Vincentz Infinite Projects [VIP MOD]

#1 yes, it could in theory happen. It has only happened to me 1 time in all the time I have played, and the theory that it was because it wanted to team up with another sniper (on a 2 city island owned by me) and get aboard a transport is, at best, a theory.
When I moved all my units out of that specific city, the bug would disappear, and game act like normal, even though the 2 snipers didnt join each other. The next turn I paradropped a sniper and killed the two snipers. Not had any problems since.
I have had a lot of enemy snipers "hiding" in captured cities, so that in itself doesnt activate the bug, and since there was a single transport going towards the island, I added 2 and 2 together.
I changed snipers so they cannot capture cities (which they couldnt before, but now atleast the AI should know).

Might have been some freak of nature bug though, as I had added some python midgame from Platy and removed it again, coz it had to add 2 new UnitCombat classes, and that cannot be done midgame. (but expect a LOT of Platy extremely awesome python stuff in 0.93. :))

#2 no. Air Combat Experience is added in 0.92.
Again I cannot say for sure, but if I removed a missile from a vassal AI attack sub, the bug would disappear. The MP log indicated that some RNG for Air attack/defense/airbombard had happened.
Also if I made peace, the bug would disappear.
My guess is that since Cruise Missiles doesnt have a UnitCombat class and it gets XP from the bombardment, the (exploded) Cruise Missile will go: "whooot, WTH!!!! I dont want no effin XP!!!" and CTD.
I think something similar happened to me earlier (v.0.45 or around there), so giving the Cruise Missile a UnitCombat class should hopefully take care of the problem.
Strange thing is that I have fired, and recieved plenty of CruiseMissile hits without any crashes, so again, this might just be a freak of nature crash.

I hope anyone experiencing crashes or infinite turns immediately report them in this thread. Otherwise I'm going to treat the above as being fixed in 0.93.
 
You might be interested in something I was working on for PsiCorps. It's a promotion tier system. i.e. you must have all of one tier before advancing to the next one, example:

Code:
<?xml version="1.0" encoding="UTF-8"?>
<!-- Made by J_mie6 for the Babylon 5 Mods promotion tier system -->
<!-- Promotion Tier Infos -->
<Civ4PromotionTierInfos xmlns="x-schema:CIV4UnitSchema.xml">
	<PromotionTierInfos>
	    <PromotionTierInfo>
	        <Type>PROMOTION_TIER_TRAINED</Type>
	        <Description>PROMOTION_TIER_TRAINED_DESC</Description>
	        <Help></Help> <!-- This actually isn't required by the Schema, feel free to omit :).
				   In fact I don't know why I put it there! It might do something in the future -->
	      	<PrereqTech>NONE</PrereqTech>
	      	<PrereqTier>NONE</PrereqTier>
	    </PromotionTierInfo>
	    <PromotionTierInfo>
	        <Type>PROMOTION_TIER_EXPERIENCED</Type>
	        <Description>PROMOTION_TIER_EXPERIENCED_DESC</Description>
	      	<PrereqTech>NONE</PrereqTech>
	      	<PrereqTier>PROMOTION_TIER_TRAINED</PrereqTier>
	    </PromotionTierInfo>
	    <PromotionTierInfo>
	        <Type>PROMOTION_TIER_VETERAN</Type>
	        <Description>PROMOTION_TIER_VETERAN_DESC</Description>
	      	<PrereqTech>NONE</PrereqTech>
	      	<PrereqTier>PROMOTION_TIER_EXPERIENCED</PrereqTier>
	    </PromotionTierInfo>
	    <PromotionTierInfo>
	        <Type>PROMOTION_TIER_ELITE</Type>
	        <Description>PROMOTION_TIER_ELITE_DESC</Description>
	      	<PrereqTech>NONE</PrereqTech>
	      	<PrereqTier>PROMOTION_TIER_VETERAN</PrereqTier>
	    </PromotionTierInfo>
	    <PromotionTierInfo>
	        <Type>PROMOTION_TIER_LEGENDARY</Type>
	        <Description>PROMOTION_TIER_LEGENDARY_DESC</Description>
	      	<PrereqTech>NONE</PrereqTech>
	      	<PrereqTier>PROMOTION_TIER_ELITE</PrereqTier>
	    </PromotionTierInfo>
	</PromotionTierInfos>
</Civ4PromotionTierInfos>

then in the promotionInfos you put it in like this:

