New Mod: "Bigger, Better Worlds"

I would definitely leave railroads in. I don't like their infinite movement, but it would be worse to remove them. My suggestion would be to increase road movement back to the 3x base. I've never found that to be particularly unbalanced.

Luckily, this discussion of the need for railroads to stimulate city growth serves as a nice segue into my thought for the day... ;)

(in a nutshell...)
The inability to put railroads on mountains kills them as a useful tile.

(now for the discussion...)
First off, I'm only midway through industrial. (My huge map is starting to slow down.) I've been expecting to be able to road/railroad mountains at some point, but I'm wondering now if that ability ever comes. I'm at work so I can't look closely through your civilopedia to see if that ever changes. (I don't even know if it's possible to have that associated with a tech.)

I definitely like mountains impassable to most units. But the inability to road them surprised me. I've been waiting to see how it developed. While it's only a little bit irritating from the perspective of unit movement (a midevil infantry should be able to follow a road through the Alps, right?), my bigger concern is about production.

(I jotted the following numbers down before I left for work today. They may be inaccurate. They are all under republic.)

Terrain type/food/shields/trade/total
Irrigated/railroaded grass 6 / 0 / 2 / 8
Irrigated/railroaded bonus grass 6 / 1 / 2 /9
Mined/railroaded grass 3 / 2 / 2 / 7
Mined/railroaded bonus grass 3 / 3 / 2 / 7
Irrigated/railroaded plains 5 / 1 / 2 / 8
Mined/railroaded plains 2 / 3 / 2 / 7
Mined/railroaded hills 2 / 4 / 2 / 8
Irrigated/railroaded desert 2 / 1 / 2 / 5
Mined Mountains (no railroads) 1 / 3 / 2 / 6

The booby prize is obviously desert. What suprised me is that mountains are only marginally better. Hills actually produce more shields than mountains. Mined bonus grassland produces the same number of shields. If you removed the base two trade all tiles produde from the totals above, the discrepancy would be even more glaring. Obviously, mountains are killed by the lack of railroads. I think you have two options. Either allow them to be roaded/railroaded (if it's coming later in the game, I think you should move it earlier) or increase their production without railroads. You could do this by either making their bonus resources real humdingers (heh, just like that word) or by increasing their base shield production or both. My suggestion would be to do all of the above while leaving them impassable without roads, especially since I think you should reduce food output from both hills and mountains.

I'm obviously biased by my experience with the civ series. I look at a mountain and think "high production, no food." (Remember mountains with iron from civ 2? What a tile... I get all nostalgic.) You can argue that this may not be a "realistic" way to think about them. Perhaps that's what you're trying to achieve.

Anyway, that's just my two cents. :D
 
You need either to patch your copy of C3C to version 1.22, or replace the mod's "labels.txt" file (found in the mod's "Text" folder) with the alternate file appropriate to the C3C version you're running.

-- Darryl


Thanks, Darryl. I'm sorry to have bothered you, since I discovered the label thing a short while after my last post.

Great mod, BTW.

jimmygeo
 
About regimes, I would like to propose one change:

- Under Libertariansim could you give a 1/1/1 unit support. I think 0 is too drastic. And 4 is a bunchof money, if you start from 0. This way, it is doomed to a peacefull CIV (not mentioning the military ones!!!), in late ages, what is a bit sad, since it is a so cool idea

BTW, Cool Mod :goodjob:
Waiting anxiously for those Graphics and for a City View :)
 
Quick question about the Forbidden Palace... I may have missed something somewhere, but am I to understand that it no longer matters where you place the damn thing, just so long as you have it?
When did this change? Does it no longer act as a second palace, and it just increases the OCN? Is it something that occured with Conquests, or is it exclusive to this mod?
 
DB_in_Omaha you are probably sick of hearing this, but this MOD is just way to cool. Especially with the graphics you recommend.

Thought I would drop you a note, I modified the 2.01 version with the food you suggested in a post in this thread (also fixing the marketplace issue), and I thought you would like to know the growth is much more controlled.

Great job.
 
I suppose I should be embarrased by this. After all, I was a physics undergraduate. Luckily I'm sufficiently anonymous in the forum here that it doesn't bother me too much. I spat that out pretty quickly the other morning before work. I could curse you for rejecting my "nonlinear" approach to mathematics but decided instead to just change my previous post to reflect more "conventional" principles.

Loving the mod, DB. Hoping for a new version sometime soon. I don't really care if you include any of my suggestions or not. Just curious to see what you're cooking up.
 
Got this a few days ago. I have not looked internally for the file to see if it is meissing or if the Civpedia has a typo or something...
 

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Been playing this mod since it was released, and if you look at my screenshot, you will see I am at the end of the industrial era. This is the first error I have gotten since the Trebuchet Incident (which was a typo in the .ini file)

I seriously doubt I have installed it improperly.

That having been said I will take a look at the files when I get home tonight to see if I can find the problem. It most likely is a difference in the Wonder Splash graphic files' physical name and PediaIcons name - unless the file actually is missing.
 
