New Mod: "Bigger, Better Worlds"

Maybe this was asked in the previous pages, but I'm too lazy to read through all of them.

May I ask why is my date in the game is "Nov." and haven't change one bit?
 
Boy, I'm just really digging this mod. I can't imagine playing normal C3C again.

I've got a few more thoughts, but want to play a bit more before I spout them off.

On the explorer issue... The ability to generate them should definitely be a benifit of expansinoist civs. On the other hand, in normal C3C, if you're not expansionist you can still build any other unit and explore the map with him. In this mod, you can only do it with a worker (which "feels" a little strange). I don't think it's unreasonable to just decide no other civ will get explorers and that you're doing this to buff the expansionist trait. On the other hand, I think most players will end up just exploring with a worker. An alternative might be cheap or otherwise buffed explorers for expansionist civs and expensive/unbuffed explorers for others.
 
Please DB to disable disease because his model is not realistic ...

:mad: I desinstalled your mod, i will wait the changes
 
I got the patch and now the year shows. Thanks.

My opinions on the mod:

It rocks, the limitations are ok, but is preventing early war (which I loved) since now I have to move my units across 1/5 of the map around a huge patch of jungle. I actually liked the disease, a nice challenge. I might have more to say, but I have to play more.
 
Leptomeninges:

"I keep thinking that I should list the things I like that you changed in the patch rather than the things I have suggestions about...."

Please keep doing exactly what you're doing. ;)

Sure, it's nice to hear, "I love the mod," but it's more *helpful* to hear, "You know, if you changed this...." I can't possibly spot every bug or come up with every good idea on my own. Constructive criticism is valuable and much appreciated! And besides, I already know you're having fun playing the mod; you wouldn't be coming up with so many good ideas if you weren't!

Lachlan:

Sorry, but plague is staying in. If others also think it's too severe, I may consider decreasing the severity, but it's not going away, and it's unlikely to become less frequent. (A maximum of four occurrences over the entire course of human history, after all, isn't really all that extreme!) And as Amesjustin already pointed out, if you really don't want to bother with it, it's easy enough to load the mod in the editor and turn it off yourself for your own games. ;)

Everyone:

On the scout issue, I obviously need to do something to restore the advantage that expansionist civs are supposed to have and to make it less desirable to use workers for exploration. What I'll probably do in the next release is bump the movement rate of the scout (available only to expansionist civs) back up to 2, and also create an alternate scouting unit available to everyone with a movement rate of just 1 and a cost a bit higher than that of expansionists' scout but lower than that of a worker. That way, workers won't be doing your exploring, and expansionist civs will once again have a clear advantage in terms of ability to explore.

In other news, I'm going to be a bit scarce for a while. We're moving -- just locally, within Omaha -- and so over the next couple of weeks I'm going to be spending most of my "free" time running loads of crap from one house to the other. I'm not going to be online a lot, and I'm certainly not going to have much time for modding. But by all means, keep the feedback coming! I'm not vanishing forever, and development of BBW isn't coming to an end! ;)

-- Darryl
 
ok i will cess to complaint and desactive this plague myself :goodjob:

Improve your mod ! It is 100 % good :)
 
The only thing I don't like about disease is the name. The first time I ran into "Baffled bovine whatever-it-is" I thought it was pretty clever. With every repeated episode it seems less so (negative reinforcement). Of course, I think you're trying to maintain a lighthearted spirit to the mod, so maybe it fits.

Usually when disease strikes I just evacuate my cities of garrisoned units. It doesn't seem to be too big a deal, but it's never struck me at a border city during war when it could be a problem. I remember that once on a huge map I had about 30 cities all struck down which kind of stunk, but they recover pretty quickly if you don't lose your garrisoned units. Maybe you could tone it down a touch, but I personally don't think it's a huge issue. I'm sure that the rulers of ancient kingdoms were bummed when the plague struck them also.

I'm saving some of my thoughts, but one thing I wonder about a little is if crossbowmen should really defend at 4. I hadn't noticed this previously, but with all the war going on in my current game, it is much more prominent. They are available quite early and combined with their defensive bombard ability, the other contemporary units (knight/midevil infantry) aren't really strong enough to knock them down if properly fortified unless they're really massed or supported by artillery. Anyway, I'm not really sure what I think here. Just something I've been mulling.
 
Leptomeninges said:
I'm saving some of my thoughts, but one thing I wonder about a little is if crossbowmen should really defend at 4. I hadn't noticed this previously, but with all the war going on in my current game, it is much more prominent. They are available quite early and combined with their defensive bombard ability, the other contemporary units (knight/midevil infantry) aren't really strong enough to knock them down if properly fortified unless they're really massed or supported by artillery. Anyway, I'm not really sure what I think here. Just something I've been mulling.

