[MOD] Snoopy/Dale PatchMod

Incidentally, for those who want a 'better' balance for education and immigration...

I use the following numbers...

IMMIGRATION_THRESHOLD_INCREASE 10
IMMIGRATION_THRESHOLD 20

This makes immigration slower at the start, but a persistent immigration potential if you can get churches working.

EDUCATION_THRESHOLD_INCREASE 0
EDUCATION_THRESHOLD 45

Takes longer to educate people at any given level of institution, but they don't get worse over time.
 
If nobody has suggested it yet, to make a shortcut that will automatically load the mod as you open the game, create a shortcut pointing to:

"C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization IV Colonization\Colonization.exe" mod="PatchMod"

or, if your path to the game is different, simply add
mod="PatchMod"
to the end

This will automatically load the mod, or so it appears, but when I try to then load a saved game it still tells me that it needs patchmod and the app has to restart. How do you get around that?
 
Does this mod apply to other downloaded maps also? And will we have to start a new game for the mod to take effect?

Looks even better and now I have to think about leaving work early to get home and play.

Thanks
 
While Education with less treshold sounds better it should really be redone to make other aspects of the game (like certain FFs) more interesting as well.

The inability to train natives might make sense to some! tastes (i for one don't see such a change as strictly nessesary even from a view of realism but that has been discussed enough and there are valid points for both opinions + your mod is purely optional anyways.) but without a broader education redo it sounds even worse (in terms of getting specialists) than the core game honestly.

I think that for founding fathers alone (schoolhouse in every settlement? What good?) the whole system should instead be done on a per-settlement instead of a colony as a whole basis. (and for many other reasons as well)


That in turn whould allow for a higher treshold for balance again (like 30%, 40% or even as high as 50%) which whould seem necessary as well then.


There are 2 possible ways to approach that thing codewise imo (one easier to code and perhaps better for gameplay, the other sounds more in line with the micro-oriented base of the game):

Option 1 (likely easier to code and better for a quickfix / mod such as this):

Make the whole thing per settlement and let it progress via a pool of the books taken together (so when a certain number of books are attained in a settlement one student will learn a profession and the pool will be emptied + the aim set to a higher treshold. Akin to how crosses work on colony-level.)
No more collection of educational level of the individual student of course.

That might be a tad bit unrealistic but it whould play out nicely.

Option 2 (something like this should imo clearly be done at least by firaxis if its not possible here.):

As now but the treshold is counted per settlement.
That whould also require that colonists with more than one education point allready gained check what is the highest treshold of an institution they have learned in (including their current one they just start to learn on?) and stick with it (to prevent obvious exploits of learning in a higher institution in a settlement with a high treshold and then resettling to another place with a lower treshold getting their degree in an instant.
Or just to lose their educational level after leaving a settlement.)
Both whould require some notekeeping by the game but should! be possible without days of coding if im not utterly mistaken (not that im a coder myself... :mischief:).

Is there a flaw in my logic / do other things need to be added to prevent possible exploits seen beforehand?

That whould go a long way in making education a more viable way to get specialists as well as put use in building multiple centers of education and getting education-enhancing FFs.

The second option sounds more in line with how col 2 is designed overall if that whould be doable here it whould be terriffic.

Just do the increase in treshold (+ if necessary adjust the starting one) high enough and it should work out rather nicely imo.

Anything with exploding increase sucks sooner or later and gives no big incentives / rewards for investing more than just marginally in buildings and FFs related to eduacation.


PS: Naturally thanks for trying to fix the game for us. :goodjob: :)
 
Anyone can let me know where the fix for the "1 treasure per Galleon" is located and how to reverse it?

I like the rest of the patch but I just cannot stand this change. Col1 did have the 1 treasure per Galleon limit, but the treasures, as I recall, we much larger than in Col2.

I tend to get a scout going in the first few turns of the game and I get treasures quickly. I see how bringing them 6 at a time can give me an insane amount of cash early in the game, but the alternative is worse. I am now at turn 170 and I have at least 20 treasures stored up. They are all between 400 and 1000 gold and I make more money taking my rums/cigars/etc... to europe than I do with with 6 treasure runs. Paying 3000 for a Galleon means it will take about 5 trips to pay for itself. At 6-8 turns per trip it just is not fun.

