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Probably Improved Gameplay Mod

Discussion in 'Civ4 - Modpacks' started by PieceOfMind, Jul 18, 2009.

  1. a432rar

    a432rar Chieftain

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    Is there a way I can install the new Better BTS AI 1.00 in the current version of PIG which has Better AI v0.84.?

    Sorry for newb question.
     
  2. PieceOfMind

    PieceOfMind Drill IV Defender Retired Moderator

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    You might be able to try simply putting in the DLL from Better BUG AI (CvGameCoreDLL) but it will mean you will lose any features of PIG that depend on the DLL. I'm not even sure if that would break it or not.

    Otherwise, if you can wait a couple more weeks I think I'm going to have time to update it soon. Because of the BBAI release I'm keen to merge it in.
     
  3. commodus78

    commodus78 Chieftain

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    Any news on the next release please PieceOfMind?
     
  4. PieceOfMind

    PieceOfMind Drill IV Defender Retired Moderator

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    Hmmm, hopefully in the next few weeks but I'm not making promises. I'm not sure yet how much work the next merge will involve.
     
  5. Lenowill

    Lenowill Warlord

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    Hey all, I'm back after a major hiatus.

    The current PIG version seems very cool from the games that I've played. I only have a few questions/suggestions:

    (1) Since regular Engineer and Priest specialists got a production increase, should their Super Specialist versions possibly get some kind of improvement as well? (A Great Engineer specialist now gives the same amount of hammers as a regular engineer, and a Priest gives the same hammers as a Great Prophet spec, though in that latter case there's at least that hefty +gpt bonus along with it. Maybe the GE spec's research bonus could be increased a tad at least, if giving it more +prod doesn't seem like a good idea?

    (2) I like the idea of Theocracy offering unlimited Priests, but is there any way to make that part of it require a State Religion in order for it to function? I ask because I'm now seeing every civilization switch to Theocracy even if they have no state religion (because the AI apparently likes the idea of unlimited priest specialists - a lot). Where this creates problems is in late-contact games like Islands maps: by the time the rest of the world makes contact, the civilizations who didn't found a state religion are already in Theocracy and can't be missionary'd at all until someone (i.e. the player) bribes them into switching to a different civic ... which in itself usually requires getting a lot of diplomacy going. It's a possibly-unintended consequence to think about.

    Again, great mod!
     
  6. EmperorFool

    EmperorFool Deity

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    I do like the idea of making Theocracy and Organized Religion require a state religion. I've always felt that Pacifism should not require a state religion to work, and indeed the first time I used it I didn't realize I wasn't getting any :gp: benefits for quite a few turns because I had no state religion. :cry:

    In addition, how about making the "stops foreign spread of non-state religions" aspect of Theocracy apply only to cities without the state religion? This way cities free of the state religion would be "safe havens" for the spread of other religions via missionaries and/or trade routes.
     
  7. kaltorak

    kaltorak Emperor

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    I tried to play a scenario, rroc, for the first time since I installed pig, and it is failing to load. Any solution or tip? It fails when loading files.
     
  8. PieceOfMind

    PieceOfMind Drill IV Defender Retired Moderator

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  9. kaltorak

    kaltorak Emperor

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    sorry, meant RFRE

    Not saying it's because of pig, just asking if it replaces some civ files or anything that may make scenarios fail
     
  10. PieceOfMind

    PieceOfMind Drill IV Defender Retired Moderator

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    lol. RFRE makes about as much sense to me too. :confused:
    There are a lot of files used by the mod. I haven't tested it with scenarios but I wonder why you're using PIG with a scenario?
     
  11. kaltorak

    kaltorak Emperor

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    ok, i just didn't remember the name so I tried to remember the letters. xDD
    I checked and it's Rhye's and Fall of Civilization

    I'm not trying to play it with pig. I click on the scenario, so it unloads pig and loads the scenario, and it fails to locate some files. It didn't happen before installing pig, so I wanted to know if it replaces some civ4 files. But I also installed some other mods I am not playing, so it coould have been any of them.
     
  12. PieceOfMind

    PieceOfMind Drill IV Defender Retired Moderator

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    PIG does not install files to anywhere other than its own folder. So it must have been something else you did if RFC is not working anymore.
     
  13. kaltorak

    kaltorak Emperor

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    Ok thanks. I may have made a mess trying to get AIautoplay to work just before I got pig, tried many things and I guess I replaces important files.
     
  14. PieceOfMind

    PieceOfMind Drill IV Defender Retired Moderator

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    AI Autoplay is included as part of the PIG mod. Are you saying you're trying to run PIG mod concurrently with any other mods? If you need help getting it to work with other mods, I might be able to help you.

    The two main mods you might want to combine PIG with are BAT Mod and the Blue Marble mod. PIG is otherwise designed as a monolithic mod - not really intended to be used in combination with any other mod.
     
  15. kaltorak

    kaltorak Emperor

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    No, I meant I tried to install some mods before finding pig, and I had some problems there. But then I found your mod which included them, and it's what I'm using now. But I may have overwritten some important civ files for rfc trying to install the previous mods, since it worked once.
    Anyway, your mod is working fine, and also includes all the other mods I tried to get working before. It's just rfc which wont work, but looks like it has nothing to do with pig.
     
  16. PieceOfMind

    PieceOfMind Drill IV Defender Retired Moderator

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    kaltorak, when you installed these other mods, did you modify any files outside of the mods folder but inside the civ4 program directory? If so you're probably better of re-installing the game. Thankfully it's not that long a process. I can usually install civ4, bts and then the 3.19 patch in less than 10-15 minutes, while doing something else at the same time.
    In other words, please take care not to alter the game files as 99% of mods do not require doing that. The only folders you should alter are inside the CustomAssets folder and inside a Mods folder.
     