You really gotta swarm the cities at that point. Striking during ther plague helps, and maxing out your culture is always a help.

Which brings me to some constructive criticsm of my own - I think the wonders and small wonders should all generate more culture than any simple improvement. They are unique or semi-unique, more expensive, and have tougher build requirements.
 
When you'll put out the missing graphics? Just asking, because I'm trully enjoying version 2.01 :D

In fact, I'm gonna leave here a save game of my current game.
Second experience in your mod, playing for 49h now ( :eek: ), with the Port in a trully gigantic Pangea map (huge, pangea, max land). ~140 cities, more being conquered by my cavalries every turn! (Big loading time!)
PS: Monarch level. The best level, IMHO.

If anyone see it, please tell me somethig on the way I play/should play.

http://www.civfanatics.net/uploads7/Henry_of_the_Portuguese,_1471_AD.SAV
 
Love the mod, some suggestions:

Mountain Road - one of the industrial era techs should allow workers to build roads on mountains. It is just annoying when there is pollution on a mountain top and all your workers go to clean it up.

Poison Gas - could be attached to anouther industrial era tech, it should have a chance of damaging multiple units in the same square.

Modern Pirates - Currently areas of the Phillipeans, and the Horn of Africa these bucchaneers use high speed motorboats to loot the high-end cargo from commercial shipping. (high speed, medium attack, low defense, Enslave (low chance), No national colors)
 
Duke_of_BOOM! said:
Mountain Road - one of the industrial era techs should allow workers to build roads on mountains. It is just annoying when there is pollution on a mountain top and all your workers go to clean it up.

The basic game mechanics won't allow terrain-specific roadbuilding. Either they all happen at or they never happen at all. Blame Firaxis for that one.
 
Amesjustin said:
The basic game mechanics won't allow terrain-specific roadbuilding. Either they all happen at or they never happen at all. Blame Firaxis for that one.

Damn, ah well. my next suggestion was going to be graduated road building: grasslands/planes-> hills/forrest-> swamps/desert -> mountains (and much later Chunnel)

Maybe next Civ, eh?
 
Was playing the mod and got the following error.

Misssing entry "Scenerios\Bigger, Better Worlds\text\Pediaicons.txt
WON_SPLASH_BLDG_Lindberg

I was cruising along and this! It is a great mod.
 
rucknrun

Have you donwloaded and installed the lates version of BBW? This error I believe was fixed in 2.10, you may be using 2.01. Try downloading the new one and installing it. Do not know if it will fix it or not, but it won't hurt. You can find the link on the first page of this thread.
 
I have installed the most recent version. I found the problem. I looked in the Pediaicons.txt file and found a sytax problem.

WON_SPLASH_BLDG_Lindberg

was spelled

WON_SPLASH_BLDG_Lindbergy


I removed the y and everything worked fine. You may want to check the 2.1 to see if this error is present.

Thanks

Rucknrun
 
That was the exact error in the 2.01 version, I checked my 2.10 Pediaicons.txt file and it is fine, it is spelled correctly. When you installed 2.10 maybe your zip program did not overwrite the file, some do that. If I were you, I would delete the load version and reinstall to make sure it was clean (well back up first).
 
I was going to save up my thoughts, but am starting to fear that I'll forget them.

1. Right now there's no incentive to research Naval Ordinance and Piracy. The frigate is really no improvement over the previous warship (name forgotten) and ironclads are just around the corner. If you want people to research these techs which are not required for age advancement, you need to either rebalance your naval units (making them clearly superior to the precious ships and moving ironclads later in the tech tree), or add a wonder or something (pirate-producing?). Otherwise I'd much rather research factories than these useless boats.

2. Disney World looks like a booby prize. My suggestion would be to change its' benefit to 50% increased tax revenue and make it a huge culture bomb. (Plant it in a border town and watch the cities culture-flip. I personally think that would be very cool.)

3. Forget my previous comment about crossbowmen. They're fine.

4. In my opinion, pollution needs to be addressed. Why not give the hospital or supermarket a pollution reducing benefit? I think they're increased production and happy faces respectively right now. Either one could be changed to pollution reduction.

5. The civilopedia lists an upgrade from balloons to airships, but this doesn't seem to work in-game.

That's all I can remember right now. More later.
 
Actually, I'll make the case for NOT having hospitals and supermarkets reduce pollution. Every live in an area where hospital garbage washes up on the beaches? I did.. briefly before I move back out west. As for supermarkets, they encourage us to drive more, actually adding to pollution, IMHO. I haven't reached the Industrial or Modern Ages yet, but the addition of Sewers could go towards the reduction of pollution. Also, City Planning as either a minor or major wonder could do the same.
 
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