NiGHTS: General Discussion

I have a problem with 9.6b - I can not build a spearman. I researched the tech but no spearman shows up in the building list. quite strange. But I could build the pikeman after I researched the tech for ti. I followed the install instructions as usual. But as nobody reported this so far with 9.7 I think it is now alright again...

Yep - fixed in 9.7. This was a result of moving some Tech's around and then not updating the resulting obsoleting techs.

how come at least one national wonder needs to move the capital???

most NW's are rendered use less to much for to lil. And to much you have to get to have this makes it a chore, that i am never willing to bother with......I mean who the hell builds a barracks in every city ???? normally i have one city some times 2 pumping out units never any more then that. my capital is really the only city other then city's 15 + i never build library's unless there is nothing els .

My point is these NW I never can use cause there req are all ways soo much a chore to bother with and maintenance on the buildings that it req such as a (barracks) is to great. in civup they had a good why to make it less a chore to get was like 75% of city's or 50% of city's need a specific building. then the AI may build NW's but i am pretty sure the way they expand and build stupid city's in places that has crap for production ... i do not think AI ever builds NW's

I still cant figure out why any one would want to change there capital unless you got a rely rely bad start point. any how why not make a building that can let any city be built into the capital?

Since your better off just building lots of wonders now that there are tones to build. for the last 5 games i have played nights and each time i have got way to many wonders i do not see any difference in how much they build them and the funny thing is im playing on a large map immortal with 14 civs sooo out of 14 civs i still get 80% of the wonders. i would think with more civs there would be more competition but nope.

One thing that may be effecting my tests is the victory conditions.. i all ways tern them all off and do domination only..im unsure if this is why they do not bother with wonders as much ...

I do not know maybe the industrious trait and the piety tree + marble gives a unfair advantage...

If there is to be so many wonders maybe there should be a city limit for amount of wonders that 1 city can build. or maybe by era you can have 1 or 2 wonders per era.
or each city can have only 2 wonders per era.

how come deer is not on the list for extra production from the stables building..if sheep do then how come not deer?

The National Wonder thing's being switched. I'll look at the CIVUP and see if that system would work better in NiGHTS - thanks for pointing this out.

As for Wonders, I'll raise AI flavors towards these even more. The Industrious Trait, policies that affect Wonders, and Monarchy will be dialed down even further - as the AI just can't really comprehend how to use these in combination like a human. I don't think turning off victory conditions alters the AI's path at all... I'm pretty sure if you do that some of them are still going to go for a UN win that isn't available. :)

I hadn't thought about adding Deer for stables - but I guess it sort of does make sense if sheep get a bonus.

Cool updates you got. Cheers

Comment on the above wonder issue: On Emperor diffuculty, 18 civ, all victory condition on, the AI always outbuilds me in terms of wonder. I get 1 or 2 here and there though.

Here are my opinions on your recent mod version.

I also think that moving the capital when a NW is built to be uneccessary.

Can you please confirm whether the tradition 20% increase in border expansion is working. Need 30+ turns on one of my game for a third cultural border plot.
Save file below.
Eidt: Did another game, seems I got used to the fast expansion rate of Egypt on vanilla civ. No need to worry, the tradition 20% thingy works

There is another tiny bit thing. The ruins sometimes doesn't say what you get. (most of the time, it happens when you get gold). I ignored it for quite a while since it is only a minor issue.

On the advance set up, the eras have black font colour.

View attachment 299795

Like bigstuff777 said - I think certain combination's are currently affecting the Wonder pace in games. Using a non-industrious Civ without access to marble, and then avoiding certain policies - well, then the rate of building Wonder's probably goes down quite a bit. It's something I'll have to adjust so certain Civ's don't have the advantage they currently do, (especially with how important Wonders are in NiGHTS).

Agreed on the NW mechanic - it's being reduced to function as it currently does only for 1 of the National Wonders in the next update. (Mainly because the AI just doesn't understand how to use them effectively).

I've noticed that with the ruins - it's a result of having to override/add in some additional notifications for the cultural revolutions. Gold bonuses should be displayed in text updates at the top of the screen - but culture bonuses generally only show up in the top bar. I'll look into fixing this.

The black text is currently a necessity as it ties in with how the UI for Policies is set up. If I didn't do this, I couldn't have the adopt-a-policy-branch display the Policy name, and instead would require a second button below the title of each branch. This just obscures artwork and clutters the screen - but the trade-off is that the text for Era's needs to be in black text.
 
Amazed at this mod :)
I have a compatability question though, if that's okay.

Is the Not Another City States mod compatible? And will it work okay with the balance in Nights?
Also, is the ExtraDiploText mod compatible?
It modifies GenericDiplomacyText.xml and MiscText.xml

Thanks :)
I absolutely love the civ traits changes in this mod, just what i was looking for.
 
