SLower Tech + other balances mod.

roidesfoux said:
I like a lot of your ideas, but not all of them, so I'm modifying my game with the ones I want.

The one that I can't figure out: how do you change the prereq. for cottages and wineries?

-RDF

Inside of Units\CIV4BuildInfos.xml:

Just search for winery, and under its entry will be <PrereqTech>blah blah</PrereqTech>, just change it appropriately

same for cottages.
 
- lighthouse +1 food change the game too much, maybe should mod to +1 gold and + 2 health? otherwise coast too attractive to human player.

- BIOLOGY for jungle a little late, steam power should be better because more reasonable for jungle clear (machine work is the key, not biology) and not too late for game.

- settler should not settle down in jungle before the requirement.
 
could lighthouse be mod to "total add 2 to 3 food"? since lighthouse +1 food would may even a single island go up to 25 people, a total add 2 food could support 4 people, and add 3 food could support 5 people.

maybe that's should have a total solution mod to the game, not just cut the lighthouse, but also no farm in tundra too...
 
now got an idea, lighthouse get +1 food only from coast, not from all water, could it be done by mod? and tundra could not improved by farming.
 
Dearmad said:
CAVALRY upgrades to Tank (was gunships): I've no idea why cavalry to gunships was in the vanilla game since all the worlds cavalry was usually dead in the intervening 100 years that tnaks and artillery ruled the lands... so.
QUOTE]

They upgraded to gunships because gunships are the cavalry for the modern world! Gunships support the tanks!
 
But they don't upgrade to that- none survive that long in my experience... thinking practically here I wanted the AI to be caught with his pants down less often, not more. :D Might be able to leave both paths open. Have to see.

It would be possible to not allow farming on Tundra... not sure I've ever farmed on tundra though- have to check to see if that's even possible right now. Hm.
 
don_lahnum_jr said:
Dearmad said:
CAVALRY upgrades to Tank (was gunships): I've no idea why cavalry to gunships was in the vanilla game since all the worlds cavalry was usually dead in the intervening 100 years that tnaks and artillery ruled the lands... so.
QUOTE]

They upgraded to gunships because gunships are the cavalry for the modern world! Gunships support the tanks!
I was thinking of the 1st Calvary/Airmobile Division in the U.S. Army as the reasoning behind this advance.
 
Dearmad said:
It would be possible to not allow farming on Tundra... not sure I've ever farmed on tundra though- have to check to see if that's even possible right now. Hm.

To the best of my knowledge, it's possible, but only in tiles immediately adjacent to fresh water, no matter what technology you have.

-RdF
 
Dearmad said:
I didn't change the lighthouse- that's vanilla civ iv.

good suggestion for jungle clearing. I'll look to that. Think on it.

good call on settler too.


We cant forget that people lived in junglesperhaps since the begining of civilization. So having settler settle in jungles is resonable.

THe downside to it is that you could build a road in and out so trade is hard. Especially if you want those gems
 
2 bugs reporting:

- DIPLOMACY TEXT MOD seems unstead, when Eygpt first contact MALI, it crash, maybe had to test it or remove it?

- Horse archer upgrade to 25% vs gunpowder?
 
Hemperor said:
We cant forget that people lived in junglesperhaps since the begining of civilization. So having settler settle in jungles is resonable.

THe downside to it is that you could build a road in and out so trade is hard. Especially if you want those gems

but if AI could settle down in Jungle but can't clear it, it will damage the AI...because AI don't know Jungle can not be clear until industral age.

even Jungle could be clear in later, the working time should be double...
 
bebear: that's theoretical at this point, because I've played many games with the Jungle changed like this and the AI is not crippled in anyway I can see. The overall effect is to slow economic growth a little (which is what i want) when it comes to using jungle resources. It also makes for some interesting hot spots in the world where modern jungle warfare gets practiced. I like this.

the diplomacy txt mod bug you report has not happened to me: anyone else seeing this!?

horsearcher what? I didn't change horsearchers at all either (same thing with lighthouses) so what is the bug?

Also, since Tundra works well as it is- Ithink farming there only with fresh water directly present is fine.

hemperor:
Yeah in hindsight I'll let people settle jungle- the potential exploit of settling all over in jungles is minimal since it's a tough place... so that will remain the same.

Also the reason BIOLOGY is the tech for clearing jungle is that *everyone* goes for steampower, etc. for obvious reasons... I wanted there to be a reason to go for the bio-medical route as an alternate that was attractive. Both techs occur about the same time in the game, so, yeah, it's a game mechanic versus total realism...

EVERYONE:
I'll be yanking out the Faith mod changes and re-relasing v0.7a sometime tonight. Faith mod seems to displease most people... so fine, I'll remove it. I hope to include the Fort changes as well by that point- with proper credit, etc.
 
all cav wrong promotion with vs gunpowder instead vs archer...maybe something wrong in tech tree?
 
Dearmad,

I like you MOD because you have deep understand of the gameplay and done a great job, it has deep consideration of gameplay and get some remend of AI weakness, and i am willing to contribute some idea to help the MOD. I think a good MOD should always help the stupid AI relative smart for gamplay, that's the key.


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the lighthouse:

maybe i'm not native english speaker so i had not speak clear, not said you had mod it, just a suggestion idea:

a single tile island in ocean should not go to 25 population for less attrative for human player, and in the ancient age, fishing should only available at coast. and if lake in the city area, the lake also look as "sea" getting benefit.

check the XML, lighthouse bonus "seaplot" - that means all water, don't know could realize this idea by changing "seaplot" to "coast"...

if reduce the effect of lighthose to just coast, even a single island, the benefit wil be at least 8 coast area surround them, to feed this island up to 10 population with the reduced lighthouse... and with a fish +4, it could raize to 14 pop.


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settler in jungle/tundra(maybe include desert?):

maybe should set settler could not settle (or not enter, maybe it will help AI not explore a big jungle in Earth map?) in jungle/tundra in early age, the idea of MOD just prevent the AI and player expend to bad land too early, maybe a tech later in medieval age could make this available... if playing the 18civs Earth map, this setting is good for no early settlement in jungle/tundra/jungle filled island for better realism, how about mechineary (or ironwork? seems a little early but more realism) to enable them settle down?

another 2 idea of gameplay and helping AI:

ideas of razing cities rule MOD:
http://forums.civfanatics.com/showthread.php?t=139511


idea of population cap MOD by ages:
http://forums.civfanatics.com/showthread.php?t=139518

another idea is fast moving army (cav/tank) should not enter jungle (maybe include iceland) but it may damage the AI?
 
a suggestion of state property: it's really too strong, help human player too much, when i play the Earth map using China, i could build a very huge empire with 25+ cities and settle everywhere, and my GNP is about 400% to the strongest AI...and it has no civic upkeep! regulation/corruption/lot's of governor should lots of money...

i think it should change to -1 money for plot with 2 more money, just like counter trait of financial with high upkeep to reflect the damage in non state owned busniess money income and high tax to feed the governor, and the no distant maintenance should be 50% off instead of none.
 
about the lighthouse, for some people suggestion, how about just ignore it, just set sea plot 0 food 1 gold instead of 1 food 1 gold? it should work well and make small inland not so attractive and more realism...
 
what is wrong? Slower tech+balance mod does not appear in the scenario list :( I have unpacked the files directly to the civIV/mods/ directory...

I really would like to play this mod...:cry:
 
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