The Peacekeeper Wars

Nice to see you here Jennvare! You have been most helpful in the development of Fairy Tale, and you can surely do some good here as well! A modder can only do so much playtesting on his own, so it's good to have a battalion of playtesters. I actually mention you, Ajidica and Highwayhoss in my Credits too.

Now I've woken up and will test the mod straight away.

EDIT: I've tested it some now, and I'm very happy with the update. The AI really does a better job now too, but the lack of Barbarians is, as you say, obvious. Though they do appear in goody-boxes. On turn 136 I got attacked by Magna and am fighting a border war with him right now. It's quite exciting as he keeps pumping ships towards me and I am building myself a fleet to strike back, just keeping him at bay with Missile Cruisers for the moment. The State is building a grand empire in the other corner of the Galaxy and they're already quite impressive, from what my Scout Ships can report. The AI is functioning remarkably better. I will continue exploring.
 
Sup guys,

Still going through my first game playing as the Empire of Terra.

One thing I noticed that is very frustrating is the conquering and liberation of planets. Very early in the game, one race declared war on me. Nothing major since I easily repulsed his attackers. It took me a bit to build up an attack fleet. When I counterattacked, I took his nearest star system. With taking the system, I immediately had start to build the gauss cannon as a cheap defender. I forget the turns, but it was something outrageous. When I checked the system, there were no building on any of the planets.

I know when taking a system (or city in reg civ) that alot of buildings are destroyed. With this, it is especially crippling since all the systems I captured has no production. I had to wait 30 turns for it to grow and even then, it did not populate a hammer producing planet. Had to wait another 30 turns for another pop point. Then I finally got one hammer, now its 30 turns to build a cheap defender. It almost makes more sense to destroy the colony and rebuild it since with building, you get the hammer and food buildings for free on one of the planets atleast.

The same thing as above also happened when one of my colonies was taken. I got a suprise attack from the Magnas (sp?) while I was finishing off the other race. He took one of my bigger colonies. I evetually took it back, but then I had the lack of production as listed above. It will take atleast 90 turns for the colony to be able to make anything.

There are a few ways I think this can be countered, thought I'm not a modder so I dont know what effort it would take to put any of these in:
1) Algae Farms and Planet Extractors remain intact on capture / recapture or have a high percentage of surviving.
2) Supply transports - allow another star system to build a ship that will allow hurried production of a basic building. Consider it a mini great engineer. Make it a small number of hammers, limit the number that can be prebuilt, and reduce the hammer cost of the basic buildings so those can be put in. This way, the AI wont build tons of them and players cant stockpile them to rush wonders.
3) Increase basic yields of all planets. Perhaps increase all the planetary base yields by one of each unit (food, hammer, commerce). This will help alleviate prolonged stagnancy.

**Personally, I like the second option the best**

Another early issue I had that I was unable to rectify was unhappiness in my systems. I flipped through the civilopedia looking for buildings to boost happy people, but they all seemed very far away on the tech tree. I did notice that there ALOT of commerce buildings. Perhaps you can allow for the cultural slider to be available much earlier to combat unhappiness.

I'll check back in after I progress so more. But, at the moment, it looks like I've got two useless colonies due to lack of production and very slow growth.
 
This Magnas bloke has the potential of becoming the Zheverr Crech of Zuur equivalent in Peacekeeper Wars, actually. He attacked me early without provocation and did quite a good fight against me too. However, he had obviously only concentrated on building ships, because, when I showed up with my fleet in his Empire, he had only one system. I took it, razed it, but he was kicking to the last.
 
Le Sage,

Yeah, he did that to me also. He had more than one system so it took me while to finally throw him down.

However, I did notice some other things as well,

I'm not sure which mod this is..it's the one where all the things you built in a turn scroll down the side of the screen. It seems that even when you finish something, it also puts up a hammer showing an empty queue. This is essentially forcing you to click on each city twice to clear out the side bar. Anyway to remove the notification of an empty queue?

The gaps in the tech tree are getting pretty glaring. I went through the entire tech tree and there wasnt much to show for it. Hopefully you will be fleshing his out as you move forward. It still has alot of potential.

