My Multiplayer Military Mod

Played until end of medieval age. The wonders should have more varying cost, and be more balanced (so some are much more expencive). Got all wonders in one mega city, that had 99 in happiness and size 55 (added a couple bonus resoucres in the world editor :p). It created units with xp 80.

Also I think I saw some of my promotion icons. Maybe add me in the credits?
 
Zuul said:
Played until end of medieval age. The wonders should have more varying cost, and be more balanced (so some are much more expencive)...

do you have any specific suggestions on what wonders should have what cost?

and what wonders need better balance?

I frankly am not experienced in tallying the wonders' attributes and need help there...

I just threw "ballpark" figures out but need help on balancing :crazyeye:

any suggestions?

Also what level are you playing? map size? civs?

how are the other civs faring compared to you?

all input is appreciated :)



Zuul said:
Also I think I saw some of my promotion icons. Maybe add me in the credits?


yeah sorry about that... :blush:

I knew I missed some peeps in their propers! :eek:

I fixed the thread posts.... (check it out! :mischief: )

I will update the mod readme in next release! ;)

again sorry about that! hope this fixes things :goodjob:


keep the feedback coming :D
 
strategyonly said:
Put a map in the d/l area, i think its what we talked about, maybe not? Its called Dune, post # 2, item 21.
http://forums.civfanatics.com/showthread.php?t=182772


you know I can put all the maps in there for the next release... :goodjob:


however maybe you want to put all the maps in one d/l for convienence (for me)? :crazyeye:

or should I just link it in one of the INFO posts here? :p
 
strategyonly said:
Let go thru some of them and pick the ones that have the most water, as you said for lag reasons, and go from there ok. Will get back with you soon.


just gather the best maps for this mod.... and I will put it in the next release :goodjob:


no rush though.... I dont want to update unless there is major changes needed (or alot of minor ones :lol: ) or I update to warlords ;)


thx for your feedback! :king:
 
very nice im loving all the new flavor for combat and specifically for getting units experience. its about time combat got updated. only suggestion is to add ranged bombardment from dales, but i know there has been issues with it, when its added to mods
 
From what I understand DCM will OOS in multiplayer.

I think Mexico was working on a fix or two for it.
 
rockinroger said:
very nice im loving all the new flavor for combat and specifically for getting units experience. its about time combat got updated.

Thanks for your input. I specifically made this mod to emphasize the military aspect of CIV4 :D

Let me know if there is any imbalance or other issues and I will try to correct them on next release :mischief:

Keep the Feedback coming! :)




rockinroger said:
only suggestion is to add ranged bombardment from dales, but i know there has been issues with it, when its added to mods

I like that idea (and dale's flying mod) but I need them to work both:

1) MP games

2) AI uses the new functions properly

if that get's fixed I'll happily (with permission of course :p ) add those mod components to my mod ;)


have any other ideas or critizisms?

keep posting!:goodjob:

thx for your help :)
 
Ket said:
From what I understand DCM will OOS in multiplayer.

I think Mexico was working on a fix or two for it.

sorry Im a noob what is DCM? :confused:

yeah and if Mexico can fix it that would be great :goodjob:

what's the link to that thread?


thx for your input I appreciate it all :)
 
DCM is Dale's Combat Mod, the big bad mod in which he combined ranged bombard, stack attack, and a million other things. I haven't tried it out yet, but since I mostly play MP, it'd be a real shame if it really gives OOS. I'll see.

Your mod sounds awesome, but I am a little worried about the city founder thing: if new cities ADD gold, what's to stop you from spamming cities all over the map as fast as you can?
 
Looks great ! :goodjob:

After downloading and unzipping i noticed the readme file about dynamic tech costs. Did I miss this on your descriptive posts ? (If that mod was integrated in your mod, it would make me happy).

I'll test Single Player, Huge random map, Epic speed, 18 civs, Noble, Raging Barbarians. I'm more a builder type than a warrior but still looks good to me !

Till soon for my opinion and feedback.

Pascal
 
Bringa said:
DCM is Dale's Combat Mod, the big bad mod in which he combined ranged bombard, stack attack, and a million other things. I haven't tried it out yet, but since I mostly play MP, it'd be a real shame if it really gives OOS. I'll see.

