[MOD] NEW BALANCE for Warlords (was slower tech + other changes mod)

Its definatly the card. Im running about the same setup Athlon XP 3200+, 1 gig ram but a Nvidia 6800XT & run the game to a 30 HDTV thru DVI ( 1712 x 928 reslolution ) & no problem whatsoever. Try getting the very latest in drivers & can you overclock your card at all? Also 1 of the ( many ) tricks I used to make Oblivion barely playable, run %temp% under run in the start menu & clear out all the files if u havent done so, it really does help. Try getting a registry cleaner utility, that also keeps things running better. The rest of your system is easily good enuff to run the game well. Alla that should do it, if not & its a possibilty get a new card, I think the 6800 is like $99 on newegg.com & the 7600GT is $129, Id go with the 7600. Hope this helps.
 
I hope this doesn't bug you all, but I got a new version out with some user suggested changes, and a few of my own. I have some free time these days, so I've been playing a bit and fixing/tweaking things.

I FINALLY got the religious change to the mod I've been looking for that reflects how I think religion ought to play. It's a VERY simple... little change... that plays out interestingly, I think.

Updated graphics a lot too... you'll see. I think you'll all like this one. There's a new screenshot of *some* the units now included at the file download site.

As usual, the updated README is in the TOP post to this thread... check it out.

The only changes I have on the horizon now, I think, will be to streamline the CIVICS a little bit... I think.
 
Subarau - Thanks for this. What exactly is in the temp directory? It's over 800MB on my computer, and I'm very wary of deleting something like that without being 100% sure what effect it would have. Also, do you know of any freeware registry cleaners? Would defragmenting help performance?

Sorry for the off-topic stuff, to return to the mod:

Dearmad - On the subject of tweaking religions, have you considered altering the spread rate at all? I ask because in 90% of the games I play only the early religions seem to play a prominant role. I don't think I've ever seen Islam as more than a fringe religion - hardly realistic!
 
Dearmad - Cant wait to test out the new changes for 2.2, just have to get thru my marathon game 1st, which I have to say is still the best Civ game ever. In 2004 now & the world is actually behind in technology for the 1st time ever in a Civ game but still its way closer then how redicously early things evolved in vanilla versions of Civ. Didnt start getting tanks, navy seals the good naval units, early planes until 1980-90. Radio was around 1930, Flight around 1970, Fission around 1990. Militia however appeard right on time, early 1900's but after that, things seemed to slow down gr8ly. Part of it might of been I was late contructing Observatorys because I was neglected Liberalism completely & some could be contributed to my games world war I in 1940 altho I only reduced research to 60%. 10 outta 18 Civs at one point were going at it, Germany there vassal the Koreans ( altho not my allys ) myself & 3 vassals, Egypt, Mali & Persians against the Aztecs there vassal the Incans & the Greeks ( altho not allied ) & then the French jumped in on my weakest vassal. French pulled out quickly ( like always ) when my Navy crushed any attempts at invading my weakest vassals lands ( Egypt ) & then the Greeks constipulated to the Germans & the war lastest a good 20 years/turns before the Aztecs were begging for peace with myself & Germany, Germany pulled out in 1960 but in 2004, Im still at war w/ the Aztecs/Incans. 1st civ game where the Navy has actually had a major impact on a war. Cant praise this mod enuff thanks again. & again I hope the feedback helps.

Colin - Try searching Download.com. Theres a few choices with a 30 day trial including Advanced System Optimizer & TuneUp Utilities which both are gr8 at fixing & optimizing registries among alot of other things, you should notice a decent impact with just that. Theres another that has an unlimited trial called RegCleaner, although Im not 2 impressed with it.

As for the temp file cleanup, lol 800MB. No wonder you expereince performance problems. I honestly dont know what all it effects but I assure you nothing will be hurt as I too was very reserved when I was told about it in an Oblivion forum. I made/had help making my rig from scratch 6 months ago, new SLI ATI motherboard, amd xp 3200, 1 gig Ram, Nvidia 6800 XT in a new custom case connected via DVI to a 30 HDTV & am very religious about what goes on it, what changes are made & I wont even connect it to the internet. The g/f even knows its not 2 be touched lol. I use my laptop & virus scan everything that I put on it & then if its safe I transfer it 2 my strictly gaming PC. Honestly tho I noticed a 2-3 fps improvement ( in Oblivion ) when I clearned 400MB of useless temp data & have had no problems in the 2 months since I cleared it. There is usually 1 or 2 files that windows will say cant be deleted & I just leave them. Also another good performance tip that most ppl know is typing msconfig & disabling all non-vital programs under the startup tab. What some ppl dont know is going under the service tab, click the hide all microsoft Service box & disabling the rest of the apps will help alot as well. Since my pc is used for gaming & only gaming I turn off everything under both tabs but if your pc is on the internet Id leave your virus software up. If you need to use anything else just manually open the program. Hope this helps.
 
