My Multiplayer Military Mod

what i mean is all units have health like cities the more :health: the unit has the faster it regains health. depending on the location of the unit it gets more health like fresh water +2, jugle -3 etc

each unit can have :) count the more :) a unit has the better the unit is at battles. if a unit haas more:mad: than:) it runs away
under mordernwarfare it cant runaway
 
Interesting concepts... but that is way too comlpexfor my coding skills...

Im cant python/sdk code! :sad:

kristopherb said:
what i mean is all units have health like cities the more :health: the unit has the faster it regains health. depending on the location of the unit it gets more health like fresh water +2, jugle -3 etc

well isnt this like the health promotions...

I guess if you want to have MORE health...

you can make more promotions regarding health.... :mischief:

and if you want to have the promotions more accessible you can make the civic give that free promotions (see previous posts)

or you can make specific buildings give that new free promotion (like my Merchant Marine Wonder/CNO Wonder)

of course if you want the promotion more readily available you can make the building that gives the free promotion a regular building and not a wonder :crazyeye:




kristopherb said:
each unit can have :) count the more :) a unit has the better the unit is at battles. if a unit haas more:mad: than:) it runs away
under mordernwarfare it cant runaway

this is more python/sdk stuff

it is interesting but I wouldnt know how to code it :blush:


thanks for further explaining your concepts....

some of them are easier to implement that others...

I might want to use that more health promotions idea....

(I'd probably make special custom health promotions and assign them to the Uni of Med/Walter Reed/Red Cross Wonders)

Thanks for the feedback! :goodjob:
 
I need feedback about the mod :)



If you have suggestions/constructive criticisms/ideas/improvements...



...Please Post! :D


I am also looking for opinions on how the mechanics/gameplay/general purpose of the mod is setup.


any feedback would be greatly appreciated :goodjob:
 
I will send you five or six maps tomorrow in the email, and test this out on Atlantis.

EDIT: OK, played and i had a balance # of around 400(number to the far right) and the one civ had over 3000 and i had it set to 80-90% the whole time. Needless to say, they came and defeated me right away.
 
Officer Reene said:
Interesting concepts... but that is way too comlpexfor my coding skills...

Im cant python/sdk code! :sad:



well isnt this like the health promotions...

I guess if you want to have MORE health...

you can make more promotions regarding health.... :mischief:

and if you want to have the promotions more accessible you can make the civic give that free promotions (see previous posts)

or you can make specific buildings give that new free promotion (like my Merchant Marine Wonder/CNO Wonder)

of course if you want the promotion more readily available you can make the building that gives the free promotion a regular building and not a wonder :crazyeye:






this is more python/sdk stuff

it is interesting but I wouldnt know how to code it :blush:


thanks for further explaining your concepts....

some of them are easier to implement that others...

I might want to use that more health promotions idea....

(I'd probably make special custom health promotions and assign them to the Uni of Med/Walter Reed/Red Cross Wonders)

Thanks for the feedback! :goodjob:

ask "the lopez" he brillent at this stuff
 
strategyonly said:
I will send you five or six maps tomorrow in the email, and test this out on Atlantis.

Ok I will add the maps next release


strategyonly said:
EDIT: OK, played and i had a balance # of around 400(number to the far right) and the one civ had over 3000 and i had it set to 80-90% the whole time. Needless to say, they came and defeated me right away.

wow that is bad :sad:

what were your settings/handicaps?

how many civs rivals?

how many cities did you have?

how many did rivals have (cities)?

what year/tech did you get up to?



Honestly I never played in SP ... so this is a surprise

I always played in MP where me and my bro worked together (but not teams) and although we were not the most powerful, most of the time we managed to last to 2050 :)

can you give me more details?
 
kristopherb said:
ask "the lopez" he brillent at this stuff


TheLopez is quite busy these days.... and most of his stuff only works in SP :sad:
 
I didnt save the game only lasted about 100 turns, i was playing on Atlantis map, only three CIVs, had about four cities, dont know what the enemy had. No handicaps, NO extra anything. Played wereas each had the same start. Got defeated so fast didnt have much time to do anything.
 
strategyonly said:
I didnt save the game only lasted about 100 turns, i was playing on Atlantis map, only three CIVs, had about four cities, dont know what the enemy had. No handicaps, NO extra anything. Played wereas each had the same start. Got defeated so fast didnt have much time to do anything.


well I can see how you got overwhelmed...

when I said you may reduce lag, you can still play with more civs and larger maps...

I suggest you play a standard size map and play at least 11 civs (although the game recommends 8... I usually play 13 - including me and my bro in MP)


lag of units usually hits on 1600's because of too many units :crazyeye:

war usually cuts down on the units and therefore lag :D

if you still get overwhelmed... lower the handicap level

I think you may fare better with more rival civs...

I hope this helps ;)
 
strategyonly said:
OK thx, good info, but you always give good advise , thx.


