Snarko's Options mod

Yes. Every value between 2 and 18 plus "OFF" and "Random" are the choices for PAs.
 
Yes. Every value between 2 and 18 plus "OFF" and "Random" are the choices for PAs.

sweet, sorry for asking again, just keep being surprised that it can be done lol

can't wait to go around making huge alliances, will be a fun challenge.
and once i remove the team gp threshold increase teaming up will be fun heh.
 
Not only is it possible, it's a one line change. But if you want to make huge alliances you'll problably also want to lower PermanentAllianceRefuseAttitudeThreshold for the leaders aswell. Otherwise they will refuse if they aren't friendly with all or almost all civs on your team.
 
This looks like it will be good. Keep up the work.

I like the drop down in combination with the edit box, it allows you both to see what the relative values mean and still allows full customization. Are there going to be options for resources (strategic, food, luxury, and mana)?
 
...by popular demand. Just need to add some descriptive text for it.

The checkbox decide if it's per player or an absolute number. Note that this is the minimum number of resources. If you choose 5 gunpowder resources and there are already 5 on the map no new ones will be added.
 

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This is definately a resource to keep an eye on! :goodjob:

Here's an idea if you end up having lots of options--an ability to save all settings, and then recall them later. Maybe 3-4 differnt profiles a player could load up with 1 button after setting them.
 
Here's an idea if you end up having lots of options--an ability to save all settings, and then recall them later. Maybe 3-4 differnt profiles a player could load up with 1 button after setting them.

In the very least save the previous settings (like the game does for normal settings).
 
The settings are saved when you exit the screen and loaded when you start a new game. I should be able to use that system to make it possible to manually save/load configurations.

But that's for next time. For now, one last update before I go to sleep. I've added two new options:
Decimal XP. Mostly to (very slightly) reduce the effectiveness of XP farming.
Animal frenzy. It makes animals attack ANYONE. Including other animals/barbarians. So far I haven't figured out how to get them to attack barbarians, but they will attack other (barbarian) animals and barbarians will attack them. I don't know how much I will use this option but I like it just because it exist :D
 
Excellent re-design!
 
Sounds great.

I don't suppose you could add a way to change the difficulty level (or even possibly the victory conditions) in the middle of the game, could you? When I play on the higher levels I tend to do terribly at the beginning, but on mid to lower levels it gets pretty boring late in the game. (this is especially the case when end up cheating early on just to get the game moving)
 
In addition to the "animal frenzy" option could you add something to increase the strength of animals. Say, +X to the base strength of animal type units. In tandem with animal frenzy it could make a sort of super-animal death melee of fun. Or something like that.
 
The ability to add base strength to animals (or to dragons, or to AI's units, or to a human player's units) is already there in the global defines, so this should be a minor change. I've played several games recently with added animal strenght, mostly because I planned to dominate with werewolves (remember, they are animals).
 
Uh, does your modmod do something about the goodie huts? 'cause the first time I was using it, I'd got 3 techs from huts by turn 9 (Epic speed). Since it was agriculture, mysticism, and exploration, my GP strategy has got a big boost :lol: .

EDIT: And I just got hunting at turn 14. Btw, I'm using Noble.

EDIT 2: Ok, now I'm pretty sure you have messed with it. Animal Husbandry, turn 19.
 
It does not change goody huts. You just got lucky.
 
Hmm, if you say so... It's just that I usually get 1 or 2 techs from huts in a whole game, and in the first one after I've downloaded the modmod, I get 5 by turn 19. I hate wierd coinsiedences...
 
Well it's not entirely true to say it doesn't change huts, but the only way huts are changed is to not allow barbarians if the barbarian modoption is set to less than 1.

I've had 5 techs from huts in one game before. Agriculture, exploration, hunting, tracking and poisions. Darn -50% city strength for assassins, I could've conquered the nearest civ before they had built their third city otherwise... and problably the next civ too.
 
Any chance of an option to turn Hell off? eg. Just have the infernals be a normal player, like they used to be
 
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