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[Mod] NORMAL game pace: SLOWER TECH but more normal unit building! (Other fixes too)

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  • I must've done something wrong under this mod in my last game. It was a tiny islands map with a total of 5 players. However, none of us achieved gunpowder until the mid 20th century. Does that sound right? The difficulty level was the default (Noble or whatever it is) and it was normal game length (not epic). We were still getting new techs every 5-10 turns but the game flow didn't seem to achieve the goal of the mod. Perhaps it was just this particular game setup.

    I also noticed, and I don't know if this happens without the mod, that if you select a random starting age you will often start in the Modern era with cannons and riflemen, even though the game year is only 1495 or so.

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    • Originally posted by JDexter
      It would be great if you considered adding the following mods. As they are nice interface improvements everybody should like them.

      - proper score graph

      - Special Domestic Advisor (based from New Domestic Advisor)
      or "Better" Domestic Advisor

      - eotinb mod suite
      Ah... links.

      When I have a little more time I'll check into the bottom two. The improved graph log is IN though. In fact I'll post that in about 1 minute.

      Finarfin:
      Odd results. god I hope it's nothing I did... but... let's get some feedback here and see.

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      • Originally posted by Quin007
        Can't wait for the new version, any ETA? Hope you'll include revised and prolonged epic game too (I'll stop bugging you with this now )
        Buggin's OK... means you think it's worth asking for.

        Late next week (weekend likely). I'm closing up my term at school, and have no room to make mistakes- big stakes this term. grad school- it hurts.

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        • Originally posted by dearmad


          Buggin's OK... means you think it's worth asking for.

          Late next week (weekend likely). I'm closing up my term at school, and have no room to make mistakes- big stakes this term. grad school- it hurts.
          Great! Good luck with your exams BTW!

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          • I am not sure if somebody has suggested this.

            Instead of having Christan and/or Islamic Missionaries able to ignore closed borders, decrease their production cost. This reflects they are more capable of "spreading the word."

            Otherwise they make great scouts.
            (\__/) 07/07/1937 - Never forget
            (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
            (")_(") "Starting the fire from within."

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            • I don't know if this has already been suggested, but I really like the look of the Abandon City/Raze City mod:



              Is it possible that it could be incorporated into your mod?

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              • How about culture decay? Has that been added?
                (\__/) 07/07/1937 - Never forget
                (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
                (")_(") "Starting the fire from within."

                Comment


                • Culture decay is something that I personally wouldn't want in this mod as it's not a concept endorsed by everyone (as for example me ). You can't chose to "use" it if something like that is in and it's a big change from the original game concept.

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                  • Something I just stumbled upon.
                    I didn't notice wether this is part of the mod already, but should maybe be considered.
                    The cost to produce the Sapceship components may need to be raised to accomodate for the longer research times.
                    As it stands now, once anybody is a couple of techs ahead in the very late game, going for space race victory almost seems impossible to stop due to the extended research times but the relatively short build times.
                    Seem it would make the space victory too easy to attain if even a small tech lead exists.

                    Just something to ponder...

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                    • I once won a space victory where the enemy was ahead in techs and has already built several parts before I started building the Apollo program. he also had more cities than I did
                      This space is empty... or is it?

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                      • Ibumar: That has been addressed in the 1.09 patch I think, though I haven't seen the new numbers to see if its good yet.

                        Adagio: Yeah, all you have to do is start a war with them and defend... I had a civilization build everything but the engine before I finished the apollo program (I had researched half the modern age already though) and I declared war until the end of the game and won by space race.
                        ~I like eggs.~

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                        • I didn't declare war on them though, they were just slow
                          This space is empty... or is it?

                          Comment


                          • Originally posted by Ibumar
                            Something I just stumbled upon.
                            I didn't notice wether this is part of the mod already, but should maybe be considered.
                            The cost to produce the Sapceship components may need to be raised to accomodate for the longer research times.
                            As it stands now, once anybody is a couple of techs ahead in the very late game, going for space race victory almost seems impossible to stop due to the extended research times but the relatively short build times.
                            Seem it would make the space victory too easy to attain if even a small tech lead exists.

                            Just something to ponder...
                            Fixed. It now much more closely matches the 1.09 patch costs.

                            Look for v0.8b

                            Also fixed the jungle clearing stuff.

                            Also lengthened EPIC a bit more.

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                            • The jungle rules haven't changed, have they? I like the way it's tough to get through jungles and forests in the early game.

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                              • They are the same- I just got the techs to be the way I had intended, that's all. So you can road through jungle with iron working, etc.

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