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Thread: New type of diplo game

  1. #91
    LzPrst
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    hey! fools, you can't leave out me!!

    let me check to make sure the following:
    No stories
    No PM's or other out of game communication.
    We follow diplo's "gentleman code"
    Random or not random?

    I'll want to play... Have you started? Restarting? What is happening right now?
    Diplogamer formerly known as LzPrst

  2. #92
    Robert Plomp
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    I'll ask Ozzy to include another spot for you.
    Formerly known as "CyberShy"
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  3. #93
    Toni
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    Oh my this is becoming a slaughterhouse with top players like Trev, LZ, Deity, CS, Priest, Pinchak and others like Toni

    I think that this game may have the strongest roster so far in a game.

    (Well Ozzy is in it but like the Map corrector)

  4. #94
    mzprox
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    That's one reason why we should have that mod.. come'on it's not complicated at all, (not that I ever used a mod ), but it will really make the game more 'natural'

  5. #95
    mzprox
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    Now that I'm quite sure we wont play with the same civs (new players could be easily identified) I tell you about my starting position:

    An average civ in an average start can produce a worker in 23 turns.. at my start I could produce settlers in 17 turns

    city spot gave not 1, not 2 but 3 hammers, had a game/forest tile (the only tile which gives 4 something unimproved).. And rivers, floodplans, an other marble, sheep, lots of forests etc..
    Oh and I got animal husbandry from a hut in the second turn..

    So thank you stripping me from my one chance to finally not fail..(at least in the begining..)



    (At least if we are restarting we could really use that mod )

  6. #96
    Robert Plomp
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    I agree that we should try the mod, Trev, if it causes problems (I'll test it here first, I have 3 computers to test it with) I won't launch it with the mod!

    @All: I've also asked Ozzy to disable vassal states. We don't use it effectively anyway, and it only increases the colony maintenance costs.
    Formerly known as "CyberShy"
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  7. #97
    Toni
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    Robert i do not mind the Mod it may save us much. Still around 10 players to install the mod may cause what not tech problems and delay the game start.

  8. #98
    mzprox
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    The mod itself is 50 kbyte. The only thing I'm unsure whether we have to load it everytime, but many pitboss games use this mod already so I don't think it's complicated.

  9. #99
    OzzyKP
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    Check this out:

    Here's the full list of what is included in this NoScoreV2 mod. (Bold indicates a change from Niklas' original NoScore mod).
    Set all scores to 1. (Receive +1 for researching all techs)
    Removes the global demographics screen.
    Removes all 5 barbarian uprising events (Huns, Vandals, Goths, Philistenes, Vedic Aryans).
    Restricts list of techs popped from goody huts to first 2 columnns of the tech tree, minus the 2 religion techs (list of possible techs below).
    Customized deity level - AI bonuses are the same as for human players.
    Max research boost for 'known civs with tech' is increased from 30% to 100%.
    Fishing
    The Wheel
    Agriculture
    Hunting
    Mysticism
    Mining
    Sailing
    Pottery
    Animal Husbandry
    Archery
    Masonry

    Usual installation instructions.
    Download the attached .zip file and extract the contents to your \Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods directory.
    When you're done you should see a NoScoreV2 folder in your Mods directory, and be able to load the NoScoreV2 mod from the Civ main menu.
    Note: if you see an Extract_contents_to_Mods_folder__NoScoreV2 mod listed in the menu instead, you need to move the NoScoreV2 folder out of that directory into your main Mods directory).




    http://forums.civfanatics.com/showpo...2&postcount=35
    So no score, no main demographic screen (you wont know if you have the strongest military without having spy info on everyone etc)

    "Max research boost for 'known civs with tech' is increased from 30% to 100%"

    about this line: we get research bonus if we are researching a tech known by a civ we had met. This increase the bonus (100% means that if you had met all the players and all knows the tech you are researching you get +100% bonus) This helps the less advanced civs close the gap.
    Good find! We've wanted something like that for ages!
    Captain of Team Apolyton - ISDG 2012

    When I was younger I thought curfews were silly, but now as the daughter of a young woman, I appreciate them. - Rah

  10. #100
    LzPrst
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    Is the game up? I won't be able to play the first turn until late today, maybe early tomorrow. (on vacation)
    Diplogamer formerly known as LzPrst

  11. #101
    Toni
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    Lz we are restarting the game, Ozzy is making sure the map is right with livable starting positions for all civs.

  12. #102
    LzPrst
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    ah, then I have understood the 4 pages of post correctly. Any idea when he will be finished?
    Diplogamer formerly known as LzPrst

  13. #103
    Robert Plomp
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    @lzprst: no worries, it's not up yet.

    All, this mod is not easy, follow these steps and it'll work easy.
    (these steps only have to be followed once)

    1. Download http://plomp.eu/noscore/NoScoreV2.zip
    2. Extract the content into \Sid Meier's Civilization 4\Beyond the Sword\Mods\
    3. Your mod folder should not look something like this:



    4. Go your desktop, right mouse click it and select "new - shortcut"



    5. select "Browse" and in the pop-up that follows select the Civ4BeyondSword.exe file in your \Sid Meier's Civilization 4\Beyond the Sword\Mods\ folder

    press "OK"
    Don't pess "NEXT" yet!