Thank you for your kind words...

but I want to thank you for your feedback and playtesting...and suport :goodjob:

just try my mod with my suggestions and let me know how it turns out...

I want to balance the mod better ;)


Also if you are still getting the shaft :eek: you might want to try out the smart map with lots of goody huts :p

Hope that helps!

....Now if I can get other peeps to comment who played my mod.....:mischief:
 
strategyonly said:
OK tried it out again, this time i have a LONNNG lag time, inbetween "waiting for next civ" some took over a minute and i just started the game. This is just feedback, ok.


thanks for the feed back! :goodjob:


I want to fix this (or at least make it less laggy for you)

can you tell me what setup you used this time?


What is your CPU info?


I never get bad lag till the end of the game.... (unless I kill units :lol: )

so I want to help ya on that....
 
While playing my mod I discovered that the Canadian Joint Task Force Two (National Wonder) is incorrectly requiring the The Special Warfare Training Center (National Wonder) in City where the JTF2 is being built...:mad:


I need to correct this where it is just needed in any city prior to building the JTF2 Wonder...

I will also be adding some more building models (since new ones came out :crazyeye: )


There are a few other tweaks I would like to add.


In my games I notice some of the "hardpoint" military techs (some examples: Black Gunpowder/Smokeless Gunpowder/Aerodynamics/Military Science Techs ETC) Techs may cost TOO MUCH

I am thinking of reducing them....

Is anyone having research problems of those military hardpoint techs?


Please be specific...

should I reduce the costs?


Before releasing another version I would like input on what I should add.... (or correct?)

Any ideas are welcomed :goodjob:


NOTE: I will update this mod to Warlords... LATER :mischief:

This is just a temp fix...


Thanks for your help :king:
 
can you make this for sp aswell because i find mp a little to annoying(waiting for every one)
 
kristopherb said:
can you make this for sp aswell because i find mp a little to annoying(waiting for every one)


This mod works in Single Player Mode as well as MP...:goodjob:

I just made this mod more friendly to MP players because other mods might cause OOS while this one will not;)
 
Tried playing on a larger map, and the lag time was too much, had to stop playing took WAYYYYYY to long inbetween waiting for civs, then i switched to a smaller map and only three civs, lag time was better but still had alot of lag time, quit that one too, plus i had two of the attached messages, dont know what they mean?
 
strategyonly said:
Tried playing on a larger map, and the lag time was too much, had to stop playing took WAYYYYYY to long inbetween waiting for civs, then i switched to a smaller map and only three civs, lag time was better but still had alot of lag time, quit that one too...


What is your Computer System Info?

Lag shouldnt be that bad...:confused:

have you cleared the cache before starting a new game?



your lag may be related to your other issue:


strategyonly said:
plus i had two of the attached messages, dont know what they mean?

I have never seen anything like that in any of my games (I have been testing this mod for months)


what patch are you using?

This is for 1.61 Vanilla (no Warlords) version


are you using any other mods/mod components?
 
Ok, heres what i have, Dell 3Gz, 2G of memory, 250 HD, have all patches installed
and yes i know its for vanilla, and the only thing i am changing is the American flag. I have noticed on other MODs, lag is alot also on some MODs. I have my cashe clear each and everytime i shut the PC off and thats everyday. Let me clear the custom assets area once and then try your MOD again, other than that i dont know what is going on.

EDIT: I wonder if the debugger is slowing it down?
EDIT1: Ok deleted my C/A files and the lag is down to 23 seconds for each turn, still alot when only playing three Civs??
EDIT2: OK changed the debugger (ini file) back to the original, and now the lag time is down to five seconds, so thats it. Its either test with debugger and have a slooow game or put the normal ini file back in for a regular game, not a good choice really.
 
strategyonly said:
Ok, heres what i have, Dell 3Gz, 2G of memory, 250 HD, have all patches installed
and yes i know its for vanilla, and the only thing i am changing is the American flag. I have noticed on other MODs, lag is alot also on some MODs. I have my cashe clear each and everytime i shut the PC off and thats everyday. Let me clear the custom assets area once and then try your MOD again, other than that i dont know what is going on.

EDIT: I wonder if the debugger is slowing it down?
EDIT1: Ok deleted my C/A files and the lag is down to 23 seconds for each turn, still alot when only playing three Civs??
EDIT2: OK changed the debugger (ini file) back to the original, and now the lag time is down to five seconds, so thats it. Its either test with debugger and have a slooow game or put the normal ini file back in for a regular game, not a good choice really.


Man I was gonna say something was fishy since me and my bros computer is slighty less advanced than yours... yet we dont get that much lag in MP through LAN or Direct IP :crazyeye:


well I hope you try it with more rival civs (maybe not my amount but a regular size map with 8-10 Civs) and maybe you can get a better shot of winning (or at least surviving :lol: )

are you still getting python errors?


Im glad you sorted it out.... let me know if you have any other problems/issues/ideas/etc. ;)






now if I can get other peeps to play/comment on this mod ... :mischief:
 
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