NiGHTS: General Discussion

Can you reduce the size by compressing it in a rar or zip file?

At least with rar you can split it into multiple parts if you have to.


Just piping in about the food bit.
I think its strange which techs increase food yield. Why does refrigeration increased yield of farms without fresh water? That doesn't make sense, that should be fertilizer.
Refrigeration should just boost food yield across the board (maybe 10% in all cities).
Personally what I would love (which I'm sure isn't possible right now) is the ability to "ship" food from one city to another. That way cities could be specialized (in the late game) to food capitals (the great plains being the breadbasket of America for example) with the food transported over to the industrialized areas. It makes sense.
 
Version 10.5 - Released to http://forums.civfanatics.com/downloads.php?do=file&id=16650

IMPORTANT: DOWNLOAD/INSTALLATION INSTRUCTIONS!
Note that the following locations could differ depending on where you've installed CIV V.
1. Download and copy file into C:\<username>\Documents\My Games\Sid Meier's Civilization 5\MODS
2. Delete your cache folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\cache
3. Delete the contents of the ModUserData folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\ModUserData
4. Verify your cache and defrag your CIV V files through Steam (right click, properties, local files, verify integrity.
5. Make sure your game is up to date with Patch 1.0.1.383!
6. Load CIV V and click Install button in the ModBrowser.

Changelog:
  • Added Nzinga Mbande, queen of the Kongo to the mod as a playable Civ - has a unique Workshop and unique Pikeman.
  • Imperialistic Trait now grants a production bonus to Buildings already in the Capital instead of a Worker bonus.
  • Wonders no longer become obsolete except for The Great Wall and the Platonic Academy.
  • Removed the Jail, and now only Courthouses remove occupied Unhappiness.
  • Re-added the Trade Technology -> requires Cartography.
  • Added a Galleon to the mod -> stronger than Frigates, (35 strength), but with a weaker ranged attack (20), and doesn't cost Iron.
  • Triremes now upgrade to Caravels instead of Frigates.
  • Caravel's upgrade to Galleons.
  • Nothing upgrades to Frigates - they're a class of their own.
  • Added an Indentured Servant unit to Feudalism. It can create Improvements +50% faster than Workers, but costs food like Settlers.
  • Fixed RA tool-tip in the diplomacy screen to require Oligarchy, and not Philosophy (which was the vanilla requirement).
  • Apothecary now doesn't have a requirement, and grants +1 Food and +1 Science with a 2 maintenance cost.
  • Storehouses grant an extra +1 gold, (+3 total instead of +2).
  • Added the Statue of Zeus wonder to Warrior Code - it adds a Barbarian Swordsman and Horseman to your side, (0 Unhappiness).
  • The Oracle moved from Warrior Code to Calendar.
  • Added the Kiyomizu-dera Wonder to Calendar - it adds +2 food to bonus resources, +4 gold to luxuries, and +2 Science to strategic resources.
  • Machu Picchu moved to Civil Service.
  • Storehouses no longer become obsolete with Electricity.
  • Added the Grand Canal Wonder to the new Trade Tech - grants +10% gold from trade routes and +2 Policies.
  • Fixed all Tech tool-tips regarding what they unlock.
  • Fixed bug where the Teotihuacan wonder wasn't requiring the appropriate techs.
  • Fixed bug where the Great Lighthouse was stating it's vanilla bonuses.
  • Fixed bug where Ivory wasn't getting it's Temple bonus.
  • Fixed bug where the Pont du Gard stated a 50% food bonus when it was really granting only +33% food.
  • Fixed bug where the Train Station and Factory required an incorrect amount of Iron to be built.
  • Fixed bug where Solar Plants weren't getting their synergy bonus.
  • Fixed bug where Public Schools weren't getting their synergy bonus.
  • Fixed bug where Research Labs weren't getting their synergy bonus.
  • Fixed bug where Hydro Plants weren't getting their synergy bonus.
  • Fixed bug where Docks weren't giving a Production bonus to Oil.
  • Added artwork for Textile Mill.
  • Added artwork for Bakery.
  • Added artwork for Foundry.
  • Added artwork for Storehouse.
  • Added artwork for Levee.
  • Added artwork for Settler.

