[Modmod]Dawn of Knoedel - Comprehensive Rebalance Project

Speaking of Github, Dawn of Knoedel is currently not available for download because either this is a lot harder than I remembered or I have gotten stupider over the last two months. I couldn't figure out a way to link my local folder to my online repository and commit/push/whatever it, so naturally I deleted my repository again and spent the last hours trying to get my mod from here to there, so far without success. I'll try again later once my current frustration has subsided.
 
I'm afraid I hit a roadblock: I can't enter the Civilopedia from the main menu and when I start any scenario but 1700AD I immediately get a "You have been defeated" message. When I start the 1700AD I have no interface and can't open any of the screens or the Civilopedia. Frankly I have no idea what could have caused it. First I thought it was because I renamed Dynasticism to Dynasty, both in XML (CIVIC_DYNASTICISM -> CIVIC_DYNASTY) and in Python (iCivicDynasticism -> iCivicDynasty), but completely reverting that change did nothing. Then I checked the worldbuilder files and apparently during my tired merging binge some days ago I completely overwrote my scenarios with the standard DoC ones, which means many starting civis were wrong (Theocracy in Government, Fanaticism in Religion etc.). Fixing that didn't solve the issue either, so I suspect it is somehow caused by the latest commit of Leoreth which I merged, but I don't see what in it could be at fault, so I'm at a loss at what to do.
 
Are Python exceptions enabled?
 
Are Python exceptions enabled?

Ah, thanks for reminding me! I wiped and reinstalled my OS and all programs two weeks ago and plain forgot about that. :goodjob:

Edit: Turns out it was a single missing comma in Stability.py. :crazyeye:
 
Ah, thanks for reminding me! I wiped and reinstalled my OS and all programs two weeks ago and plain forgot about that. :goodjob:

Edit: Turns out it was a single missing comma in Stability.py. :crazyeye:

don't you use an IDE?

btw played more of your mod, I like it better than RFC DOC. :goodjob: Sometimes I get python exceptions but overall it's very stable. What's the last version?(playing 0.2)
 
don't you use an IDE?

btw played more of your mod, I like it better than RFC DOC. :goodjob: Sometimes I get python exceptions but overall it's very stable. What's the last version?(playing 0.2)

Not for Python, but incidentally I did spend most of this morning taking another shot at SDK modding, even going so far as to making significant headway on my idea of making culture more useful.

The last version currently only exists on my local machine as I unlearned how to deal with Git. :crazyeye:
 
IDE is for Java upwards.
 
Why can't I spy on independents? (and does this issue also occur in base DoC?)
 

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I believe that spy you have selected doesn't have any action it could do on that tile. (The only think I could think of is destroying the road, but that isn't a mission IIRC) Is the spy stationed in Kashgar able to do missions?
 
No, the Kashgar spy can't do anything either. And this spy could spread culture, which is what I wanted to do with that tile (see my settler, rifleman and missionary chilling in the fort I built before the Independents got the tile?)


Since none of my spies could do anything, I just ended up conquering Samarkand, and in a fit of rage over them co-opting MY fort, razing Kashgar to the ground. My populance was not ammused by this unnecisssary atrocity and my stability is now deteriorating again, but I finally kicked them out of MY fort damnit
 
Well you can't get espionage points against Independents in the first place, no?
 
Mod sounds like a great rebalancer modmodmod. Will need to test it. Havent read up all the pages and briefed quickly the changelog, but have you (or would consider) changing how siege units fare in melee? I mean its always been mind bogling how your axemen or else can died when attacking a lone catapult in the field. For the rest, they work fine and do their job.
 
Mod sounds like a great rebalancer modmodmod. Will need to test it. Havent read up all the pages and briefed quickly the changelog, but have you (or would consider) changing how siege units fare in melee? I mean its always been mind bogling how your axemen or else can died when attacking a lone catapult in the field. For the rest, they work fine and do their job.

You came on the wrong day, or week, or month, I'm afraid, as currently the up to date version of my modmod is an unplayable mess located entirely on my local computer. I guess you could download an older version I have on CivFanatics somewhere, but it's naturally missing all the changes Leoreth and I made the past few months. I will try to get my act together, but first I really want to finish that culture project I am currently working on.

Well I did decrease the strength of catapults and trebuchets to 4 and 3 respectively, but they shouldn't be too weak or they can't effectively attack cities either. I have considered adding that range bombard mechanic that's floating around in some mods to get rid of that whole suicide siege issue. Once I did that I guess I might as well decrease their strength even further as they shouldn't be fighting directly at all.

At any rate thank you for the input. :)
 
There are some mods (FFH comes to mind) that have units with different attack and defense strength. Don't know how that's implemented but I think that's the solution.
 
There are some mods (FFH comes to mind) that have units with different attack and defense strength. Don't know how that's implemented but I think that's the solution.

Actually Fall From Heaven is literally the only mod I know that has that mechanic. :p

I guess I could look into it, but I'm not wure if I want such a radical change.

On an unrelated note, I will add a new building probably called City Hall, available at the poor neglected Democracy tech: -some% city maintenance cost, 2 statesman slots (one removed from Jail, that never made sense anyway), one free statesman, one free specialist per town improvement. If someone knows of graphics I could use for it, speak up.
 
there's already a town hall building in Rise of Mankind (AKA The kitchen sink mod of everything) :p
 
Why not use the Jail to reduce maintenance? That seems so logical to me, I can't believe I'm the first to think of it. :p
 
Yeah I thought the same, but I know for a fact that I wasn't the first either :)

+1 specialist per Town though? That would probably be the strongest wonder in the game.
 
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