What I still miss, and I don't know how this will affect the gold game or balance in general, is gold trading with the AI. I always play on sparse resources but I still sometimes have many extra and I cannot trade for gold only for an "even trade." I didn't play enough vanilla Civ V but they did have it and of course civ iv had it. I used to use in it civ 4 to be friendly with the AI if I had something they wanted and it would often give me an indication of how the AI was faring against me. I didn't really have time to form a strategy with this in civ 5 but I had assumed that it would still have the same value as well as the extra gold if needed.

Thanks. :)
 
Amazed at this mod :)
I have a compatability question though, if that's okay.

Is the Not Another City States mod compatible? And will it work okay with the balance in Nights?
Also, is the ExtraDiploText mod compatible?
It modifies GenericDiplomacyText.xml and MiscText.xml

Thanks :)
I absolutely love the civ traits changes in this mod, just what i was looking for.

I think NACSM would be compatible as I don't alter anything regarding CS's...yet. The diplo text mod probably won't work as I've modified a lot of these files as well for number diplomacy.

Glad you enjoy the traits. :) I wanted them to apply throughout the game for each Civ, as opposed to being more circumstantial. Units already play that role imo.
 
Hey Markus! I haven't been around these forums in forever! I've been having an obsession with Civ IV with Rise of Mankind: A New Dawn.

Looks like v9 is released! Can't wait to play it :D


Hmm...now here I come with some history rants.

About the Alhambra, the wonder that you replaced from the Mausoleum.

I think it's kinda weird that you have it as a wonder. If you didn't know, Isabella background in the game, the place she is standing in, is actually THE Alhambra. I'm just giving you a heads up. But at the same time, is Pachacuti at Machu Pichu? Hmm...
 
Hey Markus! I haven't been around these forums in forever! I've been having an obsession with Civ IV with Rise of Mankind: A New Dawn.

Looks like v9 is released! Can't wait to play it :D


Hmm...now here I come with some history rants.

About the Alhambra, the wonder that you replaced from the Mausoleum.

I think it's kinda weird that you have it as a wonder. If you didn't know, Isabella background in the game, the place she is standing in, is actually THE Alhambra. I'm just giving you a heads up. But at the same time, is Pachacuti at Machu Pichu? Hmm...

Welcome back Oohforf. :)

As for the Alhambra - I realize that it, (and Machu Pichu), aren't exactly the best choices for wonders considering the current leaders in the game. But having said that, I've had to do quite a bit or work combining/merging artwork to get the mod small enough so that it would upload successfully to the ModBrowser - and replacing the Mausoleum with the Alhambra was a direct side-effect of that.

Most of the additional Wonder artwork currently in the mod are made by members of the community, (ambrox62 and Pouakai specifically), but there were a few Wonders that weren't compiled all that efficiently, and took up far too much space within the mod. The Mausoleum and the Temple of Artemis were two of those Wonders - hence the switch to the new Wonders.

I wasn't actually planning on uploading 9.7 just quite yet to the ModBrowser - but like I said, every once in awhile I'll try an upload and see if it succeeds, (it failed all of the time for the past 6 months at least), so I was a little bit surprised when it finally uploaded successfully. Before I could take it down, around 30 people downloaded it - so I figured I'd release v9.7 as is with the new Wonders in tact.

I may change some of these still and/or move them around to different Tech's. For now, I'm just happy to actually have the mod back on the ModBrowser, (but again - the most up-to-date versions will be here on CivFanatics).

Looking forward to your thoughts on v9.7.
 
Just finished my first game of 9.7 on standard size map (highlands), standard speed, 8 civs and 10 city-states, and normal difficulty (level=4). No crashes and no problems to speak of, other than Askia running away with it with a score of around 3500 by 1916 (Ghandi was 2nd with 2000 and I was 3rd with Suleiman at 1500) so I retired. But, I had a fun time just to battle back to that place. My starting position was pretty bad. Anyway, I think it was awesome!
 
I've done a NiGHTS version of my Erithia civ too now. Thought I'd start with my fictional ones to save any blushes on technicalities :D

Also reworking the Goverment Buildings thing I did too. Perhaps not for everyone, but might suit some people :)
 
Just finished my first game of 9.7 on standard size map (highlands), standard speed, 8 civs and 10 city-states, and normal difficulty (level=4). No crashes and no problems to speak of, other than Askia running away with it with a score of around 3500 by 1916 (Ghandi was 2nd with 2000 and I was 3rd with Suleiman at 1500) so I retired. But, I had a fun time just to battle back to that place. My starting position was pretty bad. Anyway, I think it was awesome!