The other thing I noticed; as I progressed through the tech tree, I was getting the techs needed to be able to build capital ships. However, the tech needed to build the vacuum docks was still a long way off. By the time you get there, alot of these ships are obsolete before you have a chance to build them. (I admit, this could be how I went through the tech tree). Hopefully you can retune this so all the ships atleast have a chance of being played :)

The other is ship functionality. Towards the end of the game, I was only making the neopolitan (sp?) dreadnoughts to fight my enemies. I had a couple of carriers with fighter and bomber squadrons. However, I made little of the other ships. If you wish all the ships to be used, you may wish to give bonus and/or penalties between ship classes:
1) Interception chances for destroyers to kill fighters/bombers - penalty against battleships
2) Battleships - penalties against cruiser units (no bonus is really needed given their raw power)
3) Fighters/bombers - increased collateral damage against battleships and cruisers
4) Defense ships - you may want teirs of these (5,9,14 strength) and greater city defense bonuses.
5) Guass cannon defenders - give them range attack so they can work with the city defenders.

Just some ideas. No worries if you dont like any of them.

Keep up the good work!!
 
Thanks for all the feedback. I'll try and get a patch out soon but don't hold your breath though, I'm busy this week studying for finals.

Jennvare:
1> Oops. I forgot I had set vacuum docks that far back. I'll change it.
2>I do need to flesh the tech tree out. Is there anything you would reccomend? I will probably end up doing buildings so ships will remain distinct entities with distinct purpouses.
3>I need to get around to limiting capital ships. That should fix alot of issues with comabt imbalences.
3a> The reason I keep gauss cannos so weak is that I wish to avoid the FF issue where PDS's are able to face battleships on equal footing when defending a city. Not fair. Plus late game Gauss cannons are relegated past cannon fodder stage into the 'meatshield' stage.
4> I'll have to check about the planets lacking any production. I think you just got really unlucky as most systems have at least a 1p planet in the first culture ring. Plus the destruction chances for those buildings are 50%.
5> I might end up shifting the culture slider earlier, but did you found an early religion? Unless you have a happiness boosting trait religion is a nescesity. (I would reccomend Church of the Second Chance as its the one most lore correct for them.)
>Out of curiosity, what speed were you playing as?

Minor spelling points, its Magnan and Napoleon Class.
 
Ajidica,

When I play a new mod, I normally play on Warlord Difficulty at Normal Speed. Is there a speed recommended for play? As for difficulty, I usually dont go higher since all it does is give me penalties and give the AI advantages. I'd probably go higher if I wasnt penalized at the same time. Warlord seems to be the proper balance for me in most cases. I may jump it up if I'm finding it too easy.

Limits on capital ships is probably a good idea. Would be nice see what balancing issues we can come up with so all ships have utility.

For other things to include:
1) Merchant ships - mini great merchants to do trade missions for extra commerce/coin

2) Speciality promotions - You may want to PM Maniac, the maker of Planetfall. He has coded a set of promotions (special ablity slots) that you can attain with new technologies and help create ships for other purposes before you spend your XP promotions.

3) Ground Troops and Transports - I know this was mentioned in other mods of this type, not sure if it was ever done. It would involve coding ships to never be able to enter a planetary body. Constructed ships would appear outside of the system constructing them. Ground troops cannot enter Space squares, but can unload from a troop carrier to capture a planet. This could fill alot of tech spaces from simple troopers to plasma or guass cannon solders.

4) Space creatures - Not sure if you've ever played master of orion, but they usually have strong space creatures that pop in once in a while.

5) As for religions, I'm not sure what else you can do. Each of these relgions all allow access to a building giving a unique bonus. Think they are good as they are.

6) Star Generals - These could be like the Great Generals, guys who will give unique bonuses to whatever ship they are attached to. They can also be removed from a ship so they can take command of another. The great general could basically be a shuttle when not attached to a unit.

7) Icons for units - I also noticed that alot of the units use the same icons when it comes to selecting them. If possible, you may wish to check for others that may exist for use.

Just some basic things I could come up with quickly. I'll probably come up with more as I play yer mod some more.

As always, keep up the good work!!
 
