PlayWithMe

The long answer is: I thought about doing something like that, but having something more interesting doesn't hurt in this case I think. I like how Great Scientists are interesting in the early game because they can research more of a tech, but the total science gain later is greater. I also like how this system rewards you for wide research. It adds symmetry to the Great Merchant and the planned ability of the Great Artist. And lastly, it's a small hommage to Civ4.

Don't forget that it also makes the academy vs. bulb question a lot more meaningful and require a lot of thought. Mid-game in vanilla, there is no question that bulbing is always better than creating an academy. Now, there's a bit more thought involved, with a small buff to the academy and shortened GA's from GP's all of a sudden building an academy becomes a very intriguing option as opposed to at the moment where it's a non-option.

That's possible. Create a thin layer of jelly on a piece of wax paper, let stand one hour to slightly dry excess moisture. Hold wax paper over a container of liquid nitrogen, turn paper vertical allowing jelly to slide into liquid nitrogen. Use tongs to retrieve frozen jelly. Take jelly sheet and staple to tree. (note: proper eye and clothing protection recommended.)

Touche... although it seems you have put a suspicious amount of thought into this exercise...
 
Pretty please add BlaketheGreat's great people mod to this standard. I keep forgetting to activate it swapping mods, and its just so damn useful without giving away info you don't already know.
 
That's possible. Create a thin layer of jelly on a piece of wax paper, let stand one hour to slightly dry excess moisture. Hold wax paper over a container of liquid nitrogen, turn paper vertical allowing jelly to slide into liquid nitrogen. Use tongs to retrieve frozen jelly. Take jelly sheet and staple to tree. (note: proper eye and clothing protection recommended.)

BTW, can't way to play this mod!

The jelly would probably be turned to a glass and shatter. I think you have to cool it down but not as far as nitrogen temperatures, just enough that the viscosity becomes large but it doesn't become brittle yet.

This is player only, correct? AI still gets the full tech for their GSes?
Yes, I thought it best this way. I might be able to implement something simple for the AI but getting a free tech isn't such a huge boon for the AI because it doesn't focus on GS nearly as much as the player, and I'd like to keep any decisionmaking it does (if any) intact.

Another quick question as well. Would it be possible to alter research agreements to produce GSs instead of free techs? I was jumping through hoops searching the Lua and XML for any sign of exactly how the computer calculates the agreements, but no luck thus far.
I don't know, I haven't looked into RAs yet.

Don't forget that it also makes the academy vs. bulb question a lot more meaningful and require a lot of thought. Mid-game in vanilla, there is no question that bulbing is always better than creating an academy. Now, there's a bit more thought involved, with a small buff to the academy and shortened GA's from GP's all of a sudden building an academy becomes a very intriguing option as opposed to at the moment where it's a non-option.
Yes, the GP improvements are also something I'll look at for the next version. I'm planning to boost their base gain and sprinkle some improvements for them through the tech tree. For example, the academy will profit from Education, Scientific Theory and whatever the tech you get Research Labs from is called. First try will be adding +2 beakers to each (which are multiplied by science buildings).

Backloading the bonuses like this makes for more interesting decision-making because, as the bulbing becomes more powerful, so does the academy.

Touche... although it seems you have put a suspicious amount of thought into this exercise...
Oh, I believe liquid nitrogen is always close to the threshold of consciousness :lol:

Pretty please add BlaketheGreat's great people mod to this standard. I keep forgetting to activate it swapping mods, and its just so damn useful without giving away info you don't already know.

Is that the one that displays the time left until the next GP? I'll give it a look but I didn't quite like how it works so I'll probably implement a changed version. I think it's incompatible with PWM at the moment.
 
Actually, works just fine with the mod. All it does is add another chunk to the toppanel rather than altering any of the existing values.
 
The new patch broke Lua saving, so this mod won't work until further notice :sad:
 
oh shoot, saveutils is broken? Nuts :(
 
Btw, could you perhaps do city maintenance without saveutils? It'd be a simple workaround, but you could just use NumCities every turn and have some sort of power rule with a constant.

