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SpencerH
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Co-Ruler of my patch of land south of Birmingham Alabama
Feb 2002 time: 23:34
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quote: Originally posted by player1
Well, this is very inactive forum. |
Inactive? Dead is more like it. What the hell happened, (as I said before I stopped after the third vanilla patch) ?
Anyway I've thought of a more philosophical-type question related to this mod, which may suit poly's better.
There are mods with a hundred new techs. Does that improve the gameplay? Somehow, I dont think so. I think that the addition of techs should have a purpose other than just adding more things to research. There are useless techs already within the game that have no purpose. Why add more? In fact I plan to remove or mod those techs.
So from a concept POV, there are essentialy 3 lines of research: units, buildings, and happiness.
It looks to me that the happiness line is deficient in the ancient era. I think the addition of another 'happiness' building (ampitheatre) available from TECH_Theatre (prerequisite Republic) would be useful.
The second conceptual change is to slow down the ancient era fast expansion. I've added 3 ancient techs linked to worker functions (mining, irrigation, cattle) to
Thirdly, I think the unit availability is too limited.
I've added the resource copper (prerequisite Bronze working) which allows bronze spearmen and swordsmen (Iron gives iron spearmen and swordsmen with slightly enhanced A/D values). Copper is also required for Colossus. Horsemen will come later in the era with TECH_AncientCalvary (prerequisite domestication (cattle) -> husbandry (horses appear)->horse riding (I forget the benefit)->AncientCalvary) and will be a fairly expensive tech. Mercenaries with hidden nationality will appear with marketplace (or maybe earlier).
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Antrine
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SpencerH what do you mean 'linked to worker functions (mining, irrigation, cattle)'? How can you step in these functions via a tech? And if you can, how does it affect AI use of hampered workers until techs are available?
Dead, hell and vanilla. Well vanilla is dead boring and a hell of a sale! 
I llike philosophical questions! Sorry I missed the opportunity. A truck load of more techs, well maybe if you keep them all and each one meaningful. I have stuffed some 46 techs into the first age or ancient age and intend to add 3 or 4 more. It works I think, however each one is multiplyingly important. Each have new units, some game features, many a small wonder, the improvement are padded with spitting out units as are the small wonders. Most diplomacy comes on line early on (1/3 thru this ancient age tech).
Anyways enough of my mod. Yes is my answer. And I like having at least three major lines of the tech tree, definately.
Other considerations have bearing on game play, but the tech is all important to control the flow. As far as settler pollution goes, withhold city settler production until tech 4 or 5 and raise the cost significately. I use a wonder an early built wonder to give settlers every so many turns, have the AI's with a number of settlers at startup.
So here are some ideas and thoughts,
Happy Modding! 
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SpencerH
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Co-Ruler of my patch of land south of Birmingham Alabama
Feb 2002 time: 23:34
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quote: Originally posted by Antrine
SpencerH what do you mean 'linked to worker functions (mining, irrigation, cattle)'? How can you step in these functions via a tech? And if you can, how does it affect AI use of hampered workers until techs are available?
Dead, hell and vanilla. Well vanilla is dead boring and a hell of a sale! 
I llike philosophical questions! Sorry I missed the opportunity. A truck load of more techs, well maybe if you keep them all and each one meaningful. I have stuffed some 46 techs into the first age or ancient age and intend to add 3 or 4 more. It works I think, however each one is multiplyingly important. Each have new units, some game features, many a small wonder, the improvement are padded with spitting out units as are the small wonders. Most diplomacy comes on line early on (1/3 thru this ancient age tech).
Anyways enough of my mod. Yes is my answer. And I like having at least three major lines of the tech tree, definately.
Other considerations have bearing on game play, but the tech is all important to control the flow. As far as settler pollution goes, withhold city settler production until tech 4 or 5 and raise the cost significately. I use a wonder an early built wonder to give settlers every so many turns, have the AI's with a number of settlers at startup.
So here are some ideas and thoughts,
Happy Modding! |
Thanks for the reply. I appreciate the enthusiasm. I definitely like the idea of limiting the production of settlers for a few techs. It's something I've never thought of.
Worker functions can be linked to a required tech so they cant build mines until mining is discovered or irrigate until irrigation etc. Its the same for all resources. So in this mod cattle dont appear until domestication has been discovered.
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Antrine
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Compare your temple settings; that is in the editor, and text files with that of the generic mod. Also, whatever else is, that is tech or improvement that now relate to building an Temple.
My point is this, not all tags in the editor are 'safe' or straight forward to use even though they are there 'looking' available. There is still much hard-coding underneath reserving various functions to certain techs and secondarily to an improvement.
Example, the Shakespeare Theatre pushes the city pop past the level 3 barrier. It will not work to do it with anything else. And only certain techs give certain advantages such as the building the 'railroad' etc. These anomolies can create unexpected problems.
First though, do the check on 'all your text entries' first.
Hope this helps!
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Antrine
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I have never had a game start with an empty build queue, so I do not know about that but would not be surprised if that did not create some kind of problem. However, what tech gives the temple in the queue? And what of resources required, did you add something there?
As for starting AI's or humans that matter with units that can not yet be built (or ever) with the queue, that should not matter at all. I have a long laundry list of units that everyone starts with, that cannot be queue built until much later.
If something is not hanging on something else, then perhaps it is just the empty queue (empty of units) that is causing the problem?
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Antrine
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How interesting! I learned by hook and crook to set units with enough tags, just to get the offense, defense option. For without those options ticked other things don't work. Such as without the offense or defense the units are not used by the AI. Also without the 'load' ticked, offense and defense are also disabled.
This problem came to fore with 'enslavement' generated units not being used until the above criteria were met. Also I had powerful units that I did not want loaded into armies. No way for this also, you just have to design the game around these and other restrictions.
Nice to have a 'list' of this crap somewhere for us all to refer to!
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Protra3211
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What about diplomacy?
I know changes can be made in the editor(shuned goverments list -agressive level).Is there way to work on the game files. Seems that in this game you reach a bad boy rating to fast. Must give alot to get a little from the other AI factions, can this moded to work better what do think?
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Antrine
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There is definately some impact utilizing the shuned governments - aggressive levels. I notice it most I guess since implementing a wide range of 'hidden nationality' units with a long range and a healthy number given to the AI's at start-up and then in steps via the city que.
Here is what I notice, they have their favorite targets and if I even right next to them with similiar Civ settings, I am spared. In trading I am also favored, while with natural (by settings) antagonist they will not trade anything, except for rediculous terms and attack first period.
Short of using fixed alliances, a feature I like but do not much use because it is 'locked' on for the duration one must use those settings. But fixed alliances have allure and I think could enhance game-play as a goodly contrast.
Just being able to forge military alliances is so useful, that I now have it happening on three of the five tech-tree branches so it is hard to miss, but have still resisted the temptation to bring it on too early in game play. Without alliances, I believe the game cannot easily if ever be won with the way I have now modded it.
If you succomb to stealing techs too often (or even once sometimes), or start wars willy-nilly, watch out! That is, with aggression levels maxed out. I have both editor and starting game screen set to max aggression. I find it more interesting keeping AI's peaceful round about you this way and is more of a challenge.
So I guess I am saying yes and these are my 'doings' therein.
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Antrine
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Nope, except maybe the map, however someone on CFC might know?
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