Probably Improved Gameplay Mod

A non-trivial merge you are faced with, yes. The XML files would definitely need merging, but those should be fairly easy. Just take what's not in the original XML files and add it to PIG's.

There's also a Config XML file you need to copy and an entry in init.xml you must merge in. For the Python stuff, I think you can just take what's in BUG Next War, but I'm not positive. It depends on which version of BUG each mod uses. If they use the same version, it'll be easy: most of the files will be identical. Use WinMerge to compare their Python folders first.
 
Well, I've never tried merging Next War with PIG so I'm not going to be much help. My advice would be that if you want to merge PIG with anything at all, it's usually best to merge PIG into whatever else it is. The majority of PIG changes are XML tweaks and some of the changes are SDK based. Only a couple of things in python are modified so it's basically BUG/BBAI in terms of its python folder.
 
Reading this thread, especially this post by TMIT, got me thinking some more about the scout issue, and I thought of a wild idea. What if we made it so animals cannot see scouts, or at least can't attack them? I'm worried that it could be imbalancing, I just don't think the current strategy you have to employ to guarantee your scout's survival is very reasonable or fun.

Another idea, which I don't even know if it's possible to code :p, would be to allow scouts to see animals 2 spaces away without revealing any (extra) tiles. Would that be possible?

EDIT- a less radical idea I thought of (which is probably impossible to code :cringe:) would be to add a chance factor that might cause the animal to not attack your scout. (maybe it isn't hungry, or the wind carried away your scent. :p)
 
You could start the scout with 2 experience points. Then it would be up to the player to decide what type of scout he wants.
 
That's not the same really as you'd then need 8 more XP to get 3 promotions, as opposed to 5 from if you had one to begin with.

For maps with no forest... Well, considering the move and sight limitations of forests, removing them would already make Scouts more powerful and lessen the need for boosting them in the first place - yes, less possible terrain defense bonuses but even less need for them as well. Hills give a somewhat decent chance to survive 2move animals if you get cornered, and after animals are gone your Scout is virtually invulnerable in an environment where there's always room to move twice. Barring some bizarre map where there are no forests and huge patches of hills.
 
EHHH!! Something is totally :):):):)ed up in PIG right now in regards to Culture.

Please take a look at the attached save game.

Corihuayrachina is producing 5 :culture: per turn, yet it has no culture buildings and only a single religion. What is going on?

The Great Lighthouse displays 8 :culture: per turn one turn and then 12 :culture: the next.

The hover tooltips in the city screen over the culture bar also shows completely wrong information.
 

Attachments

Holy Cities provide 5 cpt (provided you're in that religion or NSR) as opposed to the 1cpt from cities that just have the religion.

GLH normally provides 6cpt, and as normal doubles to 12cpt after 1000 years have passed since its completion.

The culture mouseover shows you exactly how things are, and helpfully shows what culture buildings you currently can build and how much culture they would yield.

There's nothing PIG related, nothing wrong here...
 
Re: Scouts

Ok, in v0.923 which is still a work in progress, I'm trying out this for scouts:

-Scouts get 150% against animals (again!).
-Scouts start with Guerilla 1 and no longer start with Sentry.
-ALSO, the sentry promotion is no longer available with C3 or D3 but is now available with Guerilla 1 (it's still available with Flanking1). Note the only units that can utilise the G1->Sentry promotion path are recon units, and the explorer starts with Sentry so it's only the scout that gets affected.
Explorers still start with Sentry, cost 30:hammers: (instead of 40) and have 3:strength:.
 
Yah, I approve :goodjob: Only thing that bugs me is the G instead of WM - to me forestless and hill-less maps sound equally silly :) Also the Sentry is very easy to get. But still sounds very good :)

Since I can't help but try to suggest fixes for things that really aren't broken, here's an iteration that springs to mind: both WM1 and G1 at start, only 100% against animals, Sentry unlocked by WM2/G2. More mobility, almost equal defense on forest hills, a bit harder but still very reachable Sentry.
 
Here's another suggestion:

The Drill line for naval units is ...sub-optimal. For Drill I-III I get collateral protection, which may or may not be useful (do vanilla battleships even deal out collateral damage during naval engagements?). But Drill IV for ships is just ridiculous. I mean, how often do I really need +10% against Mounted and Armor?? :D

In my own mod, I've split the Drill Line into Drill and Naval Drill. It's using the same icons, it's just the names and effects that are different. I have given +5%, +5%, +10% heal to Naval Drill II-IV, and then given +10% vs. Air and Subs for Naval Drill IV. The number of First Strikes and First Strike Chances are unchanged.
 
I think there's some merit to that, but simply removing the other TR makes it too bad. If that's done then lowering the hammer cost or making it Stone-sped might be in order, or some more sophisticated way of fine-tuning it.
 
Thought: What do people think about nerfing the Great Lighthouse to provide only 1 additional trade route instead of two?

I don't like that you'd lose the drawback to acquiring Corporation. There's no point in having a tech obsolete a wonder when the tech provides the exact same benefit as the wonder does to all of your cities instead of just the coastal ones.

How about one route instead of two and a 100% (or something) boost to all routes (still coastal cities only)?
 
For TGL, how about:

- Cost down from 200:hammers: to 150:hammers:
- Douple production speed with Stone.
- Grants one additional trade route instead of two.

Also, that reminds me, ain't the ToA already very poor? 100% Trade Route yield in only the city in which it is built for 350:hammers: is a bit poor, ain't it? Anyone been able to make much use of this wonder at all?
 
Grants one additional trade route instead of two.

While I agree this changes TGL, it still leaves no downside to acquiring its obsoleting tech. Perhaps change the tech that obsoletes it to something earlier in the tree.

Ain't the ToA already very poor?

Don't forget the free Priest specialist! :woohoo: Build the [Edit] Angkor Wat and you've got a 2:hammers: Priest!!!!1!1!11!!1!eleventyone
 
For some reason I really love the idea of the ToA, though I have yet to really utilize it. The fact that you pretty much have to choose between the Great Lighthouse and it doesn't really help its case. With your change, one could theoretically build both.
The priest specialist is of some value too, making a good start to a Great Person city, and giving you some benefit while you setup overseas trade routes.

EDIT- EmperorFool beat me to the punch! :)
lol, 2 :hammers: priest, wonder synergy i love it!
 
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