Note: I've had to remove a few artwork additions which will be added back into the mod over the coming days as I merge files and make them more efficient. Seeing as this is more of a content update - it's a bit bloated in terms of overall size. I should be able to get v10.6 down to around 6-7mb.

EDIT: I just realized I that I forgot to give Galleons a range attribute - I re-uploaded v10.5 with this fixed.
 
Version 10.5 - Released to http://forums.civfanatics.com/downloads.php?do=file&id=16650

IMPORTANT: DOWNLOAD/INSTALLATION INSTRUCTIONS!
Note that the following locations could differ depending on where you've installed CIV V.
1. Download and copy file into C:\<username>\Documents\My Games\Sid Meier's Civilization 5\MODS
2. Delete your cache folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\cache
3. Delete the contents of the ModUserData folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\ModUserData
4. Verify your cache and defrag your CIV V files through Steam (right click, properties, local files, verify integrity.
5. Make sure your game is up to date with Patch 1.0.1.383!
6. Load CIV V and click Install button in the ModBrowser.

Changelog:
  • Added Nzinga Mbande, queen of the Kongo to the mod as a playable Civ - has a unique Workshop and unique Pikeman.
  • Imperialistic Trait now grants a production bonus to Buildings already in the Capital instead of a Worker bonus.
  • Wonders no longer become obsolete except for The Great Wall and the Platonic Academy.
  • Removed the Jail, and now only Courthouses remove occupied Unhappiness.
  • Re-added the Trade Technology -> requires Cartography.
  • Added a Galleon to the mod -> stronger than Frigates, (35 strength), but with a weaker ranged attack (20), and doesn't cost Iron.
  • Triremes now upgrade to Caravels instead of Frigates.
  • Caravel's upgrade to Galleons.
  • Nothing upgrades to Frigates - they're a class of their own.
  • Added an Indentured Servant unit to Feudalism. It can create Improvements +50% faster than Workers, but costs food like Settlers.
  • Fixed RA tool-tip in the diplomacy screen to require Oligarchy, and not Philosophy (which was the vanilla requirement).
  • Apothecary now doesn't have a requirement, and grants +1 Food and +1 Science with a 2 maintenance cost.
  • Storehouses grant an extra +1 gold, (+3 total instead of +2).
  • Added the Statue of Zeus wonder to Warrior Code - it adds a Barbarian Swordsman and Horseman to your side, (0 Unhappiness).
  • The Oracle moved from Warrior Code to Calendar.
  • Added the Kiyomizu-dera Wonder to Calendar - it adds +2 food to bonus resources, +4 gold to luxuries, and +2 Science to strategic resources.
  • Machu Picchu moved to Civil Service.
  • Storehouses no longer become obsolete with Electricity.
  • Added the Grand Canal Wonder to the new Trade Tech - grants +10% gold from trade routes and +2 Policies.
  • Fixed all Tech tool-tips regarding what they unlock.
  • Fixed bug where the Teotihuacan wonder wasn't requiring the appropriate techs.
  • Fixed bug where the Great Lighthouse was stating it's vanilla bonuses.
  • Fixed bug where Ivory wasn't getting it's Temple bonus.
  • Fixed bug where the Pont du Gard stated a 50% food bonus when it was really granting only +33% food.
  • Fixed bug where the Train Station and Factory required an incorrect amount of Iron to be built.
  • Fixed bug where Solar Plants weren't getting their synergy bonus.
  • Fixed bug where Public Schools weren't getting their synergy bonus.
  • Fixed bug where Research Labs weren't getting their synergy bonus.
  • Fixed bug where Hydro Plants weren't getting their synergy bonus.
  • Fixed bug where Docks weren't giving a Production bonus to Oil.
  • Added artwork for Textile Mill.
  • Added artwork for Bakery.
  • Added artwork for Foundry.
  • Added artwork for Storehouse.
  • Added artwork for Levee.
  • Added artwork for Settler.

Note: I've had to remove a few artwork additions which will be added back into the mod over the coming days as I merge files and make them more efficient. Seeing as this is more of a content update - it's a bit bloated in terms of overall size. I should be able to get v10.6 down to around 6-7mb.