<TierType>PROMOTION_TIER_TRAINED</TierType>

Might be useful to you, I plan to release as a full mod comp soonish. Just a bit of C++ changes (mostly to load the xml file and then to apply the logic to the CvUnit::canHavePromotion() method.

changes to the UnitSchema obviously ;)

edit: couple of things need to be done for it though, additions to the tech tree for the prereqtech bits and probably a civilopedia page and some stuff in the DLL to display help messages etc or even a promotion tree in the game! (don't ask me to do it though! I wouldn't have a clue :lol:)
 
Also done another thing for psi, and that is paid promotions (or hardware upgrades)

basically if a unit is within a city with a building that can provide an upgrade (like an armoury for example) then that unit has the opportunity to adopt that upgrade, you can even combine with the above tiers (and if you have the artistic skills make use of BtS feature that allows promotions to add bits on) to have a system like this:

for example a knight enters a city with an armoury
it is new, and so has no upgrades, so it can purchase leather body armour and a leather helmet.
when it has bought all the leather equipment it now has the opportunity to buy the chain tier amours, and this goes on like that. You could also make it so a civ's unique building allows them to upgrade armour earlier.

Also the AI has been taught not to buy improvements if it is too expensive for them!
 
Cool. I have a look at it.

_________________________________________________

Finally :D
Spoiler :
attachment.php


and some pics :

Spoiler :

Keeping it friendly
attachment.php


Not exactly a huge finishing army.
attachment.php


And all gathered at one place. Had 10 land units in a city close to germany and 3 or 4 ships outside. Everything else is on this screenie.
attachment.php


The place where it all began.
attachment.php


The turn before Genghis last city was captured (50.99% - Need 51% for win)
attachment.php

 
when it is completely done and tested I am making it into a standalone modcomp so I will link it to you :)
 
Good news for the Multiplayer people, bad news for the Limited Religions fans.

The LR was the reason for MP not working. I'll remove it (or fix it. Orion?) and keep an eye out for MP incompatibilities in the future.

----------------

and I rolled this start in Pitboss MP game.

MUST stop playing...
MUST start modding...

Spoiler :
attachment.php
 

Attachments

  • Civ4ScreenShot0029.JPG
    Civ4ScreenShot0029.JPG
    169.3 KB · Views: 272
Gah! Really? lol, there goes my starting strat. Glad you found the bug. means I can play VIP with my 2 oldest in Wyoming now.
 
It's amazing on how you plan to do something, then RL throws you change up. Meant to do this earlier.

Settings:

Huge/MON/Vinz Great Plains/Max civs/Epic/LR/RB/Space and Diplo VC's/Playing as Egypt

Thoughts/observations;

I choose good old Rammy for his traits specific to this map, as well as his UU. WC's on a GP map? yes plz, I'll take an extra helping of that.

Initial settle spot had 2 rivers within BFC, as well as 2 hills and 3 scenic spots. I figured I could mine the hills and use the scenic for either cottages (my 1st choice) or TP/Plantations once I had the appropriate tech. Additionally, I bee lined for the 1st religion so I could get 1st pick.
Observation; Buddism is immensely powerful on LR. The +1 sight is a huge advantage vs AI's and barbs.. Especially barbs. Vinz, you may want to take another look at your religion bonuses, as I have considered the sight to be the most important perk, especially early game.

AE proceeded normally, lost my scout (usual for me) on turn 4, but my warriors were doing quite well in fog busting around my Cap. Since this was my 4th game, I was familiar enough with the tech tree to bounce around techs until I could get my palace built for the freebie GP. I did wind up losing out on SH and "Mids, but I considered that was a decent trade off.

Observations; The AI will invariably go for one of the early wonders instead of building up their cap to take advantage of the GP's. Granted, they get a short term culture pop, but long term planning from the player catches up by the end of the AE or a wee bit earlier.

