NiGHTS: General Discussion

I've made sure that the cache is empty, as well as deleted the old one and redownloaded (Several times), but for some reason the options for any of my units won't show up (The bottom left is where that should be). There aren't any other mods running besides nights (The new version on the game itself's download), and the game is working fine with nights turned off.

Any ideas?

Try verifying the integrity of your cache through Steam.
 
I even tried to reinstall the game and deleting everything left over, but I'm still having the problem. Both the warrior and the settler at the start of the game have no option window in which I can tell them anything to do, other than to click for them to move somewhere else. I never had the problem back with version 108, it's only with 109 and 112.
 
I even tried to reinstall the game and deleting everything left over, but I'm still having the problem. Both the warrior and the settler at the start of the game have no option window in which I can tell them anything to do, other than to click for them to move somewhere else. I never had the problem back with version 108, it's only with 109 and 112.

If you've deleted previous versions of the mod, do you have any other mods active at the same time? If so, disable them, as some UI changes I made to promotions might be causing conflicts that weren't there before.
 
With the older version of 11.2 I was able to stack Wonders/Policies/Republic to get purchase costs into negative numbers, meaning I was earning money with every purchase. I don't think you can make any changes to how that math works without the sdk, so maybe just take a pass through to ensure that -80% (95? 75?) is the max even with all possible cost reductions in place?

I didn't see anything in the minor tweaks to 11.2v2 mentioned that would change this.
 
If you've deleted previous versions of the mod, do you have any other mods active at the same time? If so, disable them, as some UI changes I made to promotions might be causing conflicts that weren't there before.

I reinstalled and deleted everything I had already downloaded, the only mod there is nights.

Uninstalling the new version and reverting back to 108 fixes the problems. 109 gives me those txt_key errors all over the place and has no options for units, and then the newer one posted has the txt_key error fixed but still has the problem with no unit controls.
 
With the older version of 11.2 I was able to stack Wonders/Policies/Republic to get purchase costs into negative numbers, meaning I was earning money with every purchase. I don't think you can make any changes to how that math works without the sdk, so maybe just take a pass through to ensure that -80% (95? 75?) is the max even with all possible cost reductions in place?

I didn't see anything in the minor tweaks to 11.2v2 mentioned that would change this.

You raise a good point. I'll make sure situations like this can't come up in the next update. There's a few other things I'll need to fix as well, so it looks like I will release an update this weekend after all.
 
I reinstalled and deleted everything I had already downloaded, the only mod there is nights.

Uninstalling the new version and reverting back to 108 fixes the problems. 109 gives me those txt_key errors all over the place and has no options for units, and then the newer one posted has the txt_key error fixed but still has the problem with no unit controls.

Did you delete the contents of your ModUserData folder?
 
After two nice games I can say that this is a great mod :thumbsup:

But I would suggest one adjustment. In my usual gameplay I only play with one city, my capital. And the culture you get is waaay to much after some time. I always go for Wonders, especially those which give me more culture and at the point where I adopt the policy "get +25 :c5culture: per Wonder", my output skyrockets ^^ Around the Industrial/Modern Era I can pick social policies every 2-4 turns(!).
Once I had the problem that I couldn't go on with my game any more and click the "Next Turn" button because I had to choose a social policy... but there were none any more ^^
This may really sound unrealistic but this mod really favors very tall empires (playing only with one super-capital-city)... or at least my special playing style ;)
 

Attachments

  • policies-nights.jpg
    policies-nights.jpg
    161.9 KB · Views: 121
Did you delete the contents of your ModUserData folder?

I had deleted everything: The entire folder in the C drive, as well as the one in My Games. I did it again and downloaded all the updates all over, and it's working fine there now for some reason.

My only complaint is that it seems like both culture and gold come in a little too easily. While I am playing on the lower levels, it seems off that I shouldn't have +70 gold in the second age without only three cities, and to be getting a policy every 3-6 turns.
 
I was wondering why crossbowmen and archers are so weak? Catapults have 14 ranged strength and crossbowmen only have 10? Maybe Crossbowmen could have an advantage against melee units, like +50% vs Swordsmen, Spearmen, Pikemen, and Longswordsmen?
I don't know why but the Mongolian Keshik isn't showing up in strategic mode for me, quite a surprise when I lost a couple units from phantom units. I always play my wars in strategic mode.