EDIT: I just realized I that I forgot to give Galleons a range attribute - I re-uploaded v10.5 with this fixed.

You also forgot making the Aztecs Charismatic/Organized ;)

Imperialistic trait doesn't work!
 
I really like your modpack, one can see that alot of thought has gone into its core mechanics.

Just a quick question: Docks' tooltip says "+2P for Ocean resources", does this mean "sea resources in general" or "only sea resources on ocean tiles"?
 
I really like your modpack, one can see that alot of thought has gone into its core mechanics.

Just a quick question: Docks' tooltip says "+2P for Ocean resources", does this mean "sea resources in general" or "only sea resources on ocean tiles"?

I'll make sure to reword this in v10.6, but the ability does in fact include all sea resources in general. (v10.4 wasn't triggering the bonus for Oil, but that's since been fixed in v10.5).

I'm guessing that the new civ is the same as the one here: http://forums.civfanatics.com/showthread.php?p=10321311

Instead of the UA, what are her traits? I'm guess Organized and Charismatic?

That's correct. IMO, that particular Civ/Leader was the most well done from the community at the moment in that the artwork really fits well with the overall look and feel of the other vanilla CIV V Leaders. I've changed the UB and UU a bit as well from what they originally were - and I've made her Organized/Creative, (unit maintenance discount + free culture in every city).

She also probably has one of the stronger UB's in the game, with the Raffia Mill, (Workshop replacement), getting an additional +1 Production, +1 Culture, and a Gold bonus to Jungle tiles.
 
That's correct. IMO, that particular Civ/Leader was the most well done from the community at the moment in that the artwork really fits well with the overall look and feel of the other vanilla CIV V Leaders. I've changed the UB and UU a bit as well from what they originally were - and I've made her Organized/Creative, (unit maintenance discount + free culture in every city).

She also probably has one of the stronger UB's in the game, with the Raffia Mill, (Workshop replacement), getting an additional +1 Production, +1 Culture, and a Gold bonus to Jungle tiles.

so close .... Charismatic was my second choice. I definitely like the inclusion of another African civ. I would update to 10.5 but i've told myself that i'm gonna actually try to finish a game first before updating :P
 
nvm updating.

I screwed up my game because i forgot to add infoaddicts for better diplomacy options and so i've decided to just update. You win this time Markus!
 
What endymon said. :) The later Era's already have a wide assortment of units available at the moment, and I've tried to space them out so each unit has a window of leverage in the game. Including the more powerful Mech Infantry unit would take away from some of the choices available regarding techs and what units to unlock - as the most dominant strategy would generally be to beeline whatever tech unlocks them.

I do plan on including them, (and the GDR), but this won't be until the Modern/Future Era portions of the Tree get expanded. This probably won't occur for awhile, because if I do this, people will invariably attempt advanced start games, and I haven't even begun to adjust the mod for advanced starts.

Alright, thanks for the reply. :)
 
Will you be adding more civs eventually? I'd like to see a combination of every trait available. Also, will you add a counter for golden ages, like you did for culture? It's nice to have an easy estimate with the actual numbers available as a tooltip.

Wonderful mod, effort greatly appreciated, so on and so forth. ;)
 
I started a game of 10.5 today, I was Egypt - Epic Game - Huge Map - 9 AI Civ's and 18 City States - Prince Level ...
Germany (Bismark) was close to me, early on about turn 30 he had (1) city Hamburg and I had the good fortune to upgrade a Warrior to Spearman and captured (1) of his workers and his 1st settler (who I knew would be trying to Settler near my borders), so far so good ...
By Turn 126 Bismark had (8) cities (4) of them right on my Border Perimeter to my (3) and he also had Workers working each of the (4) cities near me, oh he also managed to build the Great Wall ... when I went to capture one of the (2) cities near me the curmudgeon had no less than (5) Warriors in the 2 city Proximity, also his Happiness was in the 20's, mine was 10 ... How in Gods name in less than 100 turns did he accomplish all that and still remain happy and fat with Gold ?? There's got to be something wrong with the game balance for that to happen.
btw/ not a rant just reporting what happened :goodjob:

Here's a couple things I'd like to see changed

1.)I'm not in favor of "more" Civ's, in fact I wish each Civ would only have (1) Special Dynamic Characteristic instead of (2), the Civ's just seem way too similar and with the Civ Advantages the AI have they usually cancel out the Human's Civ's Dynamic advantage anyhow, like in the case of Egypt ... with the research advantage and several other Civ's having a Wonder Building dynamic, with egypt, I rarely build more than 2 - 3 Wonders very early. By the time I research the Tech's from Classical Era on, the new Wonders are already built.
 
