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

Dearmad - saw your post in the Rebellions thread... I'd love to see these come together someday, but he seems to have a lot of work yet to do on his now, not to mention porting to Warlords (and the impact of Vassal states on it as well.)
 
Yeah it'll be awhile, no doubt.

I've fixed the bugs mentioned earlier in this thread (the wine one), and some other small thing. Waiting a little while until anyone else who plays the mod reports in about what they have experienced and then will post the *minor* update.

Also, trying to get a grasp on when (if?) a patch for warlords is coming.. not going to make any major changes until after that as it ALWAYS means I have to recode the entire mod when they patch the game...
 
Good call.

Have to say again that I'm really enjoying it. :) I have a big tech lead with my kingdom being 1.5 times the size of everyone else at least. Once I got over my near bankrupt conquest expansion. Then as I advanced, I discovered that I have neither oil, nor uranium. So I'd better get out and conquer someone who does, before they catch up in tech and kick my ass. So I just vassalized Hatshepsut, and Tokugawa is next. :D I'm thinking I should win easily - given that I had 3 people at war with me and didn't really bat an eye. I think the map just played my way... now I just have to keep my advantage.

One thing I found odd is that up until recently (when I got the bigger lead) most of the civs didn't try to trade techs with me as much as in most games I've played, other than Mansa of course.

And I got the Ottoman head crash, but did the fix from the Firaxians that fixed it right away.

I'm going to try it multiplayer with a friend of mine tomorrow morning to see how it goes - we'll be individuals playing against some number of computer civs - not a team. I'll let you know how that goes too.
 
Looking for a much longer turnplay so wars (and exploration) last longer. (I Generally play defensive / spiritual / economy) I came across your mod. It looks great ^.^. I like alot of your idea's reading through the thread, only thing I would like to add would be can't see resources until you tech them (saw another mod for this)

I am curious, is your turn count right? I Looked at the XML and (tested a few hundred turns ingame) and the total turns seems -way- off

Please correct me if I looked at this wrong

746 Total turns for Newbalance, about 60% of what you posted
669 for Epic (about 1/3 what you listed)
1218 for Marathon

I got this info from the gamespeed.xml under mod/newbalance

(this was under newbalance section)
<GameTurnInfo>
<iYearIncrement>250</iYearIncrement>
24 <iTurnsPerIncrement>24</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iYearIncrement>29</iYearIncrement>
<iTurnsPerIncrement>103</iTurnsPerIncrement>
127 </GameTurnInfo>
<GameTurnInfo>
<iYearIncrement>18</iYearIncrement>
217 <iTurnsPerIncrement>90</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iYearIncrement>13</iYearIncrement>
<iTurnsPerIncrement>35</iTurnsPerIncrement>
252 </GameTurnInfo>
<GameTurnInfo>
<iYearIncrement>5</iYearIncrement>
<iTurnsPerIncrement>87</iTurnsPerIncrement>
339 </GameTurnInfo>
<GameTurnInfo>
<iYearIncrement>3</iYearIncrement>
<iTurnsPerIncrement>92</iTurnsPerIncrement>
</GameTurnInfo>
431 <GameTurnInfo>
<iYearIncrement>2</iYearIncrement>
<iTurnsPerIncrement>90</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
521 <iYearIncrement>1</iYearIncrement>
<iTurnsPerIncrement>225</iTurnsPerIncrement>
</GameTurnInfo>
746 total turns (not 1000ish)

What should i set the ratio's to I would like a game at around marathon + 50% (1800) I was hoping epic was that speed, but its shorter than Newbalance even

I only know the xp and /sped by turns in game to see if they related. If there is a script in AD I don't know about that slows turns then I'm defintly off =)
I hope there is
 
At a glance your numbers seems familiar and right... but so did my addition when I did it. Hm. I checked out my own gamespeed file and indeed that is how many turns there are.

Do the years flow right? Did I screw something up? I don't have time to play a game to check it out right now, but is the tech coming way too early now?

Maybe it's as I intended... the NORMAL game is only 474 turns, and 746 (New Balance) is roughly 60% increase which matches the tech slow rate. I think I made some egregious math error when I "added" up the turns and reported them or was looking at the wrong column somewhere.

Yes also, epic is shorter because the tech ratio is faster at that speed... New Balance is about 10% slower than Epic.

