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Toni
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No problem Epw, thanks for telling us. Let see what the evil team thinks about it.
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Maquiladora
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I'm ok with it. Just hope Barley checks it before so he can get a longer nap in.
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Barley
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England
Feb 2002 time: 05:22
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Im not ok with it but ill be here at 1.30am
It’s a bit ridiculous starting games at such time but I can live with it. If possible can you try and arrange around the Friday game so we can start earlier.
Ill probably check lobby around 1.00am in case you’re here earlier. Maq, if others are here before that my number is [edited].
Last edited by Barley on 31-10-2004 at 18:24
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Toni
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I agree with you Barley, sorry for the late start. See you all around 1am
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Maquiladora
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Forgot to post the file. This has all the changes in the long post I made above.
Just put it in ...\ctp2_data\default\gamedata and dont forget to back up the old one.
Attachment: terrain.txt
This has been downloaded 1 time(s).
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Toni
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We using this sets for next game?, something else what do you think about slowing even more the sci? and also increasing the map a little bit guys.
Do you wona increase the tile imp cost more?
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Toni
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I agree Maq, lets increase it to 1.75x and slow the sci to 5x, and also add 50% more cost to tile imp and terr that will make game much more interesting.
So all of this will add to more strategy planning.
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Toni
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Maq if you think that the terrain sets you have posted are much more balanced from what we have now, lets then make a mode with all of the upper changes mentioned and play the next game with them.
What do you all think?
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Toni
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Hey Maq i will be later on icq say 9gmt, if you wona meet and try adjusting all of this together.
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Maquiladora
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Ill make all the changes and put them together in a proper mod that uses modswapper, so you don't have to back up all these changed files all the time. After tomorrows game (which I dont think will be finished tomorrow) I'll post the mod here with all the changes we decide on and we can test it through the week to get comfitable with it.
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Toni
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Great Maq, oh something else, lets include the 200% forts and if we can try and make the fortify for the units stronger. Can we do that? Hate it when there are equal units and the one fortified gets killed, which is rather strange to me.
Ok guys see you tomorrow at 8gmt.
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Maquiladora
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quote: Originally posted by Toni
Great Maq, oh something else, lets include the 200% forts and if we can try and make the fortify for the units stronger. Can we do that? Hate it when there are equal units and the one fortified gets killed, which is rather strange to me. |
Yeah I've done both of those. Forts to +200% and fortify to +100%.
You need modswapper to use it so you dont need to back up most of the files, you can download it here.
By the way I dont think you can get modswapper to backup the files infoscreen.ldl and loadsave.ldl from the folder ...\ctp2_data\english\uidata\layouts so make sure you backup these 2 files before you extract the mod.
I made plains 5 food 10 prod 5 commerce too because its a lot more interesting and spreads fair but different land everywhere. Here is every change anyway:
quote:
x5 slower sci
x1.75 giga map (increased continent amount proportionally to prevent tiny isles)
no ruins
no graphs (including one in load/save screen)
all tech choices
starting 3 techs - religeon, agriculture, toolmaking.
