[MOD] Snoopy/Dale PatchMod

Not necessarily, because other changes make it even easier for lower level human players to DoI and win the WoI. These include REF changes which make the REF substantially smaller on lower levels meaning you can DoI much earlier. :)

Can you also generate libery bells without provoking the king to start adding units to his army? That feature really is stupid. The old "king adds troops over time" feature was much better, and could of course be made to include a mechanism whereby he adds troops when you refuse his demands for money or tax raises.
 
Öjevind Lång;7346028 said:
Can you also generate libery bells without provoking the king to start adding units to his army? That feature really is stupid. The old "king adds troops over time" feature was much better, and could of course be made to include a mechanism whereby he adds troops when you refuse his demands for money or tax raises.

No, and I strongly support the REF growth due to LB production method. But it has been rescaled to grow much slower though with LB production. Also, there is a new mechanism to slow down REF growth, which is when you pay the King's money demands, there is an equivalent threshold rise to effectively slow down REF production too.
 
No, and I strongly support the REF growth due to LB production method. But it has been rescaled to grow much slower though with LB production. Also, there is a new mechanism to slow down REF growth, which is when you pay the King's money demands, there is an equivalent threshold rise to effectively slow down REF production too.

So you have implemented that already? I got the impression that you had left it as it is in the published game until you decided what the correct scale would be.
 
Öjevind Lång;7346681 said:
So you have implemented that already? I got the impression that you had left it as it is in the published game until you decided what the correct scale would be.

Yes, they're implemented:

Fixes and Changes:
REF:
* Added iKingUnitThresholdPercent xml tag to Civ4HandicapInfos.xml and implemented. This allows the REF increases to be modified by an XML edit. This will currently be left at 100% (normal), until further testing can be done to determine appropriate levels. Increases base incremental percent (10%) by fraction of (value/100).
* Added iKingGoldThresholdPercent xml tag to Civ4HandicapInfos.xml and implemented. This allows the REF to change due to paying King money demands to be modified per difficulty (default == 50). This effects the REF threshold, rising it in relation to the amount of gold given to the King. This slows REF growth by kissing his pinky.

The "This will currently be left at 100% (normal)" means that the change is effective at 100% for each difficulty. The change isn't scaled for difficulty yet as there is already a difficulty scale built into the REF calculation. If the change still creates REF's too big at a certain level then we'll change it from 100. :)
 
BUG

In map script

X = land
. = sea
O= ocean to Europe

XXXXXXXXXXXXXXXXXXXXXX.............ooo
XXXXXXXXXXXXXXXXXXXXXX.............000
XX.................................................ooo
XX......................................................
XX.............................xxxxxx................
xx....OOOOOOO.........xxxxxxx.................
xx....ooooooooo..........xxxxxxx................
xx... ooooooooo....................................
xx......................................................
xxx.................................................ooo
xxx....................................ooooooooooooo
xxxxxxxxxxxxxxxxxxxxx..........ooooooooooooooo


Not perfect but a good representation of an actual map created by the patch mod. Notice the ocean squares leading to Europe in the middle of the gulf

Edited I notice there is no ocean going squares east of the island, (to close to edge)
 
SeriaFox,

haha WOW do you have a saved game? I also must commend you on your ASCII art. Using '.'s for ocean make it a lot less cluttered and more easy to interpret! Kudos from a geography/spatial sciences student!

I'm guessing that some sort of wormhole/whirlpool whisks the boat to Europe from that bermuda quadrangle you have in your map.
 
LO:

And that's where our changes come in. We have slowed growth and given the player more control over slower growth (pay the King).

If it needs more tweaking, time will show that. :)
 
Yes, they're implemented:



The "This will currently be left at 100% (normal)" means that the change is effective at 100% for each difficulty. The change isn't scaled for difficulty yet as there is already a difficulty scale built into the REF calculation. If the change still creates REF's too big at a certain level then we'll change it from 100. :)

Oh, good! Thank you. :)
 
thanks for all the great work on this - have been downloading with each update and there are some great fixes in here.

only problem is in the latest patch I can no longer trade efficiently with europe.

this is because:

(1) my "assign trade routes" for ships to bring goods from my port to europe are reset everytime the ship returns from europe. this was *never* the case for me in vanilla or before the latest version of PatchMod. it is now always the case.

