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NiGHTS: General Discussion

getting :c5culture: culture is nice and smooth. It really feels like your governement is advancing and follows the developement of your empire. I like it. I feel that in the end getting cultural victory might be too easy. I cant say anything with Isabella since i dont have any DLC.

Though, a few things remain unclear.

1. I went from Monarchy to Theocracy and lost 10 Stability. I cant find any explanation to it in the tooltips.

2. As an example, in Theocracy when it ways +50% :c5gold: Cathedral : what does it mean, since Cathedral doesnt produce gold ?

3. There might be a problem with the way specialist points are calculated. For example, with this setup :
Persia +25% :c5greatperson:
Garden +25% :c5greatperson:
Theocracy +25% :c5greatperson:
The Great Library with 3 citizens gives 15 base :c5greatperson: and i get in total 30 :c5greatperson:, which is totaly normal if you count 15 *1.25 *1.25 *1.25 = 29.29 ~ 30
BUT with a citizen working in a stable, the tooltip says +25 :c5greatperson: and i get in total +30 :c5greatperson: which makes no sense with my limited knowledge of mathematics :lol:
 
I am having a lot of crashing issues with the newest version (came out today or yesterday I think). I cannot seem to get any kind of consistent reproduction on the crashes but if I can do you want me to keep the save file?
 
I am having a lot of crashing issues with the newest version (came out today or yesterday I think). I cannot seem to get any kind of consistent reproduction on the crashes but if I can do you want me to keep the save file?

Sure maybe keep it - I haven't had any issues with crashes in NiGHTS and you're the first to report them so far. If you have other versions of NiGHTS you should delete them - sometimes deleting through the game doesnt fully delete the files. Check in your mods folder for any existing NiGHTS folders and delete any that are there. Also, NiGHTS isn't recommended to be used with other mods as it changes too many things to be fully compatible. Finally, verify your civ file integrity on steam - this should solve any crash problems. If not, I'll br releasing a small update tonight to the hub. The main change will be moving Feudalism to the Ancient age as the new sped up policy acquisition can lead to you running out of policies to unlock.
 
* I played Siam and maybe because of that I have a feeling that the tile aquisition is too fast. My first city was built at the big lake shore so it was developing like crazy and pretty quick it was aquiring tiles oudside city work area. The specialists are created quite fast at the beginning.
* I guess the great engineers and merchants should be buffed in some way. Aritists have culture bomb and Sciencists free tech but others are quite weak.
* In the game (small fractal) the AI was not as friendly as before. Started as neutral and not wanting to trade treaty as fast as before. The Polynesians yelled at me just after I've met them and denounced me. So I started a war and thet the Washington attacked me. I signed a peace treaty with Hahumuhuahua(?) and fought with George till he gave me most of his cities which resulted in long ages of unrest. Tha AIs are fighting now city states but failing. All city states have about 20 pop and that's a little weird.
* I think the rate of AI's building cities is good. On small continent I've had time to grab some land. There were some mountains and quite lot of CS so that may slowed the AIs' expansion.
* I wonder if it's possible to model new improvements or change their textures to distinguish the new ones.
* Little annoying is this that I spend most of the time
1. hovering over resources to check if they have new improvements.
2. scrolling the building list to find exact specialist producing building
Soulution to 2nd point is WIP. Making buildings obsolete should do the trick. But how to solve the 1st one?
 
* I played Siam and maybe because of that I have a feeling that the tile aquisition is too fast. My first city was built at the big lake shore so it was developing like crazy and pretty quick it was aquiring tiles oudside city work area. The specialists are created quite fast at the beginning.
* I guess the great engineers and merchants should be buffed in some way. Aritists have culture bomb and Sciencists free tech but others are quite weak.
* In the game (small fractal) the AI was not as friendly as before. Started as neutral and not wanting to trade treaty as fast as before. The Polynesians yelled at me just after I've met them and denounced me. So I started a war and thet the Washington attacked me. I signed a peace treaty with Hahumuhuahua(?) and fought with George till he gave me most of his cities which resulted in long ages of unrest. Tha AIs are fighting now city states but failing. All city states have about 20 pop and that's a little weird.
* I think the rate of AI's building cities is good. On small continent I've had time to grab some land. There were some mountains and quite lot of CS so that may slowed the AIs' expansion.
* I wonder if it's possible to model new improvements or change their textures to distinguish the new ones.
* Little annoying is this that I spend most of the time
1. hovering over resources to check if they have new improvements.
2. scrolling the building list to find exact specialist producing building
Soulution to 2nd point is WIP. Making buildings obsolete should do the trick. But how to solve the 1st one?