Any chance you could give workers levels and upgrades? Like, after it is alive for X numbers of years it advances a level and you can select what skills you want it to have. (Say, +10% to creating improvements, or -1 unhappiness costs, whatnot?)

Just a thought, but it would give a little bonus for keeping your workers alive for so long.

@ geecadwah: Yeah, I have problems with the balancing on Large and Huge maps too. Boss says it's fine thou, so I just don't play them anymore... (Though I enjoy them the most...)
 
1.)I'm not in favor of "more" Civ's, in fact I wish each Civ would only have (1) Special Dynamic Characteristic instead of (2), the Civ's just seem way too similar and with the Civ Advantages the AI have they usually cancel out the Human's Civ's Dynamic advantage anyhow, like in the case of Egypt ... with the research advantage and several other Civ's having a Wonder Building dynamic, with egypt, I rarely build more than 2 - 3 Wonders very early. By the time I research the Tech's from Classical Era on, the new Wonders are already built.

I agree with this. Perhaps any new Civilizations should be offered seperate from ths NiGHTS Mod; in as well made the Kongo one is, not everyone is sympathetic of cultural diversity, and I feel like the addition of a new nation is unnecessary, as there are already plenty - plus this could save some extra space. I also agree that unique abilities should be reintroduced, preferrably alongside the leader traits, though I'm not trying to change your mod direction, as I'm sure you've considered what would be necessary to do this. Also, I feel as if the rewards for building the Statue of Zeus are too underwhelming. True, I like that nothing else offers military units which do not cost unhappiness, but this is very circumstantial and fails to achieve the same usefulness as the vanilla Statue. Perhaps if you decide that it should be changed, you could keep the military units, to add to the strategy of building this particular wonder, and add something alongside it similiar to the vanilla.

A few text fixes may be necessary: the Florence Cathedral currenty thinks that the Knight is unlocked through Chivalry, which has been since changed to Monarchy. Also, on the subject of the Kongo, I've noticed that the Dawn of Man screen seems to be quite wrong, mentioning the Tupi of the Amazon, rather than the Kongolese of the Kongo.

But aside from those things this mod remains the best, and I hope you don't feel like I'm being too particular - this mod is excellent whatever direction you take it. I think it was excellent the day Ghandi stopped hating on me and I was able to wage war without obsoleting my military the next turn, and I will continue to be impressed and will continue to follow its progress up until Firaxis finally snatches you up for outshining them.
 
Maybe you could have it that workers incur +1 EXP per improvement or road built. It would make them feel more worth while if you had an investment in your first worker like that. I was wondering if you ever intended to introduce a caravan type unit that could increase your influence on city states and make a little gold to. Maybe +10 influence and gold based on distance?
I have to confess something, I've been using a hacked version of the game but because your mod isn't very compatible with the hacked copy I purchased it. So, you actually made them some money :crazyeye: So keep up the good work! I expect to get my moneys worth out of it ;)
 
Just a quick thought:

Apparantly Whales yield both food and gold; either when they are improved or simply the tile, I'm uncertain - at least in the vanilla XML files they do. Perhaps something like this could be implemented through the social policies. For instance, a Piety policy could have incense yield culture in addition to its gold, or a Commerce policy could have a bonus resource yield gold in addition to its food. Just a suggestion which might add some interesting and unique mechanics and some diversification to the resources.
 
I lost to Darius science victory on turn 401; England, immortal, small continents, sparse ressource but I think that the mid to end game balance is much better so far as the AI -- 3 AI were building spaceships (I got Apollo built late due to wars) and at least 2 AI were competing for the UN along with some of them going for the military victory.

I am also gratified that I can now build sea units when ironclads become available.:)

But I didn't read the patch notes when I started a game and when Kongo popped up I thought I had a virus or something -- hujambo?

:goodjob:
 
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