Once I got the early religion ( I picked Belly Boy), that made scouting a bit easier. After getting reli, I back filled on essential techs that I needed to improve my BFC. I got lucky on a couple of goody huts (Arch, AH), and started scouting around for some horses/camels... No luck. I did manage to get bronze and marble in my cap, and 2 cows and a stone 5 tiles west. Perfect for city #2, so off I go to settle.
In the meantime, my warrior scouts have lvl'd enough to get sight, and found Monty to the east of me at about 20 tiles... Not good, as he already expanded to 2 cities, and looked to be ready to pop a 3rd near me. Still no horses/camels yet.
Warrior #2 reported back intel from the south.. KHAN! and he was approximately 25 tiles away, and he had horses. This was not looking good. In the meantime, RNG apparently didn't like Liz, Izzy, and Freddy, as RB's decided to exercise their Pagan rights to annihilate those poor slobs.

Observations; Ai's still have issues surviving with RB checked. Not that I'm adverse to having a civ ghosted by barbs, but these poor bastards only placed 1 unit in their cities, usually a warrior.

Since the leader board showed That I had a slight lead (tech), but both Monty and Khan had had a higher power rating, I was a tad bit paranoid. Fortunately, I whipped a few spears just to be safe, and placed some archers at some key locations. Still no horses/camels.

Towards the close of the AE, warrior #3 found another civ to the west of me at about 35-40 tiles... Shaka! This was one of those moments where I actually did say "WTH?!". Of course Shaka being who he his, decided to DOW me just because he didn't like the color of my tunic. By this time I had a decent BFC with cities at the main compass points (N,S,E,W) and was into the early CE. Since I like to specialize my cities early, I used my saved GP's to place in each respective city to start generating GPP's. Of course gold was really thin at this point, so I had to adjust sci lower in order to compensate.
Observations; GS's are extremely hard to come by in the 2 early era's, even with a lib (1 slot). Was this by design? AE to CE may need some type of sci building before libby. Maybe make it obsolete when you get lib's.

Since I knew Shaka was the immediate threat, I spammed Buddha Boys to Monty and Khan hoping to make them brothers of the faith. Plan worked, and I managed to get both of them to a positive modifier. While this was going on, RGB barbs took out 2 more civs ( I had to fight off several waves as well), and I found 4 other AI's.
During this, I managed to get some spies in place and saw that Shaka had a stack of about 30 impi's heading my way at about 20 tiles distance. So pretty much guessing I was gonna be hosed in about 10 turns, I gathered what forces I could in the hopes of slowing him down until my axes could be built.
After about 12 turns, Shaka hasn't shown up yet and I was curious as to why. Sending a spy out to investigate, Shaka apparently decided to move NW of me in order to deal with a size 6 barb city. Interesting choice for the AI, and I was more than willing to take advantage of it. While Shaka's stack was hammering away at the barbs (which was on a bronze forested hill, and had walls) I managed to squeak out a few more axes, and combined them with my spears and archers to send off and battle Shaka.
During all the festivities, I finally popped horses in one of my open pastures that I built, finally giving me access to WC's. But I had a problem. I was dangerously close to going negative in gold unless I dropped my sci slider another 10% ( I was already at 30%). Then the RNG gods decided to be nice, as my GM city popped 2 gold and a gem on areas where I already had mines. In addition, I popped a GM due to my building TOA. WC's, here we come!
Observations; The random element of a resource is one of the most fascinating aspects of this mod, as it proves prudent to have a mix of improvements in a cities work radius for the chance of getting a much needed resource, as opposed to the old standard method of farm/cottage/mine everything in sight. Well done Sir :)

The battle was fairly long (especially with barbs in the mix), but not only did I mange to beat Shaka, I also captured the barb city (which turns out had Iron on the next hill over). All of this continued into the ME, during which I managed to find the rest of the civs on the map, and spam some more Buddha Boys to get me BOTF.

Through the ME and RE things were fairly quiet, with occasional wars fought at other areas of the map. Shaka backed off from me during this time, and focused his attentions on Mali and his allies of Persia and Arabia (which pretty much controlled most of the NW and SW part of the map). Monty had most of the Eastern part of the map with his vassals, Khan had the southern along with his vassal China (who was entrenched along the coast). While I was in the center with a solid 8 cities.
Observations; IMO, the advanced diplo modmod would greatly enhance the diplo aspect of the game, especially huge or greater maps. I greatly enjoy your mod, but I miss the additional diplo choices in these type of games.