Edit: Although top panel would still be broken wouldn't it. :(
 
Btw, could you perhaps do city maintenance without saveutils? It'd be a simple workaround, but you could just use NumCities every turn and have some sort of power rule with a constant.

Edit: Although top panel would still be broken wouldn't it. :(

In theory, yes. City maintenance doesn't really do anything that would necessitate saving and loading and I could simply trigger a calculation off the "begin your journey" button. The WLTKD cooldown is a different beast, though, so I'm not really motivated to do this and would rather wait for word from someone who tells me if there is a saving functionality in the current patch or when we'll get one again.
 
Ah okay. I'd try it, as (.9*cities^1.8) is roughly equivalent to what I already have, but then top panel probably wouldn't work as there is the lua replacemant bug. Apparently it doesn't affect all .lua files, though, so I'll give it a shot. Anyways, last minute final cramming time.
 
Hey best of luck on those finals, but for the love of god afterwords please bring PWM back online. Since the patch I just can't go back to bland tiles and uber units. I love your work and can't wait to play CIV 5 again. For now I broke down and bought CIV 4 again and am trying to get Fall From Heaven working.
 
Well, I'd suggest bugging 2kgames forums to hurry up the saveutils fix :P I really hope they don't decide it's worth putting off till the next patch.

Edit: Btw while trying to get city maintenance to work with saveutils I noticed you add the maintenance to base building maintenance. Does this get affected by socialism?

Edit: Ah nevermind. Figred out how it works. And ugh, so saving and loading is needed to get the old number of cities, I see. Making city maintenance without saveutils sounds really difficult.
 
Hey best of luck on those finals, but for the love of god afterwords please bring PWM back online. Since the patch I just can't go back to bland tiles and uber units. I love your work and can't wait to play CIV 5 again. For now I broke down and bought CIV 4 again and am trying to get Fall From Heaven working.

It's slowpoke who has finals, not me. I'll bring PWM back online as soon as it's feasible. Firaxis hasn't yet announced when they will bring back the saving functions and I'm waiting for that.

Well, I'd suggest bugging 2kgames forums to hurry up the saveutils fix :P I really hope they don't decide it's worth putting off till the next patch.

Edit: Btw while trying to get city maintenance to work with saveutils I noticed you add the maintenance to base building maintenance. Does this get affected by socialism?

Edit: Ah nevermind. Figred out how it works. And ugh, so saving and loading is needed to get the old number of cities, I see. Making city maintenance without saveutils sounds really difficult.

Well it shouldn't cause any bugs if you trigger a calculation on the game start that gets the number of cities, calculates city maintenance from that and subtracts it from building maintenance. Anyways, I need saving for other things so I haven't bothered.

I'm actually not sure how socialism is applied but it's a good point, I should check this. I used the building maintenance because this has a chance of the AI understanding it. If I just subtracted money, the AI would get very confused.
 
Actually, I think I figured out how to do it. If CalculateUnitCost gives the exact unit maintenance, I could just apply it to unit maintenance instead.
 
I'm sorry but I din't actually understand what this mod does. You have more recourses from tiles?
 
I'm sorry but I din't actually understand what this mod does. You have more recourses from tiles?

A lot of things. Resources (silver, fish, etc.) yield more gold, food or production than in vanilla. There are some anti-ICS measures like city maintenance. And there's a mostly revamped combat system.

However the mod doesn't work at the moment, unfortunately.
 
Apparently a hotfix will be released today that should get it back to working :goodjob:

Yesssssssssss.

Also, seriously, I have nearly 200 posts since October? Working at home is really dangerous to my productivity.
 
Ok, after having to re-install the game because the hotfix update deleted my civ5 executables :rolleyes: I updated my lua scripts to the new versions. Everything's looking fine but I fear I may have to give you the GS fix earlier than planned because I didn't want to waste time updating my old files, and then again the new ones.

I'll drop a note when I release a new version. I'll have to do a bit of testing first to see how everything plays out, and update my changelog. Please excuse any unbalanced changes in the next version
 
If you want, I can run some alpha tests of it. I just finished up the rough around the edges version of an AI mod I am building so it wouldnt be any work to try out the GS thing with it
 
Back
Top Bottom