SLower Tech + other balances mod.

Jouda you can find it under advanced -> load a mod.

And to Dearmad great job really like your mod :goodjob:
 
What do you think of splitting empires

Can we have more than 18 Civs on the map ?
 
Hi Peter

Like your mod , thanks :)
How did you set that JUNGLE requires biology ?

Thanks
Joe
 
an idea of cav-tank-gunship solution: seems cav direct upgrade to tank still not the best way, how about using the panzer model as “real tank" for every civ for tank and could upgrade to modern armor, and the normal tank model as cav - light armor - gunship ?

the heavy tank could be the same ability as vanilla but only get 25% bonus vs armor expect real panzer get 50%; light armor could be set to 20 attack, 3 moving like the setting in "desert war mod"....

and i find that in vanilla game, armors also could get "vs city bonus upgrade", and i can bulid it with 10 exp in all cities, is not a good setting, should this promotion be removed from all real armor unit except the armor infantry?
 
I just wanted to say that this is a very good mod. The timing of everything works out very nicely. There were only a few things I went into the XML and changed but they were small, civic related things. Overall, excellent mod.

PS- The map that I'm playing on right now has A LOT of jungle... so the Bio thing REALLY matters.
 
lachlan:
splitting empires = BIG mod to change that and keep things fun/balanced. Trip is sorta working in that direction, but so far I don't consider the changes made in that mod to introduce fun elements. The mod that introduces and manages civil wars etc will be long, involved and complex.

AFAIK you can have 18 civs on a map.

OU23:
let me know what you disagree on- all input is welcome.

bebear:
those suggestions are just too subtle and/or complex for me. I jsut wanted the cavelry not to mount up and charge out when tnkas are on the field but not gunships yet, that's all. So the AI will upgrade them and not toss the poor rats to their dooms.

ALL:
Thanks for the praise. And when you disagree with something, go ahead and voice it- while I may not change it for the mod, at least I'll have a more full appreciation of how things are playing out for you all.
 
Dearmad said:
OU23:
let me know what you disagree on- all input is welcome.

I didn't really "disagree" with anything regarding the mod per se, I just changed a few aspects of the civics. I haven't had nearly enough time to experiment with the civics to the point that I'm even sure what I want so don't take it as me disagreeing with what you have changed, just take it as me experimenting even more so. But what you nailed dead on was the pace of the game. Germany is my favorite civ and has always been so it's good that I'm actually able to use Panzers for more than one conflict.
 
OU23 said:
I didn't really "disagree" with anything regarding the mod per se, I just changed a few aspects of the civics. I haven't had nearly enough time to experiment with the civics to the point that I'm even sure what I want so don't take it as me disagreeing with what you have changed, just take it as me experimenting even more so. But what you nailed dead on was the pace of the game. Germany is my favorite civ and has always been so it's good that I'm actually able to use Panzers for more than one conflict.

Same here. Except I am stupid and do not know how to mod the game.

I love to have longer game and I am very happy with the changes in tech, advisors and forts. However civics and religion I do not want to touch at this moment. It seems to me that if we start modding religion to correspond to history (for instance your ideas for Islam and Christianity) we will channel the game and decrease the number of ways wich lead to victory. I am not religious myself but I have slight preference for East religions/philosophy and I would like to play and win with them.

Dearmad, would it be too arrogant to ask you for a "light" version of the mod, without the civics or religion changed. :)
 
Dearmad said:
In the units xml for building things. There are a lot of settings in there that got changed so that roads and plantations and stuff can be built with Gunpowder, but clearing jungle requires Bio.
Thanks for that , I spent ages trying to figure out where it was. I changed the clear jungle action to be available with machinery and increased its time to 600.
I'm also glad you removed the religion changes , I liked all the other changes.
I think once the pacing is right i'd suggest "freezing" this mod and maybe doing another one with a different name if you want to include new things.

Thanks again I'm looking forward to trying your mo in an epic game !.
Joe
 
Evtim said:
Same here. Except I am stupid and do not know how to mod the game.

I love to have longer game and I am very happy with the changes in tech, advisors and forts. However civics and religion I do not want to touch at this moment. It seems to me that if we start modding religion to correspond to history (for instance your ideas for Islam and Christianity) we will channel the game and decrease the number of ways wich lead to victory. I am not religious myself but I have slight preference for East religions/philosophy and I would like to play and win with them.

Dearmad, would it be too arrogant to ask you for a "light" version of the mod, without the civics or religion changed. :)

maybe once the rest of the pacing is worked out and the mod is closer to done....

but it's interesting you (and others) perceived the small changes to Islam and Xtianity as somethig to simulate relaity... they weren't. I did those to balance out the game a little more. In EVERY game I'd played to that point, xtianity and islam were minor, unimportant religions which no one would claim. I wanted the religions to be a little more balanced (much in the way firaxis provided confucionism + a free missionary), that was all.

The civics changes were to provide some reason to even USE the other civics- otherwise slavery isn't a choice, nor is caste system- they were practically worthless.

However, a quick workaround for you is to simply delete the civics.xml in the worldinfo folder of the mod. Then the game will load the standard one.

In my games lately with those changes, I've rather liked how things played out- different civics get used and xtianity/islam are religions to actual reckon with.
 
You changed too much. Anyone know if there is a mod that changes the length of the game and the tech rate and that stuff but leaves the rest of the game alone?
 
Dearmad - Did you alter resources spawning at all? It may simply be a coincidence, but it seems that there are always less resources popping up in your mod. Maybe I'm just paranoid... :D
 
Okay. I must just be having bad luck. I never seem to find any wheat, corn, or rice! And no clams. Wierd. But my last game had 3 copper, 3 iron, and 2 marble within my 5 cities.

I merged Alex's uniques mini mod with yours and it's doing fine. Maybe I'll get brave at try to add the Carthagian mod as well. I like the pace of your mod, although it's taking a bit of getting used to seeing the odd years that you generated, ie : 281BC, 3411BC, ect. Everyone else has round numbers, making yours unique for sure!
 
I like those years that pop up. I just went straight for the math to get the right speed ratios to match the slower tech... and that's how it turned out- it evens out about 1400's or so...

Some resources are clumpier than others- but I didn't mod them to be- in one game the US had 6 clams! All of em basically...

In my last game the Mali had 2 uranium... fotunately he was my tight ally so no real nuke war worries.
 
Varelse said:
You changed too much. Anyone know if there is a mod that changes the length of the game and the tech rate and that stuff but leaves the rest of the game alone?

I'd like to cast my vote as well for a "light" version of this mod. Mainly I like the time changes you've made. Perhaps later after I've played a bit more I'd try the other gameplay changes you've made, but for now I'd love to just use your time changes. Thanks for all the great work! :thumbsup:
 
im having a problem with this mod. I cant seem to load a saved game. I get an error message saying thtat the mod directory isnt a valid mod. I have double checked to make sure I installed it in the MODS folder. I can start a new game no problem. Any idea what could be causing this?

This mod is really good, it seems to be a lot more balanced than vanilla. Congrats!


ps - does anyone know how you can label terrain and draw arrows? This was supposed to be a good feature but I cant find it without opening up the world builder (which is cheating b/c it reveals the map!)
 
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