Yeah, feedback helps. I'm not looking to make huge changes to Civ, but the number of little changes made seems to have added up to it being almost exactly where I want it.

On the late dates- I checked my math and had a wee problem with them. I've adjusted the modern ones a bit, so you will be about 50 years prior to where you were at in the late game... so in your case: flight would have been at 1920 or so, fission around 1940. It came from when I calculated back to 10,000bc.. this stuff is hard to get right, even though it doesn't affect gameplay... it affects the mood.

v2.2a fixed some graphic glitches I itroduced (oops), and readjusts the dates. Should work better now.

Sounds like you had a fun war there...
 
Yeah if everything happened 50 or so years earlier itd be perfect. As much as I hate to say this Im giving up on what has been the best Civ game ever in favor of the new changes, especially the graphix & begining game speed modification & late game tech modification that u just mentioned ( is that in 2.2a? ). Will be starting a new game as early as 2morrow as everything else has been neglected by Civ4 since I found this mod hah. Had a question, on dialup ( : / ) & 1/2way done the Blue Marble Terrain Mod, is it compatible?

Will give some feedback when I get in2 the game.
 
Sounds good. Also, are the new late ( modern ) era changes that you mentioned above in the 2.2a release? Just downloaded it so Im all setup for a new game of Civ 2morrow nite.
 
Dearmad said:
v2.2a
7 Aug 06
CLEAR JUNGLE with BIOLOGY!
I changed this back from Steam power for many reasons. Steam Power is a powerful enough tech. The REAL reason the US could build the Panama canal wasn;'t steam power alone, it was defeating the mosquitoes... biology. And lastly because this line of reasearch (butter) needed a boost versus the other line (guns). No more debate on this, this is my mod, I make it how I want to play the game. if you don't like this, change it back yourself. Anyway, further reasoning: Jungles are FIERCE scary DANGEROUS places, damnit! It was medicine that allowed the panama canal clearing of jungle, no amount of slaves dieing in great numbers could do it! So jungles stay on the map until the 1800's or so... nice.

Note that you CAN build ROADS, CAMPS and PLANTATIONS and MINES and such in JUNGLE with GUNPOWDER which is much earlier than MEDICINE. This is to help get those trade items (Ivory and Bananas) into the game a little earlier than medicine, and to simulate that Conquistadors used the natives to do the work by dominating with guns and forcing them into slavery.

I like this change, however it can severely impact a civ based on starting location. Have you implemented the "burn" mod? Think I saw it in Sevomod, it just burns the squares around your city when you settle. Not sure how it works in detail, but it sounds as if it could make the start less unbalanced if you land in the jungle and have to wait 300+ turns to get rid of jungle?

I really like what you are doing for ships. I, too, found the vanilla navy gameplay a little shallow (haha!). Glad to see it boosted.

BUNKER w/REFRIGERATION (was electricity): so later by one tech

Why? Isn't air power rather "too good" already?

Units after Warrior and up to Musketmen are 5 prod. cheaper to produce. This has the effect of making the classical/Medieval age more populated and a bit more "lively."

I rarely find the medieval age too dull, its the classical age that seems too uneventful. You had some really large battles raging in the classical era, yet in the game you can hardly afford a standing army at that point. Clap clap :)

Ill check out this interesting mod as soon as I finish my current Sevomod game.
 
Dearmad said:
You know... I agree with what you say about the concepts they chose being mutually exclusive ='s huh? when a lot of them operate together.

Well, I plan to play a few games through and see how they add up. Then maybe go in the direction you suggest, where there are larger but fewer effects with each choice. That's what I'll keep in mind as I play through games.

I gotta say it always surprises me a bit when people get annoyed by not being able to rid the planet of jungles earlier. I quite like the constant challenge and hindrence to growth that they provide throughout the game until you're handed technology to utterly eradicate them. I *really* enjoy it when a modern jungle war pops up which NEVER occured prior to being disallowed to remove them... reminds me of French colonisation efforts or the war in vietnam... they make for interesting strategies when you actually can't whizz your tanks around on the plains (newly cleared of jungles) and find yourself hindered in jungles that give advantages to cheaper infantry uinits with jungle upgrades... circa 1970... or you're marching Imperialistic Riflemen and Cavalry through the Jungles near Persia circa 1870 in an effort to conquer them in order to gain some trade good for your growing mainland cities burdened by unhappiness... and you face native elements without being able to use your superior cavalry maneuverability (no withdraw chance driving them into the jungle...) That's the fun parts for me.