fortifying a unit gives +100% defence (was +50%)
fort defence +200% (was +50%)
----------
terrain:
Food/Production/Commerce
Was > Is now
Add time/cost/advance = turns/pw cost/advance required to add this terrain
Remove time/cost/advance = turns/pw cost/advance required to remove this terrain
River
+5/+5/+5 > +5/+0/+5
Forest
Add advance agri. rev. > toolmaking
Add cost 800 > 200
Remove advance agri. rev. > toolmaking
Remove time 1 > 3
10/5/10 > 5/15/5
Plains
10/10/5 > 5/10/5
Add time 1 > 5
Tundra
Remove time 2 > 5
0/5/0 > 5/5/0
Glacier
Add advance adv. composites > gaia theory
Remove advance adv. composites > gaia theory
Remove time 5 > 10
Grassland
Add advance toolmaking > agriculture
Add time 1 > 5
Remove advance toolmaking > agriculture
Desert
Add advance agri. rev > conservation
Remove advance agri. rev > conservation
Remove time 1 > 7
Remove cost 400 > 800
0/0/5 > 0/10/5
Swamp
Remove time 1 > 5
Remove cost 400 > 800
Jungle
Add advance agri. rev. > indus. rev
Remove advance agri. rev. > toolmaking
Remove time 1 > 3
Remove cost 200 > 400
5/10/5 > 10/10/5
Mountain
Add time 5 > 10
Remove time 5 > 10
0/15/10 > 0/15/5
Hill
Add time 2 > 10
Remove time 3 > 10
Remove cost 600 > 1000
5/10/10 > 5/10/5
Shallow Water
10/10/5 > 10/5/10
Deep Water
10/10/5 > 10/5/10
Submarine Volcano
0/25/15 > 10/20/10
Beach
10/10/10 > 10/5/10
Continental Shelf
5/10/5 > 10/5/10
Sand Dunes
Add time 2 > 10
Remove time 3 > 10
Remove cost 600 > 1000
Movement 2 > 3
Desert Mountain
Add time 5 > 10
Remove time 5 > 10
0/10/10 > 0/15/5
Polar Hill
Add time 2 > 10
Remove time 3 > 10
Remove cost 600 > 1000
0/5/5 > 0/10/5
Movement 2 > 3
Polar Mountain
Add time 5 > 10
Remove time 5 > 10
0/10/5 > 0/15/5
Kelp Bed
15/10/5 > 15/5/10
Coral Reef
10/15/5 > 10/10/10
all terrain defence values x2
---------------
after the above changes are made, all terraforming and tile imp cost +50%
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EDIT: Removed the attachment for now while we decide what else to change.
Last edited by Maquiladora on 02-11-2004 at 07:34
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Toni
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I don't agree with those values:
Plains
10/10/5 > 5/10/5
Add time 1 > 5
Forest
Add advance agri. rev. > toolmaking
Add cost 800 > 200
Remove advance agri. rev. > toolmaking
Remove time 1 > 3
10/5/10 > 5/15/5
Jungle
Add advance agri. rev. > indus. rev
Remove advance agri. rev. > toolmaking
Remove time 1 > 3
Remove cost 200 > 400
5/10/5 > 10/10/5
How can jungle be better then plains, and why should adding forest be so cheap?
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Maquiladora
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quote: I disagree with reducing commerce on mountains/hills, don't see any need for it, espacially since we can't use specialists. |
Because the production and more so the mines on hills/mnts is a big enough advantage dont you think?
quote: How can jungle be better then plains, |
Its harder to remove and improve jungle than it is plains, ie you cant place a farm on jungle, but you can place any tile imp on plains.
quote: and why should adding forest be so cheap? |
Thats kinda what I thought too after playing. What if we make it 400 (and will be 600 after the +50% change)?
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Toni
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Right you are Maq for the jungle/plains issue, i agree with you 100% now.
Sorry wasn't able to get you on this?
"What if we make it 400 "(and will be 600 after the +50% change)?"
Afcourse this changes look great for a start, we can aways adjust them as we go on.
Thanks for the great work Maq.
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Maquiladora
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quote: Sorry wasn't able to get you on this?
"What if we make it 400 "(and will be 600 after the +50% change)?" |
I meant we can increase adding forest cost then from 300 to 600? (it says 200 in the long post I made because that doesnt include the +50% increase we said to do but it is changed right to 300 in the file).
quote: Afcourse this changes look great for a start, we can aways adjust them as we go on. |
Absolutely, i only played one game upto Fascism with these terrains so its hard to tell yet but you definitely will get a better chance if you start near forest.
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Maquiladora
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quote: I just think science is slow enough as it is, reducing commerce on mtns/hills is too much. |
I noticed you didnt build any ports in the one-before-last game, once you get enough cities and many commerce improvements science flies along, or you can go for growth and have slow science.
Having 10+ production AND 10 commerce on hills/mnts is a kick in the face while theyre down for someone without hills or mnts.
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Toni
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clock went back here as well with an 1hr. So its still 8gmt the meeting right?
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Maquiladora
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Really? I havent even tried ModManager yet or rather not since a very early beta. Although we're all pretty used to replacing those 2 files now it would be easier.
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