Announcement

Collapse
No announcement yet.

MOD: The BALANCER

Collapse
This topic is closed.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • that was the exact same thing that happened to me !
    I made the small/large PCX files,placed them in the appropiate places, then editted the txt file, and the icon file, to point the splash screens to the correct files.
    still nothing.......
    crashed even harder than it did before I tried that. then I decided to not build that wonder, and the game continued (of course, one of the other civs built it 8^\......
    that was einstiens college.
    after that, I tried a few other things, including pointing the splash to a current PCX, thats when I got the same error you got.
    Im not as patient, I just reinstalled the whole thing and started from scratch
    oh well, Im going to use this version, once you feel it is stable enough to use

    oh, and eluc, if no one supported our MODders, who then would feel the desire to keep the games alive ? I know that MODDing is what kept me playing civ2 for so many years , hell, I still play it on occasion.
    everyone should always say at least a thank you, most dont

    now, I have a theory on why it may crash the game, could it somehow be a conflict with the splash and the splash box ?perhaps not properly alligned or something along those lines ?

    Comment


    • I did find a couple of images that were like that, but neither einstein's or socrates' were like that. I, in fact, built the socrates wonder last night and weverything went fine. We'll see what happens with the rest.
      Yours in gaming,
      ~Luc

      Comment


      • I've downloaded the mod today, but on inspecting, surely the statue of liberty should cost something??? i mean it seems a bit out that it's free for Democracies
        Up The Millers

        Comment


        • I wouldn't download that file. It isn't acurate. There are many errors, including the one you mention. I am working on version 2.0 right now. That will fix all of those mistakes.
          Yours in gaming,
          ~Luc

          Comment


          • I've been thinking about some new wonders in a future version, but I don't want to over load the game. There are many techs that are empty, though, maybe a few wonders and some new buildings will help. Any ideas?

            Firstly, my spelling sucks so excuse the typos.

            I was thinking of adding as great wonders: the Sphinx, Taj Mahal, any others? And what should these do?


            And as small wonders Edmonton Mall (in Canada), Mt. Rushmore, any others? And what should these do?

            I was thinking of changing the effects of the School of Socrates, but to what?

            Any others that you guys think should change?
            Last edited by Elucidus; February 28, 2002, 21:29.
            Yours in gaming,
            ~Luc

            Comment


            • for the sphynx, perhaps something along the lines of added bonus to fighters ?
              I believe it was more or less what its purpose was in ancient times.
              but yea, added bonus to either attacking, or defending.
              with a small cultural advantage, since it is also of cultural significance.

              Taj Mahal..............
              no clu, I would have to look it up and refresh my memory on it more.

              you could do a tribute to the twin towers as a wonder, even tho it isnt really, but you could give it an added bonus of income ?
              or make it a small wonder.
              how about twin towers as a small wonder, and acts as another modern day forbidden palace ?
              (sorry, after all the things that happened due to this, its just my personal opinion for a tribute)

              mt rushmore....
              maybe a lessening of corruption in the local area ?
              but on a grander scale, like it effects 3 or 4 cities close to it ?

              Edmonton mall, same as wall street, but on a lesser scale.

              school of socrates....
              how about both a slight science output, and making 3 persons content in city which builds it ?

              I think that a small wonder, that allows you to build a specific unit in the cities which build them would be a good idea.
              like the riech, but on a much lesser scale, make the unit just a hair more powerful than other units in that time era, and also allow it the ability to upgrade, to yet another unit once the current one becomes obsolete ?
              all the units would be just a step above the units included with a game, not enough to imbalance them, they could still take serious damage, and you could limit it like the army, but even more, like a unit per 6 or 7 cities ?
              and of course, they could not join an army.


              one thing I miss alot is the howitzer, I loved using that in civ2, I would buld a sh*tload of them for conquering other civs.

              thats it !
              a wonder that allows you to build howitzers !
              with a really powerful bombardment and range, say like 4 - 5 squares, and a bombardment of 25+ ?
              a small wonder of course.
              also, as it did in civ2, ignores walls, and maybe can have the ability for precision[sp?] strikes ?

              Comment


              • I like the idea about requiring a small wonder to build the slightly better units. Some of your other ideas, though, I don't think are possible with the editor as it is now, but I will look into some of them. Thanks for the feedback.
                Yours in gaming,
                ~Luc

                Comment


                • heh, I guess I did go kinda overboard

                  I think like you do tho, that some of these ideas just arent possible with the editer the way it is, if it gets hightened maybe.

                  anything done to improve the game is great, so if most arent, and only one idea is, then you've done right by me

                  Comment


                  • Ooops, the mod I have right now, zips to over 2MB. Sorry about that. Maybe I'll have to trim it down.
                    Yours in gaming,
                    ~Luc

                    Comment


                    • 2.0A

                      This version is not fully tested. It was created from a fresh 1.17f BIC, though.

                      I am only making this download available for those individuals who want to help test it. I ran into only one error in testing so far and promptly fixed it, but more people are bound to find other things that need to be fixed.

                      If you are looking for a FULLY tested mod, I apologize, but you will have to find one elsewhere. If you don't mind running into a possible flaw or two and giving me a holler at my email address, I would be appreciative.

                      Thanks

                      Again in case you missed it the URL is:

                      http://www.geocities.com/elucidus_healfire/
                      Yours in gaming,
                      ~Luc

                      Comment


                      • Well I verified in testing that the governors use the new specialists automatically when they are discovered. So obsoleting the specialists may not be that big of an issue. I believe that to mean the opponent AI will use them efficiantly, as well.
                        Last edited by Elucidus; March 2, 2002, 01:19.
                        Yours in gaming,
                        ~Luc

                        Comment


                        • Ill test it out (of course )
                          DLed it tonite, Ill let you know how I/it does in a couple days

                          (it takes me a while to finish, as I cant spend as much time playing as Id like)

                          Comment


                          • Elucidus, I skipped through your readme, and there's quite some interesting stuff in it. I especially like the additional specialists.

                            Just one correction: The production numbers seem to translate in steps of 25% (1 = +25%, 2 = +50% etc.), therefore, '4' for the nuclear plant should mean +100%. (I haven't done much testing, but korn's blitz mod added a 'mill' with a production number of 1, and the effect was indeed +25% shields.)
                            "As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW

                            Comment


                            • That's what I had thought too, but Firaxis refers to 2 as 50% and 4 as 150%, that is where I got my info from. I have not tested it out just yet, though. I will let you know when I do.


                              EDIT: And a mill? Man, I was thinking of adding something like that. Oh well.
                              Last edited by Elucidus; March 2, 2002, 12:07.
                              Yours in gaming,
                              ~Luc

                              Comment


                              • Elucidus

                                i'm not sure about the nuclear plant, but the Iron Works is supposed to increase production by 100% and it's production value in the editor is 4 and the nuclear plant also has a production value of 4, so one or the other is a typo, and if i had to pick i would say it is the nuclear plant which really only adds in +100% and not in +150%, however if you count in its culmulative effect with the factory that is a 6 production value and +150%

                                Comment

                                Working...
                                X