Two questions from a newie

Verdolaga

Chieftain
Joined
Jul 24, 2012
Messages
14
Hello, great mod here. This is the first time I play it seriously and it is awesome.
But, I have two newie questions that I cant solve.
1) Is the game well balanced in any scenario and any level? I'm playing v37 at Immortal level, on an earth scenario with 24 civs aprox, on huge size map and at snail speed.
Being at 2600 BC, lots of civs have access to iron working and more, some of them being close to middle ages. Is that normal?
2) I 've read about crime and investigation but still dont get how can you get rid off exile/rouges/burglars inside your city. For example, in a city with 6 population, having constructed all the buildings that decrease crime (like town hall, walls, town wacht, etc) andhaving a garrison of 8 town wachtmen and a detective specialist, I still have inside the city like 7 rougues and none of them is going out. I cant find the wanted promotion neither. Those thieves are still in xity and my crime levels went astronomical, in consecuense the city is rebelling every two or three turns because my rebellion index is like 2500
Hope somebody can give some answers, thanks in advance
Regards!
 
v37 stock has a lot of balance and crime issues. You should get the SVN version (although the building costs are a bit lopsided and out of whack at the moment so you'd be maybe better to get the latest patch version at the moment.)
 
v37 stock has a lot of balance and crime issues. You should get the SVN version (although the building costs are a bit lopsided and out of whack at the moment so you'd be maybe better to get the latest patch version at the moment.)

Good, if I create the svn repository folder and update to the lastest pacht, will that be savegame compatible? I mean, could I continue from the same file? Or do I have to sart a new game?
 
If you clear the cache folder you should be able to continue If you've not gotten to far into this game. Safest thing though would be to start a new game with the latest SVN. We do occasionally break saves with updates.

cache folder for win 10 OS is located here: C:\Users\"USERNAME"\AppData\Local\My Games\Beyond the Sword\cache . Delete everything inside the cache folder.
 
If you clear the cache folder you should be able to continue If you've not gotten to far into this game. Safest thing though would be to start a new game with the latest SVN. We do occasionally break saves with updates.

cache folder for win 10 OS is located here: C:\Users\"USERNAME"\AppData\Local\My Games\Beyond the Sword\cache . Delete everything inside the cache folder.

Great, I believe I will start a new one, but if I do so, I would like to know if there is a way to play it disabling the units from megafauna domestication, the bear riders, deer riders and such. Also I would like to disable all the punk units and cultures.
I´m attempting to play this fantastic mod, but keeping the "realistic feel" as much as I can.

Hope you can give an aswer on this, thanks in advance. Best regards from Argentina!
 
Great, I believe I will start a new one, but if I do so, I would like to know if there is a way to play it disabling the units from megafauna domestication, the bear riders, deer riders and such. Also I would like to disable all the punk units and cultures.
I´m attempting to play this fantastic mod, but keeping the "realistic feel" as much as I can.

Hope you can give an aswer on this, thanks in advance. Best regards from Argentina!
Find the modules folder and delete the alternate timeline module, or move it to "my modules (unloaded)" folder.
 
I had a big issue with crime too. Nowhere in the game is it explained well. There is a post here on the site that does explain it well. I'll explain it in short.

At certain crime rates you get bad buildings. These are the ones that spawn criminals in your cities.
They count as barbarian civ criminals. So will your opponents have criminals that could come visit you.
The opponent could train their own criminals, you wouldn't know the difference.
You can train your own criminals, they work the same. But offcourse you WILL know the difference and you can put them in their cities to screw m.

To counter them.

Never ever let your crime rate get 100+ in any city ever. Anti crime buildings first, and don't make loan sharks lenders or anything not worthwhile.
Failing that, you are going to need police (law units) and dogs.

There's about 10 max criminals that will spawn in your city. Catching them with massive ongoing crime doesn't help, they will just respawn.
First build the buildings and get a cop army with policing promotions. Get that crime down and have an ok -rate. Now get good cops and maybe some city specialists to do the investigation.

Dogs sniff out criminals they will become seen but there is still nothing you can do about it.
The investigation gives a chance every turn to make criminals 'wanted'. If you succeed you will be notified and the criminal will have the wanted promotion on him. But you still need a dog to actually see him.
Allright now you have a criminal with the small wanted icon above him.
You need a cop in the city, pref. your strongest one. Click on him alone (no stack) and look at his options. There should be an arrest button. Click on it.
Now you get the list of all wanted criminals in the city and you can pick one. They start to fight. Good odds for you, but cops can die.
You win and you kill or most likely imprison the bad guy. now you have a captive to use as you please.

Tips.
You can absolutely devastate an opponent by making his cities crime ridden with your criminals. It's a valid strategy.
Opponents can do this to you too.

