Charis
Realms Beyond
I have some questions on mods, and at the end of this post address Schnaard's comments...
First... mostly directed to Sirian, but other mod-makers may know. How did you get the Viking game to work with a: i) custom UU with very different abilities, ii) city and civ name changes (the exact 'minimal' features I need here) and yet only distribute: a save game and an Art/Units folder.
I've been testing the Crete mod using the Editor and/or CopyTool, and can get it to work nicely but ONLY by using the modified .bic file. With the file in place all works well, can create new game and save fine. But revert to original .bic and try to load the game and I either get DataIO error or it loads but the Bull reverts to the Rider and other changes don't show up.
(I did see in the editor how to change draft and whip weariness to 30 turns, between orig 20 and new 40, and support per army from 4 to 2, and shields from 400 to 300. Again, these seem to only be stored in the BIC)
Playwise, I was having a rough start, and found myself with nothing good to build besides barracks and spears until I researched Polytheism. The other civs were already starting to get testy with me. Then came the Bull! It was definitely like opening a big-old-can-of-whooparse. But research was already slow, and bully would have to last quite a while to see Mil Tradition. So pretty much, in this quick test, exactly as intended
So what's the trick for a minimum-file-swapping mod? Does it involve a scenario, or editing the save-file instead of the bic in the first place?? We'll be ready to go not longer after I found out these answers.
Thanks
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@Schnaard
I read your posts, but was referring to comments on difficulty of no-culture game weeks ago before rbd7 started, so don't be insulted!!
You wrote...
In another thread we discussed this and someone (k, I don't recall who) pointed out you're NOT stuck with 9 squares, since there is some melding of boundaries. A city surrounded on all sides with cities 4 squares away will have the full 21 squares to choose from, although there will be overlap preventing use of all 21. As for flipping, I don't recall if the culture *ratio* was important. To cut back drastically on flipping if we raze one city for every one we capture, to have captured cities borders surrounded by 'nothing' instead of a foe's cultural boundary we're in better shape.
The other reason I said "Sirian said" was his direct post in this thread...
Charis
First... mostly directed to Sirian, but other mod-makers may know. How did you get the Viking game to work with a: i) custom UU with very different abilities, ii) city and civ name changes (the exact 'minimal' features I need here) and yet only distribute: a save game and an Art/Units folder.
I've been testing the Crete mod using the Editor and/or CopyTool, and can get it to work nicely but ONLY by using the modified .bic file. With the file in place all works well, can create new game and save fine. But revert to original .bic and try to load the game and I either get DataIO error or it loads but the Bull reverts to the Rider and other changes don't show up.
(I did see in the editor how to change draft and whip weariness to 30 turns, between orig 20 and new 40, and support per army from 4 to 2, and shields from 400 to 300. Again, these seem to only be stored in the BIC)
Playwise, I was having a rough start, and found myself with nothing good to build besides barracks and spears until I researched Polytheism. The other civs were already starting to get testy with me. Then came the Bull! It was definitely like opening a big-old-can-of-whooparse. But research was already slow, and bully would have to last quite a while to see Mil Tradition. So pretty much, in this quick test, exactly as intended
So what's the trick for a minimum-file-swapping mod? Does it involve a scenario, or editing the save-file instead of the bic in the first place?? We'll be ready to go not longer after I found out these answers.
Thanks
---
@Schnaard
I read your posts, but was referring to comments on difficulty of no-culture game weeks ago before rbd7 started, so don't be insulted!!
You wrote...
No culture is going to be tough enough - nine viable squares for each city to work, culture flips galore, not being able to capture cities without a permanant nine or ten unit garrison (we'll have no total civ culture except the palace and we can't get "historical culture" into the cities we capture since we can't build cultural buildings), bad diplomatic deals, etc.
In another thread we discussed this and someone (k, I don't recall who) pointed out you're NOT stuck with 9 squares, since there is some melding of boundaries. A city surrounded on all sides with cities 4 squares away will have the full 21 squares to choose from, although there will be overlap preventing use of all 21. As for flipping, I don't recall if the culture *ratio* was important. To cut back drastically on flipping if we raze one city for every one we capture, to have captured cities borders surrounded by 'nothing' instead of a foe's cultural boundary we're in better shape.
The other reason I said "Sirian said" was his direct post in this thread...
My playtest with the no-culture found it rougher than any other variant concept I've tried,
Charis