1> I've been meaning to add them. I just keep forgetting them. Rest assured, they will be in the next patch.
2>I'll check the specialized promotions out. I need to get better at python merging. (They require python, right?)
3>I'm staying away from that simply because the AI would be crippled beyond all belief. There is alot of python coding to even have the AI build starbases that are really quite simple. I'd hate to see the coding need to make the AI understand to even build the units, let alone build them inteligently.
4>Not really. I'm staying away from aliens and such because if I were to add them they would be defacto copies of my favorite alien races. (Puppeteers and Kzin)
5>I'm planning to do FfH style religions. I also am planning on adding more. The Simplification religion will return eventualy.
6>I need to add them back in, I've been meaning to, just like spies. With spies I will be splitting them into domestic spies (mainly countermeasure tpe stuff) and conventional BTS spies.
7>I need to do that. Its just I'm a bit paranoid about the gamefont atlas's and the fact I've never been able to get layers to work properly in GIMP. (needed to get the borders)

I'll see about adding in more 'govt' style buildings and increase building requirements so that you will only have a few well developed systems in an empire with most systems being relativly underdeveloped.
 
Expect a bit of a delay. FF+ just released v1.61 so I'll update TPKW to that. It shouldn't take that long becasue as I'm now out of school, plenty of time to mod.
 
Excellent. For me, it's just the opposite. I haven't really much time to mod, but I'm still doing things each and every day. My updates will last a while.
 
I'm back from my two week vacation, so I'll be updating TPKW to the newest version of FF+. If I remember their plans correctly, this is the version where basicaly all variables are transfered out of python and into the XML, so hopefully this should be the last merge needed.
 
I was beginning to wonder if this mod when into hibernation. Glad to know you are back.
 
Sorry this is taking so long. I've been busy with college applications and so forth.
The mod itself has actualy been updated to 1.63 for a while, but I'm working on a major scenario for it. Hence: it is taking forever.
Basicaly all I need to do is adjust the buildings and complete the scenario. (In addition to quite a few more pedia entries and working some more on the UU's for the remaining major factions in the scenario.)
However, the Old Empire and Peacekeepers now have a full set of UU's.

The scenario will begin at the begining of The Kingly Wars. Gameplay wise this will occur around the early part of the middle section, so basicaly around the tech level of Socialism. Lore-wise, the Kingly Wars is a time period when Terra suffered two major revolts, all factions suffered numerous minor revolts, and the Selredans went on the offensive, eventualy forcing the remaining powers into the Alliance of the Holy Scourge.
 
Hi I can;t work out where to extrat the rar file too can cant find instructions help please
 
You extract the RAR file to wherever and copy over the Peacekeeper Wars directory. (Immediatly inside the folder there should be the Assets folder, the icon, and the readme.
You should place the Peacekeeper Wars directory wherever your BTS mods are located, so generaly in ProgramFiles/FiraxisGames/Civ4/BTS/Mods.


EDIT: Unfortunatly, the mod will be delayed. I just ran into a python issue. I posted about it in the FF+ subforum if anyone feels like taking a look.
Nothing ever seems to go right with this mod.
 
Sorry for the double posting.

The but I have been having where the commernce goes haywire (+507 per turn) is related to the dll in Final Frontier Plus. As I have no knowledge about the dll and even the FF+ team isn't quite sure what the issue is, the mod is on hold indefinatly. So yeah. Bugger.
If they track down the issue, I will definately finish this up. I will try redoing to buildinginfos because they believe the issue is from there, but I'm not holding out much hope.

However, I do have a question:
For Civ5, I'm torn between one of two options for a mod. The first option is focusing on Europe in the 17th century. So basicaly thr 30 Years War, English Civil War, and the Northern War. The second option is a mod based off of Terry Pratchetts Discworld. Esoteric, but there is plenty of information to work with. Ankh-Morpork, Borogravia, Klatch, Genua, Uberwald, and so on.
Thoughts?
 
I know what I'll be modding for Civ5, at least. Terry Pratchett's world sounds very interesting, though. Rather original too, as Keldath says. There will of course be a tremendous need for accurate historical mods for Civ5 as well, and now, when the game is new, you can pretty much stake your claim on any historical period. I will be doing a Hundred Years' War 2 mod as well, I think, but my first project is of course Fairy Tale 2.
 
I've also been toying with the idea of doing a 'low steampunk' mod in an earth-like but fantastical world. The stylistic direction would be similar to Fritz Lang's Metropolis.
 
Sorry for the double post however I have good news for once!

Thanks to the work by the TC_01 and God-Emperor, the commerce bug is fixed, eradicated, gone, banished into the netherworld of modding existance, purged for all eternity.

So, once I finish up a few things I should be able to release the 'done' mod. I just need to wrap up a few loose ends.
The scenario and further diversification work will come later.
 
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