Opponents often have crime troubles, especially if you take their attention instead. If you take his cities those problems are now yours. You need a good police force to tag along with your army.
But wait, you can just raze their cities.... Now there are a bunch of angry criminals looking for a new home. Guess where they are going. So always bring dogs along to see criminals and can kill them before they all relocate inside your own cities.

There are other things than criminals. Strike teams and ruffians, but they work slightly different and i don't know enough about them.

Anyway, hope this helps.
 
Great, I believe I will start a new one, but if I do so, I would like to know if there is a way to play it disabling the units from megafauna domestication, the bear riders, deer riders and such. Also I would like to disable all the punk units and cultures.
I´m attempting to play this fantastic mod, but keeping the "realistic feel" as much as I can.

Hope you can give an aswer on this, thanks in advance. Best regards from Argentina!
Find the modules folder and delete the alternate timeline module, or move it to "my modules (unloaded)" folder.
That will work for Punk units but not for Cultures. It would probably be better to use the "correct" way which is to edit the MLF file (MLF_CIV4ModularLoadingControls.XML) in that folder and turn off the bits you don't want by setting them to 0 rather than 1 as they are now. Deleting them without changing the MLF may cause problems. That file indicates both which modules are included and which order they are loaded, which can be important.

You can't disable Cultures as they are part of the core. They were never put in as modular or to be optional.

I had a big issue with crime too. Nowhere in the game is it explained well. There is a post here on the site that does explain it well. I'll explain it in short.

At certain crime rates you get bad buildings. These are the ones that spawn criminals in your cities.
They count as barbarian civ criminals. So will your opponents have criminals that could come visit you.
The opponent could train their own criminals, you wouldn't know the difference.
You can train your own criminals, they work the same. But offcourse you WILL know the difference and you can put them in their cities to screw m.

To counter them.

Never ever let your crime rate get 100+ in any city ever. Anti crime buildings first, and don't make loan sharks lenders or anything not worthwhile.
Failing that, you are going to need police (law units) and dogs.

There's about 10 max criminals that will spawn in your city. Catching them with massive ongoing crime doesn't help, they will just respawn.
First build the buildings and get a cop army with policing promotions. Get that crime down and have an ok -rate. Now get good cops and maybe some city specialists to do the investigation.

Dogs sniff out criminals they will become seen but there is still nothing you can do about it.
The investigation gives a chance every turn to make criminals 'wanted'. If you succeed you will be notified and the criminal will have the wanted promotion on him. But you still need a dog to actually see him.
Allright now you have a criminal with the small wanted icon above him.
You need a cop in the city, pref. your strongest one. Click on him alone (no stack) and look at his options. There should be an arrest button. Click on it.
Now you get the list of all wanted criminals in the city and you can pick one. They start to fight. Good odds for you, but cops can die.
You win and you kill or most likely imprison the bad guy. now you have a captive to use as you please.

Tips.
You can absolutely devastate an opponent by making his cities crime ridden with your criminals. It's a valid strategy.
Opponents can do this to you too.

Opponents often have crime troubles, especially if you take their attention instead. If you take his cities those problems are now yours. You need a good police force to tag along with your army.
But wait, you can just raze their cities.... Now there are a bunch of angry criminals looking for a new home. Guess where they are going. So always bring dogs along to see criminals and can kill them before they all relocate inside your own cities.

There are other things than criminals. Strike teams and ruffians, but they work slightly different and i don't know enough about them.

Anyway, hope this helps.

See something like this is what I have been asking for since Crime was introduced into C2C so that it could be added in as a concept page.
 
See something like this is what I have been asking for since Crime was introduced into C2C so that it could be added in as a concept page.
I linked to the explanation I gave in the v37 player's guide. Perhaps it wasn't concise enough? I admit, that was a pretty good overview given there though. Covered a lot but only gave the barest of info of what a player really needed to know. I often wish I could write in this manner.
 
I had a big issue with crime too. Nowhere in the game is it explained well. There is a post here on the site that does explain it well. I'll explain it in short.

At certain crime rates you get bad buildings. These are the ones that spawn criminals in your cities.
They count as barbarian civ criminals. So will your opponents have criminals that could come visit you.
The opponent could train their own criminals, you wouldn't know the difference.
You can train your own criminals, they work the same. But offcourse you WILL know the difference and you can put them in their cities to screw m.

To counter them.

Never ever let your crime rate get 100+ in any city ever. Anti crime buildings first, and don't make loan sharks lenders or anything not worthwhile.
Failing that, you are going to need police (law units) and dogs.

There's about 10 max criminals that will spawn in your city. Catching them with massive ongoing crime doesn't help, they will just respawn.
First build the buildings and get a cop army with policing promotions. Get that crime down and have an ok -rate. Now get good cops and maybe some city specialists to do the investigation.

