[Modmod]Dawn of Knoedel - Comprehensive Rebalance Project

Development version is on Git.
 
I was pretty productive the last few days, let's see how long it lasts.

I added forests and a wine resource to the Caucasus region because I discovered my inner Georgian nationalist.

I switched around Congo's UUs, the Ebamba Ngolo is now the Pombos and the Pombos is now the Lucanzos. Pombos (as in the new Pombos as in the old Ebamba Ngolo) now replace Explorers.

Egypt's second UU is now the Medjay, the Heqa Kasheshet still exists but only as a barbarian unit. I couldn't find a way to give Egypt a decent Axeman UU without making conquering it too hard for Greece.

Egypt's second UB, the Kushite Pyramid, now replaces the Amphitheatre.

The Sphinx is now also one of the wonders required for Egypt's UHV.

I'm currently playing a game as England, next up is Ethiopia. Does anyone per chance know of a good skin I could use for the Mehal Sefari?
 
Notes to self (and public):

Go see about pirates in South China Sea throughout the Medieval and Renaissance eras.

Make ending turn on Ocean damage the unit. Let's see how well the AI will handle this.
 
What's the point ? Won't it just slow down ocean travel, with boats having to repair every other turn ?
So ships actually have to return to coast or cities from time to time instead of being able to remain in ocean indefinitely.
 
Alas, no new commit today. I do have some real life business to attend to from time to time, as shocking as that may seem.

In the meantime, have a little teaser instead:

Civ4ScreenShot0089.JPG
 
Maybe they work better as a Marine replacement, given how they are not a rank and file unit?
I removed the Marine unit altogether, so the closest thing would be Paratroopers. Either would come too late. Another possibility would be Grenadiers, but they come too early. Infantry already is too late actually, especially since Ethiopia should be a bit behind the tech curve. Ideally I would like to have an additional gunpowder unit before Musketmen even, Arquebusiers or something, that would push Muskets into 17th and 18th century and leave Riflemen for the 19th century, and those are what Mehal Sefari should replace imo. But that is better left for the general unit overhaul that will surely come along when the new tech tree is in place.
 
Somewhat major commit:

Changed the deadline for the second Ethiopian UHV to just before the Arabian spawn, because otherwise it's impossible.

Revised France:

Chateau now replaces Castle, Heavy Cannon has been renamed to something more frenchy, and Chevalier has been removed and replaced by the good old Musketeer. I'm seriously considering changing the Salon into an Observatory too. On one hand I like the synergy a Jail UB has with Autocracy, on the other Salons should already be present in most important cities by the time of Napoleon.

Versailles no longer gives a Golden Age but miscellaneous other stuff. I played with the thought of giving it +1 Free Specialist per Farm in BFC, but decided against it.

I removed the delay between background musics.

Many late game buildings now increase city maintenance, mostly those which give a free specialist.

Monasteries are now more expensive than Temples and lost the research modifier, however they instead give flat research and a scientist slot.

Ethiopia now has Iron because Wikipedia told me the Kingdom of Aksum had plenty. Also playing Ethiopia is, like, hard.
 
New commit:

Taoism is now founded by constructing a Confucian Temple (shout-out to Merijn), revised Holy Rome (no major changes except the Opera House now replaces the Theater), turned the Salon into an Observatory replacement, some minor changes to civics effects.
 
Ths is only a real mod mod if the Berlin square receives a corn upgrade in 1700. Potato fact.

I think the reason why indies have such huge armies in your mod is that civs generally have bigger armies, including when they collapse. And why is that? Warfare is working in strange ways with the new bombardment feature. I don't think the AI handles artillery units too well, and this has repercussions on gameplay. The only Civ ever to expand properly by military means seem to be the Arabs, and they don't use bombardment units too much, or any for that matter. Overhaul that thing?

Flavour detail I noticed: the regional-style music isn't working the same way as in the Leoverse. Reason might be the songs aren't there in the folder (the Git version that I downloaded), but then maybe you're directing to Leo's folder?

More specifically, in my game as India I was listening to East Asia music, no namo afopio (sp?) etc.