RE to IE saw a major tech investment for pretty much all civs. While I had the tech lead and modest modernized military ( to the related era), my supremacy was by no means assured. Spy ops were flying left and right by all major powers (yours truly included), and quite a few border skirmishes were happening on a fairly regular basis.
Observations; Gold was decent to come by, as long as 1 to 2 cities were dedicated to trade. Trade relations with other civs helped, but didn't offset the need to maintain a steady sci/gold slider ratio. made things really interesting, especially given the VC's of this game.

In the IE is where things started to really happen. I managed to maintain friendly relations with both Monty (yes, I'm as shocked as you are) and Khan (who knew that Ol' Horse Boy wanted a friend?) and their vassals. On the one side of the map you had all of us Buddha Boys and their mini-onions loving the dream life of free trade and prosperity (not to mention me controlling the AP), and on the other side of the map you had a Jewish Shaka bitterly trying to covert/exterminate a Confucian Persia (and lacky's) to take control of the west.

Enter the Modern Era. Or as I like to call it, "The Oh SH** Era".

I still managed to maintain the tech lead ( I just love city specialization), courtesy of managing to pop GS's on a decent basis (which was a royal PITA customizing cities to get to that point) and traded off on placing them in cities as well as burning for sci points.
Pretty much everyone either got oil, or had access to it (Arabia ironically, had 6), and that was the kicker to start rolling out the bigboys... Tank warfare and arty (thank god freddy got taken out early), as well as air warfare.
Observation; I noticed that the AI's will only sometimes build air units, focusing primarily on land units. There was several key battles that the AI could have won from me if it had more air power.

Shaka started the ball rolling by declaring on Persia and company ( I have expected it to be me, considering he had me beat power wise) with a 3 pronged tank attack (larges stacks of tanks are interesting to shudder at) towards Persia and vassals. Since by this time I was in control of the U.N. and had excellent alliances with Monty/Khan, I figured I could cruise to an easy Diplo win... Yeah, right.

I forgot about one key aspect of Monty's character.. Yup, his overwhelming need for blood, no matter who's. Monty, in his infinite wisdom, decides he wants to help the Persians and declares war on good old Shaka (this of course led to my other "AYFKM" moment). Now, since he declared war, it doesn't activate my defpac with him, so I figured I could still go for the diplo, I'd just have to be careful and not piss off any of my other allies, right?
Wrong! Horse Boy decides he wants to play as well, so he decides to declare on Shaka as well. he politely asks me to join him on this grand adventure (which Monty, dripping in blood and smiling manically asked me one turn earlier), and I could even bring my toys over to play. This of course screwed me on the diplo vic, as the entire map was now engulfed in a Bobby Flay throw down.
Enter the Manhattan Project and The Apollo Program built by yours truly 10 and 15 turns later respectively. Minor problem. Shaka captured an allied city that had the only access to uranium on the map.. And he was fortifying said city. So for the next 30 turns I'm building SS parts like crazy, as well as trying to keep up with enough military units to keep Shaka from invading (spies helped immensely here, TYVM spy specialist city)me.
Shaka meanwhile is managing quite well against those Confucian infidels, and has managed to keep us Buddha Boys from capturing any more of his cities (he 's lost 3 so far). Enter the mighty Egyptian Bomber Core. Shaka, it seems, has neglected air power in favor of land power, and now is paying the price for it. Focusing a concerted strike on the uranium city Shaka has control of with both air and land strikes, I finally manage to take the city.
Shaka though, apparently is a wily foe, and managed to move out 2 nukes the turn before I took the city. Uh Oh. Shaka then retaliates by nuking my spy city (must have offended him somehow) and by nuking Monty's cap. I figured since I was the only one with uranium now, I could probably brow beat the other civs back to the peace table for a diplo vic. Nope, got a defy resolution from all western civs (sigh). Then the RNG Gods decided to be nasty. Each major power block got access to uranium by several sources suddenly pooping up on the map (grrr, really?).