Dogs sniff out criminals they will become seen but there is still nothing you can do about it.
The investigation gives a chance every turn to make criminals 'wanted'. If you succeed you will be notified and the criminal will have the wanted promotion on him. But you still need a dog to actually see him.
Allright now you have a criminal with the small wanted icon above him.
You need a cop in the city, pref. your strongest one. Click on him alone (no stack) and look at his options. There should be an arrest button. Click on it.
Now you get the list of all wanted criminals in the city and you can pick one. They start to fight. Good odds for you, but cops can die.
You win and you kill or most likely imprison the bad guy. now you have a captive to use as you please.

Tips.
You can absolutely devastate an opponent by making his cities crime ridden with your criminals. It's a valid strategy.
Opponents can do this to you too.

Opponents often have crime troubles, especially if you take their attention instead. If you take his cities those problems are now yours. You need a good police force to tag along with your army.
But wait, you can just raze their cities.... Now there are a bunch of angry criminals looking for a new home. Guess where they are going. So always bring dogs along to see criminals and can kill them before they all relocate inside your own cities.

There are other things than criminals. Strike teams and ruffians, but they work slightly different and i don't know enough about them.

Anyway, hope this helps.

Rmi, thank you really thank you. I´ve read what Thunderbrd wrote on the Investigation and Crime thread, but didn´t get it quite well not because It wasn´t clear, because in v37 I could not get that notification on the wanted promotion never ever. Even with like then town wachtmen upgraded with the special promotion and one detective. I hope, as it was said above, it was due to the bad balance. I´ll try a new game with the SVN and see what happens, however your explanation was really good.

That will work for Punk units but not for Cultures. It would probably be better to use the "correct" way which is to edit the MLF file (MLF_CIV4ModularLoadingControls.XML) in that folder and turn off the bits you don't want by setting them to 0 rather than 1 as they are now. Deleting them without changing the MLF may cause problems. That file indicates both which modules are included and which order they are loaded, which can be important.

You can't disable Cultures as they are part of the core. They were never put in as modular or to be optional.

Dancing Hoskuld, thank you, I´ll try to do that after upload to the head revision before I start my new game. How will I know I followed your instructions correctly? I mean will those techs (steampunk, dieselpunk, megafauna, etc) still appear on the tech tree but wont be choosable? Or will just not appear directly?

By no means I wanted to disable cultures. As matter of fact, beeing and old, old and experienced Civ player, I believe this is the most amazing feature I´ve ever seen. It solves many approaches that tried to give more realism and diveresity to the game and are awesome. It gives flavour to one particular civ without the need of putting a whole new civilization on game (like for example greeks and byzantines, or turks and ottomans). I mean, its perfect. So far, for me it´s best (between a huge amount of good things) feature of C2C.
I believe some of them need some adjusment or some civ have some bugs, because for example on my previous game Zulus were able to build almost any culture, from northamerican to middle eastern (maybe because there is a mistake with their native culture)

Finally, I don´t want to seem stupid but, as I was writing this post, the SVN download finished. It says it was a succesfull download, head revison 9663 160 MB aprox. I´ve used SVN before with CIV 4 and other games and always I´ve downladed a full new version of the game, uncompressed usually that always weighted a lot. I think this mod is hughe so those 160 MB are a lie. Do I have to put those files in the previous C2C mod folder or this is really a standalone 160 MB version of the mod?

Thanks again in advance for your responses. Regards!
 
Rmi, thank you really thank you. I´ve read what Thunderbrd wrote on the Investigation and Crime thread, but didn´t get it quite well not because It wasn´t clear, because in v37 I could not get that notification on the wanted promotion never ever. Even with like then town wachtmen upgraded with the special promotion and one detective. I hope, as it was said above, it was due to the bad balance. I´ll try a new game with the SVN and see what happens, however your explanation was really good.
Ah... yeah, there was a major bug in v37 non-hide and seek 'wanted' promo establishment - it was severely flawed and wouldn't work at all. And another problem with wanted promos on hide and seek as well that kinda screwed things up. Then there was the fact that the criminal spawning was completely out of control. And the AI was resonding terribly to property control issues unless it was the capital.

Yeah, there were... issues.

I'm thinking once the building recosting project is complete, it might be time to start considering a new version release just to get us working with a more solid platform as an official version.

By no means I wanted to disable cultures. As matter of fact, beeing and old, old and experienced Civ player, I believe this is the most amazing feature I´ve ever seen. It solves many approaches that tried to give more realism and diveresity to the game and are awesome. It gives flavour to one particular civ without the need of putting a whole new civilization on game (like for example greeks and byzantines, or turks and ottomans). I mean, its perfect. So far, for me it´s best (between a huge amount of good things) feature of C2C.
I believe some of them need some adjusment or some civ have some bugs, because for example on my previous game Zulus were able to build almost any culture, from northamerican to middle eastern (maybe because there is a mistake with their native culture)
There are further improvements planned so as to help with further balance factors.

