someone know how to raise the difficulty in mid game?

i have the same problem. the AI builds so many knights/mailed knights that its science gets slowed way down. the game becomes too easy once i survive the mailed knights and get riflemen first. vanilla civ4 had the same problem with cavalry to a lesser extent. industrialization is where the AI falls behind and needs help. is there perhaps a way to edit the save game to increase difficulty?

Yes, at a cost. Save your game in the worldbuilder as a worldbuilder save. Alt-Tab and find the save (In Documents/My Gaes/Beyond the Sword/Saves/ WB and open it up with notepad (or whatever text editor), and you can edit the difficulty level and gameoptions there. Just be careful to use uppercase and spell everything right, or it won't work. Save the file. Now load the worldbuilder save up. Viola, new difficulty level.

Downside: You lose all construction progress on all buildings and all GPP and time resets. This happens to the AI's too, so it's roughly fair.

I tried doing this, but when i click on one of the new civs in "play now!" i get and error and i am unable to see any of the info

Did i put the civs in the wrong place? Im able to see normal civs but not new ones.

Yeah something is wrong here, you cant play the game with the civs just in the custom civs folder. I checked civilopedia, the new civs are purple blocks.

AFAIK, it should work. I never tried, but it's just a matter of copying and pasting to the right folder. If it's showing up as pink, you moved it to the wrong folder in modules.
 
AFAIK, it should work. I never tried, but it's just a matter of copying and pasting to the right folder. If it's showing up as pink, you moved it to the wrong folder in modules.

No its in the right place. Some civilizations are 100% transferable (as in buildings, units and leaders) like Troy and Apache. Some other ones only have a few leaders that are not pink blocks. While most are completely pure pink blocks. There are also a few that don't even show up in civilopedia at all. This is weird.... maybe you can point me to where i can download just the custom civs for RoM.

Edit: I think i know why that is. my game is patched to 2.81 RoM and 1.55 AND. While im trying to move civs from custom civs folder of megapack 2.8. Ill try to patch the megapack with 2.81 and then move the civs. That could be the reason why some work (the unchanged ones of the patch) and some don't (depending on what it changed).

Edit #2: Nope that didnt work, same everything :( Well im gonna add all civs and see which ones work 100% and use those until i can figure this problem out.

Edit#3: Done! In Assets for megapack there is extra civ pacs you have to have in order to have the civs.
 
it could not possible be all that hard to add flexibly difficulty, I wish I new how to...... Any chance you could tell me or point me where I can be told how to do it?

I am assuming that you are just copying some text to some places.

thanks,
Bob
 
it could not possible be all that hard to add flexibly difficulty, I wish I new how to...... Any chance you could tell me or point me where I can be told how to do it?

I am assuming that you are just copying some text to some places.

thanks,
Bob

It requires SDK changes. I think it's also a modcomp, if you find me a link to it, I'll add if for AND. :p
 
Yes, at a cost. Save your game in the worldbuilder as a worldbuilder save. Alt-Tab and find the save (In Documents/My Gaes/Beyond the Sword/Saves/ WB and open it up with notepad (or whatever text editor), and you can edit the difficulty level and gameoptions there. Just be careful to use uppercase and spell everything right, or it won't work. Save the file. Now load the worldbuilder save up. Viola, new difficulty level.

Downside: You lose all construction progress on all buildings and all GPP and time resets. This happens to the AI's too, so it's roughly fair.



AFAIK, it should work. I never tried, but it's just a matter of copying and pasting to the right folder. If it's showing up as pink, you moved it to the wrong folder in modules.

also it makes influential cultured cities only able to work size 3
 
Argh cant start the game with it. Damnit..... Alright, Im getting a lot of C++ errors, and crashes when i start a game. So what hardware helps (I think RAM or if im wrong w/e fixes this problem) to get this done. Im gonna buy me self something to be able to play this game damnit!
 
here is the link http://forums.civfanatics.com/showthread.php?t=281289


I just really took a look at your and mod, it has a lot of changes i like in it. I kinda wanna start a new game using it, but I was wondering how long it will take to incorporate Flexible difficulty? See if it is worth waiting.
 
here is the link http://forums.civfanatics.com/showthread.php?t=281289


I just really took a look at your and mod, it has a lot of changes i like in it. I kinda wanna start a new game using it, but I was wondering how long it will take to incorporate Flexible difficulty? See if it is worth waiting.