I totally see where the fix is coming from and I was psyched when I saw it on paper. I just think that for it to work with this game the amount of gold per treasure should be much larger, and treasure appearances equally more rare. This basically means allowing more gold per galleon, which is what Vanilla Col2 did. Even if they went a little overboard, I still get less frustrated with the vanilla system.

Sorry if this sounds like a rant - I do love this patch, I swear! Just not this little bit of it :)

If anyone can let me know how to revert it I would appreciate it.
 
Hi, taxes are really bothering on marathon (dunno about epic), so I would like to take a look at it and maybe help with this if you want.:)

I have questions:
Where is the system of taxes located? Is it somewhere in XMLs? Because if so I would like to find right parameters for it.:) I admit that it can be a long run, because I have lots of duties, but I will test it as much as it will be possible.
 
Hi, taxes are really bothering on marathon (dunno about epic), so I would like to take a look at it and maybe help with this if you want.:)

I have questions:
Where is the system of taxes located? Is it somewhere in XMLs? Because if so I would like to find right parameters for it.:) I admit that it can be a long run, because I have lots of duties, but I will test it as much as it will be possible.

Open in Notepad the "GlobalDefines.xml" file (located in .../Assets/XML) and find the lines:

<DefineName>TAX_INCREASE_CHANCE</DefineName>
<iDefineIntVal>20</iDefineIntVal>

"20" means 20% possibility that the king will change the tax.

Change "20" on any smaller value. The king never ask you about the tax changes if instead "20" will be "0".

P.S. make backup copy "GlobalDefines.xml" file before your changes.
 
Open in Notepad the "GlobalDefines.xml" file (located in .../Assets/XML) and find the lines:

<DefineName>TAX_INCREASE_CHANCE</DefineName>
<iDefineIntVal>20</iDefineIntVal>

"20" means 20% possibility that the king will change the tax.

Change "20" on any smaller value. The king never ask you about the tax changes if instead "20" will be "0".

P.S. make backup copy "GlobalDefines.xml" file before your changes.

Problem with that is that it affects every speed, not just marathon. In the SDK code I'm fairly sure that gamespeed is not taken into consideration for tax rises. You will notice it's in the "to-do" list in the first post. :)
 
Problem with that is that it affects every speed, not just marathon. In the SDK code I'm fairly sure that gamespeed is not taken into consideration for tax rises. You will notice it's in the "to-do" list in the first post. :)

Of course, this method permit to remove the king's tax problem at all (TAX_INCREASE_CHANCE = 0) or significantly diminish the taxes in the end of the game (TAX_INCREASE_CHANCE more than 0 but less than 20).
 
May I suggest something which is really silly in Civ 4 - Colonization?

1. In the original game, once you were at war, there was no more interdicted goods. This is really absurd to be at war and still have the King prevents you from buying muskets.

We can safely assume that undergoing trade when at war is with others countries, so no interdicted goods please!

2. Tax % ... I can understand that for game balance reason, some remains after the declaration of Independence, but really paying taxes to a King you are at war with is absurd too! Alternatively, we can think that this tax is incurred by sells to others countries... But in this case, lets set it at 50% and that's it!

3. I would like to propose something about foreign help. As you know one of the reason why USA won war of Independence is because the French helped with their navy (British capitulated at Yorktown because the French fleet won a sea battle and was able to blockade the Yorktown peninsula). Here we know this won't happen, the SOL are too much weak against MOW. So my proposal would be:

a) Rebels can only build frigates, as historically. They never built SOL.

b) SOL are worth as much as MOW. But they can be bought only after DoI is done, AND they don't increase in price. Basically you are calling (with money... there is no diplomacy points !!) the help of others European powers here, and they bring their fleet against the King's own.

Thank for your attention!
 
v1.05 is posted. Please see the first post for details, download, instructions and changes. :)

Nice change log :)
Will it break save-games?

*Add pedia for: Flat/hill/mountain.

*Maybe numerate every line in your change-log/to-be-compleated for easier discussion.

* Unit Cycling Bug where cycling stops (reload fixes)
Also popups are "delayed". Probably same bug.
 
Just wanted to mention that 20 turns forced peace doesn't really change anything. After 20 turns the Ai are still as helpless as they were on turn1. It is annoying though, because on high difficulties you get attitude penalties and they won't open borders with you anymore.
 
Dale: I have looked though the whole bug forum and found these that I can't find in your lists.

Killing ships in native settlements
AI should not sail into others cities.

Bad Pioneer Automation
Stop removing non-empty forests.

Rival Colony boundary
First should keep boundary.

