1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

[MOD] MongooseMod

Discussion in 'Civ4 - MongooseMod' started by LunarMongoose, Jul 20, 2006.

Thread Status:
Not open for further replies.
  1. EmperorFool

    EmperorFool Chieftain

    Joined:
    Mar 2, 2007
    Messages:
    9,633
    Location:
    Mountain View, California
    Let's keep the bugs rolling! :)

    • The icons for the Market and Grocer are swapped.
    • During a Golden Age, the bonus +1:hammer: and +1:commerce: are displayed in the hovers for tiles outside your cultural borders, but the icons shown on the map remain correctly unmodified.
     
  2. LunarMongoose

    LunarMongoose Chieftain

    Joined:
    Jan 29, 2006
    Messages:
    731
    Gender:
    Male
    Location:
    Boston, MA, USA
    Sevo wrote the original version, and it was updated by a number of other people into the Warlords period. I did a fairly extensive overhaul/rewrite for BTS once that came out since no one else was doing it. See the Sevopedia ReadMe's version history and/or the last page or two of the original Sevopedia thread in the Components forum.

    I'm working on it, damnit. :p

    I've always used the city screen... never really occured to me you could do it any other way. Alright, I'll look into this as well.

    Cities have a base heal rate of 20% (down from 25% in vanilla), and can gain an additional 10% from a Training Grounds and Barracks both being present. Founding on Desert, Tundra or Snow will reduce this with their damage effects, but it will still be a positive heal rate.

    I'm actually not thrilled with the Werewolf myself, but I needed something with the strength of a Bear and the speed of a Wolf to keep things interesting and there weren't that many options to choose from.

    The barbs are limited to two Sandworms worldwide. They can only spawn on Desert and will not leave Desert unless pursuing a unit. (This means they have nothing to do with Jungles, btw. ;)) They also cannot capture cities. I'm willing to nerf their strength a little, maybe to 16, if necessary but they are there as the land equivalent of the sea monsters and are meant to throw a little terror and excitement into the world. It's a slightly more dangerous and interesting place than the real Earth, but all these additions are more-or-less biologically feasible imo, so I still feel comfortable claiming it's not a Fantasy mod (there's no magic, for example).

    That one was intentional; I felt they fit their respective buildings better this way. (Plus the icons and building models both were backwards anyway back in the old days of vanilla, which is what I became used to before they switched them on us.)

    You mean, remain incorrectly unmodified? I have no idea why this would be happening, as I've never changed anything related to the effects of Golden Ages except their base duration. It might just be a display bug, but okay, thanks.
     
  3. avain

    avain (key)

    Joined:
    Jul 29, 2006
    Messages:
    2,770
    Location:
    Budapest, EU
    It also has giant turtles and reptiles (at least unit graphics). :p

    Actually this has been sg I am still debating over for some time now: if I would add a Stone Age to my mod, would it be justified to add animals from tales/legends to it for that Era? I actually had an idea that legendary animals like Dragons, Chimera, Griffins, Giant Turtles would be there for the Stone Age, and when you get to Ancient Age(or some techs that demistifies those beasties) they suddenly turn to Bears, Panthers, Lions, etc. This would represent how different people from different ages/advancement would see those animals. Well, actually I think I will do sg like that;)
     
  4. LunarMongoose

    LunarMongoose Chieftain

    Joined:
    Jan 29, 2006
    Messages:
    731
    Gender:
    Male
    Location:
    Boston, MA, USA
    Well that's certainly an interesting idea, but as I just said I'm taking the "what could conceivably really happen in an extreme version of Earth" approach. Good luck with it though. What is sg btw?

    *ahem* Sorry to have to interrupt, but if I could get you guys to continue this discussion in the shiny new... *drumroll*... MongooseMod subforum (which I was apparently premature in predicting would not poof into existence), that'd be great. Thanks. :)

    http://forums.civfanatics.com/forumdisplay.php?f=388
     
  5. EmperorFool

    EmperorFool Chieftain

    Joined:
    Mar 2, 2007
    Messages:
    9,633
    Location:
    Mountain View, California
    Most of what you'd need to check in a city to make a build decision is now located on the city bar hover. The city screen doesn't take too long to open, but it's a lot easier if you don't have to. Here are some screenshots from a very early version:








    One came from the jungle to the North but went back the same way (phew!). It has been killing 1-5 units per turn in Native America for about 40 turns now. It's rather entertaining, though the sound is a little jarring. Obviously I started at too low a difficulty level as I wasn't sure how different the mod was from Vanilla. The sea turtle only seems to kill a unit every 10 turns or so. :)

    I suppose the way Civ4 chose the benefits makes it impossible to line up the icons exactly. The new Market icon is a butcher's block covered with meat yet it provides :) from non-meat animal products: tusks, silk, whale oil, etc. Whereas the Grocer provides :health: for non-animal products. I guess the Market is closer as you said. But when I think of a market I don't think of a butcher. I associate a butcher with a grocer. No matter. It just takes a little getting used to, just like the rearranging of the build icons (military before civilian units).

    I suppose there's no right way. Vanilla doesn't modify the tile yields outside your cultural borders, presumably because a GA only increases the yields inside your borders. It doesn't really matter: if you settle there, you'll get the higher yields.

    There is an odd display bug in vanilla that I've never tried to track down. Very rarely when I exit a GA some of the on-map tile yields do not revert to their normal values. The game works fine and you get the normal values, but the map continues to display boosted values. I think it resets after you restart/reload, but I don't remember (it's that rare).

    Edit: Sorry, fired this off before I read up the two posts written while I was writing this one. I'll gladly continue discussion over there.

    BTW, I was sad to see no Sabre Tooth Tigers (which actually existed though I'm blanking on their correct name). The Mastodon (think you called it Mammoth?) was a nice addition. Very scary to have this thing tromping through my territory.
     
  6. avain

    avain (key)

    Joined:
    Jul 29, 2006
    Messages:
    2,770
    Location:
    Budapest, EU
    I *thought* is was a legal abbreviation for "something", but apparently it's not? :)

    Oh, you lucky *censored*! ;)
     
  7. LunarMongoose

    LunarMongoose Chieftain

    Joined:
    Jan 29, 2006
    Messages:
    731
    Gender:
    Male
    Location:
    Boston, MA, USA
    I started a new thread there to continue this one:

    http://forums.civfanatics.com/showthread.php?t=370768
     
  8. Maniac

    Maniac Apolyton Sage

    Joined:
    Nov 27, 2004
    Messages:
    5,588
    Location:
    Gent, Belgium
    Planetfall has addedHydrothermal Vent and Methane Ice resources which have a revealing and enabling tech, long before you made this post. :confused:
     
  9. Afforess

    Afforess The White Wizard

    Joined:
    Jul 31, 2007
    Messages:
    12,239
    Location:
    Austin, Texas
    Your fault for not doing interesting things with them first. ;)
     
Thread Status:
Not open for further replies.

Share This Page