*Slaps Forehead* :rolleyes:

DMC = Dale's Combat Mod Duh! (I am so stupid at times :lol: )

yeah I heard that it does cause OOS in MP.

it is a shame because those features would look great in my mod :sad:

if someone can fix that....:mischief:



Bringa said:
Your mod sounds awesome, but I am a little worried about the city founder thing: if new cities ADD gold, what's to stop you from spamming cities all over the map as fast as you can?


ah I forgot to add that in the Notes
(I updated it now :p )


Now you need 4 plot spaces between Cities!

This way you can not "spam" cities

also Military Units upkeep costs ,>ahem<, costs more so building cities are can get you so much gold... and if you can not build military units to defend those cities.... :eek:

you get the idea...!


Thanks for your feedback! :goodjob:

Keep it coming!
 
PDBEL said:
Looks great ! :goodjob:

After downloading and unzipping i noticed the readme file about dynamic tech costs. Did I miss this on your descriptive posts ? (If that mod was integrated in your mod, it would make me happy)

Yeah I updated it in the credits and will update the readme.txt in the next release....

It is the TechCost Mod by jdog5000 :king:

if that's what you are talking about :crazyeye:




PDBEL said:
I'll test Single Player, Huge random map, Epic speed, 18 civs, Noble, Raging Barbarians. I'm more a builder type than a warrior but still looks good to me !

Till soon for my opinion and feedback.

Pascal


Great! :goodjob:

I can use all the testers

SP should work fine... but with that many civs and the huge map... it may lag a bit.....

I find eliminating rivals... clears the lag a bit :lol:



Thx for your feedback! I look forward to your reports ;)
 
I found Confucianism in Osaka and get a Confucian Missionary in Osaka AND in Kyoto.

Log message says "Confucian Missionary has been born in Kyoto".

No biggie, but log and what's happening not very consistent ;)
 
PDBEL said:
I found Confucianism in Osaka and get a Confucian Missionary in Osaka AND in Kyoto.

Log message says "Confucian Missionary has been born in Kyoto".

No biggie, but log and what's happening not very consistent ;)


I changed it where if you discover a religion you get two missionaries from the start....;)

This is not a bug... but a new feature :D

Notes will be updated too.. :goodjob:
 
I've quit my test game (was 50% points in front of second at 300 AD, even with my terrible start on a northern icecap-touching island that could fit 4 cities). The challenge was gone. :D

I noticed the minimum distance between cities is 5 (4 plots in between them); understandable with gold generating cities.
On the other hand these coin generating cities are hardly needed cause the military EAT coin !

Since I always had something to do (even with that bunch of initial units on my small island), even on Epic, the fun was very ok. Situations can change fast (from badly in need of happyness to health trouble in less than 5 turns) which shows the flexibilty of the Mod.

Not sure how the AI handles the mod, but in this specific test they trailed badly quite fast.

Congrats on the Mod, even though the heavy Militaristic approach is not really my cup of tea, I enjoyed :hatsoff: :hatsoff: :hatsoff:
 
PDBEL said:
I've quit my test game (was 50% points in front of second at 300 AD, even with my terrible start on a northern icecap-touching island that could fit 4 cities). The challenge was gone.

what level were you playing? if it's too easy you could always up the handicap level :p

what victory conditions did you have enabled?

however in my experience 50% of the time I beat the other rival CIVs....

until Black Powder and Musketry.....

even if I have more victory points... they get to them first... and if my military aint up to speed.... they kick my ass :mischief:

70% of the time when I play... after Musketry.... I may beat them in points.... but they beat me to 80% of the wonders! :eek:

However sometimes they start gaining or surpassing me in victory points.... after musketry :lol:

so you may want to play the mod longer.... or add tougher rival civs..... or increase the handicap level for better difficulty :goodjob:

I suggest playing more turns (at least up to rifling tech) starts because the rival civs start to become more competitive (and dangerous)


also sometimes you dominate with one game.... try a new game... and you may not be so lucky :p


NOTE: I was winning in points because me an my bro were helping each other in MP.... :D but they were still kicking my ass in the military and wonder areas :mad: ! (all after musketry tech)


PDBEL said:
I noticed the minimum distance between cities is 5 (4 plots in between them); understandable with gold generating cities.
On the other hand these coin generating cities are hardly needed cause the military EAT coin !

yeah I added that info to the notes here and will update the readme.txt upon next release...

well I wanted to balance it so I gave more coins out for certain bonuses and terrains plus added more military cost

you can change this back to default (or some of the advantages/disadvantages) with the files in the Alternate Folder (found in the XML folder of this mod)



PDBEL said:
Since I always had something to do (even with that bunch of initial units on my small island), even on Epic, the fun was very ok. Situations can change fast (from badly in need of happyness to health trouble in less than 5 turns) which shows the flexibilty of the Mod.