Stuck in europe
Find the bug.

Fixed repawn point
Make it random.

Native giving villages
Not giving them or don't remove them.

Loading/unloading cargo
Improve the loading.

Indian relations
King can't take over native villages or no angry natives when liberating.

No Food
Find and fix.

Double name
Fix maybe by changing duplicated names.

No ship replacement
Was this fixed?

Cancel sail order
Be able to cancel the order 1st turn.

Hurried cost more
Balance somehow?

Jesuit Missionaries
Default as missionary.

More than allowed storage
First time just fill to max (next time fill more).

Training in native settlements
Add info and/or add cancel training.

Privateers in cities
Should only be able to sail inside own cities.

Lack of defense bonus
Fix.
 
I agree that the taxes on marathon need some work in 1700 I had about 68% tax rate...

It also seems, at least to me, that on marathon the king still loves to add units to the REF. I'm not even half way through the game, and my rebel sentiment is only 4%, but there are times he will add a new units 2 or 3 turns in a row. What is the trigger for this?
 
Anyone can let me know where the fix for the "1 treasure per Galleon" is located and how to reverse it?

I like the rest of the patch but I just cannot stand this change. Col1 did have the 1 treasure per Galleon limit, but the treasures, as I recall, we much larger than in Col2.

I tend to get a scout going in the first few turns of the game and I get treasures quickly. I see how bringing them 6 at a time can give me an insane amount of cash early in the game, but the alternative is worse. I am now at turn 170 and I have at least 20 treasures stored up. They are all between 400 and 1000 gold and I make more money taking my rums/cigars/etc... to europe than I do with with 6 treasure runs. Paying 3000 for a Galleon means it will take about 5 trips to pay for itself. At 6-8 turns per trip it just is not fun.

I totally see where the fix is coming from and I was psyched when I saw it on paper. I just think that for it to work with this game the amount of gold per treasure should be much larger, and treasure appearances equally more rare. This basically means allowing more gold per galleon, which is what Vanilla Col2 did. Even if they went a little overboard, I still get less frustrated with the vanilla system.
QUOTE]

Maybe if it was possible to merge two treasure units that are less than X gold (say <1000 for example) then you can merge several smaller treasure units together until you have one worth transporting? This would produce a maximum merged unit of 1998gold which should be worth shipping by galleon, without the exploit of merging multiple multiple treasures together into a massive one to take it all in one go (perhaps for tax reasons or something).
Otherwise just got to suck it up and transport as kings treasure and take the hit if its not worth sending your own galleon for stuff smaller
 
The berth size fix can be revisited at a later stage.

I'm thinking along the line of allowing treasures to be combined to a max 3000, and allowing 3000 gold per galleon. That at least pays for the galleon fast, and means you can combine 2-6 treasures in one shipment.
 
Dale: I have looked though the whole bug forum and found these that I can't find in your lists.

....SNIP....

Thanks, a couple are on the list (eg: ships in indian cities which I fixed tonight btw) and a couple I want a confirmation from Firaxis on. :)

I go through the bugs forum every few days, so would've caught up with them. ;)
 
Anyone can let me know where the fix for the "1 treasure per Galleon" is located and how to reverse it?

I like the rest of the patch but I just cannot stand this change. Col1 did have the 1 treasure per Galleon limit, but the treasures, as I recall, we much larger than in Col2.

I tend to get a scout going in the first few turns of the game and I get treasures quickly. I see how bringing them 6 at a time can give me an insane amount of cash early in the game, but the alternative is worse. I am now at turn 170 and I have at least 20 treasures stored up. They are all between 400 and 1000 gold and I make more money taking my rums/cigars/etc... to europe than I do with with 6 treasure runs. Paying 3000 for a Galleon means it will take about 5 trips to pay for itself. At 6-8 turns per trip it just is not fun.

I totally see where the fix is coming from and I was psyched when I saw it on paper. I just think that for it to work with this game the amount of gold per treasure should be much larger, and treasure appearances equally more rare. This basically means allowing more gold per galleon, which is what Vanilla Col2 did. Even if they went a little overboard, I still get less frustrated with the vanilla system.

Sorry if this sounds like a rant - I do love this patch, I swear! Just not this little bit of it :)

If anyone can let me know how to revert it I would appreciate it.



Everybody can fix it during maximum 1 minute.

Here the explanation: http://forums.civfanatics.com/showthread.php?t=294514

Good luck!
 
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