My take on stuff

Did you adjust the Realistic Cultural Spread cultural levels to match your new 6?
Half of them are only used with Realistic culture level gameoption. Don't know what else needs adjusting for realitic cultural levels; tested all levels in game and the border expanded for every of the 16 levels above poor with that game option on. I didn't test the 8 levels above poor without realistic culture spread however, but I assume it is working as it should there too.

Toffer's C2C modmod v0.1.5 for Rev.8928
  • Caught Joe's changes in the last SVN rev.

Toffer's C2C modmod v0.1.5.1 for Rev.8934
  • Some prehis. tech tree changes.
  • Maintenance.
 
What Maintenance changes did you make in the newest version, if I may ask? Curious if you made any changes to the starting Civics that use Number of City Maint. penalty.

JosEPh
 
What Maintenance changes did you make in the newest version, if I may ask? Curious if you made any changes to the starting Civics that use Number of City Maint. penalty.

JosEPh
I've changed maintenance modifiers in difficulties, map size and civics, not sure what I did when or when I last made changes to it in civics.
I would love get some feedback from you on the way it is now, if you have time to test it.
I would need to know difficulty and map size as well as some details about when it should be cheaper/more expensive to expand.
 
I've changed maintenance modifiers in difficulties, map size and civics, not sure what I did when or when I last made changes to it in civics.
I would love get some feedback from you on the way it is now, if you have time to test it.
I would need to know difficulty and map size as well as some details about when it should be cheaper/more expensive to expand.

I will see what I can do for you. But it will be next week before I can start. Need to finish a couple of ongoing projects 1st.

I have a question in the Discussions thread that you might be able to answer for me if you could take a look?

JosEPh :)
 
Toffer's C2C modmod v0.1.5.1.1 for Rev.8934
-No myths before oral tradition.
Made all (most? might have missed some due to all the files they are in) myths require oral tradition in one way or another.
 
He looks cool. What kind of stats does he have?
Unlike every other unit of his time he does not have hidden nationality.
Stats:
  • 2 :strength:
  • 10% vs each group size larger (He is of the lowest volume himself; Solo-Epic-medium)
  • 10% City Attack
  • 15% vs Melee
  • 5% withdrawal/pursuit
  • Starts withdrawal at 50% HP
  • 15% vs Shield
  • 15% vs Armor (Heavy)
He cost 6 times more hammers than a regular clubman; and is national unit with a limit of 1.

His Main AI type is Attack_City

Spoiler :
Code:
    <TEXT>
        <Tag>TXT_KEY_UNIT_BAND_PRIME</Tag>
        <English>The Band Prime</English>
    </TEXT>
    <TEXT>
        <Tag>TXT_KEY_UNIT_BAND_PRIME_PEDIA</Tag>
        <English>The Band Prime, not only your cultures toughest warrior but also determined enough to rally the others towards a common cause.</English>
    </TEXT>
    <TEXT>
        <Tag>TXT_KEY_UNIT_BAND_PRIME_STRATEGY</Tag>
        <English>First unit that can capture cities.</English>
    </TEXT>
 
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Kind of an 'earliest' swordsman... I think I like him. Not sure why he'd have early withdrawal though. Just thinking of how he'd work into the core.
 
I suppose you're trying to represent 'route' or morale loss. I've plans for that to be a somewhat separate (though operating along similar pathways) feature.
 
I suppose you're trying to represent 'route' or morale loss. I've plans for that to be a somewhat separate (though operating along similar pathways) feature.
In a way, the main reason why I shifted the base point to 50 % were to give the player an interesting choice between stall or cautious promos for all kinds of units.
"To the death" promo both reduces withdrawal chance by 5 % and early withdrawal by 15-20%
 
I can understand that approach. Interesting concept. I would feel it would cut into the purpose of the tag as it's manifested on units intended to have the feature is all.
 
Toffer's C2C modmod v0.1.5.3 for Rev.8940.
  • "Cave Dwelling" cannot be researched if you do not have a cave in city vicinity
  • Cooking, "Heat Treatment", and "Slash & Burn" cannot be researched before you either build the captured fire or invent fire making.
  • "Canine Domestication" cannot be researched until you either subdue a canine, or get the dog resource through trading with another nation that has already subdued a canine.
  • General tech tree and event tweaks.
  • Made the wanderer practically incapable of spotting other units with Hide & Seek, this is balanced out due to him being practically incapable of being seen by others when he takes the low profile promo; thus he would have to share a tile with another unit before he's seen. This should make the wanderer a bit more interesting to use and put him in risk of being killed; he is good at withdrawing so he might survive those chance encounters.
  • Made all animals unable to subdue subdued animals.
 
Toffer's C2C modmod v0.1.5.5 for Rev.9087

  • Updated for latest SVN rev.
  • Many prehistoric tech tree changes that utilize the bigger tech tree screen; and accommodates the new techs "Deception" and "Theft".
  • Reworked the Band Prime units graphic and animation. (EDIT: Made some mistakes in animations; fixed in v0.1.5.5.1)
 
One thing IF u may suggest, pls DONT change the civics current names, otherwise there will be NO chance of it being included in any of C2C, sorry. . . There is just too much adjustment going on with all of TB's changes . sorry . .
 
The tech tree will change quite radically in the next version:
Spoiler :
attachment.php
 

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"Chopper" and "Scraper" should probably be "Chopping" and "Scraping" to be consistent with the other techs.
 
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