[ModPack] Total Experience

Samael, the 5 changes you quoted I have NOT added to the game, so don't be afraid.

I know, I just wanted to say I was supporting the other suggestions but not those ones specifically.
 
thanks for getting me think of a way to fix that issue naf4ever. I hope that now cities having wayyy too much health and happiness is a thing of the past ;)
 
karmina said:
I'm not a big fan of adding tons of minor fixes - just too much to balance correctly, worry about as player, and it generally feels bulky.

True but surely you must see the point i was getting at. The fixes are to counter and balance the extreme ease at which you can get mega cities early on.

....and/or increase the generic health malus and unhappiness by population. Maybe from 1 to 1.5 or even 2 per population point.

Thats a good one, i didnt think of that. And it goes along the theme of everyone packed into modern day cities and feeling the stress of the rat race...
 
[to_xp]Gekko said:
thanks for getting me think of a way to fix that issue naf4ever. I hope that now cities having wayyy too much health and happiness is a thing of the past ;)


No prob. Glad I could help and glad you implemented some of them. I will download the new version and try it out today.
 
[to_xp]Gekko said:
I think that would be bad for the early game though ...
Maybe theres a way to increase it only with the discovery of a certain tech, so it happens later. I will playtest the new version though more to see if this is needed though.
 
naf4ever said:
Maybe theres a way to increase it only with the discovery of a certain tech, so it happens later. I will playtest the new version though more to see if this is needed though.

well, that may be possible , but it would probably take some python editing, so I can't do that myself :blush:
btw, with these new changes I *think* that things should be as fair as they used to be in the vanilla version, there should be no need for such a big change now.
I'm looking forward to hearing feedback about this latest version, I hope to have done a good job. :)
 
[to_xp]Gekko said:
I've implemented many of the changes you suggested, increased the cost of grocers and markets a bit, and took away some of the resources' bonuses enabled by these 2 buildings ( those which I found to be "elite" resource only available to rich people due to the price: it is nonsense that something which is available just to a few people will help you mantain social order)
thanks for your support naf4ever! :)

Just thought of something off the top of my ahead. Perhaps these "elite" resources can actually help out the elites. Instead of giving happy faces to the masses they can instead add a few points or percentage points to GP production which is the equivlant to the ruling and intellecutal elite classes in this game.
 
After having played a few games with this mod I was thinking that maybe an idea to deal with the increase in health and happiness rescources would be to simply make city growth require two health and two happiness perhaps after a base size of say 5. If this were done then other buildings like aquaducts should perhaps have their health increased to 4 from two, as well as the expansive trait. I'm not sure if this is possible, but perhaps the advantage to implementing this would be that the overall balance would remain the same without needing to make buildings give negative health or happiness.
 
PolyBomber said:
After having played a few games with this mod I was thinking that maybe an idea to deal with the increase in health and happiness rescources would be to simply make city growth require two health and two happiness perhaps after a base size of say 5. If this were done then other buildings like aquaducts should perhaps have their health increased to 4 from two, as well as the expansive trait. I'm not sure if this is possible, but perhaps the advantage to implementing this would be that the overall balance would remain the same without needing to make buildings give negative health or happiness.

did you play the latest version which I have put out just today? If you were using an older version , I recommend you to download it again and try it out, the latest changes I have done should address this issue well enough. :)
 
On another note has anyone tried this multiplayer. It was my goal to but my friends and I get illegal errors every time we try. Once we setup the game and hit launch my civ 4 crashes and an error message comes up. Clicking on the details of it reveals only this:

error.jpg


any ideas??
 
uh-oh. I hope that's not an issue with the Random Events, I've heard more than once that they cause problems in multiplayer... I might have to take them out :(

edit: I've asked TheLopez if he can add to this mod a way to easily turn Random Events On and Off in order to avoid issues for multiplayer. I'm sure he can do this, now we only have to hope it won't take long :D
btw, finally you'll be able to see Zoroastrian icons instead of the confucian ones, and the new resources are going to display the right icon in the city view screen. thank Master Lexx for doing that for me!
 
Ok, Uploaded the link and readme on the first page *again*

check out the Total Experience.ini file in the main folder of the mod.
there is contained the new options for the Random Events. they are all turned on by default,
and you can choose to turn them off individually by setting "true" instead of "false" in the Total Experience.ini file
under the description of the event.
Turning them all off is highly recommended for multiplayer games, as they have been reported to cause OOS errors.


many thanks to TheLopez for this enhancement! :)

on top of that, now Zoroastrian icons replace Confucian ones, and the new resources correctly display their own icons in the city view screen

many thanks to Master Lexx for this fix! :)
 
hi gekko!

if this mod works in mp - your mod will rule!!!!

i just have few time to test it, but i love what youve done, good thing on disabling the random mods -im sure its no good for mp.
very good not to get the temple resource on the game.

heres an idea for the next version - gender mod -its kinda nice. :)
 
yeah, that's something I may throw in alongside with some other civic modifications :) do me a favour and test this mod in multiplayer with the random events turned off, it should work fine now! ;)
 
it wont work for me.....it downloads as a rar. file and i cant extract it...so yeah idk what to do
 
@ hajmyis: you need WinRar to unzip it, look for it on the web.

I noticed that the game interface was not working properly if the Time Victory option was disabled. this is most probably an error caused by the current-turn-at-a-glance mod. I've taken care of it and re-uploaded a fixed .rar archive.

http://files.filefront.com/Total_Experiencev21rar/;4744596;;/fileinfo.html

for people who had already downloaded it, you can download just this file:

http://files.filefront.com/CvMainInterfacerar/;4744522;;/fileinfo.html

unzip it and paste it in the Assets/python/screens folder of the mod. (overwrite the old file)

sorry for the inconvenience :blush:
 
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