In most cases this is what a player does... bye bye jungles... which, IMO should have more profoundly bad effects than it does in the game. I mean... they are a source of oxygen (a *non* greenhouse gas...) Meh, I dunno.

Okay, you just totally sold me on jungles :D Yes, you are right, jungles are something everyone wants gone, except those who don't have to deal with them every day :) Btw, since you are so fond of "greenery", would you consider including the regrow forests mod? I like that myself.
 
Hey Immacolata,

Let me take each point one at a time:

The burn mod/jungles:
One major problem with the burn mod, IMO, is if it burns more than the first city, it's ripe for cheese tactic use by the human.

Also, I've never had a problem with some locations being very very poor starts for some civs. The maps are balanced well for the suggested # of civs at each size. If you add more than that *someone* has to start in this-is-bunk-land.

Having said that NO ONE (if you're using the recommended # of starting civs) should start in a horrible place until you begin to swamp the world. I *did* adjust the human start ratio to ensure that, *most* of the time, even if *someone* is destined to start in why-did-daddy-rent-this-shack-land, it won't be the human.

Bunker: You're right. I'm moving it back to refrigeration. I seriously don't know what I was thinking. I just played a game that proved this...

classical/mediaval ages: I hope it's worked. It seems to have at least a small difference in my games.

"greenery"
Do you mean a mod where forests regrow a little quicker or one in which you can plant them? If it's one in which you can plant them, unless the AI uses this... I hesitate. It would add up to another cheese human tactic: cut down forest. regrow it when you get lumber mills. use it. While the AI would be playing the game the way I think the human ought to as well: LEAVE the forest that you want alone and use them... this is how the AI plays now, and so must the human. However, I'll look for this mod. Got a link?

Oh and BTW I'm still finishing up a game in which I've been trying to investigate strong but streamlined effects for the civics, as you suggested might be better. I still agree, just moving slowly on this.
 
Dearmad said:
Hey Immacolata,

Let me take each point one at a time:

The burn mod/jungles:
One major problem with the burn mod, IMO, is if it burns more than the first city, it's ripe for cheese tactic use by the human.

Also, I've never had a problem with some locations being very very poor starts for some civs. The maps are balanced well for the suggested # of civs at each size. If you add more than that *someone* has to start in this-is-bunk-land.

Having said that NO ONE (if you're using the recommended # of starting civs) should start in a horrible place until you begin to swamp the world. I *did* adjust the human start ratio to ensure that, *most* of the time, even if *someone* is destined to start in why-did-daddy-rent-this-shack-land, it won't be the human.

Well its something I saw in Sevomod http://forums.civfanatics.com/showthread.php?t=167461

classical/mediaval ages: I hope it's worked. It seems to have at least a small difference in my games.
Eh, well. Im not sure what you aimed for, but Im playing an Epic length game right now on Noble setting, using your mod. Its 6100 bc and Im well on my way to metal casting. I got 7 cities now, axemen, Code of Laws and can get horseback riding in another 10 turns. Something doesn't feel right here. I would have expected to be around 2500 BC by this point. Most parts of the world the bronze era lasted a while longer. Having a small empire at 2500 bc works well with how I read history of antiquity. Sprawling civilzations where found at that point in India, China, Egypt, Greece etc. But a continent full of axemen and wonders at 6100bc.. lol.

"greenery"
Do you mean a mod where forests regrow a little quicker or one in which you can plant them? If it's one in which you can plant them, unless the AI uses this... I hesitate. It would add up to another cheese human tactic: cut down forest. regrow it when you get lumber mills. use it. While the AI would be playing the game the way I think the human ought to as well: LEAVE the forest that you want alone and use them... this is how the AI plays now, and so must the human. However, I'll look for this mod. Got a link?

Well its part of Sevomod (for regular Civ, not ported to Warlords yet). It works like that it takes 40 turns for forest to regrow fully, up to that it grows in stages. It is chopable at turn 40, and lumbermill-eyable. Untill turn 39 its "new forest". Not sure if the AI plants it. You are right about the chop-rush strategy, but Sevomod most cunningly ties all ressource tiles to early tech. So if you decide to chop-rush you won't know where the good spots are. Mysticism reveals luxury tiles, pottery reveals agriculture tiles, husbandry reveals animal tiles and hutning game tiles. I believe this mod was taken from someone else.

So chop-rushing is not something you do here at the start, but perhaps you save it for wonder building. Replanting forests is then a good long wait, centuries in most game eras, before a forest is ready again. That makes sense. I know that kings of europe did plan for seeding new oak forests when they needed the timber for warships. Took about 200 years. Why, 10 years ago the danish ministry of agriculture could inform the navy that the king's oaks were now ready for chopping down to produce frigates. Were planted after the english nicked our warfleet in 1807 :p

Oh and BTW I'm still finishing up a game in which I've been trying to investigate strong but streamlined effects for the civics, as you suggested might be better. I still agree, just moving slowly on this.