Sounds good - happy to hear there were no crashes, as it seems like v9.7 has eliminated the ones that were popping up in 9.6b. :)

Askia's one of the strongest warmongers in NiGHTS so it looks like he had his way with the rest of the AI in that game. :crazyeye:

I've done a NiGHTS version of my Erithia civ too now. Thought I'd start with my fictional ones to save any blushes on technicalities :D

Also reworking the Goverment Buildings thing I did too. Perhaps not for everyone, but might suit some people :)

Looking forward to seeing what you come up with. :)


v9.8 Update

So besides the subtle negative modifiers that Governments are going to have in this update, I'm also going to add some additional prerequisites for Governments themselves, so that you'll be able to help guide which Cities they occur in.

A combination of specific buildings, specialist buildings, wonders, city sizes, techs, and total number of cities will all be added to some Government's as prerequisites - along with the current policies, (which will still be required). So for example, having a factory in a city will be required to unlock Communism, (along with the appropriate policy) - and only the city with the factory will be eligible for the cultural revolution.

This should help mitigate an element of randomness from revolutions, and help you guide your empire down more distinct paths that focus on specific cities of your choice.

I'll probably release this version sometime Saturday - and after some initial feedback to make sure it's stable, I'll release it to the ModBrowser.
 
hi
very nice mod, nice work and thank you

i'm playing in french, and on the policies screen the policy names are all mixed up
i'v got honnor on the liberty tree fo example; tooltip is wrong also
 
hi
very nice mod, nice work and thank you

i'm playing in french, and on the policies screen the policy names are all mixed up
i'v got honnor on the liberty tree fo example; tooltip is wrong also



You're welcome. :)

The policies screen itself has been completely redone - and now there are only 7 Branches - (and Honor is where Liberty would have been in the vanilla game). All the sub-policies are new, so if this is what you mean by Honor being on the Liberty Branch, and the tool-tips being wrong - they're actually not, as this is an entirely new design unique to the mod.

If, however, there are graphical glitches that obviously look incorrect, then try the following steps:

1. Delete any previous versions of the mod from 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.
 
hi
very nice mod, nice work and thank you

i'm playing in french, and on the policies screen the policy names are all mixed up
i'v got honnor on the liberty tree fo example; tooltip is wrong also

my exp. is (already also with mods from Civ4) that u should always set the language to english, in steam and in the game.
can really avoid problems.
 
There is another tiny bit thing. The ruins sometimes doesn't say what you get. (most of the time, it happens when you get gold). I ignored it for quite a while since it is only a minor issue.

I get notification when I get gold. I think the only one that is blank is when you get culture points. Atleast I have not found any other one that been blank and not given me anything.

Initially getting culture shows cause you more often then not have such a small amount so the amount you get is clearly visable and you tend to get policies much faster then you should. If you get them in mid or later stages of the game tho you don't even notice it since it's a small fixed amount that is hardly even a dent at that stage.
 
by tern 400 epic speed immortal difficulty large map 14 civs. I have 15 wonders 35 policies 17 city's only 5 that are (not puppets) just hit the industrial era....my capital is 43 most AI city's are 20-30. you should see the info addict graf's i am on top with just about everything. this really should not be happing on immortal (sigh guess i gota move up to diety :lol:)

I am afraid to say it but player has way to many advantages over the AI aside from them just being dumb at war..

(ranged warfare) is a biggy .. thinking any blitz typ promotion should get axed ...i took 1 cannon and with this promotion and range promotion and 2 minute man and in 2 hits the city with 35 def was leveled and conquered ...way to easy...

AI just needs way better logic with there ranged units ... + they need to be able to move and shoot. and they do not from what i can tell.

most of the AIs had around 14 policies by tern 400, i had 35 ! there so power full if AI do not work hard to get them they get left in the dust

basically by making such a great policies array and lots of goody's it has made the game more about getting culture then science or gold or even happiness cause culture is all ways going to get you more of science and gold and happiness or even more culture or wonder production boosts or production its self....soooo AI should all ways focus on this no matter what victory condition.

out of 13 civs other then me in the game they averaged 10-14 polices in 1-400 terns - i averaged 28-35 my last 3 games ! this tells me there not at all trying to be UBER.

in fact i have a great time in the first 150 terns game is great progresses nice but it slowly starts to become to easy my wonders /polices start to stack up -start to have 100s of happiness extra. golden age you name it and it really seems that the AI is not keeping up.

i realize that some ppl are having a hard time even on lower lvls but i am sure they all notice by industrial era the AI starts to tank and the player is there with all the Cards....
 
Hi all.

Is this mod compatible with City-State Diplomacy Mod (CSD) ?
I installed some mod about wonders, are there some particular wonder added in this mod to check before ?

Many thanks
 
I get notification when I get gold. I think the only one that is blank is when you get culture points. Atleast I have not found any other one that been blank and not given me anything.