To make a long story short, there were several nuclear exchanges, peace talks, clean up, more nukes flying (courtesy of Shaka), then a space race, which I won by only 7 turns. Whew, rough game, and 1 that I thoroughly enjoyed.
 
the modern age sounds like it was crazy!

It definitely was. Unfortunately I was never able to take advantage of some of he other potential units Vinz designed (sniper for one), as I was constantly building SS parts, or tanks/arty for defense. Maybe next game I can get enough of a breather to experiment with some of the more esoteric units. But in the meantime, if you want a challenging game, try a great plains map. One of the best (and closest) games I've ever had. Even my English/Arch map doesn't compare to this :).
 
maybe you should post these as full stories in the stories and tales forum. I think you would be a pretty good writer, and it would help people to see the mod :)
 
Thanks for the review Drakarska. I thoroughly enjoyed reading it :D edit : as j_mie said : very well written :goodjob:

From the end first (and a bit of comparing to my own, just finished game):
Wow - you got a Spaceship victory - Respect! I will rename one of the Great Commanders after you (if its ok?)

Nukes - AI loves them. I was able to ban them quite early with UN, but they did throw quite a few (luckely not on me). When I went to war with Genghis I thought no one had any nukes left, since they had been banned for quite a lot of turns, and Genghis was already at war with Frederic.
I was wrong, and he took out a Naval Task Force (3 Missile Cruisers, 2 Destroyers, 1 Carrier, 1 Attack Sub and 3 Transports) with nukes and strategic bombers :eek: I ended throwing 3 tactical nukes on one of his cities that had 20+ transports in it. They could easely had taken out another of my (by then) 2 taskforces. Ghengis was by far the most vicious naval AIs. In all he took out 3 of my carrier task forces.

Planes - The AI had plenty, maybe even too many, in my game. I remember from vanilla that the "easy" victory was to build bombers, bombers and bombers, and then just bomb the hell out of the AI. That strategy did NOT work in my game. My strategic bombers dropped like flies. I had to build extreme numbers of Interceptors to kill of Darius air defenses, and lost quite a lot of them doing so. When attacking Khan I kept my stealthbombers in the hangars after initially loosing a few to interceptors, and went with Rocket Artillery instead. Stealth Fighters vs Intercepters are not THAT efficient :lol:
I did notice that land AA units are not very effective, so maybe I boost them a bit.

AI Warmongerings - While some of the AI can do some unpredictably things, I think for the gameplay (not the realism) I will make more of them more... ehm... triggerhappy. Wars are fun (in Civ4, irl they are horrible), and the primary reason for me winning my game was that I emptied ALL the cities and brought the units to the front line. If I had to have 1 units on all my cities, I would have lost the wars. If I had to have 2 units on all my cities, I would never have had a war :D But because I know the mechanics, I could exploit it. If the mechanics were : annoyed AI looks at your empty, weak defended cities and declares war, then it would up the difficulty 100% (for me and my playing style).

--- end of part 1 --- will continue later.
 
Wow, I am definitely honored. By all means, please do.

I have no problems with nukes, and in the games I've played with this mod, AI's definitely love them.

Planes; Hmnn, in my game, the AI was more interested in land units versus air power. Granted, most of the AI's had some air core, but it was minimal at best. I had 2 specific milspec cities churning out air/land units respectively, but the AI seemed uninterested in air power. Maybe it is map specific for air power. Not sure, as I think further testing of this may be needed ( like I really need an excuse :)). As I said earlier, had the AI's built up more of an air core, I definitely would have lost some very key battles. Even more of an AA showing could have helped them out. What little AA's the AI's had, I wasn't really concerned with, as they didn't really hamper me too much. so agree that you may need another adjustment, depend on if any other players have input concerning this.

I normally play builder style, and usually try for a space/diplo vic. With that being said, I am definitely well aware how psychotic the AI's can be. It was just my initial surprise of having 3 of the games biggest warmongers that close to me that made me paranoid :cringe:.

