SLower Tech + other balances mod.

"WHY? Man has cleared jungles since the beginning of time with bare hands and burning, and still does in parts of the world."

uh... no they haven't.. maybe a couple acres... not entire rainforests...

id leave the pop growth the way it is, i personally like it :x
 
anyone know how to fix this mod so that the info screen will work if you have installed the patch?
 
whyisciv4sobugg said:
I like the idea of slowing down gameplay, and I intend to use the updated version of this mod, but I think you went way overboard with the changes.

In real life, Uranium is mined and traded by countries that cannot use it.
Steam power to clear jungles? WHY? Man has cleared jungles since the beginning of time with bare hands and burning, and still does in parts of the world.
Etc.

In real life they understand the value of the uranium and get fair value for it... the AI is a pushover about this. This change was for gameplay not realism.

IMO this is an important rather large change to keep, it won't be changed back until the AI is fixed or improved by firaxis. However, you can change it back easily though- it's like one piece of data in either the tech.xml or the resources type xml.

And yes, clear jungles is moved to Steam Power now (not meds) so that is done (per someone else's hopes).

I'll release a version tonight. The F9 thing is sucky... and i'm still trying to get to the bottom of that, however...
 
Lightzy said:
You should slow city growth in proportion to the science rate and game length, otherwise you're not really accomplishing that much.
ah, and reduce the abundance of resources somewhat.


City growth is slowed in proportion to game length already. Science rate is slowed as well. These are integral to the mod already. I really don't understand your point.

Oil is at 75% and uranium at 66% of previous levels. A few slight other changes were made to other resource.
 
Hey Dearmad, you haven't issued any new updates yet since the patch have you? Just checking as I wanted to make sure I hadn't missed anything!
 
can you post a changelog for this version, and for any future updates please?

Also, does the info screen work with the new version?
 
I have a problem with missionaries in this mod. I have founded 3 religions and built temples, monasteries in my cities but I can produce ONLY missionaries of my STATE religion. So only Hindu not Christian or Judaist. Is this a bug?
 
alexk14 said:
I have a problem with missionaries in this mod. I have founded 3 religions and built temples, monasteries in my cities but I can produce ONLY missionaries of my STATE religion. So only Hindu not Christian or Judaist. Is this a bug?

This was fixed. Sounds like you need to clear you cache or something. I just triple checked the XML file- and indeed there is no statereligion req. there anymore.

As to the changelog. I don't have time to do a nice complete one at the moment- if you only knew what my "real" life was requiring of me at the moment... :eek: But here's a list of the things different to 0.8 from 0.7 beyond integrating the patch stuff as best as I could:

--
Missionaries no longer require state religion.

Clear jungle with Steampower. Can build roads throughit with ironworking. And can manipulate resources from jungles with gunpowder.

Added in horses appearing with husbandry per the v1.09 patch

Balanced start locations better at higher difficulties.

Later techs (beginning around mid renaissance are increased in cost to slow down later age development.) Earlier techs are slighlty cheaper (ONLY the most BASIC techs like wheel)- leads to a more even entry into classical age.

Units after Warrior/archer and up to Musketmen are 5 prod. cheaper to produce. This has the effect of making the classical age more populated and bit more "lively."

Workshops come with MACHINERY (one tech earlier)
--

F9 works IF you also use the improved info mod. I think it's included in the mod, but here's the guy's original thread:

Ulfn's Proper score graph mod:
http://apolyton.net/forums/showthread.php?s=&threadid=144030&perpage=30&pagenumber=1

I think that's everything.
 
Ad Hominem said:
Great job Dearmad. Now, if you can add to the next version the following mods

- Lost units
- Lost wonders
- SuperCiv

you will be my hero!

I am willing to investigate integrating other mods... however you all need to meet me halfway and link me to them if you can. I simply have too little time right now to hunt things down, sorry. :(
 
Dearmad said:
I am willing to investigate integrating other mods... however you all need to meet me halfway and link me to them if you can. I simply have too little time right now to hunt things down, sorry. :(

You rang, milord?

Lost Unit
http://forums.civfanatics.com/showthread.php?t=140601&page=2

Lost Wonders
http://forums.civfanatics.com/showthread.php?t=143251

SuperCiv
http://forums.civfanatics.com/showthread.php?t=141855

The latter due to size (it has grown to 75 MB with the soundfiles, 25 MB - still too big - without) might be a pain to incorporate, but you could use a barebone version if you'd like.

Thanks anyway :goodjob:
 
I hope you won't integrate the 'MORE STUFF' mods.
More in this case is most definitely less, as it might throw balance out the window just so you could build 'more cool stuff!!!!11one'

:>
 
>> Missionaries no longer require state religion.

Yep it works on mine so it must be a cache prob

>> Clear jungle with Steampower. Can build roads throughit with ironworking. And can manipulate resources from jungles with gunpowder.

I can clear jungle with biology not steam, build things with gunpowder and I don't think ironworking lets me build roads, I think it's gunpowder still. If this is the case I think it should be iron instead since I still can't build a road to a town that is floundering in the middle of the jungle until gunpowder. At least with iron I can get some health to the city from trading animals.
 
Yeah I checked the xml, didn't really know what I was doing but had a muck around. It was gunpowder / steam / bio for building and clearing. There is also the problem that bio is clear jungle but with steam you can clear jungle with farms etc. Whatever the case I like it and think it's a good mod.

By the way I find that the domestic advisor python thingy doesn't work. I replaced it with the most up to date version from these forums and it's fine now - you should check that out for bundling with the mod.

[edit] I was also just wondering what changes you have made in the globals? I noticed that you global xml has a few entries different from the original (1.09) patch globals, namely a few more entries in your version and the unit heal speeds a different.
 
The Lost Wonders mod is simple to add in. I think maybe 1 or 2 files are shares. The rest simply can be moved into this mod or another without a hassle. The Lost Units mod requires some work, but it isn't overly hard. SuperCiv would be a nightmare unless you started with SuperCiv and added this mod to that, which is how I did it, mostly. Start with the biggest and add the gameplay changes to that.
 
Dearmad, I wonder if anyone else has this problem or why it is happening but your new version does not work for me.

I load civ, load the mod, the game restarts, and the loading bar comes up. In the middle of the process it gives me an error message (some module failed to load, I will try again and edit post with actual message) then civ4 comes back up with your mod loaded. When I start a game I have no user interface although the map generates normally. I tried this several times and the same thing happened each time, although other mods like the realism mod work perfectly.
 
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