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[Warlords][Mod] Kets Composite Mod

Isreal, Cheroke & Portugal are added to inclusion on .5

Leaving:
Aboriginie, Abyssinian, Austrian, Dutch, Iroquis, Magyar, Neatherlands, Poland, Polyneasian, Scottish, Thai, Tabet, Trojan, Summerian, Sweedish.
And 2 picks left.

Impaler Good work on the fix! I just did an SDK change for .5 of the rest of cultural influances (Borders over water and the enhanced culture decay and transfer) I'll send you the source code link in a second, I want to make sure that what I added back in is not going to impact your change to slow culture)

Very Nice job on the XP curve change.

I need to figure out how to get the CCCP stuff into "Unaltered" so that it could become a modders starting point. Euserbius just finished his add-on to unaltered I'm very excited about that. So documentation for the CCCP might be a good plan for me to start working on.
 
I've started a few games on the new build, and I'm thinking barbarians shouldn't have access to wardogs. Reasoning: It completely changes how I play the game. Everything has to be escorted, even early on in the game, since barbarian wardogs happily run into borders from outside the fog to chew on my workers before I even see a single barb archer. Even if they came a little later so I had a chance to get some fogbusters out it would be nice, but this was already happening when I had put down my first city. Edit: Forgot to mention, their ability to withdraw 1 out of 5 times is particularly vexing here, having archer escorts routinely reduced to 0.5 strength is unpleasant.

Also of some note is that the AI seems to prefer exploring with, of all things, battering rams (shock-promoted) and wardogs (makes sense, they're very well suited to early exploration with 2 moves and a bonus v warriors).
 
I think reducing the withdraw to 10%, and the speed to 1 would eliminate the problems with the unit. Its meant to be a rock paper sicsors counter to warriors early game. Not the end all be all defining unit of the early age.

I will take a look into the AI settings for the ram's and remove explore if its there. (they "should" have the same settings as cat's)
 
That sounds like it would do it, for the war dogs. Maybe start them with Forestry I to compensate for the loss?

I could be mistaken about the battering rams exploring; I might be interpreting the AI's barb hunting for exploration. If that's the case, rams should probably be set up more like trebs so they are weak in the field (str 1) but gain a tremendous bonus (+200%) when attacking cities. That would probably keep the AI from running them around.

Spoiler Unit Naming :

Also, looking through the units in pedia...Assault Fighter sounds kind of strange as a unit name; maybe Ground Support Plane, Fighter-Bomber [More WW2 than A-10, might warrant a new unit that upgrades to the current 'Assault Fighter' if it isn't already planned], or CAS Fighter [Close Air Support]. Matter of personal preference, I reckon. You also might consider renaming Aegis Cruiser to Missile Cruiser, if you haven't already, since the Aegis system is U.S. specific, but there are "Missile Cruiser" and "Missile Destroyer" designations for most modern navies IIRC. One last naming convention I had planned for my mod: Instead of Mark V -> Tank -> Modern Armor, Tank -> Armor -> Main Battle Tank [or sticking with Modern Armor], purpose being the avoidance of specifically naming a model of tank. Those dastardly Germans, with their Mark Vs...)
 
I can agree on all counts. Especially the battering ram, when i was adding the unit in (its from Gnarts Extended Mod for 1.61 a great mod that saddly was abandoned) I was thinking STR 3... WTH that early? Ok lets see how it tests...

But the solution you mentioned is elegant. I should just be a wall killer unit not a collateral unit....

Will add the items to the known issue list (trying to be organized) and continue to work on .5
:)
 
The AI seems to prefer a path straight to nukes, or so I'd assume...Washington nuked a barb city (the nuke seemed to be a named unit, at that :confused: ), starting 'global warming' in 1700 AD, before anyone had even researched democracy. The AI seems to overlook certain techs (much like it does in the regular game, although its more pronounced due to Tech Trading at Guilds), basically leaving them 4 or more tiers behind as it charges ahead with research. The effect is particularly strong for 'dead-end' techs like drama or military tradition.

Edit: All but one AI is still using Pantheism into the 18th century, despite having all other options available. The +25% gold effect might need to be dulled a bit, since AIs never seem to pursue a culture victory (or cultural anything), so the culture hit would seem not to phase them much. Another alternative to dulling the gold would be "no state religion" tag for pantheism. If you were to go that way I'd say add the tag to Paganism as well. That way the AI will want to move to pantheism early, religion or no, and move to a better civic as it becomes available if they have a religion they want to switch to (in theory). Also, on civics; Cash Economy and Barter seem like real choices now, even though barter is still a powerhouse civic early on, fortunately this doesn't last long, but I'm not sure if it is *too good* in the short term yet. In the long term, its awful, which is intended, but alleviated slightly by the +25% trade route yield, which is a good thing, since it provides some sort of economics choice for the pre-banking part of the game.
 
Hmmm....

