V37

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V37 needs to go out now if possible.

JosEPh
 
V37 needs to go out now if possible.

JosEPh
We're pretty much in SO's hands on this at this point. If I can catch some small debugs before he packages it, great, but we're basically just waiting for his last minute NM edits and for him to declare the final revision in the SVN and to upload it for folks to download. I know of some small TXT KEY errors but I'm also aware they are DH's field to work in and they are rare glitches to find so I'm not stressing on those or trying to fix them. There's a poor barbarian behavior complaint that I've looked at the code to see if I can figure out what's wrong but I'm needing a save that displays the problem to get any further progress on solving it. It's also not terribly critical. So I'm still keeping the green light on here and I don't think any other modders have asked us to hold off.

Thus... it's all on SO at the moment.

In the meantime, I'm just continuing to write out the v37 Player's Guide. It's coming along nicely I think but I could use some feedback from anyone who has a lot of endurance for a long read. It's mostly designed to be searchable for whatever information you may feel you need when playing or to give you a preparatory read if you are trying to get an update on new features or on the mod in general.
 
Tomorrow will publish V37? Will be compatible with old savegames?
It's looking like it, yes. Saves should be compatible with the last Crime Patch if I'm not mistaken, but not with v36. It's a good time to start a new game anyhow because balance factors would get thrown tremendously even if it's technically compatible (including on games with the last Crime Patch.)
 
What about the games from the latest SVN build? Should they be OK?
 
v37 is UP and ready to download to everyone . . .
 

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Also, did you manage to repair Nightmare mode before release, or is normal deity still the harder option?
 
For v37 download: https://forums.civfanatics.com/resources/caveman2cosmos.15324/

Follow me on Twitter and retweet my adverts! @thunderbrd1 (I almost always follow back too!)

(@Noriad: SO's gonna have to answer those questions... I don't know!)

Learn more about how to play than you've ever imagined with the:
Caveman2Cosmos v37 Players Guide

I admit it's still a work in progress but over the next few days I'll be ensuring all the info is there, especially on new features. It'll take you a while to read it anyhow ;)
 
Also, did you manage to repair Nightmare mode before release, or is normal deity still the harder option?
Dont know what ur talking about, NM is 2 levels above each "normal" level?? Always has been . . .
 
I'm not a member of the that site and I got Ver37 just fine. It looks great so far. I really like the wild animals in this version. The grouping is going to make things interesting with them. T-brd your guide is amazing. I changed some of my options in the new game i just started because of it and am looking forward to see how things work out with them.
 
Dont know what ur talking about, NM is 2 levels above each "normal" level?? Always has been . . .

JosEPh_II has recently upgraded "normal" deity to be harder than the earlier NM deity, but without explicitly upgrading NM mode. Does NM automatically scale up as "normal" gets scaled up, or does NM have to be explicitly altered, too?
 
JosEPh_II has recently upgraded "normal" deity to be harder than the earlier NM deity, but without explicitly upgrading NM mode. Does NM automatically scale up as "normal" gets scaled up, or does NM have to be explicitly altered, too?
I wouldn't stress on it. It was always supposed to be roughly 2 steps up from wherever you're currently set at difficulty-wise, thus yes, NM Deity should be about 2 steps higher than normal deity in difficulty. Joseph had adjusted some base values on handicaps and at the last minute things got updated for the nightmare mode handicaps to match those. It should be good to go at this point. I think.
 
I'm not a member of the that site and I got Ver37 just fine. It looks great so far. I really like the wild animals in this version. The grouping is going to make things interesting with them. T-brd your guide is amazing. I changed some of my options in the new game i just started because of it and am looking forward to see how things work out with them.
Thanks! I'll keep adding to that guide as quickly as I can.
 
<blockquote class="twitter-tweet" data-lang="en"><p lang="en" dir="ltr"><a href="https://twitter.com/hashtag/MerryChristmas?src=hash">#MerryChristmas</a> <a href="https://twitter.com/hashtag/C2CXmas?src=hash">#C2CXmas</a> is here! <a href="https://t.co/fI6XnD0wfU">https://t.co/fI6XnD0wfU</a><br>Caveman2Cosmos for <a href="https://twitter.com/hashtag/CivilizationIV?src=hash">#CivilizationIV</a> has released its long awaited v37 update! <a href="https://t.co/5IISExpW8S">pic.twitter.com/5IISExpW8S</a></p>&mdash; Thunderbrd (@thunderbrd1) <a href="https://twitter.com/thunderbrd1/status/812402477811150852">December 23, 2016</a></blockquote>
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Dang... didn't work...
 