Not sure why the Keshik wouldn't be appearing as I haven't changed anything regarding that unit. As for why Crossbowman/Archers aren't all that strong, that's mainly due to how early they come in the tech tree, (especially Crossbowman compared to when they came in earlier versions). They also don't need to set up to fire like the Catapult, which would make them overpowered if I increased their strength any more based on their current placement. Crossbowman are actually fairly strong compared to other units available at their placement - I think they might actually be the strongest units at the game barring catapults at the time.

After two nice games I can say that this is a great mod :thumbsup:

But I would suggest one adjustment. In my usual gameplay I only play with one city, my capital. And the culture you get is waaay to much after some time. I always go for Wonders, especially those which give me more culture and at the point where I adopt the policy "get +25 :c5culture: per Wonder", my output skyrockets ^^ Around the Industrial/Modern Era I can pick social policies every 2-4 turns(!).
Once I had the problem that I couldn't go on with my game any more and click the "Next Turn" button because I had to choose a social policy... but there were none any more ^^
This may really sound unrealistic but this mod really favors very tall empires (playing only with one super-capital-city)... or at least my special playing style ;)

I had deleted everything: The entire folder in the C drive, as well as the one in My Games. I did it again and downloaded all the updates all over, and it's working fine there now for some reason.

My only complaint is that it seems like both culture and gold come in a little too easily. While I am playing on the lower levels, it seems off that I shouldn't have +70 gold in the second age without only three cities, and to be getting a policy every 3-6 turns.

I'll have to adjust culture values a bit. :crazyeye: I test out my games on higher difficulty levels where I generally spam cities, and the rate of policy acquisition doesn't really register under those circumstances. I'll make sure to balance out the amount you can get for v11.3. As for gold - I kind of need to keep levels balanced between humans and the AI, as there's nothing more off-putting than seeing an AI making 100 gpt, when you're struggling to stay above 5 gpt. Costs are also generally higher for upgrades/purchases, which also comes into the equation, (although certain policies/wonders/traits reduce these, and I'll be tweaking those as well to make sure there are no super-powered combinations).
 
Something I have been working on for NiGHTS:

Sneaks' City View Tweaks v. 1

DOWNLOAD HERE

One thing about NiGHTS is that there is a lot of everything. This causes me major headaches in the CityView screen trying to hunt down specialist slots or having a 3 ft. long building list. This version of my CityView eliminates these problems by placing all specialists together in one location. Future versions will ideally sort the buildings by type (all science buildings together, production together, etc.) but for now, this does the job.

To note: Gold borders on buildings indicate World Wonders. Silver borders indicate National Wonders. Bronze borders indicate Team Wonders or Governments.



 

Attachments

  • CVTweak.jpg
    CVTweak.jpg
    182.1 KB · Views: 1,608
  • CVTweak2.jpg
    CVTweak2.jpg
    313.4 KB · Views: 1,615
Something I have been working on for NiGHTS:

Sneaks' City View Tweaks v. 1

DOWNLOAD HERE

One thing about NiGHTS is that there is a lot of everything. This causes me major headaches in the CityView screen trying to hunt down specialist slots or having a 3 ft. long building list. This version of my CityView eliminates these problems by placing all specialists together in one location. Future versions will ideally sort the buildings by type (all science buildings together, production together, etc.) but for now, this does the job.

To note: Gold borders on buildings indicate World Wonders. Silver borders indicate National Wonders. Bronze borders indicate Team Wonders or Governments.




Sneaks this looks amazing. :) Great work, I'll make sure to include this in v11.3.
 
One thing about NiGHTS is that there is a lot of everything. This causes me major headaches in the CityView screen trying to hunt down specialist slots or having a 3 ft. long building list. This version of my CityView eliminates these problems by placing all specialists together in one location. Future versions will ideally sort the buildings by type (all science buildings together, production together, etc.) but for now, this does the job.
Nice, will definitely use this. Remindes me of VEM. Actually I am missing the cityview and top bar of Thals mod. The view/display of VEM with the changes to everything else of NiGHTS combined would be pure awesomeness :D
 
Something I have been working on for NiGHTS:

Sneaks' City View Tweaks v. 1

DOWNLOAD HERE

One thing about NiGHTS is that there is a lot of everything. This causes me major headaches in the CityView screen trying to hunt down specialist slots or having a 3 ft. long building list. This version of my CityView eliminates these problems by placing all specialists together in one location. Future versions will ideally sort the buildings by type (all science buildings together, production together, etc.) but for now, this does the job.