(2) in the mid to late game I would always group a frigate with my automated merchantmen to protect against pirates. the frigate would sit and wait for the merchantman to return from europe and resume escorting the merchantman on his automated trade route in the new world. this is no longer possible, and privateers are much more of a pain.

i am also concerned about the future change to limit wagons from dropping off supplies when a warehouse is full. this would very quickly clog my automated trade system, as wagon trains fill up without dropping off supplies. i like to run in surplus and have no problem with the wagons dropping off excess supplies in my port cities; i have warehouse extensions there anyway and at least get money from the excess goods.

i'd hate to have to not use the patch mod because of these issues affecting trade routes. is there anyway to fix these issues, or at least flag these options so they can be disabled? for me at least, they are breaking the game :(

otherwise, keep up the good work and thanks for your effort on this!
 
No, and I strongly support the REF growth due to LB production method. But it has been rescaled to grow much slower though with LB production. Also, there is a new mechanism to slow down REF growth, which is when you pay the King's money demands, there is an equivalent threshold rise to effectively slow down REF production too.

Balance wise, just slowing down REF from LB is not proper solution. It helps for big empires (which is good), but also makes small ones even more easy and exploitve then before.

Thus, balance problem still stays.
Only combo of slower LB/REF generation, plus some other way that increases REF will add to proper balanced solution.

Maybe if 50% of REF was based on bells and other half on rebel sentiment itself (which is same for both big and small empires).
 
thanks for all the great work on this - have been downloading with each update and there are some great fixes in here.

only problem is in the latest patch I can no longer trade efficiently with europe.

this is because:

(1) my "assign trade routes" for ships to bring goods from my port to europe are reset everytime the ship returns from europe. this was *never* the case for me in vanilla or before the latest version of PatchMod. it is now always the case.

(2) in the mid to late game I would always group a frigate with my automated merchantmen to protect against pirates. the frigate would sit and wait for the merchantman to return from europe and resume escorting the merchantman on his automated trade route in the new world. this is no longer possible, and privateers are much more of a pain.

i am also concerned about the future change to limit wagons from dropping off supplies when a warehouse is full. this would very quickly clog my automated trade system, as wagon trains fill up without dropping off supplies. i like to run in surplus and have no problem with the wagons dropping off excess supplies in my port cities; i have warehouse extensions there anyway and at least get money from the excess goods.

i'd hate to have to not use the patch mod because of these issues affecting trade routes. is there anyway to fix these issues, or at least flag these options so they can be disabled? for me at least, they are breaking the game :(

otherwise, keep up the good work and thanks for your effort on this!

For 1, I'll have to check it out. There was no change made to deliberately change that.

For 2, that is deliberate as it fixes a couple of bugs. Stacks are now unstacked when they go to Europe.
 
Can't find it anywhere really, but has the bug which consist in the computer circling 'round the world without establishing a colony fixed? I know I've read somewhere it was to be fixed, but I can't find what happened then. Thanks.
 
For 1, I'll have to check it out. There was no change made to deliberately change that.

For 2, that is deliberate as it fixes a couple of bugs. Stacks are now unstacked when they go to Europe.

I've heard many people talking about 1, would be nice to get this fixed.
 
Can't find it anywhere really, but has the bug which consist in the computer circling 'round the world without establishing a colony fixed? I know I've read somewhere it was to be fixed, but I can't find what happened then. Thanks.
I had this happen recently as well I went exploring the world and then found I was the only European Civ with cities the others were just sailing around in there boats...
 
Why not eliminate the education cost increase? It worked in the original game perfectly well, I don't see why it wouldn't work here.
 
I had this happen recently as well I went exploring the world and then found I was the only European Civ with cities the others were just sailing around in there boats...

I'm testing the next version, which should fix the AI not settling in user-made/modified scenarios. :)
 
I hope the next version will be the one you merge with your excellent mod.
 
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