Discussion in 'Civilization NiGHTS' started by markusbeutel, Nov 22, 2010.
Is there a 2012 version being released?
Cormorant I am 75 and have played Civ since it first came. The mods are enjoyable, but as you point out as warlod I win most of the time else i Loose But the play is still enjoyable. Jebst
I had to change the unhappiness for each additional city from 30 down to 5. Building a second city was killing me in the ancient time period.
Full-time school along with full-time work happened, which was really eating up my time. Then Diablo 3 came out and that didn't help. Inferno Act 2/3 for anyone that knows what I'm talking about...
Have you updated the game for the latest patch? Also, make sure you don't have multiple versions of the mod installed and then clear your CIV V cache and moduserdata folders - that should fix any text bugs (assuming you're playing the english version of the game).
Thanks. I'm looking forward to seeing how G+K plays out and then modding the hell out of it as it'll probably be horribly balanced out of the box/steam with Nights.
Wow - I hope to still be around and playing CIV at that age. As for Nights, I've tried to scale the difficulty, but according to your play-style, that might mean it's harder or easier than vanilla CIV V.
The AI expands quicker early on, but they declare war less often. They don't get as annoyed due to close borders, but they get more annoyed if you're going for the same city-states. A huge leg up human players have is that the AI pretty much randomly chooses their policies, so on higher difficulties, this is really where you can catch up by going for that free worker or settler or gold that you really need at the moment to keep pace / pull ahead.
I plan on releasing an updated version for G+K, but this won't be coming out immediately upon G+K's release. Worst case scenario I'm thinking sometime in mid-late august when my exams are over, but hopefully sooner.
I didn't know people's ages run the gamut so much as far as CIV goes. For example, Sukritact created all of the new icons for the custom unique buildings, and I was blown away when I found out he was pretty much over 10+ years younger than me, (I'm 29).
Well each additional city is actually only +20 Unhappiness. Once you play the mod more, you'll find certain strategies that make the transition back to 20 from 5 easier to digest (like certain policies, early happiness buildings, and early barb military units that don't consume happiness). The AI's also far more agreeable regarding trades compared to vanilla, especially in the early game as they expand more / war less.
Yep, saw that. Interesting how they're just scrapping the current browser after heralding it as the latest/greatest most moddable civ yet... Regardless, Nights probably won't work out of the box with the new expansion as it shares/changes countless core files that Firaxis will have no doubt messed around with, so I don't see the mod going onto the new Browser right off the bat. Pretty much only very simple/basic mods will work with G+K when it's first released, and I think that the casual modder was/is who the 2K post is aimed.
At the very least, the latest version of Nights will always be uploaded right away to Civfanatics.
I forgot to turn off auto update on steam and my game was updated today. I'm in the middle of a marathon campaign and not sure how to restore the previous version so my save games will work (nation specific buildings are missing).
I reinstalled the mod, and followed all the instructions, is the mod no longer compatible with the new version?
I'm at school right now and haven't been able to try out the new patch so I couldn't verify what's broken for certain. If clearing your game cache folder and your moduserdata folder doesn't solve things, then I'll have some work to do when I get home.
Anyone else having issues when trying to start new games wth the patch?
Hey - same problem. I was halfway through a great game (was winning on emperor difficulty the first time ever) when suddenly this update happened and dew things seem to work - the grenadiers now look like spearmen, for example, and I can't choose what to build in a city anymore - in effect I'm stuck...
Yeah i think all the mods need re-worked now.
Any plans to add NiGHTS to the Steam Workshop?
The update definitely broke my savegame. I tried deleting the cache and moduserdata.
Thanks for the feedback on the patch everyone - I'm working on the fixes. Possibility that I get a working version out tonight, but most likely it'll end up being this weekend. At that point I'll try and get Nights up on the Steam Workshop.
Saved games are munged. Deleted my cache folder and moduserdata, re-enabled NiGHTS, started a new game...and I was playing vanilla. Restoring the cache and data didn't help. Am I simply not understanding the new startup interface, or is NiGHTS failing to load entirely?
Looks like I'm going to refamiliarize myself with vanilla tonight. Hope you can get us back in the game this weekend, Markus.
Yep - there's enough UI and general gameplay changes (mainly text changes), that're causing loads of bugs to crop up. Not hard fixes that I've come across just yet, just tedious copy/paste -> test -> repeat.
Not enjoying vanilla Civ at all. You have spoiled us, Markus.
I still have Civ 4 installed. If I have to revert, I'm going back to FFH2.
v11.9 re-released to http://forums.civfanatics.com/downloads.php?do=file&id=16650
There's a few aesthetic fixes I still need to make, but I thought I'd get this updated version released ASAP. The mod's fully playable, but I'm pretty busy with papers and exams for the next few weeks, so don't feel like you have to hold back for a more polished v12 as I can't say exactly when it'll be released - although it'll most likely be a post G+K update, as the mod itself will also need work once that releases. I'm pretty much in classes all day and won't be able to respond to any posts till around after 7pm PST mon-fri, but feel free to post any/all additional bugs that you come across.
Patch bug compatibility fixes in this re-release:
Custom trait descriptions appear correctly.
Custom Unique Buildings appear correctly in-game and when choosing Civ's.
Governments are giving their bonuses again.
Tech and policy tree pipes fixed.
AI trade windows functioning normally again.
Current known bug(s):
The Close button isn't click-able at the moment on the technologies screen so it's been temporarily removed until I fix it's lua file (firaxis really did a number on the techtree.lua, and when I tried importing their changes, pipes were being cut off every which way, so this fix might take awhile). In the meantime, you can still just hit ESC to get out of the tech tree screen, so this shouldn't be a huge issue.
For some reason (') apostrophe's are showing up in text as (") quotes... Not sure why exactly, but Firaxis did say they included a lot of text work in this patch. Has this been showing up in vanilla?
I've also gotten in touch with the people running the Steam Workshop, so hopefully Nights will be posted there in the near future.
IMPORTANT: DOWNLOAD/INSTALLATION INSTRUCTIONS!
Note that the following locations could differ depending on where you've installed CIV V.
Download and copy file into C:\<username>\Documents\My Games\Sid Meier's Civilization 5\MODS
Delete your cache folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\cache
Delete the contents of the ModUserData folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\ModUserData
Verify your cache and defrag your CIV V files through Steam (right click, properties, local files, verify integrity.
Make sure your game is up to date with patch 188.8.131.524!
Which would be very important for your mod. I guess some rebalancing must be done.
I actually prefer it this way, as happiness was always generally easy to maintain in the later eras due to the courthouse bug. Things are pretty much working as intended now, and the end result is a more challenging end game, especially for warmongers, (and that's a good thing considering that warring the AI is generally the easiest path to victory).
The more egregious balance changes will come after G+K's is released, as all of the religion bonuses will have to be tweaked to fit in line with the scale of economies in Nights.
If one saves the game and then reloads from within the mod, all of the information on the status bar displays zeros and labels (e.g. "Turn 000 000,000 GOLD! HAPPINESS!" etc). Exiting to the main menu and loading the save from there fixes it up.
My difficulty loading NiGHTS last night was because I didn't get the memo on the new startup procedure -- one must click Mods, then Next, then the Single Player link on the ensuing screen rather than backing up to Single Player on the main menu, as previously.
Glad to have my NiGHTS back so quickly -- thanks Markus. The reload bug described above is just a nuisance.
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