    6. Add " mod=\NoScoreV2" to the end of the line, and press next



    7. In the next screen give a name to this shortcut, ie. "BtS NoScore", and press "finish"



    8. Now you have a new ShortCut on you desktop, titled "BtS NoScore"
    Everytime you want to play your turn for this game, start Civ using this shortcut.
    After that just join the game as usual.

    Easy, isn't it









    Feel free to test it at:
    server/ip: plomp.eu:2065
    password:
    pick India (or any other unclaimed): password:

    if the mod loads for you it works. (this is only a test setup)



    Last edited by Robert Plomp; March 31, 2010 at 10:03.
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  14. #104
    bamf226
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    Still time for another late comer? I had thought about taking a break with diplogames, but this is something I could definitely manage. I know I have no shot at winning with all these vets, but the lack of story posts makes it very appealing to someone who doesn't care to participate in a bloodfest

  15. #105
    Robert Plomp
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    I've asked Ozzy to add you in as well!
    Formerly known as "CyberShy"
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  16. #106
    bamf226
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    Thanks Robert. With this mod, is it possible to turn it on and off so that it does not interfere with other games?

    After looking at the directions, I can see that I just make a new shortcut. Easy enough.

  17. #107
    Robert Plomp
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    yup, just start the right shortcut for a game with or without the mod!
    Formerly known as "CyberShy"
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  18. #108
    Toni
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    Thanks Robert, as usual you are on top of things

    So what is the latest player count?

    and

    When will we have this baby online?

  19. #109
    Robert Plomp
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    player count: 13
    we'll start as soon as Ozzy is done. (and I'm awake)
    Formerly known as "CyberShy"
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  20. #110
    BranksDilly
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    Ok wow I'm excited now!

    RP strikes again!

    This will only be my 2nd diplo game (1st - DoC, which I'm happy with how I did but would change my approach drastically!!!). It seems like we're playing with many vets so I will set my expectations accordingly.

    I love the MOD, seems like a great idea.

    Thanks for the step-by-step instruction RP, someone like me needs that! I loaded the test and everything worked fine, but I still saw every civ's name and a score of 1, is that ok? If so, does that mean that the order of the players mean nothing, or that the order matters, we just won't know exact scores?

    Finally, please be clear on when we can go in and pick civs, I'm for random but need all the help I can get if we get to choose.

    Can't wait...

  21. #111
    mzprox
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    The order you see must be random or maybe alphabetical. Originaly it's the score, but this mod changes the score system. (you get 1 point if you have any technology, and 2 if you have all the technologies.)

  22. #112
    bamf226
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    In taking away a spaceship victory, aren't we turning this into a war game or perhaps a turtle game for culture? It would be very unlikely someone would win diplo victory against humans. Why would anyone vote for someone else to win the game?

  23. #113
    St Jon
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    Are we still playing no 'Space Race' win?

    I really would like it out but will go with the flow.

    I like the sound of this mod but I always seem to have very bad luck when trying to install them. I just hope I do not trash all my data files.....
    “Quid latine dictum sit, altum videtur”
    - Anon

  24. #114
    Robert Plomp
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    people voted against a space race option.
    We can vote again to have it included now there are 3 more players..... that's up to deity.

    But without the rule to forbid civ annihilation (After 1000 AD) it may indeed end as a war game, which is nice for a chance
    Formerly known as "CyberShy"
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  25. #115
    bamf226
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    Quote Originally Posted by Robert Plomp View Post
    But without the rule to forbid civ annihilation (After 1000 AD) it may indeed end as a war game, which is nice for a chance
    Which means just a much slower version of a standard multiplayer game.

  26. #116
    Robert Plomp
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    Well, we almost had a diplo victory last game and it's most probably going to be a cultural victory this time.

    But I agree with you, the game has to end somewhere.
    I'll leave it to deity to call for a revote.
    Formerly known as "CyberShy"
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  27. #117
    bamf226
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    not asking for a re-vote, just making a statement. I already know I won't win no matter which direction I go. Just playing for the strategy

  28. #118
    deity
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    Exclamation Game Settings repeated

    Let's leave it at this. I personally wanted SS victory in but MOST did not want it. Let's get it going now.

    * No Space Victory allowed

    * No tech trading at all (simplifies things)

    * Ozzy corrected Terra map

    * 10 hour timer till 2000 BC; then we vote for a continuation till 0AD

    * Epic speed.

    * Random civs
    (I'd prefer that top players handicap themselves if possible e.g. no financial trait etc. But don't get complicated. No judgements to be made.)

    * No elimination until after 1000AD

    Basic premise is we trust each other to play diplo style and be responsible to the game. There will be no arbitration process.
    "Old age and skill will overcome youth and treachery. "
    *deity of THE DEITIANS*
    icq: 8388924

  29. #119
    OzzyKP
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    Quote Originally Posted by Robert Plomp View Post
    Well, we almost had a diplo victory last game and it's most probably going to be a cultural victory this time.

    But I agree with you, the game has to end somewhere.
    I'll leave it to deity to call for a revote.
    Was almost a religious victory actually.

    Until someone used shady tactics to undo it.
    Captain of Team Apolyton - ISDG 2012

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  30. #120
    deity
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    Thanks Cyber for those clear instructions!

    I was going to agree with Trev and suggest that a mod is bound to cause trouble but I think we can all follow these instructions and give it a go. It'll be well worth it.

    I was wondering if it is possible with that mod (or without it) to reveal the scores at the end?
    "Old age and skill will overcome youth and treachery. "
    *deity of THE DEITIANS*
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