The problems of adding technology. Few points to that last post...

1) Global Warming should not happen on one nuke, I have global warming halved or quartered of its original values so I dont quite get that.
<Define>
<DefineName>GLOBAL_WARMING_PROB</DefineName>
<iDefineIntVal>10</iDefineIntVal>
</Define>
Bad Luck? I'll drop it down to 5
5% Chance per nuke of triggering global warming...

2) ICBM-1 IS BORN IN WASHINGTON... yea lol... Its a side effect of the great people pictures mod. I was so tempted to get a picture of a mushroom cloud with a happy face and add a Dr. Strangelove Quote....

3) 1700 you say, Hmmm even at your difficulty level, I think that's a bit to early for fission. I can take a look into the speed level settings for tech, everyone seems to agree that the FX settings are far superior than Vinalla.

Question is where where you in the tree?
Do I need to adjust tech pacing on the player side.

Fission is a flavor 8 science, it is also on the path to space ships, your not going to space without it.

Now here's where it gets confusing, Military Tradition is Often Ignored by the A.I. that is not in need of Military Might. So if its peaceful, you would figure it would go for drama as its a high culutre flavor...

4) A.I. is still nuking the barbs eh?

Kinda makes sense.... what happened.
Washington was going for Space Victory, Discovered Fission and had a test nuke, seriously hated the barbarians and launched it, causing global warming cause it was tuesday of the 3rd month at 1400 hours and mercury was in retrograde, had they waited a week it all would have been fine.
:lol::crazyeye::confused:

I can push them into the dead ends a bit.

That early nuke is an abstraction. I would prefer to have 3 types of nukes
1) Small (Think Nagasaki) (Tactical Suitecase as well)
2) Medium (Uses the Current Code) SLBM/Limited Range
3) City Killers (Just turns the city to rumble)

And that early one would be type #1
Considering building Manhattan is going to give a nasty diplo penalty and eventualy nuke disarmment code is going to be a UN vote, that nuke may not be a big deal, but its something to look for.
 
Re: Civics...

Isint Taoism/Confusionism slightly pantheistic?

I think we did a great job on the civic rebalance so far. So I'm all for another round on the religious tech's... Will look into them
 
Washington was apparently the only one that far ahead, I have no idea how he outpaced everyone else to that degree; I was with most of the other AIs, but a few techs ahead in non-fission-wards areas (and trading as quickly as the AIs researched each tech towards fission). For the techs: the key must be that they aren't required for anything else. I played through to the end of that game, and every tech that didn't lead to another tech was completely ignored by the AI (while techs that led to only 1 other tech were put off). Tech pacing for my side, and everyone but Washington, was rather good, all things considered. There was, of course, a rush of tech advances with guilds due to my meddling, but that's to be expected I suppose.

For nukes: Yeah. There really should be at least 3. I'd say:
1)Nuclear Bomb, with Fission and Flight, Just use a Bomber graphic, its not a one-way trip but the bomb is what the cost represents. Set range equal to current Bomber range.
2)ICBM, with Fission, Rocketry, and Semiconductors. Same as current nuke.
3)MIRV ICBM, with Fusion, as current nuke but more destructive (or reduces pop to 1 regardless of city size, with a lower chance of destroying buildings; the mechanic behind H-bombs is to kill the people, not the infrastructure, and this would represent a "perfected" version).

For pantheism: just about every religion/culture has had some sort of pantheistic movement at one time or another; if you want to make pantheism a valid civic into the modern age, that would do it too. The problem with AIs keeping it throughout the game is it makes them easy (easier?) pickings for culture conquest.
 
I think if I hit panth with only +1Happy with monument, it will encourage them to move off of it.
 
Ket said:
I think if I hit panth with only +1Happy with monument, it will encourage them to move off of it.

Don't see why. Monuments will be long obsolete by the time it becomes silly and harmful for them to still have it; do civic happiness bonuses work differently than trait happiness bonuses? It seemed like I lost the happiness I was getting from monuments when I got calendar, but I didn't pay very close attention since I assumed thats what would happen.
 
2.00.04 release of the CCCP is avalible and runs fine on its own. But I'm finding that its crashing when a city is built when combined with the current .4 test. This is probably due to Python calls in the .4test because everything will again run fine when their removed, I'll do some testing to try to figure out which ones are doing it.
 
.5 Test & CCCP

All seems well, but I was playing a map where I was not building new cities. Will try now... Please hold...................................

Started new game, went into world builder and ploped 10 settlers
Built 10 cities without a problem.

It's most likely due to unit stats.
On a side note reguarding unit stats, it is passing information from the .DLL beautifully.

I'm having a hell of a time with the 24 Civ hack and maps.

My merge attempt with Cultural Influances failed miserably. Most likely due to a collision with chiliads slow culture borders, since there in the same pack now. I'll have to look over the python to make sure there is no collision and then not move over any of the slow borders stuff.