I just finished merging them. I'm not 100% sure I merged them correctly, but I will have a new beta build with them ready by tomorrow sometime. :p Is that soon enough?
 
works for me :D thanks
 
I just finished merging them. I'm not 100% sure I merged them correctly, but I will have a new beta build with them ready by tomorrow sometime. :p Is that soon enough?
You were able to merge the Assimilation mod?:drool:
 
No, it's all the game options. 5 New options for beta3! :p

Very nice, I like assimilation and the top becomes last thing makes it feel like your running the world not just a civ.
 
I'm playing 2.81 + 1.6b3 New Dawn, and I'm finding the AI progressing very slowly compared to vanilla BtS. And that's almost in every aspect of the game: military, research and industry.

I ventured into the Emperor difficulty on my first try (Large/Marathon), being a bit adventurous as I used to play Monarch on Vanilla. I admit I got a good flood plain start with the Incas, but I think at around 200BC I'm way ahead in tech compared to the rest of the world, and my power seems supreme even when I really haven't concentrated into military. And the AI nations have built only 2 wonders altogether! Stonehenge and the Sphinx I think.

I have RoM+AND with all modules installed, Revolutions and BarbCivs tagged, and I think that might be too much for the AI to handle? There's loads of new buildings and techs in the game with all these modules on, how does the AI manage all that? I'm finding myself skipping through the tech tree, just picking the best techs and trading for the worse afterwards, and only trying to build the buildings a specific city needs. Can the AI make those decisions efficiently in RoM+AND?

Is there a way to make the AI stronger? I wouldn't want to drop any of these nice mods off, but there's something definitely slowing the AI in this mod mix. I actually haven't tried RoM without AND, is the AI slow to build wonders etc. in it too?

PS. Anyone else find the plains flood plain version a bit over the top? With Agricultural trait and a simple cottage, it's a 6F1P2C yield monster tile. In one of my test starts I had a corn appear on one and it became 9F1P2C tile. Nice to have in the early BCs! I personally will mod flood plains to give only +2 to plains tiles in future games I think :)
 
I'm playing 2.81 + 1.6b3 New Dawn, and I'm finding the AI progressing very slowly compared to vanilla BtS. And that's almost in every aspect of the game: military, research and industry.

I ventured into the Emperor difficulty on my first try (Large/Marathon), being a bit adventurous as I used to play Monarch on Vanilla. I admit I got a good flood plain start with the Incas, but I think at around 200BC I'm way ahead in tech compared to the rest of the world, and my power seems supreme even when I really haven't concentrated into military. And the AI nations have built only 2 wonders altogether! Stonehenge and the Sphinx I think.

I have RoM+AND with all modules installed, Revolutions and BarbCivs tagged, and I think that might be too much for the AI to handle? There's loads of new buildings and techs in the game with all these modules on, how does the AI manage all that? I'm finding myself skipping through the tech tree, just picking the best techs and trading for the worse afterwards, and only trying to build the buildings a specific city needs. Can the AI make those decisions efficiently in RoM+AND?

Is there a way to make the AI stronger? I wouldn't want to drop any of these nice mods off, but there's something definitely slowing the AI in this mod mix. I actually haven't tried RoM without AND, is the AI slow to build wonders etc. in it too?

PS. Anyone else find the plains flood plain version a bit over the top? With Agricultural trait and a simple cottage, it's a 6F1P2C yield monster tile. In one of my test starts I had a corn appear on one and it became 9F1P2C tile. Nice to have in the early BCs! I personally will mod flood plains to give only +2 to plains tiles in future games I think :)

I appreciate your frank criticism. The AI is a particularly worrisome part of AND. I do my best to keep the AI up to speed, they are aware of all the new features present in AND. I have improved the AI's ability to create siege weapons and retrieve valuable resources. However, I realize that they are still insufficient foes for advanced players. I'm surprised you were able to do so well with Revolutions on and Emperor. I added new scaling Revolution Modifiers for difficulty levels, on Emperor, your Revolution's would be 30% stronger than normal.