Something about memory handling. You must have tweaked with this, since your mod crashes differently from Leo's ;) To be specific, I get this effect that when I load an autosave, on some occasions the game will load fine in appearance but then won't start my turn, and I hang in limbo being able to scroll about the map (which I normally can only do in very limited ways during turn changeover), but no progress in terms of turn-clock. Similarly, on loading a game that was saved during my turn, the turn won't ever really end upon hitting the button. Same overall effect as a memory-induced game crash: have to quit and restart the application, and everything's fine again.

One last detail about bombardments: while some land-based artillery can be surprisingly weak, hitting as low as 1% damage apiece in a stack of 6 or so catapults, shore bombardment can be unrealisticly fierce. My frigates seem capable of bombing fortified infantry down to zero point something in strength. Intended?

I believe the weak effect of early bombing units (cats, trebs, bombards) is the reason for lame AI expansion. They keep bombing the enemy stack every turn, the stack in turn heals completely every time and so on. Make early art units stronger in bombardment?
 
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Ths is only a real mod mod if the Berlin square receives a corn upgrade in 1700. Potato fact.

Shouldn't Ireland get it too then?

Flavour detail I noticed: the regional-style music isn't working the same way as in the Leoverse. Reason might be the songs aren't there in the folder (the Git version that I downloaded), but then maybe you're directing to Leo's folder?

More specifically, in my game as India I was listening to East Asia music, no namo afopio (sp?) etc.

I'll look into it, thanks for pointing that out.

Something about memory handling. You must have tweaked with this, since your mod crashes differently from Leo's ;) To be specific, I get this effect that when I load an autosave, on some occasions the game will load fine in appearance but then won't start my turn, and I hang in limbo being able to scroll about the map (which I normally can only do in very limited ways during turn changeover), but no progress in terms of turn-clock. Similarly, on loading a game that was saved during my turn, the turn won't ever really end upon hitting the button. Same overall effect as a memory-induced game crash: have to quit and restart the application, and everything's fine again.

This is the first I hear of this, I never experienced this myself. :dunno:

One last detail about bombardments: while some land-based artillery can be surprisingly weak, hitting as low as 1% damage apiece in a stack of 6 or so catapults, shore bombardment can be unrealisticly fierce. My frigates seem capable of bombing fortified infantry down to zero point something in strength. Intended?

I believe the weak effect of early bombing units (cats, trebs, bombards) is the reason for lame AI expansion. They keep bombing the enemy stack every turn, the stack in turn heals completely every time and so on. Make early art units stronger in bombardment?

Strange, I was actually under the impression that naval bombardment was too weak, huh. I suppose this is because ships don't have a combat limit, and I couldn't introduce one without it affecting fights between ships. Should I perhaps remove the combat limit from all siege units? I did notice Alexander's armies just chilling in Egypt, constantly bombarding but never actually capturing cities, I suppose that is related to this.

Thanks for your feedback. :)
 
The way the AI works in Civ 4 is that it will attack a city if it has no artillery at all, but if it does it will always wait to siege the city down to zero before attacking. A secret AI only UU cat/treb/bombard available to Greeks, Persians, Arabs, Seljuks, Mongols, etc could be good if that's possible
 
Who put all of my drunkipostis into one big thing? I'm feeling violated in my personal boundaries!
 
A moderator, supposedly. Double posting is discouraged, we prefer large single posts to multiple consecutive ones. Also, please do not discuss moderator actions in public, instead using the report function or contact a mod directly.
 
New commit:

Added the missing soundtracks and increased range bombard strength across the board. I also played around with the Civilopedia so now you can see regular combat strength, ranged combat strength, movement points and range of a unit on its page. Unfortunately I have yet to find a way to show the ranged combat strength when hovering over the unit itself, but at least it's not hidden completely in the game files anymore. I have also been unable to find the range symbol in Civ4Reimagined's files or I would have put it in there somewhere.
 
It should be in the font map.
 
New commit:
Extended Korea's core area to the eastern shore of the peninsula.
Added Archers to Pagan.
Added a number of resources, Silk for the two Romes and Corn for some European regions. Also Rice on the Berlin tile because someone kept bothering this forum about it.

Revised Greece:
The Hetairoi is now this mod's first replacement of the Heavy Horseman. Hoplites can now bombard city defenses. If AI Greece is still unable to capture cities I don't know what else to do.
 
Why rice and not corn? It should be a new world crop was all I said. Also, a constant drop will cave a stone :cool:

(thanks)
 
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