Dont know what ur talking about, NM is 2 levels above each "normal" level?? Always has been . . .
Lets take a look sse SO.
1st the regular deity modifiers down to the Revmodifier:
<Type>HANDICAP_DEITY</Type>
<Description>TXT_KEY_HANDICAP_DEITY</Description>
<Help>TXT_KEY_HANDICAP_DEITY_HELP</Help>
<iFreeWinsVsBarbs>0</iFreeWinsVsBarbs>
<iAnimalAttackProb>100</iAnimalAttackProb>
<iStartingLocPercent>90</iStartingLocPercent>
<iAdvancedStartPointsMod>75</iAdvancedStartPointsMod>
<iGold>0</iGold>
<iFreeUnits>7</iFreeUnits>
<iUnitCostPercent>150</iUnitCostPercent>
<iResearchPercent>150</iResearchPercent>
<iDistanceMaintenancePercent>150</iDistanceMaintenancePercent>
<iNumCitiesMaintenancePercent>150</iNumCitiesMaintenancePercent>
<iMaxNumCitiesMaintenance>100</iMaxNumCitiesMaintenance>
<iColonyMaintenancePercent>150</iColonyMaintenancePercent>
<iMaxColonyMaintenance>100</iMaxColonyMaintenance>
<iCorporationMaintenancePercent>150</iCorporationMaintenancePercent>
<iCivicUpkeepPercent>150</iCivicUpkeepPercent>
<iInflationPercent>100</iInflationPercent>
<iHealthBonus>2</iHealthBonus>
<iHappyBonus>4</iHappyBonus>
<iRevolutionIndexPercent>150</iRevolutionIndexPercent>

Now NM's Deity down to same iRev modifier:

<Type>HANDICAP_DEITY</Type>
<ReplacementID>HANDICAP_SO_DEITY</ReplacementID>
<Description>TXT_KEY_HANDICAP_DEITY</Description>
<Help>TXT_KEY_HANDICAP_DEITY_HELP</Help>
<iFreeWinsVsBarbs>0</iFreeWinsVsBarbs>
<iAnimalAttackProb>90</iAnimalAttackProb>
<iStartingLocPercent>90</iStartingLocPercent>
<iAdvancedStartPointsMod>75</iAdvancedStartPointsMod>
<iGold>0</iGold>
<iFreeUnits>8</iFreeUnits>
<iUnitCostPercent>125</iUnitCostPercent>
<iResearchPercent>125</iResearchPercent>
<iDistanceMaintenancePercent>100</iDistanceMaintenancePercent>
<iNumCitiesMaintenancePercent>100</iNumCitiesMaintenancePercent>
<iMaxNumCitiesMaintenance>80</iMaxNumCitiesMaintenance>
<iColonyMaintenancePercent>150</iColonyMaintenancePercent>
<iMaxColonyMaintenance>100</iMaxColonyMaintenance>
<iCorporationMaintenancePercent>150</iCorporationMaintenancePercent>
<iCivicUpkeepPercent>125</iCivicUpkeepPercent>
<iInflationPercent>90</iInflationPercent>
<iHealthBonus>2</iHealthBonus>
<iHappyBonus>4</iHappyBonus>
<iRevolutionIndexPercent>180</iRevolutionIndexPercent>

As you will see NM only really has 1 modifier more difficult than the Regular Deity and that is the iRev% mod with SO's NM having 180 and reg Deity having 150. In this set of modifiers. In almost all other instances the Reg Deity has more for the player to overcome, ie Higher Modifier #'s.

Ans all these modifiers affect the player only. The lowersections of this handicap then deals with barb modifiers and then AI modifiers.

So NO, NM is not 2 levels higher than reg Deity Handicap when it comes to the player's modifier's level.

@Noriad2,
Above is your answer.

JosEPh
 
Aww so I conclude that V37 IS shipped with a broken NM option. And something that could have been fixed in just a few minutes from the looks of it :-(
 
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