As for my literary aspirations? well, lol, I am a wee bit out of practice. I have written a few stories about civ, but it has been awhile. I think this one is the last one I did, and it was concerning RNG. lol, happy reading.

http://forums.civfanatics.com/showpost.php?p=12376163&postcount=24
 
hey guys,
seem like your having fun here!

i wanna play also! but dont have time.. im always modding!



anyway vincentz,
since limited religion isnt working for you,
theres 2 options,
threse a small mod code - that called "basic limited religion"
its less complicated then orions - look for it in the download database - mod componants - python hybrid mods.
i suspect it will work under mp.

a second option,
in my mod i made it so that each civ has 2 unique religions -
i moved the religions to a speciphic tech, the i banned those techs for all civs using the civiliztioninfo.xml - you have a tag called disabledtech.
then i "opened for each civ 2 slots of these techs (made a little excel file to help with which civs gets whats religion).
so the outcome was that each civ have 5 disabled techs in the xml. and ingame 1 civ can learn up to 2 religions, so you can get a religion, but other civs wil compete with you on that religion, so in the end goal, most odds youll have only one religion if any :)
it works lovely for my mods and i created it so i wont rely on python multuplayer un tested codes (long time ago i played an mp or 2).

so keep up your good work, i hope one of these days, ill finish with vip-kmod, though i have a working version (for now i left out your own python of 0.92).

gluck.
keldath.
 
Hey Vin and everyone. Quick refresher plz.
I had something strange happen in a game and just want to make sure it is a feature and not a bug.
Playing a friendly mp game over IP LAN vs several AIs last night.
My friend was exploring near me and saw my clubman 1 NW of his scout. He could see me, I could not see him yet.
He saw a Lion 1 North of him and asked me if I could take it out for him.
When I moved 1 East, I didn't attack it. I saw nothing.
Instead he saw me and the lion on the same tile.
I walked the 20 feet into the other room and confirmed this.

I wished I took a screenshot of this, but is this suppose to happen?


2) Another strange thing, we noticed the AIs intentionally settling range 3, even if is on a resource and would create a city with little land. Probably in part, due to the increased maintenance cost of earlier Civics.
I am good with the range 3 settling. I do this myself, just not on resources.
Is this the suggested tactic until one gets to Republic or another Civic that lowers Maintenance costs?

3) Are there any future plans to integrate some of the options of the BUG mod, such as the zoom, displaying Great People progress at the top, and Number of Cities next to AI's names at the bottom right?
 
- 32 civ dll and a new Colossal map size for those with NASA built super computers, who wants to conquerer the world.
Anyone who wins a domi victory on marathon on one of those will have an engraved medal on the start screen :D

Spoiler :
attachment.php

Okie dokie Boyo, I'm about ready to take you up on this challenge. Just needed any specifics you had in mind for this. Specifically, does it need to be a straight up domi, or can any additional VC's be combined with it as well. Additionally, what is the minimum diff lvl your requiring for the challenge?
 
@ Drak

The belly boy sight may be good in the beginning, but later on it is not very efficient (a little bit like creative +2 culture), and for the AI its completely useless. Some of the other Religion Boni are pretty powerful. Last game I had Hinduism, and the -1 Movepoint is quite efficient for fastmoving wars. -20% upgrade cost from Judaism is ALOT saved gold especially in later eras. +2 First strike chances from Islam can be a major factor in wars. +10% Withdrawal might not sound like alot, but on a basic unit giving 40% instead of 30% (with barracks) can lead to alot more units surviving combat. Taoisms Wu Wei 25% extra XP might be one of the weakest (boost it to 50%?) and +10% city attack and 25% extra pillaging from Christian Crusades are imho the weakest (+100% pillaging ?)

Regarding the Raging Barbs. At higher difficulties I havent experienced dying AIs from barbs, but then again, I havent used Raging Barbs. Will do on next game.

I thought about moving Libraries to Literature, and make an early tech building (School of Scribes? better name?).

Advanced Diplomacy is definitely on the wishlist, but in order to be able to track bugs, I have to add a little bit at a time to the gamecore.dll. It will come later ;)

Regarding planes. Maybe I did some change in 0.93 that opened up production of planes for the AI. I cant remember tbh. They also had plenty of AA units, though they werent very effective.

