MPBalanceMod

Nefliqus

Prince
Joined
Sep 16, 2010
Messages
400
Location
Poland
MPMod v1.3

I) INFORMATION:

This mod was prepared for peoples who wants to play Civ5 multiplayers game with more fun. It is balanced for Prince level, only human players, mirror map and Quick game.

It needs patch version 1.0.0.621.

II) INSTALLATION:

1) To install overwrite files in
...\STEAM\steamapps\sid_meier's_civilization_v\assets\Gameplay\XML\
by files from ...\MPBalanceMod\Gamesplay\XML\
2) All players who participate in multiplayer game have to overwrite files.
3) Make a backup of XML folder if you want to be able to remove this mod.
4) After activation of "Cache File Integrity Check" you have to reinstall mod.


III) CHAGES LOG for v1.3:

1) CIV5Buildings.xml
BUILDING_WALLS, Defense modified from 500 to 900.
BUILDING_PAPER_MAKER, Cost modified from 80 to 120
BUILDING_WATERMILL, Yield modified from 2 to 3
BUILDING_FLOATING_GARDENS Yield modified from 2 to 3
BUILDING_PALACE, Defense modified from 200 to 600.


2) CIV5UnitPromotions.xml
PROMOTION_INSTA_HEAL, added: PromotionPrereq: PROMOTION_SHOCK_3 ->INSTA_HEAL not available from the start
PROMOTION_MEDIC, deleted: PromotionPrereqOr3: PROMOTION_SCOUTING_2 and PromotionPrereqOr4: PROMOTION_SURVIVALISM_2 and
PROMOTION_DRILL_1. Only PROMOTION_SHOCK_1 needed.


3) CIV5Units.xml
UNIT_CATAPULT, Range modified from 2 to 3
UNIT_TREBUCHET, Range modified from 2 to 3
UNIT_ROMAN_BALLISTA, Range modified from 2 to 3
UNIT_CANNON, Range modified from 2 to 3
UNIT_ROCKET_ARTILLERY, Range modified from 3 to 4
UNIT_ARTILLERY, Range modified from 3 to 4
UNIT_SCOUT, Moves modified from 2 to 3
UNIT_GREAT_GENERAL Moves modified from 2 to 3
UNIT_SETTLER Cost set to 125 -> Liberty more important and food improvements more important in settlers construction

4) CIV5Technologies.xml
TECH_OPTIC, Cost Cost Set to 115
TECH_ARCHERY Cost Set to 35
TECH_IRON_WORKING Cost Set to 100
TECH_CONSTRUCTION Cost Set to 100
All other ANCIENT and CLASSICAL ERA tech cost modified by +15

5) CIV5Policies.xml
POLICY_WARRIOR_CODE, added: PrereqPolicy: POLICY_DISCIPLINE

6) GlobalDefines.xml
FIRE_SUPPORT_DISABLED changed from 1 to 0
TRADE_ROUTE_BASE_GOLD modified from 100 to 200 -> trade route more important
MAX_FORTIFY_TURNS modified from 2 to 3
BUILDING_PRODUCTION_PERCENT modified from 100 to 70 -> faster building construction
PROJECT_PRODUCTION_PERCENT modified from 100 to 115 -> wonders building bonus more important
FLAT_LAND_EXTRA_DEFENSE modified from -33% to -20%
RIVER_ATTACK_MODIFIER modified from -20% to -50%
CITY_HEAL_RATE modified from 3 to 4 -> units heal faster in cities
ATTACK_SAME_STRENGTH_POSSIBLE_EXTRA_DAMAGE modified from 400 to 200
Note: this will actually produce between 0.00 and 1.99 damage (rounded down to 0-1 typically) -> lower random for units attack
RANGE_ATTACK_SAME_STRENGTH_POSSIBLE_EXTRA_DAMAGE modified from 300 to 400
Note: this will actually produce between 0.00 and 3.99 damage (rounded down to 0-3 typically) -> higher random for range attack
CITY_STRENGTH_DEFAULT modified from 600 to 300
CITY_STRENGTH_POPULATION_CHANGE modified from 25 to 100
CITY_STRENGTH_UNIT_DIVISOR modified from 500 to 150
ATTACKING_CITY_MELEE_DAMAGE_MOD modified from 100 to 75
CITY_CAPTURE_DAMAGE_PERCENT modified from 50 to 25
CITY_ATTACK_RANGE modified from 2 to 1
HILLS_EXTRA_MOVEMENT modified from 1 to 2
UNHAPPINESS_PER_CAPTURED_CITY modified from 5 to 4
GREAT_GENERAL_RANGE modified from 2 to 1 -> general bonus only for adjacment plots

