be right and my map choice has been what is annoying me. Wouldn't be the first time I've annoyed myself. Next game I'll check it and see, I haven't changed it in awhile so that could be the issue.
 
So far I am impressed by this mod, and I like it :-)

I did a test game with the Iroquoise (productive, agricultural) and the new traits seems to be quite strong. (Maybe too strong?)

Some bug (?) I noticed: I can build the pilgrimage buildings as soon as the required techs are available, even if I never heard of the religion before. Shouldn't there be at least one city, which has this religion?
 
What is best to do with the great generals?

Unless you are in extreme need of a unit, transforming into a unit seems a waste. I fail to see why that option is even offered... If the new unit started with all promotions, then it might be worth it (and closer to an army general for your troops) but not as a newbie level 1 unit .

The other options (academy, joining city, golden age) all have their advantages.


What do you guys do with those great generals when you get them?
 
darkedone02 said:
How come all the wonders have a ? on them!?


fitchn hasnt added the images for them yet....:mischief:

those are generic images until he replaces them with the proper pics...
 
lostkiwi said:
What is best to do with the great generals?

Unless you are in extreme need of a unit, transforming into a unit seems a waste. I fail to see why that option is even offered... If the new unit started with all promotions, then it might be worth it (and closer to an army general for your troops) but not as a newbie level 1 unit .

The other options (academy, joining city, golden age) all have their advantages.


What do you guys do with those great generals when you get them?


I usually put a military academy in my "war machine" producing cities (depends of the size of the map I may have 1-3 war machine cities :mischief:

after that I either use them to join the city as a great specialist

or use them to help discover techs...

If I get some GGs later on... I keep em as a unit... just to see what they can do ;)
 
I tested this .40 Version in MP and it does not bode well :cry:


In MP any human player except the host player gets a blank interface :sad:

I then tried to manually input Civlerts into .30 Version and got slightly different but still bad results :mad:

In MP any human player except the host player does not get the "Dawn of Man" popup at start of game... and they can not name/rename cities... :sad:

I removed civlerts and then MP worked fine :confused:

so I think it is civlerts... :( which is a shame because I like it's features


I will be posting this MP info on the Civlerts Thread

if any MP players are experiencing similiar/different/no problems... please post!

NOTE: Civlerts seems to work fine in SP.... but Im not sure why it doesnt work well in MP :blush:
 
Dr Elmer Jiggle (Creator of Civlerts) posted this on his thread:

Dr Elmer Jiggle said:
If someone comes up with a fix for multiplayer, I would merge that in with my source code, but since I only do single player myself, a) there's not much likelihood that I'll be able to figure it out on my own and b) it's not very high on my priority list. Theoretically, I'd like to get it working just for the personal satisfaction of being able to say that it works, but in practice it's not something that really affects me enough to do much about it.

FWIW, the Hall of Fame mod has an improved version of this mod, but I doubt any of the changes they made would have any impact on multiplayer use.


the original thread can be found here:

http://forums.civfanatics.com/showthread.php?t=157088



apparently civlerts will not work in MP :cry:

maybe a python expert out there can fix it? :mischief:

any takers? :goodjob:


FYI: Since HOF Mod is basically for SP only... I dont think their changes would help fix the MP issues :(
 
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?
 
Leatherneck said:
Thanks, been a lurker for a long time, I'm your typical on again/off again player I go back to the original Civ I on 3.5" DOS floppies. Just decided to join in and say something as I'm getting a little more time to play and the latest release has far more game plans, tactics, a growing mod list and just stuff.
Yes I know the amount of work that goes into it even though I'm not a modder per say. I understand the code for the most part and could figure it out if I had the time to set down and do it. So I respect the effort and enjoy the labor.
Thanks!
As far as some bugs I did notice I wasn't getting Sgts with barracks and some small stuff like that. Nothing that "bugged me" so I didn't make note of it, perhaps I should as a aid to you. After all I was playing the game not checking it for bugs.
As I mentioned, the bug with the new specialists has been fixed. If you do come acorss any bugs or unexpected behavior, please let me know! There may be something that you do that I wouldn't do that would uncover something, not to mention that having an extra (fresh) set of eyes looking at something can be most useful!
 
Lachlan said:
I would say that should be very fun to have a standard Earth for CivMore

Standard 100*100 because my pc can difficultly handling more ...
This is somewhat beyond the scope of what I am looking to do at the current moment, but I wouldn't be opposed to anyone else taking a shot at it! Any takers...?
 
drhirsch said:
So far I am impressed by this mod, and I like it :-)
Glad you like it!

I did a test game with the Iroquoise (productive, agricultural) and the new traits seems to be quite strong. (Maybe too strong?)
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)?

Some bug (?) I noticed: I can build the pilgrimage buildings as soon as the required techs are available, even if I never heard of the religion before. Shouldn't there be at least one city, which has this religion?
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!
 
lostkiwi said:
What is best to do with the great generals?

Unless you are in extreme need of a unit, transforming into a unit seems a waste. I fail to see why that option is even offered... If the new unit started with all promotions, then it might be worth it (and closer to an army general for your troops) but not as a newbie level 1 unit .

The other options (academy, joining city, golden age) all have their advantages.


What do you guys do with those great generals when you get them?

Don't underestimate converting the General into a unit... while it may only be a level one unit, the Leadership promotion is quite powerful, confering numerous benefits, including +50% strength, +1 movement, +1 Visibility, Amphibeous, March, Blitz, Commando, Ability to heal, Immunity to first strikes, 1-2 first strikes, and +20% withdrawl chance. I was actually afraid that it was too powerful... I've gotten a GG early in the game and converted it to a new unit that single-handedly captured 4-5 cities before being defeated!

My ultimate desire is to have the GG get whatever XP and/or promotions would be given to any unit built in the city that the GG is born in. Unfortunatly, I have been unable to do so by manipulating XML tags; the next step is to take a look at the python and do it from there. In the mean time, the fact that it is a level one unit means that you can upgrade it further with little XP.

If you think that this is still too weak, how would you suggest improving it?
 
Officer Reene said:
Dr Elmer Jiggle (Creator of Civlerts) posted this on his thread:

*snip*

apparently civlerts will not work in MP :cry:

maybe a python expert out there can fix it? :mischief:

any takers? :goodjob:

: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
 
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