Mod the plague

rhyetv6.jpg


:cool: :cool: :cool:
 
The original version of the plague seemed to slow the game, and was overpowered. As implemented now, however, I think it's a net benefit to speed and it hasn't made any games way too difficult or easy.
 
Why on EARTH would you want to remove the plague?! It speeds up the game and weakens the AI civs... Sure, you'll lose a few archers... Big deal. I'm sorry, it's just with the most recent version, I don't see the plague as that big of an issue anymore... It only lasts a few turns and it forces me to update my defenses every now and again by killing off the weaker units... I honestly think the plague is just WONDERFUL! Oh yeah, I said it...
The original version of the plague seemed to slow the game, and was overpowered. As implemented now, however, I think it's a net benefit to speed and it hasn't made any games way too difficult or easy.

I was about to remove 1 of the 5 instances of plague, as communication decay speeded up the game and left room for further plague reduction.
But seeing this...

Do you think it's necessary? In case, which one of the instances is the most annoying? I was thinking of removing the 1st (around 400BC)
 
Remove one, so the plague haters can´t complain anymore. If it is too reduced you can increment it back later anyway. :)
 
If you're planning to remove one, I suppose I would suggest the earliest plague... I think things are fine the way they are with it now, for the most part, but the earliest one has been my only MINOR annoyance. As I said before, it saves me the money of upgrading units by killing off the non-promoted ones I built early on, forcing me to build more modern units (or at least the same ones with barracks and civic promotions...) However, the 400 BC one IS the most annoying, I tend to have to replace units with the exact same units after this plague hits anyway...
 
There isn't any files, only directory named that way. There are however two same named files inside that directory. By quickly looking at both of them, deleting one wouldn't affect on the plague issue and those removals would have serious negative effects on the whole mod.
If you are referring to the directory where all of this mod's components are, deleting it would make this mod impossible to play thus not solving my "problem".
Thanks for trying to help out though, I appreciate it.


Is there someone who has done this, or knows how to do it? Do I just need put hash in front of every line of code where word "plague" is?

Yeah, I messed up my own joke!
 
for my part i think plague works rather well now.
 
I think the early one, definitely, if any...
 
Instructions on how to remove Plague from Rhye's and Fall of Civilization:

Find Plague.py file under Rhye's mod. Move it to other location.
IMPORTANT! Do not just throw it under some other directory under the mod, seems it's still fully operational that way, so be sure to get it somewhere else.

Tested on the Warlords 136 version. However I do only have minimal amount of play experience and don't know the mechanics of the plague, but with few tests on save games no one didn't get any on the fixed date.
 
v186/136

1st plague missed me as China, was able to avoid it having only contact with Inida (who had the plauge).

2nd plague hit me around 1200 ad, just after the mongols declared war on me. :cry:

Situation was this, had contact with most of the world, open borders with mali and the vikings, both of which did not have the plague. Maybe they had open borders with someone else that did and/or I was unlucky.

I had a line of double spearman across the northern frontier, one GP, 6 workers, and each of 7 cities had 1 spearman with healing and 2 archers.

First or second turn of the plague most of my spearman in the cities died.

This strikes me as weird for 2 reasons, they had healing and they died before the archers (4 v 3 health). :crazyeye:

Most of the archers had damage, and some of the spearman on the line died as well.

Upgraded all archers to chocs and most still died.

By the fifth turn of the plague all units in all cities were dead. Some of the spearman outside the city had died (maybe 50%) and proximity to plague cities didn't seem to matter. And i lost 3 of the workers.

I think the plague ended on turn 6 or 7 of it starting.

(I would have upgraded the archers earlier but I lost one of two irons (the second had just been traded for ivory- bad luck there)

The first plague I wouldn't eliminate it so much, I'd simple advance it to 100 ad or so, mind you if it's being taken out, no objections. :D

The second plague was managable if it wasn't for the war.

I'm not sure how the damage hits from plague different from each other, I would suggest a slight damage reduction for that second plague.

Another idea, is that when the plague hits, add -2 health penalty over 4 turns (max of 8 instead of 7). However, during those first 4 turns make the damage hits less...

turn 1 -2 health 0% damage from baseline
turn 2 -4 health 25% damage from baseline
turn 3 -6 health 50% damage from baseline
turn 4 -8 health 75% damage from baseline
turn 5-6 -8 health 100% damage from baseline
turn 9 -6 health 75% damage from baseline
turn 10 -4 health 50% damage from baseline
turn 11 -2 health 25% damage from baseline
turn 12 - no plague

More or less, with other random elements you've already included for plague length and recovery. :)

I'll keep you informed how things go.

Right now I just got pikeman and I'm teach those mongol *****es what it feels like to charge a line of people with pointy sticks. :mischief:
 
Oh the second plague hit, killed most of the chocs and pikeman after 2 turns.

I'll simply remove plague as it doesn't work at all.

Ciao.
 
I played as China this morning, I was wondering if it would still be possible to get the unit requirement for the UHV with the plague. One of my priorities became building aquaducts and granaries. When the ONE plague hit me, it didn't last long, and some of my cities were not even effected. Keep your health high (on the latest version) and it won't be too bad. Or you could always rush to medicine...
 
I thought it to be nice if the plague was realistic. It should not have THAT big an impact on your empire. Fx. there should be the possibility to retain the plague inside your city. Moving units outside of the city is, realistically speaking a, not very good idea since, in real life, this would actually spread the plague to the surroundings. Also an option to turn off trade routes in the affected cities would be nice. And more realistic, since I can't imagine any traders wanting to enter a plague ridden city that have had 50% of pop killed. Is it not strange that several 100 years before a civilization ever encounters the plague the leaders of that civ would think "hey, lets build granaries and aquaducts and keep population levels low. That way we won't get that plague we, for mystical reasons, somehow know will strike in 100-200 years?"
 
"hey, lets build granaries and aquaducts and keep population levels low. That way we won't get that plague we, for mystical reasons, somehow know will strike in 100-200 years?"
I completely disagree. Keeping your people healthy and well fed has always been a priority for countries. The plague mechanic gives you a reason to keep your cities healthy before the industrial age (when you start to reach the health cap for growth).
 
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