As for what you set the ratios too, you have to reduce by an inverse portion the year counts additions as varied by the increase you make in the turn increase portions... but then you need to balance out the speed flow a bit, as things accelerate and decelerate in certain ages (this is where playtesting comes in).

I'll fix the readme. Thanks.

For me the New Balance games take 3 days of play to finish... spending quite a few hours each day. Roughly a 24 hour session. And that is the peak of my attention span for a game.
 
Guilds! That was the secret. I don't think I knew that there was no tech trading at that time - I'd thought I might have accidentally turned off that option until Tokugawa of all people finally made me an offer and I wondered why it hadn't been a visible option until then.

Thanks for clearing that up. Interesting twist.

And my friend decided he doesn't want to try your mod just yet... so don't have anything to report on the multiplayer side of things. :(

I'm right around 2050 in the game - forgot that your mod makes the end date later too - so I'm closing in on a cultural victory that I started a little late.
 
What do I need to do in order to permit 24 Civs and make New Balance rules compatiable with the Realism Earth map?
Btw, I love the Mod
Everything fell right into place. The middle game indeed makes for some great play!:goodjob:
 
Ok, since New Balance does not use a custom DLL, all you need to do is download Rhye's Earth 24 Mod...

Then move the .dll from his assests directory into New Balance
Then move his private maps (rhye's) folder into the New Balance Directory (not in assets one level above that) where the .ini file is...

Then single player Custom Scenario And you should be set from there.

One thing though the custom new balance resources will not be on the map, but the rest should work fine...
 
I've had some odd experiences with Nukes and the AI, dont know if its a warlords issue or not since I havent played normal warlords that far.
Anyway, England was the source of this odd behaviour, havent really played further since it really screwed up my game :)
So England gets Fission first and get that ICBM, first thing they do, nuke a barbarian village the same turn. I figure.. ok... that was sorta pointless. I keep playing and after a good while the manhattan project was built. Lo and behold, england starts nuking the remaining barbarian towns left and right, sometimes 3 nukes per turn. Naturally... global warming skyrockets due to this waste of nukes so in the end I reload from an old save and tweak the global warming values down a LOT so I can actually continue the game without all of my territory turning into a desert :)
 
Just be happy the A.I. is nuking!

:)
 
If I could actually PLAY my mod all the way through instead of just designing it.. I would love to see how M.A.D. city destruction effects things when the A.I. starts just eliminating cities from the map, when it goes nuke crazy.

Mwahahahaha!
 
LingLinsRevenge said:
Just a set of ideas, your mileage may vary....
please take my comments as positive, I have great respect for your thinking on these issues.... yes, the Europeans were devastated by tropical disease and you are right, from the traditional history we have been taught... but that traditional view of history has changed since I was in school!
regards...

Forget it. I have been there. He ain't budding an inch on jungles ;) I can live with that, but I am now interested in seeing the Dales Combat Mod component worked in to this mod.
 
There has to be something in a mod that separates it from the rest. The jungle stuff here is one of those things. Its a great idea and it plays very smoothly.
 
I'm starting another game after playing Sevo's, great mod i feel like i'm cheating when the unhappiness in a city doesn't stop my great people producing

I would like to see one thing incorporated into your mod, (or how i can incorporate it) with all resources spotted dependent on tech. Ie, if you have no tech you would see no resources. (its in sevo's)

I'm not sure wether you've tried this feature or if it hinders the AI, its something i really enjoyed from it. ( I think its the discovery / unkown )
 
Dearmad said:
Event message pop-ups (those little icons that pop up that you can click on to take you to the site) last much longer now so there's no huge rush to click on them in order to locate events you want to check out.

Culture level increases defenses more slowly: 10, 30, 50, 70 and finally 100 at Legendary. So city walls are more helpful early on. This is an old change I never documented.

Neat! How did you do these? Are these simple changes to do?
 
Hi, I would like to know if there is anyway to use only the slower tech feature of this mod, or if someone could tell me how to edit tech cost... I think tech is discovered too quickly.

Thx!
 
So no one has any idea? I hope at least you can help me Dearmad, since you modified science for your mod. :D .
I cant stand it anymore Civ 4 has lost so much for me because of the science, you discover everything so fast that its not important at all what are you discovering (compared to civ 3).

Please help.
 
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