Civics? I don't think I suggested anything on civics, did I?
 
OH LOL the ONLY time the dates are mathematically mapped out is for the NEW BALANCE game pace...

I'll add in Marathon and Epic too, since people insist on playing at those levels for this mod... it'll take a few hours. As I said in the readme, the pace this mod is set for is NEW BALANCE... it *works* for Epic/marathon, but I don't touch those game balances/gamespeeds... I *will* add in a new date thing for those though...
 
Dearmad said:
OH LOL the ONLY time the dates are mathematically mapped out is for the NEW BALANCE game pace...

I'll add in Marathon and Epic too, since people insist on playing at those levels for this mod... it'll take a few hours. As I said in the readme, the pace this mod is set for is NEW BALANCE... it *works* for Epic/marathon, but I don't touch those game balances/gamespeeds... I *will* add in a new date thing for those though...


Ah. I see. Yes I prefer to really get into it. The downside to epic length games are that your endgame drags on for ever, sometimes at least. But I love the classical/medieval eras so I try to play them for as long as possible ^^. I honestly didn't understand that I had to click "new balance" for this effect to kick in.

How many turns is a standard game, a new balance game and an epic game?
 
Standard is is... about 450.
NEW BALANCE is *designed* to be about... 1196
EPIC looks like it goes for about... 1865 (I modded this length, but not thoroughly...)
MARATHON clocks in at about... 1170 I haven't TOUCHED this speed. NO GUARANTEES.

So huh... I guess word is out, avoid marathon speed with this mod... I dunno. I only play at New Balance speed when I play my mod.

Anyway, in a few hours I'll be uploading a new version with the date fixes in it to get you out of the 10,000BC era. I also improved the air unit range graphic some more, and added in Sevo's infinitely superior civilopedia... just waiting on permission from him...
 
What I meant by the late era changes....

Dearmad : " On the late dates- I checked my math and had a wee problem with them. I've adjusted the modern ones a bit, so you will be about 50 years prior to where you were at in the late game... so in your case: flight would have been at 1920 or so, fission around 1940. It came from when I calculated back to 10,000bc.. this stuff is hard to get right, even though it doesn't affect gameplay... it affects the mood.

v2.2a fixed some graphic glitches I itroduced (oops), and readjusts the dates. Should work better now. "

I think you basically said yes to the late modern era changes being in 2.2a after re-reading it.

Haha as much as I tried not 2 play....at around 2am Civ4 was " calling " me. I installed blue marble ( btw it works fine & makes the game look awesome w/ the hi-res option ) & the new 2.2a release. I of course being the Marathon junky that I am started a new game on that speed & got around to the same date Immacolata did & the world is way to lively/populated/2 many wonders etc @ 6000BC. I just read that the new changes were only meant for New Balance speed & you are planning on fixing it for Epic & Marathon, thanks. I do think eventually things would actually slow down & work somewhat close to rite as is but the Classic Age is all outta wack on Marathon. Not to mention turns are only going by 10 every turn & took me 4ever to get to 6000 BC. I may be off slightly, Ill check exactly whats going on when I get home from work & can load up the game.

Haha it was " different " seeing my game start in 10000 BC, as the last game I played & explained in detail was with 2.0, before some of the major changes were made.

Newayz the idea of all resources being revealed by a specific tech is cool but the only drawback is, its hard to actually find a good spot to place your capital if you cant see any resources yet. Maybe its just my style but I only place my captial ina spot were im surrounded by at least 3 resources & 1 of them must be food related ( fish, whale, cows etc ) & the other industry related ( gold, horses, whales ). For example, i dont place my capital in a spot surrounded by 4 Dyes, Fur etc.

Ill edit this post with exact dates/info later.
 
Subaru... if you want a longer game... try NEW BALANCE and skip marathon. marathon is SHORTER. and epic is even longer... but give new balance a try... :) Check out what I wrote above- the turn lengths of the games surprised me, as I never edited Marathon, only NEW BALANCE and EPIC.
 
Just read your posts....thought it was a typo haha. So Marathon is actually shorter then Epic & New Balanced? I guess that makes sense if you never touched Marathon lol. Will be trying a new game on Epic later tonite as like Immacolata I really like the longer games as you can really get in2 it. I guess it makes sense why my game was al wacked out for the lil bit I got to play last nite.

Btw, ( I havent noticed any change in performance ) I cant say enuff for Blue Marble Terrains Hi-Res option. The game, especially the water, looks incredible now on 1712x912 resolution ( 1080i HD ).
 
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