[MOD] Snoopy/Dale PatchMod

These balance changes are getting out of hand. As it stands, calling this an "unofficial patch" only discourages others from creating an actual unofficial patch. It happens. If you feel these changes make for a better game, and I'm not arguing that they don't, then you should simply call it a balance mod.

FYI, the AI will happily spam missionaries and oust your missions.

I've yet to discuss with Snoopy, but I want to separate the pure bug fixes so there will be the option of bug fixes only, or the full PatchMod.
 
I've yet to discuss with Snoopy, but I want to separate the pure bug fixes so there will be the option of bug fixes only, or the full PatchMod.
This is exactly what I'd like to see, and I appreciate you being willing to do the extra work.
 
From the list of things still to be done: "Ruins and buriels disappear if you do not explore then. ?????"

I think that isn't a bug. It's probably as in Civ IV, where you don't see changes on the map (new cities, razed cities and so on) until you get close to them. So you might get a map of the area from Sitting Bull showing a ruin, but when you get there somebody else's scout has already visited it.
 
I've yet to discuss with Snoopy, but I want to separate the pure bug fixes so there will be the option of bug fixes only, or the full PatchMod.

This would be good idea.

I, for example, don't care about not being able to put colonist in town if moved (not a bug), training natives in villages (bad decision anyway) and similar other tweaks that probably wouldn't even be a part of official patch when it finnally gets out to fix things (unlike Blake mods for Civ4).
 
This would be good idea.

I, for example, don't care about not being able to put colonist in town if moved (not a bug), training natives in villages (bad decision anyway) and similar other tweaks that probably wouldn't even be a part of official patch when it finnally gets out to fix things (unlike Blake mods for Civ4).

The move-join thing, I actually believe it to be an actual bug. My reasoning is that you can move-found in the same turn, which is effectively the same thing. And the same with assign a profession after moving. You can clear a profession, but not assign one? The fact you can do one thing, but not another which compliments to the action you can do smells of bug to me.

Training natives in villages, yes whilst not a bug it does address an exploit. But would not be included in a pure bug fix.
 
These are what I'm proposing as pure bug fixes:

Patch requirements:

REF:
* King increases taxes after WoI.
* King increases REF after WoI.
* King demands gold after WoI.
* City with none of specified good can be mentioned in party text.

AI:
* AI does not use King's transports after turn 90 for treasures, even if it still doesn't have a galleon.
* AI does not consider treasure on other continents (thus doesn't load them and remove them to Europe).
* AI doesn't change strategy to arming up in preparation for WoI, it changes strategy on the turn it declares (thus has one turn to buy an army in Europe).

EDUCATION:
* Allow multiple colonists to finish school same turn
* Do not allow free training of costly colonists when player has no gold

MAPS:
* Regenerating map does not reset REF (every regeneration increases REF by initial size. EG: 8/4/4/4 to 16/8/8/8).
* Europe sea zone now removed from map when plot erased (bug in Map Regeneration where a land tile could become a europe tile).
* AI does not settle in user-made custom scenarios.
* WB crashes placing river on edge plots.

UNITS:
* Colonists cannot join cities after moving (like founding cities).
* Colonists cannot set profession after moving (like clear profession).
* Terrain double movement from promotions does not work (eg: Swamp Fox II doesn't apply to marsh even though it is set to).
* Units don't unstack when entering native training (first colonist out can't move till second complete bug).
* Ships don't unstack when going to/from Europe (first ship returning can't move till second returns bug, and ship stuck in Europe bug).
* Defensive bonus for armed natives reversed as matched to unarmed natives (mounted/unmounted reversed).
* Unit Cycling Bug where cycling stops (reload fixes)

TRADE:
* Blockaded goods count against player for tax rise threshold.
* Native settlements change desired good when not supplied with the good in trades.

PEDIA:
* Pedia: GG concept entry talks about free upgrades and retaining full experience when doing so
* Pedia: Information about FFs which give a boost to native relations should explicitely mention auto-peace
* Pedia: when selecting promotions in civilopedia, list always reverts to top

MISC:
* iRequiredTransportSize in Civ4UnitInfos.xml not used to determine cargo size (in code it's defined as size 1).
* Two players same country, converts from missions gets mixed up whose mission it was.
* Exploration points not tripled in marathon (even though FF are).
* Pilgrim king doesn't let you respawn.

