[NFP] New Frontier Pass Screenshot Analysis Thread

All mention of the "tribal people" is removed and the bonuses are shown via pop-up colored float text. I originally had some cool flavor text for each pick-up, like "Your people discovered a mystifying Relic where the meteor fell." But unfortunately, I discovered that the float text disappears too quickly for most people to read this. So I simplified it to simply state what the bonus you receive is.

Ah, so the pick-up doesn't even have its own pop-up like goody huts have? That's kinda a shame, I like the flavour texts.

I think ima get your mod anyway though. :)
 
Ah, so the pick-up doesn't even have its own pop-up like goody huts have? That's kinda a shame, I like the flavour texts.

I think ima get your mod anyway though. :)

If it makes you feel any better, the only pop-ups the Goody Huts have are for Eurekas and Inspirations - nothing else. I could have added something similar, but that could potentially cause compatibility issues with certain mods, so I stuck to the floating text.
 
Hello, p0kiehl, big fan of your mods here. Thank you for the mod! I find the whole free unit from a meteor shower thing really jarring, though, and prefer sums of yields, so I fiddled with the weighting in your .sql file. One question -- how hard would it be to mod these meteors to grant, say 5 units of Iron resource for the most accuracy?
 
Hello, p0kiehl, big fan of your mods here. Thank you for the mod! I find the whole free unit from a meteor shower thing really jarring, though, and prefer sums of yields, so I fiddled with the weighting in your .sql file. One question -- how hard would it be to mod these meteors to grant, say 5 units of Iron resource for the most accuracy?
Yeah, a free heavy cavalry unit is useful, but hardly what you'd think of getting from a meteor impact. It would have been so much simpler and sensible to have them yield a small cache of iron.
 
The desire to make disasters beneficial results in some questionable contortions of logic.

Is it not so strange to you that players don't want to be purely punished? People endure the destruction of the disasters because there's an upside. And without a benefit the Meteor Showers do absolutely nothing. They can't land in civ territories.

Hello, p0kiehl, big fan of your mods here. Thank you for the mod! I find the whole free unit from a meteor shower thing really jarring, though, and prefer sums of yields, so I fiddled with the weighting in your .sql file. One question -- how hard would it be to mod these meteors to grant, say 5 units of Iron resource for the most accuracy?

Thanks! There isn't a completely simple way to do it unfortunately. If you are comfortable modding you can make it mimic the goody hut's code for giving strategic resources. Otherwise when I get time today I can write you a snippet you can put in the mod's file.

And I agree with Kwami - the heavy cavalry unit is an abstract representation of getting the resources required to make the unit. They went that way I presume because it maintains usefulness all game and is a bit more exciting to most.
 
The desire to make disasters beneficial results in some questionable contortions of logic.
Though personally the worst logic of the disaster system is tornadoes that last hundreds of years and cross thousands of miles before dissipating. :sad: On Civ's scale, tornadoes should last a single turn and destroy a single tile--maybe two tiles for particularly bad outbreaks.
 
I think the meteor strike should yield some iron or perhaps have a chance of some rare earth minerals.
 
I think the meteor strike should yield some iron or perhaps have a chance of some rare earth minerals.
Since fluorite and zircon aren't resources in the game, I guess that would just take the form of gold? :p (Though I don't think you'll find much fluorite and zircon in meteorites. More likely iron and olivine/peridot.)
 
The desire to make disasters beneficial results in some questionable contortions of logic.

Makes perfect sense. Otherwise there's no gameplay value to it. And it's realistic.

There should be no yield benefits in the final stages of climate change though. The player was provided with many mechanisms to prevent it in the first place.

Besides, since each turn consists in a much shorter span of time in late eras, it's no longer realistic at this point to have ever increasing yields, since the natural benefits that accompany natural disasters take time to be felt.
 
Makes perfect sense. Otherwise there's no gameplay value to it. And it's realistic.

There should be no yield benefits in the final stages of climate change though. The player was provided with many mechanisms to prevent it in the first place.

Besides, since each turn consists in a much shorter span of time in late eras, it's no longer realistic at this point to have ever increasing yields, since the natural benefits that accompany natural disasters take time to be felt.
Of course, tying impact events to climate change is a little gamey. Are the Solar System gods just trying to put the poor humans out of their self-inflicted misery? :mischief: (I realize it's a game and some things have to be gamey, but I still find it amusing.)
 
If you are comfortable modding you can make it mimic the goody hut's code for giving strategic resources. Otherwise when I get time today I can write you a snippet you can put in the mod's file.

Yes, please!
 
I think the meteor strike should yield some iron or perhaps have a chance of some rare earth minerals.

Iron and uranium could work.
 
Though personally the worst logic of the disaster system is tornadoes that last hundreds of years and cross thousands of miles before dissipating. :sad: On Civ's scale, tornadoes should last a single turn and destroy a single tile--maybe two tiles for particularly bad outbreaks.

Well, OK, but on Civ's scale none of the disasters make any sense and neither do wars, leaders, or anything else. It's an abstraction.
 
Well, OK, but on Civ's scale none of the disasters make any sense and neither do wars, leaders, or anything else. It's an abstraction.
A river floods, it damages a few tiles and enriches a few tiles. A volcano erupts, it damages or destroys a few tiles, maybe kills some pop, and enriches a few tiles. A tornado comes through and half your empire is gone. It's not fun; it's not even risk/reward balanced. Tornadoes need to have a much smaller effect or be cut entirely--or else reserved for Disaster Level 4 or Apocalypse mode.
 
I'll leave this here for those of you that are interested. Sailor Cat just uploaded a mod to add Iron & Aluminum to meteor impacts.

Meteors Spawn Metals

Spoiler :
0NTnCCe.gif
 
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