Im glad you found it enjoyable :goodjob:

I specifically made the mod more flexible because you have to be careful on what you build and how it will affect your city. I am glad you appreciate this attribute of my mod


PDBEL said:
Not sure how the AI handles the mod, but in this specific test they trailed badly quite fast.

From what I can tell, the AI makes almost all the buildings.... it doesnt seem to manage it well at time (health/sickness/happiness/unhappiness) but I noticed it did this in the "vanilla" version... so Im not sure it has anything to do with my mods' custom additions...

however the AI will build all my custom buildings and wonders (sometimes building wonders faster than I would like :mad: ...just kidding that is cool :lol: )

the AI will even build the special military academy building (which only the Great General can create) even if it's not apart of their original AI instructions

all in all I believe the AI handles it well (some times too well!) where they kicked my ass (read:wiped my civ out)... but it does take them past musketry to come around!

IMPORTANT NOTE: In my testing it always seems the victory points are skewed where I will be leading in points... but my tech advancements and wonders are usually behind the other rival civs.... I believe the victory points dont necessary project the correct info at times...

I always play the "Conquest" victory therefore the points dont mean much :king:

PDBEL said:
Congrats on the Mod, even though the heavy Militaristic approach is not really my cup of tea, I enjoyed

well the military aspect was the whole point of my mod :p

I glad you enjoyed it although it wasnt your "cup of tea" :goodjob:

Thank you for the feedback and the play testing, I hope my answers explained some things...

If you have any more questions or suggestions please feel free to weigh in more ;)
 
looks good but can you upgrade it to warlords

idea my prevois ideas
warfare civics
warfare


tribal warfare ;low 50% ag animals

peoples army ;med damages oppents units when passing or pilageing

oraganised warfare; extra high same abillitys as police state

trench warfare; med all new units get "trench" promtain

moderen warfare ;med more war anger 50% faster unit productoin
less unit up keep

unit health and happirness
 
kristopherb said:
looks good but can you upgrade it to warlords

I will update it when I figure out how :sad:

but thx for the praise :)


kristopherb said:
idea my prevois ideas
warfare civics
warfare

All your warfare civics looks cool but im afraid my python skills are horrible... :(

however if someone can implement it where it works in MP and the AI uses it correctly I will be happy to add this :goodjob:

but for now let me comment on your ideas:

kristopherb said:
tribal warfare ;low 50% ag animals

not a bad idea... it could possibly be the default start of the warfare civic


kristopherb said:
peoples army ;med damages oppents units when passing or pilageing

that would take python/sdk editing...

it sounds good but in my experience messing with python/sdk like this doesnt work well in MP and you get OOS errors

but if someone can do it.... :mischief:


kristopherb said:
oraganised warfare; extra high same abillitys as police state

easy to do
(just copy and paste the police state and add more bonuses/increase existing numbers :D )


kristopherb said:
trench warfare; med all new units get "trench" promtain

a little bit more difficuilt but I think TheLopez created a mod component that allows civics to give a free promotion to military units....

now merging that mod component is the trick ..... :rolleyes:

kristopherb said:
moderen warfare ;med more war anger 50% faster unit productoin
less unit up keep

easy to do with existing taglines :goodjob:

but shouldnt be less war anger... :confused: or possibly you can explain this...


kristopherb said:
unit health and happirness

unsure what you are talking about

but if you me like free promotion of health to units.... well following the previous idea... you could have a civic giving a free promotion...

happiness per unit in city like Hereditary Rule? well that would be easy too....just copy and paste and add more happiness bonus


thx for the feedback ;)


I welcome more ideas/suggestions/feedback/constructive criticisms :king:
 
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