pineappledan
Deity
Sounds quite reasonable to me! Don't forget to add to the CBO compatible civ superthread
Will do as soon as I figure out how to isolate my changes from the base civSounds quite reasonable to me! Don't forget to add to the CBO compatible civ superthread
The issue is my mod doesn't run in addition to the base mod. It's merely a modification of the base mod and I feel bad uploading it anywhere as it still is mostly Sukritact's work. What I'm doing now is trying to move all the fixes I made to another mod that would then work in conjunction with the base mod as you suggest.It's not unusual to have cbp compatible mods that run in addition to the base mod. You just have to add that stipulation in the description
See all my mod that adds onto the original civ mod rather than modify the civ mod. Otherwise you may send me two modified and the original file and I will make appropriate changes for a mod that modify just the original civ mod.The issue is my mod doesn't run in addition to the base mod. It's merely a modification of the base mod and I feel bad uploading it anywhere as it still is mostly Sukritact's work. What I'm doing now is trying to move all the fixes I made to another mod that would then work in conjunction with the base mod as you suggest.
i don't know where i can find the database log. can you tell me where i find them?I said database logging. Not your mod list.
It seems very lackluster for VP balance. I'll give you my thoughts after trying it out.Chinook is finally up on the compatible civ thread. Sorry it took so long, my ISP decided to take a massive dump on me and kill my internet for 3 days :/
Suggested UA: Salmon and Orca spawn when a city is founded. Salmon and Orca migrate(disappear) periodically when unowned. +1 Food to Rivers and Lakes. +1 Gold to Coast and Oceans.UA: Coastal Resources are automatically improved ( upon discovering their reveal tech ). Salmon and Orca may periodically migrate to and from Cities within range of the Coast; being more likely to migrate to to Cities adjacent to Rivers and to Cities which have built a Plankhouse.
Since Salmon and Orca can never technically migrate anymore with my suggested UA, their combat strength now increase over time upon each era change allowing them to act as a pseudo-combat ship that can also patrol the nearby waters which are essentially cheap and affordable to use. A militia navy to say.UU:The Chinookan Unique Workboat. The Esquai-ah is a ranged naval unit that retreats before combat. It can prevent sources of Salmon and Orca from migrating away when stationed on them and can repair pillaged coastal improvements. It is also much cheaper to construct than the workboat.
I'm just surprised that you nerfed the UB. It seems like a generic lighthouse now with a "mini-caravansary" that grants bonus gold from trade routes only if you didn't accidentally settle near a river. Unless there was a rework. It seems really weak even to the Denmark's UB.UB: Plankhouse
The Chinookan unique replacement for the Lighthouse. Unlike the Lighthouse, the Plankhouse may be built in cities with access to any source of water (Coast, Ocean, River or Lake) and is unlocked earlier. When built next to a River it also increases the Gold yield of trade routes.
It seems very lackluster for VP balance. I'll give you my thoughts after trying it out.
Suggested UA: Salmon and Orca spawn when a city is founded. Salmon and Orca migrate(disappear) periodically when unowned. +1 Food to Rivers and Lakes. +1 Gold to Coast and Oceans.
This acts as a naval Indonesia basically while favoring water-based tiles.
Since Salmon and Orca can never technically migrate anymore with my suggested UA, their combat strength now increase over time upon each era change allowing them to act as a pseudo-combat ship that can also patrol the nearby waters which are essentially cheap and affordable to use. A militia navy to say.
I'm just surprised that you nerfed the UB. It seems like a generic lighthouse now with a "mini-caravansary" that grants bonus gold from trade routes only if you didn't accidentally settle near a river. Unless there was a rework. It seems really weak even to the Denmark's UB.
Yes, the RNG deciding the number of resources spawned is rather disturbing. "periodically migrating" resources make maintaining monopolies with salmon and orcas difficult.Would this be a spawning a single copy or would it still be something along the lines of the current number of resources spawned? I'm assuming the issue you're having is RNG deciding the number of resources spawned.
This could be done, how should I scale their strenght? Make them a somewhat weaker naval ranged unit for every era?
I'm not sure how I nerfed the UB. Do you mean the removal of the fish +1 that it had because it was what the regular LH has? Everything else is exactly the same or better ( the other VP changes ) than it is in the default mod.
Thanks a lot for the feedback, I really appreciate it.
Yes, the RNG deciding the number of resources spawned is rather disturbing. "periodically migrating" resources make maintaining monopolies with salmon and orcas difficult.
I'll look into it, would 80% of current era default ranged unit stats be acceptable?You can scale their strength easily through a table addition that illiteroi wanted to use, but never got to optimized on it. I think it was Unit_EraCombatStrength.
Well that's the point of the UB. It shouldn't be the "same or better". It should be explored and better diversified from other UB as best as possible.
Which is why I'm not balancing that civ.Not really my place to judge, especially not since you're just working with the material available to you. But having all three units working together to create a weaker version of the Indonesian UA feels kinda weak to me.
That is definitely a cool idea, especially considering there are no UBs which replace the well right now. removing the plot requirements and making it stack on water mills would implicitly give that river bias the base building asks for, without that god-awful +2 to trade routes, which is useful for 2-3 cities at best.If I had to really balance it, I would make the UB a replacement of the Well. Allowing it to even be built in cities with watermills and supplement the lighthouse further down the classical era.
When matched with @ArchangelOfDoom's other change of it only taking 1 Esquai-Ah to lock down a city, I don't see much need in a constant buff to keep the ship relevant. If shirtless dudes in a canoe can hit for even 50% of what a frigate does for the price of a discount workboat in the same era, that would break the game. The fact that the UU already comes a full tech level before any other civ has access to naval units is interesting enough already.However, I can't remember if the Unit_EraCombatStrength works for RangedCombatStrength as well. Ah it doesn't. Oh well, you can add in a EraPromotion to boost the RangedCombatStrength and all those such.
I would take the way you described the UA in this thread and copy it to the CBO compatibility superthread. The way you described it in this thread a week back was much easier for me to understand. If it were me, I would also bump 4 luxes up to industrial (2->2->3->3->4->4->4), but that's super minor.- maximum scales with era 2->2->3->3->3->4->4
- minimum starts at 0, but is incremented by 1 for any of the following: settling the city on a river, building a Plankhouse or the city being a capital
See Assyria's UA and Korea's UA.Question to add let's say to a UA +2C +2S to a great work type and specialist type would be?
For example great works of writing and great writers
Making a vox edition D'NI
The thread in Mods Repository is solely for posting completed civ mods. We keep the discussion separate so the completed projects don’t get lost in he discussion.Should this not be in the mod subforum section? Also is there not one already in that section?