@ Keldath
I'll try out with the BLR and see if it works better.
I have added quite a lot of python to 0.93 (see later in post ;))

@ Plasma
1) The animals are hiding to regular troops. You need a scout or sniper to spot them.
(in 0.93 there is a promotion : Hunter, that will allow any unit to see them)

2) The 3 tile is a feature of VIP, but it can be turned off in the VIPLoader. I think it gives better cities (city placement) for the AI, and since I almost always place cities without overlap myself, I thought it would be nice when capturing AIs cities, that they not overlap too much (they will still do a little bit)
Regarding settling on resources : the AI will do, even with 2 tile distance. Cant do much to prevent it.

3) Do you mean something like this ;)

Spoiler :

New less intruding scoreboard with attitude icons and both Leader and Civ icons.
Colors at techtree showing which era they belong to.
Top left: Trackers -> Wonder tracker, World Wonder tracker, Resource tracker, Warlord/General tracker, Great person Tracker and not showing yet : Airport/Airforce tracker.
attachment.php


New Civilopedia. Lets call it Platypedia from now on ;)
attachment.php


The sortings options in Platypedia are amazing :D
attachment.php


City screen ++
attachment.php



@ Drak
I think marathon on one of those would be tooooo long :D
(any VC will do ;))

@ Everyone
I need to add a few buildings plus alot of dummy promos, units and buildings (was really missing those in my last game, which makes me able to add stuff "on the fly", then I'll upload 0.93P (the P is for Platyping as this update is dedicated to his amazing work). ETA 2-3 days.
 
@ Vinz.

1) I may have to disagree with you Good Sir. Belly Boys ( lol, the moniker seems to be catching on, eh? :)) +1 sight is a huge plus up to the ME. If you follow you tech path that gives you sight bennie's up to that point, you have units with sight 2 (plus other goodies) by then. My FF's, Priv's, and SOTL's were absolutely decimating my opponents in the game I just finished, as I could see them well before they could see me.
Camel Luv Reli was pretty handy as well when I played Mali awhile back, and agree that it is pretty powerful. But I'd still rate seeing baddies before they see you a bit better (just my way of thinking :crazyeye:).
The Doves (Hinduism); This one is a toss up for me, especially since I like LR checked. -1 MC vs +1 SR.. It would depend on which civ I would be playing I guess, and what VC's I had checked at the time. This one would definitely be a coin toss.
Pointy Hats (Judaism); Agreed. However, for those of us who like to micro, the 20% CR is negligible in the later era's, especially if your playing FIN or have built several $ wonders. While I'm definitely not expert, gold (while sometimes difficult in the early eras) hasn't been a major issue for me in the later era's.
Agree with you about Silk Skirts and Holy Joe's, as I will hardly ever pick them due to their weaker bennies compared to the others. The only exception to that is in the game (your domi challenge ironically, that I just started tonight) I'm currently playing, I deliberately chose it because of random rolling USA and I wanting Ol' Honest Abe to be comfy while praying for those poor bastards who are getting in the way of American Progress :mwaha:.

RB checked; Hmnn. ok. 3 games in a row on MON diff, I've had civ's ghosted by the barb confederation.. I dunno, maybe the barbs are just lulling me into a false sense of security..

Adv Diplo ( and Great Spy's :D); Np, and if you wouldn't mind adding that little spy patch too while your at it? I'll give you a cookie (::).

I'm still playing v.92 (did you release v.93?) so no worries on the Air power.

I really like #3 graphics option (I wear bi-focals) that you showed to Plasma.. That would be a definite welcome to an old man's eyes.

As for your challenge... I don't normally play MARA, so this is definitely going to take awhile. The settings I chose are as follows;

VIP CON (6)/ MARA/32 civs/ MON/ LR/ RB/ Random (rolled USA/Lincoln)

I currently have Jules/Jhinga/Nappy/Shaka/Khan/Charlie/Freddy/and Hannibal sharing my continent.. Could be worse I suppose. Wish me luck..
 
I have to marvel at plats wondrous work sometimes, and there's me struggling to add a text text into the pedia. I might have to talk to him quickly actually!
 
If the upgrade trees are still not working, I suggest the easiest way is to comment/delete them :D
 
Back
Top Bottom