rkade8583
Realism Invictus Player
Edit: Delete this.
Whenever someone unloaded a bunch of units from naval ships the game would ALWAYS become OOC (Out of Synch). Anyone know about this problem?
In your game can all human players actively see the target plot where the units unload? I don't mean just revealed (can see the tile's terrain type) but can the other players see the units on the tile?
Even if your role involves primarily noticing and commenting on gameplay concerns and balance problems that would be a big help. I play games pretty slowly so it's hard to get much testing done myself.Hey PoM,
I could take some role in maintaining the mod, but I'm not sure I have all the prerequisite knowledge required (?).
I am good at making installers however, as my professional work includes working heavily with Windows Installer (.msi install packages).
That's really useful feedback. Since the game is nearing version 1.0 it's good to hear the changes all work well together.As for comments, I personally play exclusively with PIG Mod installed and cant imagine playing Civ without it now. Its extremely convenient having all these mods in one place and I like pretty much all the balance changes. We organized a 8 man LAN every month and so far everyone seems to like it.
The only problem is the out of synch problem I described in my previous two posts here. That should be fixed asap, other than that its completely playable, almost to the point where I would be extremely careful introducing any further changes (aside from updating mods included).
The BULL issue with MP is being worked on I guess. I'm gonna trust EF or another BUG dev will find the cause there - otherwise removing BULL might be necessary and I don't want to have to do that. No pressure, EF!![]()
I think this sounds good actually. At the moment they cost as much as a swordsman (same as an axeman as well in this mod).Perhaps a minor positive change would be to lower the hammer cost of Missionaries to 30 hammers (equal to that of Monument).
But as you sort of get at, the issue is there needs to be more incentive to go for those early religious techs. Should that incentive disappear once those techs have been researched by someone else? At high levels part of the reason one doesn't go for those techs is you can't reliably expect to get them first and then you are costing yourself a great deal by not going for the worker techs (which have a guaranteed benefit, especially if you see the resources already and are getting the tech to improve them).
Here is my suggestion, including borrowing some ideas from you:
- Missionary cost 30
, down from 40
.
- Org Religion remains high upkeep but priest specialists get 1
2
instead of 1
1
and 50% faster production speed of cathedrals of state religion.
- Theocracy: Unlimited priest specialists in cities with state religion. +100% production speed of missionaries of state religion.
- Priest specialists give +1
if city has state religion.
- Temples give +1
.
- Monasteries give 1 priest slot.
I think the key for improving the religious early techs is not so much giving a benefit to the owner of a religion (because if you miss the religion they're useless) but giving them nice economic benefits.
I'm even thinking at the minute a nice little boost for Pacifism to keep it in line with the other civic improvements would be +1per non-state religion.
I also have a feeling the changes above are too numerous and it would be better if fewer changes could achieve a similar net change.
I don't think Divine Right should be any more first person bonuses. It already has a religion, and wonders although you can get to them late and still build them, the first one there has an advantage. There need to be reason for a second person to get Divine right, not more reason to be the first.