player1 fanatic
Fanatic
Why is this not included:
http://forums.civfanatics.com/showthread.php?t=293350
http://forums.civfanatics.com/showthread.php?t=293350
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.
Why is this not included:
http://forums.civfanatics.com/showthread.php?t=293350
I like the changes I see so far but I am not sure if they are all applying in the custom maps or custom scenarios yet. I started a new game under 1.05 using the Atlantic Seaboard map and I can still load six seperate treasures on one galleon. Again not complaining, but I just thought it was worth mentioning because it was the one obvious fix that I thought I couldn observe and know the rest of the fixes were being applied in my game.
Yes, I wanted to do the same with servants and criminals too.
Yeah, "trained in Europe" i meant european colonies.![]()
Öjevind Lång;7326420 said:I've downloaded your patch but haven't played it yet. Can one still see that the Indian convert who has been taught a profession is an Indian? Otherwise one might make a stupid mistake.
Öjevind Lång;7326346 said:There is one very irritating item (taken over from Ciov IV) which I should be hhppy to see gone: the text on the map screen informing you that the end is near ("Only X turns left!!!"), and the permanent message "X has won independence!!!" afterwards.
Wow, I'm amazed at how many of the bugs were fixed with just a line or two of code. I don't agree that all the changes were bugs, but keep up the good Dale.![]()
I don't necessarily mind missionary failure but isn't insta-death a little severe for punishment. Can you make it so a failure is permanent for that colony, per native settlement, and instead of instant death maybe have the whole "you have angered the natives and they have attacked you" event occur - giving your missionary a chance to at least live and run away. Or, maybe not permanent prohibition but each time you try the stoning gets more severe (again, per settlement).
Dale,
-will it be harder to overthrow a mission as well? I think that would be good
-will Jesuits have a higher success rate?
-will Jesuit missions be harder to overthrow?
-will non-Jesuit missions and missioanries continue to be exactly the same whether created by a CN, Thief, or Free Colonist?
That last question is because I love using CN's and Thieves as missionaries. You'd think they'd work at less than average competency, but they don't. Just curious.
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.Yeah we've tried to address exploits and balance issues too. For instance, in the next version there is now a small failure rate attached to missions which increases for each successful mission. This will stop the mission spam exploit. Coupled with the change so CN can't train in indian settlements, stop the insta-native army (masses of CN, quick train in indian settlement, then arm with guns). It also stops the exploit of locking the AI out of missions completely so they miss out on all those extras.
Not that I can think of. I have seen them oust 4 of my missions at the same time, though. The AI being coded to never send more than one missionary to a settlement sounds like a legitimate bug.I've yet to see the AI overthrow the same mission twice though, have you?