I'm much prefering the global defines method of turning things on and off over the options screen. I know we've discussed it before. Both methods have merret.

Just tested route pillage and it works fine.
I've got 2 minor bugs loged on the CCCP just the empty options box, and the txt_key for slow border not reading.

This is a nice build Impaler.

Thinking about it, I'm very unsure whats causing that crash with the .4CCCP dll over the .3CCCP dll since the python did not change for unit stats. But whatever it is, fine in my end. I've found that 90% of my crash's so far have been when we have python doing what the SDK is now doing, and the 24 civ hack.

:goodjob::goodjob:
 
Man, Dutch and Netherlands arent the same?(see your first post in that page)

Did you receive my email??

And Im gonna test the new version today..(no time yesterday)
 
Can I get my hands on the KCM 0.5 test your using, I had problems with the 0.4 and want to see if this is resolved with 0.5

I've noticed that the Sevopedia is not displaying any text box information for the Default unit of a Class (all replacment units are fine) I know its not a CCCP issue because the text will apear in the Civilopedia. Also theirs room for the UnitAllowed bar of the Tech page to show more units (which it realy needs too)

I had an idea for Deserts, its always anoyed me that DesertFloodPlains are the best terrain in the game, Deserts are terrible places and when irrigated they would at best equal real farmland but never surpass it, on the other hand their should be plenty of stone avalible to build with. I've moded Deserts to produce 1 Hammer rather then nothing and the FloodPlains to give only +1 food and allow it in all types of terrain not just desert. The probability of getting it on Grass and Plains is about 50% but Deserts retain 100% chance of getting them. Deserts also get an additional +1 food adjacent to rivers so a DesertFloodPlains or Plains FloodPlains is now 2/1/1 and can be farmed to 3/1/1. Grassland with FloodPlains is 3/0/1 farmed to 4/0/1. Tundra floodplains are 2/0/1 and are actualy usable now though rare. I also droped the -1 Food from Jungles, they suck enough as it is without being crippling.
Any interest in including this change?

Also what should the next round of CCCP mods be, I'm thinking of adding Lopez's Airmod and possible RogerBacons Linberg Wonder. I might also try my hand at enhancing ChineseAmericans XML loading mod to full drag and drop capabilities.
 
Impaler[WrG] said:
I had an idea for Deserts, its always anoyed me that DesertFloodPlains are the best terrain in the game, Deserts are terrible places and when irrigated they would at best equal real farmland but never surpass it, on the other hand their should be plenty of stone avalible to build with. I've moded Deserts to produce 1 Hammer rather then nothing and the FloodPlains to give only +1 food and allow it in all types of terrain not just desert. The probability of getting it on Grass and Plains is about 50% but Deserts retain 100% chance of getting them. Deserts also get an additional +1 food adjacent to rivers so a DesertFloodPlains or Plains FloodPlains is now 2/1/1 and can be farmed to 3/1/1. Grassland with FloodPlains is 3/0/1 farmed to 4/0/1. Tundra floodplains are 2/0/1 and are actualy usable now though rare. I also droped the -1 Food from Jungles, they suck enough as it is without being crippling.
Any interest in including this change?

Some thoughts: Floodplains anywhere is good, but there are already *way* too many floodplains with just desert rivers. I'd say for any given river there should be a 10% chance outside the desert and 40-50% chance in the desert. Also, deserts are usually very mineral rich, so adding one hammer is absolutely sensible. I would also say that flood plains deserts should be able to support food and herd resources, to make them "viable" start positions. I'm not at all sure about dropping the food malus from jungles; I would say that there should be a 1 food malus from jungles and forests, since using land for agriculture always produces a much larger portion of usable food than hunting and scavenging. Almost all historical deforestation on a large scale is a result of burning down forests and rainforests for farmland, not chopping them for lumber. On gameplay: Jungles and Tundra are both kill terrain. Placing cities there early on is out of the question, which can be an issue if you start on a tiny peninsula with all jungle or tundra in the landward direction. I think a better solution might be to increase the concentration or effects of food resources in jungles (and the concentration of mineral resources in tundra), so they have long term benefits (and a couple workable squares early on, if you increase the unimproved effects).
 
I didnt see it in any readme, so..Why the heck all sqms around a city who just revolted cuz of culture(but didnt turn to the other civ yet) aree 0% viking? I mean, they are from the vikings(the city is from england but has viking culture all around so it already revolted 1 time) but its all marked as 0% viking and also the city is 0% english...Any explanation?
 
I thought i squashed that problem with the pedia....
Argh...

Yea i can send .5 later today to you...
 
Ket said:
I thought i squashed that problem with the pedia....
Argh...

Yea i can send .5 later today to you...

Were you talking with me? My problem is related with the pedia?? lol I dont see how 0.o
 
Arlborn:

Did you download the updated .DLL and move it to the proper place
 
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