Vincentz View

vincentz

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In this thread I will put balancing mods that fits my style of playing. Since everyone plays with different strategies this might not fit your gameplay.

These are the options that I'll play 95% of my games with :
Emperor / Huge Map / Epic Speed / Archipelago (rocky climate, low sea level) OR PerfectWorld2

Raging Barbarians, Agressive AI, Permanent Alliances, Require Complete Kills, Revolution Mod, Barbarian Civ, Tech Diffusion, DynamicCivNames Civ, Start as Minor Civ.



The first one is very simple, but easely overlooked (thanks zappara for pointing me to the right direction). IMO the AI will spam not spawn civilizations with the BarbCiv option enabled. I really love the concept, there was just too many new civs created.

Sollution : in ....\Civilization4\Beyond the Sword\Mods\Rise of Mankind\Revolution.ini
there is following settings :

Code:
; Change odds of barb city turning into a minor civ
FormMinorModifier = 1.00

; Minimum population needed for a barb city to settle
MinPopulation = 2

; Minimum number of contacts (with any and full civs) to settle
MinContacts = 2
MinFullContacts = 2

It should be pretty obvious what they do, and can make a world of difference, giving the AI room to expand, therefore making them stronger in later eras. Since this file cannot be made modular, you my dear reader, would have to change/experiment with them yourself.
Possible settings could be : 0.5/5/0/0 (only 50%chance/have to be size 5 city/can develop without "foreign affairs")
These setting would also speed up AI turns dramatically as new civs would rarely develop, making only 10-15 AI civs take their turn instead of the before 25-30 AI civs.

Second modification is primarely for 2.7test2 Epic speed.
The years just didnt add up in 2.7test2 on epic speed so I changed the steps/increments (adding 200 turns in early/middle ages from overall 795 turns to 995 turns) but also removed a lot of the bonuses trade gives. I kinda liked the idea that a small harbour wouldnt change 500% trade from one day to another (navigation), but that you actually have to upgrade it to get the juice (commercial harbour, customs house, etc). This should also help the general progress of the game, not going from 5-10turns/tech to 1turn/tech as soon as navigation was discovered. It doesnt change any building settings, only general trade settings.

installation : put BALANCE folder from rar into
....\Civilization4\Beyond the Sword\Mods\Rise of Mankind\Assets\Modules
 
Reserved for future mods
 

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Thanks for that Revolution.ini thing.

I also play with just three starting civs (China, Egypt, and Sumer). I will modify Revolution.ini later if I feel that barbarians change into civs too fast.

Thanks again!
 
Thank you for this.

Having tried to play BarbCiv + Revolutions + 1 player, I completely agree with your conclusion. Even on Standard size, you end up with 14-15 AI opponents, none of whom pose any significant threat whatsoever.

I've tweaked values:

0.5 / 5 / 0 / 0 as suggested

I'll let you know how I get on!

(Once I fix the resource xml)
 
Is this compatible to the real 2.7?
 
Is this compatible to the real 2.7?

Yes and No. The revolution.ini has more or less the same settings as 2.7test2 and can be modified in the same way, but Zappara added a lot of new turns (for epic) to 2.7 so the vincentzview is obsolete for now. I have to check the progress of the AI/analyze gameflow before I make another one. And since the barbarians in the beginning of the game bug is fixed (dont disappear in thin air as they did earlier) I'm having a hard time surviving. Guess I have to turn off aggressive barbs :cry:
 
Yes and No. The revolution.ini has more or less the same settings as 2.7test2 and can be modified in the same way, but Zappara added a lot of new turns (for epic) to 2.7 so the vincentzview is obsolete for now. I have to check the progress of the AI/analyze gameflow before I make another one.



Thx, for the info. And as I allready have all your other modmods installed (for new RoMers theremight be a all in one package usefull, which would avoid A LOT OF CLICKING [dl, install dl install like 10 times or what? Damn my mousearm hurts me plus I'm :smoke: & lazy^^!!!], of course I'm looking forward to this one as well (could it perhaps be merged with 'Jabartos flavour tweaks' [sci/fin tweaked, less trade from custom house etc]?^^)! :D

And since the barbarians in the beginning of the game bug is fixed (dont disappear in thin air as they did earlier) I'm having a hard time surviving. Guess I have to turn off aggressive barbs :cry:


Lol yeah I had same situations, as I play raging barbs as well and I thought the early disappearence was a feature cause sometimes they didn't disapear but fight the scouters, they only disappeared near the cities and thats what was ok cause a single barb should realisticly avoid the danger to attack a city alone. No golden rule of stupid suicidal attacks anymore (barbs weren't(aren't) that stupid, right). That was good IMHO.
 
for new RoMers theremight be a all in one package

did it ;)

When I posted my first mod (6 new corporations for 2.63) I thought : hey, if 1 person can find it usefull/fun, then mission accomplished. Now 380 has dl it (think I have to make it modular for 2.7 soon). I never really posted/uploaded any mods I made for previous games (test of time/red alert I+II/silent hunter III+IV/morrowind/oblivion) but doing so now is, well, fun, and getting feedback is even better. I think Zappara has a really good feeling (he should), walking around with his work being used by more than 100.000. Well, just a thought.
 
Did you include Jooyo's core.dll? Or do we need to hunt that down and load it too?

Would be easier if it was included, please. ;)

JosEPh :)
 
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