[MOD] Snoopy/Dale PatchMod

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.
 
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.

Thanks. I have also found here other thresholds which can affect taxes. Are they important too? Because it looks like there can be connection between trade and taxes. That can also explain why I had so big taxes, because of my play style, I export tons of goods(4-5 colonies specialized at exporting goods).:D But still, it needs to be rebalanced.;)

@Dale: I do not know how SDK works... But I know quite a lot about XMLs. I can try to play with them and make some statistics. I think it can be quite useful for you.;)
 
I think I have found the solution to the "Still to be completed" point:
* Exploration points harder to get in marathon. ???????

Points needed to get a new Founded Father on Marathon are trippled, so you need 3x turns (compared to Normal speed) to produce them. The fact is that you receive exploration points by revealing the map and discovering new Civs. When the map is fully revealed (very soon in Marathon compared to Normal speed), the standard exploration points are gone. The rest of the points (political, military, religious) are affected by time, so you only need 3x time compared to normal speed.

I think the standard exploration points (i.e., not built) you receive should be TRIPPLED at marathon, as they don't scale with time and the map is not 3x times bigger!. It is true that with this scheme, you obtain almost all exploration points at the beginning. But, as you also need political points (which DO scale with time) to produce exploration FF, I think the game balance is not altered.

On the other hand, produced exploration points should be left unmodded as they do scale with time.
 
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.
 
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.

Please make sure the patch actually is loaded. In the main menu top-right should list the name of the mod - PatchMod. :)
 
Yes, I wanted to do the same with servants and criminals too.

Yeah, "trained in Europe" i meant european colonies. :)

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;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.

It works as before, except you can only train a CN in one of your colonies.
 
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.

I'm not opposed to somebody making it optional, but I find it useful.
 
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. :goodjob:
 
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. :goodjob:

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.
 
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.
 
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).
 
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).

In the original Col your missionary died (scalped) and it alarmed the natives. I'm for insta-death, but not locking the settlement out of future attempts.
 
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.

Overthrowing a mission is also related to the success rate (so the more missions the overthrower has, the harder it will be).

Jesuits have +25% on success attempts. This translates to *1.25 meaning 80%+ is 100% success for jesuits.

Jesuit missions won't be harder than normal missions to over throw, but still get the higher conversion rate.

Only change to units becoming missionaries is the already present CN change, being cut out of becoming one.
 
Also note, that the success rate decay is tiny for low levels (there is no decay for pilgrim). But conquistador and higher you'll notice a decent decay.

On Conquistador, 6 missions is easy to get, but more becomes pretty difficult (success rate drops under 65%). On Rev, 4 missions is possible before success rate drops under 65%.
 
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.
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 see the AI overthrow the same mission twice though, have you?
 
I've yet to see the AI overthrow the same mission twice though, have you?
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.
 
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