If you hover over a new improvement it says whats built there - like for wine it would say Vineyard - and if you turn resource yields on it will be obvious. I'll see if I can maybe play with color schemes for new improvements to differentiate them - or perhaps combine improvement art somehow with unit art so say if you built a new improvement there would be a mini unplayable worker unit hovering over the improvement signifying it's status - just a thought. Also, this weekend I will finally update the civilopedia to have info and examples of new improvements and Specialists so that should help things flow better as well, along with the new system for old buildings becoming obsolete. As for Diplomacy, it's an ongoing process and should get a lttile bit better in every update. How was the speed of policy acquisition for you? It's true that specialists come a lot faster now - it does taper off, but I think the new rate works better across all game speeds. Tile acquisition hasn't changed, but perhaps your leaders traits and a policy or building sped things up for you.
 
Not sure if any of this has been stated.
If I play in the mode that is like chess I get no ctd or any problems except that American Infantry has no symbol so they are hard to keep track of through modern era. When playing in normal mode I get crashes every few turns starting around turn 210 year 1500AD.

Not overly thrilled with the lack of luxury resources but I guess I'll get used to it. Happiness is an issue with huge 20+ unhappiness at many points through industrial era, highest happiness point was +4 and lowest was -24. Think this needs a few tweaks or maybe leave a few luxury resources in play to help that.

Love the mod and thank you for all the hard work.

Sorry posted in the wrong place**
 
Not sure if any of this has been stated.
If I play in the mode that is like chess I get no ctd or any problems except that American Infantry has no symbol so they are hard to keep track of through modern era. When playing in normal mode I get crashes every few turns starting around turn 210 year 1500AD.

Not overly thrilled with the lack of luxury resources but I guess I'll get used to it. Happiness is an issue with huge 20+ unhappiness at many points through industrial era, highest happiness point was +4 and lowest was -24. Think this needs a few tweaks or maybe leave a few luxury resources in play to help that.

Love the mod and thank you for all the hard work.



Lol. :) No problem - was kind of worried there thinking I released a buggy update.
 
I think that unrest problems are nice to delay the expansion. I wonder if AI have stablility bonuses.
One of the things that I like are the improvement "chain": if you have improvementX in borders then you can build buildingY and train specialist to build improvementZ. Like with wheat, tavern and vineyard.
Is it possible to switch back to abandoned policy? AFAIR it isn't and it would be helpfull when you left some locked policies and aiming for culture victory.
One issue - City attack notification isn't showing. I have custom notification and it doesn't work. All of the notifications are showing, even custom ones but City attack is not.
One glich - AI built tradepost and later wheat appeared at this tile. There is lot of flickering in this combination, but I don't know if there can be some work around for it.
 
I think that unrest problems are nice to delay the expansion. I wonder if AI have stablility bonuses.
One of the things that I like are the improvement "chain": if you have improvementX in borders then you can build buildingY and train specialist to build improvementZ. Like with wheat, tavern and vineyard.
Is it possible to switch back to abandoned policy? AFAIR it isn't and it would be helpfull when you left some locked policies and aiming for culture victory.
One issue - City attack notification isn't showing. I have custom notification and it soesn't work. All of the notifications are showing, even custom ones but City attack is not.
One glich - AI built tradepost and later wheat appeared at this tile. There is lot of flickering in this combination, but I don't know if there can be some work around for it.


The AI currently has Happiness bonuses. I'm afraid it's mandatory as Stability just fluctuates too rapidly for the AI to compensate accordingly. I've tried removing Stab/Happ in both Vanilla and NiGHTS the results were disastrous for the AI. It is possible to switch back and forth between Governments and you gain back whatever you researched before.

I'm glad you're liking it:) I tried to make a variety of combo's available in regards to resources/buildings/improvements. As far as Unrest, I agree that Governments work well as a detriment along with your Military. I never liked being punished for building a new city and then again for having my city grow. That wasn't fun - in Civ4 I didn't mind the local happiness because it meant cities were highly specialized based on placement which added a lot of strategy and I found this lacking in Civ5.

I'll release a small update in a few minutes to the Hub and in the Downloads section - basically the last patch has made some of my XML values for Government buildings not function properly anymore so they're going to be removed. I wasn't totally happy with the little benefit they granted in the first place so this isn't a huge loss. They'll be replaced with a new mechanic in future updates, but not this one.

Aside from a few balance changes, the only real addition to this latest update will be that the Manual Specialist button is now permanently checked so you'll never have accidental Specialists occur anymore.
 