7) CIV5Features.xml
FEATURE_JUNGLE,Movement modified from 2 to 3
FEATURE_FOREST, Movement modified from 2 to 3

8) CIV5Improvements.xml ->Improvements more inportant
IMPROVEMENT_LUMBERMILL, YIELD modified from 1 to 2
IMPROVEMENT_MANUFACTORY YIELD modified from 3 to 5
IMPROVEMENT_CUSTOMS_HOUSE modified from 4 to 5
IMPROVEMENT_ACADEMY modified from 5 to 10
IMPROVEMENT_PLANTATION, YIELD modified from 1 to 2
IMPROVEMENT_FISHING_BOATS, YIELD modified from 1 to 2 -> sea is now more important
IMPROVEMENT_CAMP, YIELD modified from 1 to 2
IMPROVEMENT_PASTURE, YIELD modified from 1 to 2
IMPROVEMENT_QUARRY, YIELD modified from 1 to 2

9) CIV5Resources.xml -> no more wheat and sheep on desert
Deleted:
<ResourceType>RESOURCE_WHEAT</ResourceType>
<TerrainType>TERRAIN_DESERT</TerrainType>

Deleted:
<ResourceType>RESOURCE_SHEEP</ResourceType>
<TerrainType>TERRAIN_DESERT</TerrainType>

RESOURCE_WHEAT, YIELD modified from 1 to 2
RESOURCE_WHALE,, YIELD modified from 1 to 2 -> sea is now more important

FORUM: http://forum.civilization.org.pl/viewtopic.php?p=157217#157217
FILE: http://forum.civilization.org.pl/download.php?id=1056
 

Attachments

you need to make the civilizations more balanced for ancient starts and all map types

i.e. ottoman = useless, greece = overpowered
 
you need to make the civilizations more balanced for ancient starts and all map types

i.e. ottoman = useless, greece = overpowered

I dont want to change all parameters. I have changed only those parameters that were necessary to make MP game more playable:
-increase range of range attack
-increase random of range attack
-lower random of unit attack
-more power for the city and reduce of range of city atack
-reduce power of melee attack on city
-building more attractive to construct

It is all what i need to have fun with MP game.
If you want to help give me your advice. What in detailed you want to change and why?
 
but how to use a mod online?
is that possible on steam?

II) INSTALLATION:

1) To install overwrite files in ...\STEAM\steamapps\sid_meier's_civilization_v\ass ets\Gameplay\XML\ by files from ...\MPBalanceMod\Gamesplay\XML\
2) All players who participate in multiplayer game have to overwrite files.
3) Make a backup of XML folder if you want to be able to remove this mod.
4) After activation of "Cache File Integrity Check" you have to reinstall mod.
 
yes i read that

i mean outside of meeting with N friends and all agreeing on using that mod

also if i join a normal game and the partecipants DONT want to use it, can i still play online with them?
 
First of all having this installed will crash regular games.

Second if you actually want to balance MP you should look at some of the map generation mods, that ensure symmetry in resource placement. MP gets pretty dumb when in an Ancient Era duel.

Also this mod is even more unbalanced than the regular game, cities absolutely clobber all melee units due to increased strength but are completely defenseless against archers due to reduced range, that's messed up. I don't see how archers standing on top of city walls in a city on a hill shoot less distance than the archers standing in the plains below several tiles away.
 
yes i read that

also if i join a normal game and the partecipants DONT want to use it, can i still play online with them?

if you copy old files backup again to XML folder - yes.
Unfortunately Firaxis has blocked standard mods management for MP games so overwriting game file is the only way to implement changes (mod) to MP games. You can also start "Cache File Integrity Check" from STEAM (game name/properties/local file/Cache File Integrity Check) which will restore original files automatically.
 
First of all having this installed will crash regular games.

Second if you actually want to balance MP you should look at some of the map generation mods, that ensure symmetry in resource placement. MP gets pretty dumb when in an Ancient Era duel.