Finally, I don´t want to seem stupid but, as I was writing this post, the SVN download finished. It says it was a succesfull download, head revison 9663 160 MB aprox. I´ve used SVN before with CIV 4 and other games and always I´ve downladed a full new version of the game, uncompressed usually that always weighted a lot. I think this mod is hughe so those 160 MB are a lie. Do I have to put those files in the previous C2C mod folder or this is really a standalone 160 MB version of the mod?
Should be standalone. And it came in and was measured as compressed. It should be a lot more on the local fileset.
 
Dancing Hoskuld, thank you, I´ll try to do that after upload to the head revision before I start my new game. How will I know I followed your instructions correctly? I mean will those techs (steampunk, dieselpunk, megafauna, etc) still appear on the tech tree but wont be choosable? Or will just not appear directly?
The techs will not appear in the tech tree screen. They may appear in the pedia, but probably wont. If you get any XML errors report them as they may point to some issues with the latest set of merges, however we have tried to make them completely modular and error free.

I still have not made all the religions completely modular, I am dreading moving the ones in core out into modules :lol:
 
I'm thinking once the building recosting project is complete, it might be time to start considering a new version release just to get us working with a more solid platform as an official version.

Sounds pretty reasonable. V37 is very broken and so was V36.
 
Find the modules folder and delete the alternate timeline module, or move it to "my modules (unloaded)" folder.

This causes numerous error messages and crashes the loading process. Is there a working way to remove alt timeline stuff ?
 
Should be standalone. And it came in and was measured as compressed. It should be a lot more on the local fileset.

Don´t worry, I swear the SVN told me that it was a: "succesfull download 160 MB at 32.5 KB/s", pitty I don´t have a screenshot...
But, as I moved the folder to the Mods directory inside BtS, I realized that in reality wheights like 3.28 GB, so it´s ok. I´ve just started the game and everything runs properly. Also, I thought it would be unconpressed but no, actually it loaded faster than v37, so fantastic, great work on that.

Is there an Earth scenario that you would recomend? Prefereably with original preset starting positions and large size (i don´t have a super PC)
 
But, as I moved the folder to the Mods directory inside BtS, I realized that in reality wheights like 3.28 GB,

With that size you have also moved the .svn folder into your "working" copy. It is not needed for your "play" copy. you will then have a play copy that will "weigh in" around ~1.68GB.

Is there an Earth scenario that you would recomend? Prefereably with original preset starting positions and large size (i don´t have a super PC)
With the changed .dll and the number of AI slots reduced from 50 to 40 (10 are now assigned to NPCs) there are only 1 or 2 EM type maps that are listed in our Map section that Might work. The SEM and LEM from Harrier was the last known working maps. And they have not been updated for sometime now.

Otherwise you could the C2C_World map by Toffer90 with the Old world start setting, but you will not get a "Earth Map" with the original start locations.

There is 1 Scenario that would work for you and That is Pit 2005's UEM scenario. Extremely Gigantic earth type map with 40 preset civs. Hence the Name UEM, Ultimate Earth Map. He wants players to use Eternity Game Speed and Deity to play it but you can change the Game Speed and Difficulty level to your desired levels.

Here is the link to his Scenario's latest map. https://forums.civfanatics.com/thre...tible-by-pit2015.552901/page-27#post-14807961
 
I love the Big and Small map set, it gives good varied maps. Where you can get to most but not all places with seafaring. The earthlike map seems to me more like continents. Every 2 players basically gets a big island.
 
The techs will not appear in the tech tree screen. They may appear in the pedia, but probably wont. If you get any XML errors report them as they may point to some issues with the latest set of merges, however we have tried to make them completely modular and error free.

I still have not made all the religions completely modular, I am dreading moving the ones in core out into modules :lol:

So, I´ve done as you advice me. Don´t know if I´ve followed the instructions correctly but I went to: "C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond The Sword\Mods\Caveman\Assets\Modules" opened the file "MLF_CIV4ModularLoadingControls" and changed the value 1 for 0 on the alttime line like this.

Sin títuloorg.png

Afer that I initiated the game like always, first vanilla BtS, the on the advanced menu load a mod. When C2C was starting to load a lot of this kind od alerts poped up:

Sin título1.png Sin título2.png Sin título3.png

And finally this:

Sin título.png

I tried ignorying it and omiting it, but neither case I could not star the game. Hope you can give a solution, or if there isn´t one, at least serves you good to allow the independence of the modules.
I´ll wait for your answer, regards!
 
Back
Top Bottom