Gdek said:
Quick question about the Forbidden Palace... I may have missed something somewhere, but am I to understand that it no longer matters where you place the damn thing, just so long as you have it?
When did this change? Does it no longer act as a second palace, and it just increases the OCN? Is it something that occured with Conquests, or is it exclusive to this mod?

The change is not exclusive to the mod; it was made in (I believe) the 1.15 patch of C3C, in order to correct the bug which had the Forbidden Palace actually *increasing* corruption. ;)

-- Darryl
 
Ames:

There is in fact a typo in the PediaIcons.txt file. It references #WON_SPLASH_BLDG_Lindbergy instead of #WON_SPLASH_BLDG_Lindbergh.

I suppose you get a prize for being the first BBW player to complete the Spirit of St. Louis and thus discover the typo. ;)

-- Darryl
 
Just so you all know what's going on, I figured I'd post a quick update. I'm hoping to have version 2.10 finished tomorrow. Most of the changes are in response to feedback posted here in the past two weeks, and most of what's been posted here has been addressed, if not always exactly as suggested. ;)

-- Darryl
 
DB_in_Omaha said:
Ames:

There is in fact a typo in the PediaIcons.txt file. It references #WON_SPLASH_BLDG_Lindbergy instead of #WON_SPLASH_BLDG_Lindbergh.

I suppose you get a prize for being the first BBW player to complete the Spirit of St. Louis and thus discover the typo. ;)

-- Darryl

I told you I love this mod! :D

Can't wait for 2.1.....
 
Great MOD. I haven't gotten far since I keep trying new Civs in the early Era. Not sure if this has been asked yet but here's my one question: The Civclopedia mentions spearmen as the first good defensive unit, but they are 2-1-1, whereas the archers are 1(1)-2-1. Are these reversed?

I love how expansion is limited to the expensive primitive settlers and the cheap, high-pop regular settlers. It makes the game work early on.

Another question: is it intentional for barbarians to be free from attack when they enter forest/mountains,ect? It's annoying, but I can see the realism from letting them have free zones.
 
woodelf said:
The Civclopedia mentions spearmen as the first good defensive unit, but they are 2-1-1, whereas the archers are 1(1)-2-1. Are these reversed?

In the 2.00 release, I revised unit stats to make the archer line primarily defensive and the spearman line more balanced. The Civilopedia was updated accordingly. You're recalling what the Civilopedia in the default epic game says about spearmen; in BBW, the Civilopedia now merely calls them "the defining unit of the bronze age." ;)

Is it intentional for barbarians to be free from attack when they enter forest/mountains,ect? It's annoying, but I can see the realism from letting them have free zones.

It's not so much a matter of giving them a "free zone" as it is a bow to the fact that I can't control where barbarian encampments will show up. Since the encampments can show up on any terrain type, the barbarian units need to be able to move anywhere. (Otherwise, many barbarian units would end up "trapped" in their encampments or find themselves unable to return to their encampments once they left.) Most of the civilized units in the ancient age, on the other hand, are flagged as "wheeled" and thus can't enter certain terrain types.

-- Darryl
 
Holy Moly.....what a great mod.

The last few years I've been playing DYP endlessly and I've got to say, this ranks right up with it. This is the best complement I'm capable of.

I love the use of mountains as a natural barrier. Now, just like the army's of the past untold thousands of years, you have to plan how to get around them. You even have to worry about having your retreat cutoff. Wow!

I'm really, really enjoying this....thanks DB in Omaha!

ps...I assume...Go Big Red!!
 
I'm eagerly anticipating your update.

I just have to say again that your huge map is really HUGE. Towards the end of my game turns were taking quite a while and I have a brand new system that's pretty "high-end." (My wife couldn't understand what I was doing waiting for the turns to cycle.) The other thing that struck me about endgame is that if you're careful with wonder placement, it's not hard to create a really turbo research-producing city. My capital, with a few of the 100% increased research wonders together with a few of the +1 commerce to each square wonders was producing something around 600 tech a turn. I think it could have been even higher if I'd really tried to max it out. It was pretty crazy.

Now the difficult question... I'd started a game on another mod (which will go nameless in the interests of avoiding competition) waiting for your update. Do I quit that game? Grr... I thought it might take you a few more days. Not that I'm complaining. :)
 
Amesjustin said:
Been playing this mod since it was released, and if you look at my screenshot, you will see I am at the end of the industrial era. This is the first error I have gotten since the Trebuchet Incident (which was a typo in the .ini file)

I seriously doubt I have installed it improperly.

That having been said I will take a look at the files when I get home tonight to see if I can find the problem. It most likely is a difference in the Wonder Splash graphic files' physical name and PediaIcons name - unless the file actually is missing.
Ok, I assume I misjudge the situation.
Time to felicitate you by your discover taht helped kill a well hidden bug in the mod. Good job :goodjob:


PS: Please DK release the new version ASAP :)

I gave it away 41h of playing just since thursday!!!
Portugal rules and in this mod it is impossible not to get addicted! :D:D:D
 
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