Also this mod is even more unbalanced than the regular game, cities absolutely clobber all melee units due to increased strength but are completely defenseless against archers due to reduced range, that's messed up. I don't see how archers standing on top of city walls in a city on a hill shoot less distance than the archers standing in the plains below several tiles away.

I don't know why you tell us that game will crush, I have tested it without any problems.

According maps script. I have prepared mirror script for MP games and i know that I can't change games rules from map script level. If you are so sure that it is possible pls give me example of LUA code that could be implement into map script and can change game rule. SQL Update command is blocked by Firaxis. I hope that such script change is possible but I doubt that you can answer me.

According your statement about balancing. Maybe the name of this mod is not proper, I should named it as MP_MoreFun_Mod. City range is reduced to make game more fun not because physic rule. Stronger city attack but with reduced range makes MP game more playable.

Sorry for my English, I'm not native English.
 
It's stupidly easy to attack cities.. archers at distance 3 and a screening unit at distance 2.. the city can't even hit the screen that protects the archers, and you reduce the city to almost no HP and take it with the screen unit. Any unit coming out has to attack the screen before the archers and ends up remaining in an exposed position. The AI doesn't know how to do this so will be even more pathetic in combat, so its down to just human players, and as for crashing games its mainly because someone will screw up the patch or enter the game without the install done properly or what not.

As for Map_Script mods, its already been done in this modding forum.
 
It's stupidly easy to attack cities.. archers at distance 3 and a screening unit at distance 2.. the city can't even hit the screen that protects the archers, and you reduce the city to almost no HP and take it with the screen unit. Any unit coming out has to attack the screen before the archers and ends up remaining in an exposed position. The AI doesn't know how to do this so will be even more pathetic in combat, so its down to just human players, and as for crashing games its mainly because someone will screw up the patch or enter the game without the install done properly or what not.

As for Map_Script mods, its already been done in this modding forum.

In MP game you have to protect city with units and you dont play with AI. This mod is dedicated for 1v1 MP games. In Firaxis games city attack is only a source of free experience for attacking units. I think that you dont play MP very often. Almost all MP games ends with melee units attack.

Pls give me an link to map script which changes game rules.

EDIT: and city are harder to conquer in this mod
 
i agree that making ranged shot 3 at start would break too many balance

you TAKE cities with melee but often you bombard them with ranged

this way you would only build ranged

archers to attack cities from 3 tiles
and OTHER archers to defend and substitute the first archers when attacked and attack the city troops from a ranged where they cant hit

also a archer in town would be a sniper
 
i agree that making ranged shot 3 at start would break too many balance

you TAKE cities with melee but often you bombard them with ranged

this way you would only build ranged

archers to attack cities from 3 tiles
and OTHER archers to defend and substitute the first archers when attacked and attack the city troops from a ranged where they cant hit

also a archer in town would be a sniper

but archer range is the same like in standard game. Additionally all ranged units are easy to kill by other units.

PS Now I understand why Firaxis decided to simplified this game.
 
If you look at the details he means the bombardment type units get additional range but the war chariots, archers, crossbows and such do not. That actually makes more sense , although I hardly think its necessary.

I also think wonders are fine as written, people don't build them that often in 1vs1 duels so they don't need to be more expensive.

Also that heavy a river attack modifier adds a lot of luck to start placement.. getting an early river for your city is a much bigger advantage now since it can shut down a fair number of adjacent tiles as being ineffective for attack.
 
If you look at the details he means the bombardment type units get additional range but the war chariots, archers, crossbows and such do not. That actually makes more sense , although I hardly think its necessary.

I also think wonders are fine as written, people don't build them that often in 1vs1 duels so they don't need to be more expensive.

Also that heavy a river attack modifier adds a lot of luck to start placement.. getting an early river for your city is a much bigger advantage now since it can shut down a fair number of adjacent tiles as being ineffective for attack.

i agree, i made a mistake with winders. It should be 100 I as before.

According starting positions, If you use mirror map, starting positions will be the some for all players. Try e.g. LD pangea mirror script from Map script forum.
 
but archer range is the same like in standard game. Additionally all ranged units are easy to kill by other units.

PS Now I understand why Firaxis decided to simplified this game.

surely not for me
i just read the upper post without rereading the opening
he was talking about archers dunno why tbh

if its only catas ok, seems acceptable maybe
 
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