Open for discussion items:
1. Colonists cannot join cities after moving (like founding cities). I believe to be a bug since you can move-found in the same turn which is effectively the same action.
2. Colonists cannot set profession after moving (like clear profession). I believe to be a bug since you can move-clear profession in the same turn which is the compliment of move-set profession.
3. iRequiredTransportSize in Civ4UnitInfos.xml not used to determine cargo size (in code it's defined as size 1). I believe to be a bug as the code does not use the xml tag set up for it.

People's thoughts? Additions? Subtractions?
 
3. iRequiredTransportSize in Civ4UnitInfos.xml not used to determine cargo size (in code it's defined as size 1). I believe to be a bug as the code does not use the xml tag set up for it.

Probably best way to handle this would be to implement use of iRequiredTransportSize by code (so mods could use it), but change this value for tresure to 1, since most like it the way it is now (and treause values are much lower then in Col1). Who wants 6, let him mod this back to 6.

2. Colonists cannot set profession after moving (like clear profession). I believe to be a bug since you can move-clear profession in the same turn which is the compliment of move-set profession.

Isn't this related to no1?
Just like joining, setting proffesion is unavailable if you moved (setting profession when in city garrison is pretty much same as joining).

Clearing, on the other hand, has nothing with joining to city, so it safe to be done any time.

1. Colonists cannot join cities after moving (like founding cities). I believe to be a bug since you can move-found in the same turn which is effectively the same action.

This also prevents exploits like attack with dragon, go back to city and do your turn of production and similar things. I guess you could also workaround new code to bypass such exploits, but it's much simplier to leave as is.

Plus, if colonist moved, I really don't think he should benefit from turn of production.
 
I think all the ones in the quoate box sound appropriate.

For the three in question.

1 and 2: I can see your point and I'm to peticular about them being in, but I don't have any arguments for keeping them out. I don't think it effects game play much either way.

3: This should totally be in and is practically the definition of an oversite bug. They have the tag in there and just forgot to check it in the code. For those that like treasures only taking 1 berth, like me, you can easyly go into the XML and change that one value from 6 to 1, like I did. :cool:
 
For the cargosize, I like p1f's proposed extra tag. So then you'd have "required ship size" and a separate "cargo size" tag. Because just changing the tag to 1 will allow treasures on caravels which is definitely against the design of the concept. :)

So to have the effect in PatchMod 1.05, set both tags to 6 (for treasure). For default behaviour, set requiredsize to 6 and cargosize to 1.
 
That sounds like a good compromise. I do like more tags that let modders have more control over how the game works. :cool:
 
slight problem: it seems that when i purchase a new ship, whether I send it east or west, it always emerges in the same starting location that my first exploration ship used. east/west only makes a difference if the ship has already returned once from the new world. is this intentional? something which can't be changed in any event?
 
slight problem: it seems that when i purchase a new ship, whether I send it east or west, it always emerges in the same starting location that my first exploration ship used. east/west only makes a difference if the ship has already returned once from the new world. is this intentional? something which can't be changed in any event?

This bug was noted and fixed on page 9. Will be in the next version. :)
 
What is the rationale for not letting converted natives become missionaries? It would seem to make sense, and possibly be historical, for such a person to try to return to their own people and convert them to the 'true' faith.
 
What is the rationale for not letting converted natives become missionaries? It would seem to make sense, and possibly be historical, for such a person to try to return to their own people and convert them to the 'true' faith.

Catholics didn't allow this (as far as I know) as well as, natives shouldn't be able to become missionaries for European religions when they themselves are not fully integrated into a European society. As a converted native they are still essentially a native, not a European. Once trained in a school, and become an expert (thus implying a certain level of Europeanising of them) then yes they can become a missionary.
 
What is the rationale for not letting converted natives become missionaries? It would seem to make sense, and possibly be historical, for such a person to try to return to their own people and convert them to the 'true' faith.

It's an exploit. Makes it much too easy to decide what to do with Indian converts.
 
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