  17. Lenowill

    Lenowill Warlord

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    Could anyone by any chance explain to me how to merge the graphical enhancements of BAT mod with the gameplay compilation of PIG mod?

    I am able to use Blue Marble and PIG at the same time because Blue Marble tinkers with the game's assets more directly, but BAT only installs itself as a loadable mod (just like PIG does) and I'm not familiar with how to do XML stuff to possibly get it hashed out. Any thoughts?

    p.s.: PIG remains a lot of fun!
     
  18. PieceOfMind

    PieceOfMind Drill IV Defender Retired Moderator

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    posting from a phone, sorry i can't help you right now lenowill, but I just wanted to let you all know i'll probably have the next update posted by the end of this weekend. If there's any feedback to pass on this week is a good time to do it.
     
  19. sampo

    sampo Chieftain

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  20. Lenowill

    Lenowill Warlord

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    Np PoM.

    I'll see if I can put up some more detailed feedback regarding Theocracy.

    There are a few issues to consider with Theocracy as it stands:

    (1) Not needing a state religion to get the unlimited Priests.

    (2) The effect of Angkor Wat on the usefulness of Theocracy.

    With regard to (1), I have to admit that I can halfway see the logic behind not needing a specific state religion for priests under Theocracy (pagan/tribal religious theocracy). It still does create an odd quirk where the AI absolutely adores the civic, though. (And so do I, for that matter. Unlimited priests at +2 hammers apiece is beastly for enabling one-tile islands and other production-poor cities to thrive.)

    With regard to (2), the only thing that seems quirky about this is that Angkor Wat now makes priests _better_ all around than engineers (3 hammers and 1 gpt versus just 3 hammers). Part of me actually likes that (in some cultures the religious establishment/manpower really did contribute far more intensely to the construction of buildings and so forth than a proper "engineer" type probably did).

    I wonder if engineers could get a slight amount of additional love, though? Right now just grabbing Theology and running Priests is a way more attractive for one-tile islands than trying to use some sort of rush-production shenanigans to get a Forge (and thereby an Engineer).

    I've always wanted to try to do some type of "Engineer Specialist Economy" that didn't absolutely require getting the Pyramids. By which I mean, using a Phi leader and somehow being dedicated enough (and advantaged enough) to slowly pump out a whole lot of Great Engineers over the course of the game and build the Production Mecca of the World. These changes so far are making Great Prophets an even more likely choice than before for that type of thing (it was already relatively easy to spam Great Prophets by combining any early religious wonder with a few priest specs, which are much easier to come by, even in normal BTS, than Engineer specialists are--and Theocracy just makes that even easier).

    I wonder ... is there any sort of other Civic that might be able to be edited so that it enables you to run one additional Engineer per city? Or something like that. Mercantilism maybe? (As the game stands, Free Market still absolutely blows it out of the water in most of the SEs that I run, since foreign trade is so advantageous, especially once Customs Houses are in the mix. And that's even if I have Island towns to self-trade with.)

    One additional suggestion: is there any way that some type of Food Distribution mod could be incorporated? I know that treads really close to the line of making the game too unfamiliar, and might possibly cross it, but hear me out ...

    In BTS as it stands, Refrigeration is a really unexciting tech. REALLY unexciting, compared to how much the technology revolutionized humanity's ability to store food long-term. In most of my games it's little more than a speed bump on the way to the tech needed for Laboratories.

    I saw a mod a while back that enabled you to turn one of a city's trade routes into a "send food to another city" route, exchanging the commerce benefit for a food-hand-out. The only problem with the mod (besides it not seemingly being compatible with the more recent patches) is that you couldn't undo the trade routes once they were made.

    There's also the IndieRevolutions mod, which seems quite interesting in many respects, and includes both Food and Production distribution. My only beef with it is that both of those are mediated entirely by Civics choices, which seems a bit too inflexible (and in many ways unrealistic, especially early-game) for my thinking.

    I am personally of the opinion that having some way to micromanage food distribution in the game would add great strategic variety to the game. It would allow you to create a true "Food City" (like some cities in the American midwest ^_^) whose primary purpose is to work tiles, create surplus food, and ship it out to other cities.

    Obviously, in the BC eras food distribution would be pretty weak. Perhaps the earliest form of it becomes available with Pottery, allowing you to send a maximum of 1 or 2 food per turn to the target city. Tech upgrades over the course of the centuries might slightly increase this (such as Chemistry). Sending food would be limited by distance for most of the game (distance along the shortest available trade route or something?) and trying to send it over too long a distance would result in a large percentage of the food not arriving intact due to spoilage.

    Refrigeration would basically remove the distance restrictions involved (provided that there's some sort of trade route available for food transportation) and further increase the amount that can be sent.

    It's an idea. One which, I know, has been kicked around before, but I wanted to bring it up again since it's feedback time.

    Another option is just to add a food-produced "food caravan" unit like ones that earlier Civs seem to have had? (Four was my first, so I'm in the dark about that.)

    Anyway, take care all! Great mod. :)

    p.s.: The "-25% maintenance from number of cities" on Vassalage actually saw some serious use in a game I played recently. I had over 13 cities by 1000 AD, several of which were 1-tile islands, and my capital was pretty weak. Vassalage let me play much more economically while training up a better army. So, that was cool. :)
     

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