To note: Gold borders on buildings indicate World Wonders. Silver borders indicate National Wonders. Bronze borders indicate Team Wonders or Governments.

It did not work for me - my game crashed when I opened the city screen. I'll try later again.
 
Like some above I was having trouble with settlers showing up in the city screen. I had to uninstall and reinstall the whole game; so far so good.

I did get to play one thru as Emperor, small continents raging barbs, standard for a UN victory.

But First, I mostly had my own continent. In 1866 I was already @ future tech (I skipped 10 1 turn minor techs) and the gold spread between the AI and me went from 326,000 for Askia to 400 for Denmark (I was @ 32k.) It was also strange in that since Askia built the UN he didn't try to buy all the city states. With the AI going after city states at least some of them have very poor military and if you gather CS for yourself they become easy to defeat (in my game one CS took 3 cities from America without me even being on the continent.)
In the last 4 games I had Askia always was the one with a breakaway and in this game had the highest score.

Anyway, thanks for the tips.:)
 

Attachments

  • Civ5Screen0022.jpg
    Civ5Screen0022.jpg
    182 KB · Views: 98
Something I have been working on for NiGHTS:

Sneaks' City View Tweaks v. 1

DOWNLOAD HERE

One thing about NiGHTS is that there is a lot of everything. This causes me major headaches in the CityView screen trying to hunt down specialist slots or having a 3 ft. long building list. This version of my CityView eliminates these problems by placing all specialists together in one location. Future versions will ideally sort the buildings by type (all science buildings together, production together, etc.) but for now, this does the job.

To note: Gold borders on buildings indicate World Wonders. Silver borders indicate National Wonders. Bronze borders indicate Team Wonders or Governments.




The looks Amazing!
 
Playing as India the Mugal Fort (castle) doesn't have the same +50% military production as the regular castle. Also the War Elephant is fairly weak compared to the war chariot.
 
Playing as India the Mugal Fort (castle) doesn't have the same +50% military production as the regular castle. Also the War Elephant is fairly weak compared to the war chariot.

I'll add that ability to the Fort for v11.3 as it should've been there all along. But the War Elephant is a ranged strength 13 compared to 11 for Chariot Archers and 12 for War Chariots which isn't that bad. Earlier UU's generally have smaller strength bonuses compared to later UU's because they can have more of an impact on a world that's still being settled - while later UU's, well - they might not even make it into the game before it's finished.
 
Something I have been working on for NiGHTS:

Sneaks' City View Tweaks v. 1

DOWNLOAD HERE

One thing about NiGHTS is that there is a lot of everything. This causes me major headaches in the CityView screen trying to hunt down specialist slots or having a 3 ft. long building list. This version of my CityView eliminates these problems by placing all specialists together in one location. Future versions will ideally sort the buildings by type (all science buildings together, production together, etc.) but for now, this does the job.

To note: Gold borders on buildings indicate World Wonders. Silver borders indicate National Wonders. Bronze borders indicate Team Wonders or Governments.

Unfortunately this wonderful modmod seems to be causing my city screen to have unworkable buttons and lots of blank info.

http://steamcommunity.com/id/gorhaax/screenshot/596959394070223204?tab=public

I've tried clean the cache, logs etc., but nothing changes it. Other mod's I'm using are Night's(of course), R.E.D modpack, PerfectWorld 3 and InfoAddicts (None of which touch the city view like yours)

As a final note, wouldn't it be better to gives this modmod it's own thread, for easier access?
 
Playing as the English:

I find it kind of vexing that the Ship of the Line is obsoleted and unbuildable once you get the tech that unlocks Ironclads. Ironclads are great of course, but they are slow and limited to coastal tiles, so it kinda sucks that England's great navy UU is unbuildable at that point. I have to go back to using Galleons until I get to the modern ship classes, which can take awhile depending on my tech choices.

Why not make ships of the line go obsolete with destroyers? this would make sense historically as well.
 
Top Bottom