Version 3 - Released to the Mod Hub and Civfanatics/Downloads.

  • Automatically set to Manual Specialists so you won't accidentally waste training any early Specialists you don't have resources for.
  • Tech research increases of 10-15% to Ancient => Industrial Techs.
  • Creative Trait reduced to +1/Turn from +2/Turn after introducing quicker culture acquisition. Despotism culture acquisition decreased to avoid finishing the Despotism tree and locking yourself out of adopting new Governments.

EDIT: ModBuddy corrupted parts of V2 => Reuploaded as V3.
DOUBLE EDIT: Even with the Specialist Box set to permanent manual, the game will still automatically try and build you Specialists, (but only at the start of the game when you build your first Specialist buildings.) How ingenious - it plays itself. I think this is because the game starts off on the "default" governor focus and that once it sees a specialist building or two, it starts slotting units in. I'll have a fix eventually, but for now you'll have to, at least at the start of the game, slot in your own Specialist.
 
thanks for new version :goodjob:

But here is a problem with your mod : aggressive civilizations get all bogged down with too many military units. In 3 games out of 4 i've played, up to max 500AD on epic speed, they only have 1 city but plenty of military units. It happened with Aztecs and Mongols.

Other more peaceful civs like China or Egypt on the contrary expand extra fast and most of the time get 10+ cities by 1AD. But they do not improve their tiles... :rolleyes:

the 4th game i've played still on epic speed and large continents saw AI Japan conquering Half the world in the first 4000years, but its tiles were like not improved at all, not even roads or barely.

And in general civs lack aggressiveness.
 
thanks for new version :goodjob:

But here is a problem with your mod : aggressive civilizations get all bogged down with too many military units. In 3 games out of 4 i've played, up to max 500AD on epic speed, they only have 1 city but plenty of military units. It happened with Aztecs and Mongols.

Other more peaceful civs like China or Egypt on the contrary expand extra fast and most of the time get 10+ cities by 1AD. But they do not improve their tiles... :rolleyes:

the 4th game i've played still on epic speed and large continents saw AI Japan conquering Half the world in the first 4000years, but its tiles were like not improved at all, not even roads or barely.

And in general civs lack aggressiveness.

I've tweaked V3 a bit so aggressive civs don't go for as many units as I've noticed this too. Also, most of my testing has been done on standard speeds and then whatever changes I've made are scaled accordingly to other speeds. I'll play through an epic/marathon game(s) this weekend and try and tweak this some more. Have you tried the latest version in regards to the unit spamming of aggressive civs?
 
ModBuddy is still acting up on me and crashing. So, for the time being, it looks like the only stable build of V3 will be here in the Downloads/Modpacks section of Civfanatics.

If you downloaded a version that managed to upload to ModBuddy I suggest you delete it and download the updated version here on Civfanatics.
 
Got the stupidest bug right now. This is happening EVERY game I try with NiGHTS (I even went down to Settler to see if it changed, same thing happening) and turned off every other mod but NiGHTS -- still happening.



40 AD. Almost all civs have 70-90 pop cities with +50 city defense.
 
40 AD. Almost all civs have 70-90 pop cities with +50 city defense.

I have several version of Nights installed along with several other mods (like LEM or CTP) and I played countless games so far. Never saw your bug. Have you tested your CiV files in Steam ?
 
Got the stupidest bug right now. This is happening EVERY game I try with NiGHTS (I even went down to Settler to see if it changed, same thing happening) and turned off every other mod but NiGHTS -- still happening.

40 AD. Almost all civs have 70-90 pop cities with +50 city defense.

What game-speed and map size are you playing on? This does look very strange - I'm looking into it. I released multiple versions last night to the hub and after downloading them they were all missing random files so delete your copy if its from the hub. I'll post a new update here to civfanatics after i finish a playthrough that hopefully irons out some of these bugs.
 
I've got v1 and have yet to detect any flaws with that one. So i wouldn't worry too much if i were you.
LeoPaRd icon... any decision?

I'm still not quite sure - the mod's title page has taken a backseat as I work on the next major update. Maybe if you used in icon that has a moon/night sky - that sort of thing. I'm sure it'll look good;) Nice work on the other ones.

What game-speed and map size are you playing on? This does look very strange - I'm looking into it. I released multiple versions last night to the hub and after downloading them they were all missing random files so delete your copy if its from the hub. I'll post a new update here to civfanatics after i finish a playthrough that hopefully irons out some of these bugs.
 
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