Also, I plan on doing some tweaks to TechDiffusion, as it was never meant for such a large tech tree. It should work better with RoM's tech tree, in Beta4.

Also, I just finished updating AND to Better AI v.83, which includes numerous Early Game AI improvements. Early reports suggest that the AI is handling workers correctly in the early game (for the first time ever!).

I doubt greatly that there is any singular piece of content that "breaks the AI's back" so to speak, rather, the massive overhaul was never intended, so some of the AI's basic concepts are slightly warped. For example, the AI's calculations for whipping are based on the fact that population consumes 2 food, not 3 as in RoM, so the calculations are way off. That is why that feature was disabled as part of Better RoM, as the AI failed to handle it correctly.

Flood plains do make for some... interesting spots, but I don't find them to be too over powered. Agricultural's trait does come in handy though, I'm partial to using Nefertiti.

If you have more specific complaints about the AI, I would love to hear them, and I could see if I could fix the specific problems.
 
Flood plains do make for some... interesting spots, but I don't find them to be too over powered. Agricultural's trait does come in handy though, I'm partial to using Nefertiti.

If you have more specific complaints about the AI, I would love to hear them, and I could see if I could fix the specific problems.

Agricultural & 4F1P1C plains might just have been one of the reasons I was able to do well in my game. I had like 2-4 of those plains in the BFC of my first 3 cities, that was easy living after I'd cottaged them. I hope you'd consider to change the plains flood plains to 3F1PC, they'd still be easily the best "standard" tile in the game. Agricultural trait's food production might have to be reconsidered after that change however?

My focus in all my recent AND game starts (haven't finished any yet unfortunately) has been to build a defense against barbs and after that take care of revolution risks. Heading towards Iron Working and meanwhile grabbing the Oracle and taking either Monarchy or jumping towards Democracy has worked for me. I seem to be mostly taking techs that head towards better civics and I've found that healthy for my Empire :)

I'm not quite sure what specifically is wrong with the AI, I'm not that good in debugging or analyzing a saved game. How can change to play a AI nation?

One strange thing I noticed that I could conquer Russia's 2 cities with only 3 Quechua's in around 3400BC. The AI only had 1 archer in each city. I recall the AI had better defenses in Vanilla?
 
PS. Anyone else find the plains flood plain version a bit over the top? With Agricultural trait and a simple cottage, it's a 6F1P2C yield monster tile. In one of my test starts I had a corn appear on one and it became 9F1P2C tile. Nice to have in the early BCs! I personally will mod flood plains to give only +2 to plains tiles in future games I think :)


Ya I agree it is a bit much, if you get potatos it is 11F1P2C, but personally I love putting cottages on them :p
 
One strange thing I noticed that I could conquer Russia's 2 cities with only 3 Quechua's in around 3400BC. The AI only had 1 archer in each city. I recall the AI had better defenses in Vanilla?



Keep in mind, that again the ai has 10 or so different things just in the early game to build besides defenses. SO yes in the vanilla they are better, but not better by design they are just better because there is nothing else to build in vanilla :p

P.S Afforess I think the modifier for the appearance of corn wheat and such is a bit high, in a epic game if you put farms around a city usually about late middle ages you can guarantee at least 3 or 4 resources to appear around the city.
 
Keep in mind, that again the ai has 10 or so different things just in the early game to build besides defenses. SO yes in the vanilla they are better, but not better by design they are just better because there is nothing else to build in vanilla :p

P.S Afforess I think the modifier for the appearance of corn wheat and such is a bit high, in a epic game if you put farms around a city usually about late middle ages you can guarantee at least 3 or 4 resources to appear around the city.

I think I might have had a lucky strike with Russia in my last game, my new neighbour Assyria has 3 archers defending right from the start of game, which I think they get for free on emperor?
 
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