Initially getting culture shows cause you more often then not have such a small amount so the amount you get is clearly visable and you tend to get policies much faster then you should. If you get them in mid or later stages of the game tho you don't even notice it since it's a small fixed amount that is hardly even a dent at that stage.

I've noticed this as well - seems to happen only for culture at

by tern 400 epic speed immortal difficulty large map 14 civs. I have 15 wonders 35 policies 17 city's only 5 that are (not puppets) just hit the industrial era....my capital is 43 most AI city's are 20-30. you should see the info addict graf's i am on top with just about everything. this really should not be happing on immortal (sigh guess i gota move up to diety :lol:)

I am afraid to say it but player has way to many advantages over the AI aside from them just being dumb at war..

(ranged warfare) is a biggy .. thinking any blitz typ promotion should get axed ...i took 1 cannon and with this promotion and range promotion and 2 minute man and in 2 hits the city with 35 def was leveled and conquered ...way to easy...

AI just needs way better logic with there ranged units ... + they need to be able to move and shoot. and they do not from what i can tell.

most of the AIs had around 14 policies by tern 400, i had 35 ! there so power full if AI do not work hard to get them they get left in the dust

basically by making such a great policies array and lots of goody's it has made the game more about getting culture then science or gold or even happiness cause culture is all ways going to get you more of science and gold and happiness or even more culture or wonder production boosts or production its self....soooo AI should all ways focus on this no matter what victory condition.

out of 13 civs other then me in the game they averaged 10-14 polices in 1-400 terns - i averaged 28-35 my last 3 games ! this tells me there not at all trying to be UBER.

in fact i have a great time in the first 150 terns game is great progresses nice but it slowly starts to become to easy my wonders /polices start to stack up -start to have 100s of happiness extra. golden age you name it and it really seems that the AI is not keeping up.

i realize that some ppl are having a hard time even on lower lvls but i am sure they all notice by industrial era the AI starts to tank and the player is there with all the Cards....

The game does get easier as you progress - and this is something I'm working on. There will be a lot of balance fixes targeting the later eras in the next update, with everything from policies -> governments -> wonders being affected. Eventually I hope to have the last 150 turns as competitive as the first 150.

Thanks for constant feedback bigstuff777. :)

Hi all.

Is this mod compatible with City-State Diplomacy Mod (CSD) ?
I installed some mod about wonders, are there some particular wonder added in this mod to check before ?

Many thanks

Currently it is not - eventually it will be, (when I'm finished making overarching balance fixes). Also, any mods that add buildings/wonders/units will not work, as all of the techs in the game have been replaced. With around 20+ extra wonders in NiGHTS, there's a good chance the wonders mod you downloaded might already be included. :)
 
So I was playing 9.7

with Standard size map and recommended CS and AI
the only mods I run are
Limit workers v1
Unlimited Barb XP v1

And I used Perfect World 3 v4 for the Map generation.

I came across Japan in my exploration and he had seriously like 100 Galleons just chillling in his waters literally like every square inch of his water had Galleons. Its the only AI issue I have found that seems mechanical or something in nature, and I'm not sure if it is a Limit Workers issue conflict but I've never seen anything else to think it conflicts.

Just wanted to let ya know thanks again for the great mod!

Lilpenny
 
by tern 400 epic speed immortal difficulty large map 14 civs. I have 15 wonders 35 policies 17 city's only 5 that are (not puppets) just hit the industrial era....my capital is 43 most AI city's are 20-30. you should see the info addict graf's i am on top with just about everything. this really should not be happing on immortal (sigh guess i gota move up to diety :lol:)

I just gotta ask ... how are so many people out there so good at this game? I always find just normal difficulty challenging enough and only win about 1 out of 3 times and even on this level I would not come close to these numbers.
 
Your first mod was amazing. 9.6... It should be a expansion pack or something! I just played two games. The first one I got swamped by incan swordsmen in the early medieval period. I only had 2 archers and 2 spearmen, usually this is enough. They took my capitol and second biggest city when I got longswordsmen. For some reason I took my cities back and took one of theirs and they gave me 4 cities! I eventually conquered them after 30 turns to recoup. That was the most challenging game I've had on immortal in years! I eventually won domination. My second game I'm still playing, Denmark attacked me early with 6 warriors. Almost got one of my cities too but I built a wall just in time. Still playing, and it is quite fun!
On the note of your mod being too big for modbrowser, why don't you have a slimmed down version for that and a beefed up one with all the extras posted here?
 
I just gotta ask ... how are so many people out there so good at this game? I always find just normal difficulty challenging enough and only win about 1 out of 3 times and even on this level I would not come close to these numbers.

You need to micromanage everything if you want to win on a higher difficulty. There is really nothing more to it than learning how to micro within your strategem, (War monger, Builder) and remember you can all ways outsmart the AI in warfare.
 
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