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  • #16
    Jesus!!!!! Cracker, about my mods, get off your soapbox and live with it.

    As for posting, fine, I'll be plain and boring and just post unmodded games from now on.

    Classify me all you want to I don't give a damn. BTW, I'll shove my behavior pattern you know where

    If I get banned for this..fine..I'm sick of being told by almighty cracker how to act around here about mods.

    Long live my mod!!!!!!!
    My Future Age-Snoopy's Terrain Mod
    My Future Age-European Terrain Mod
    My Future Age-Winter Terrain Mod
    All scenarios are from their respective terrains now allowing 24 civs and starting in the Future Age. Get them now for a great game!

    Comment


    • #17
      Originally posted by Knightblade pDM
      Jesus!!!!! Cracker, about my mods, get off your soapbox and live with it.

      If I get banned for this..fine..I'm sick of being told by almighty cracker how to act around here about mods.

      Long live my mod!!!!!!!
      Your not going to get banned for it. Cracker has no authority here anyway.

      It still bloody inconsiderate not to mention it.

      Comment


      • #18
        Look guys, I do grasp the concept of gameplay, tis the reason why I've won 4 in a row before this. The map generator created a god awful place and my workers(unautomated) kept getting run over by barbs. The only reason I lost was because I demanded that Cleo get out of my borders. I had no army whatsoever because I was trying to outborder Egypt via culture because I did not want to get into a war that early with her.

        As for my mod, if you guys want me to post it in the Files forum I will. I have to go through it again to remember just exactly what I've changed. It really wasn't much, just modded units and some general settings.

        Sorry about the outburst, but I'm just tired of being run over by people telling me what not to do in this game.
        My Future Age-Snoopy's Terrain Mod
        My Future Age-European Terrain Mod
        My Future Age-Winter Terrain Mod
        All scenarios are from their respective terrains now allowing 24 civs and starting in the Future Age. Get them now for a great game!

        Comment


        • #19
          Okay guys, my mod is now available for download if anyone wants to check it out and make whatever changes they feel necessary
          My Future Age-Snoopy's Terrain Mod
          My Future Age-European Terrain Mod
          My Future Age-Winter Terrain Mod
          All scenarios are from their respective terrains now allowing 24 civs and starting in the Future Age. Get them now for a great game!

          Comment


          • #20
            Knight those are part of the problem, but two things that are concerns is 1- you had ai units go through your land. This is a no no when you have unsettled areas as they tell everyone and want to send settlers in. 2- you have one civ all across your border and on your right flank. What this means is that you will have a huge front and be hard pressed to defend, when you want to trim them some. I would not have allowed them to get on my flank, if I can't stop it then I lose. I am not sure if the game could be save at the point you posted or not, but if it could it would require all towns to make units and time the attack asap. I did launch and razed 2 cities just to see what was what. I would have tried to run my cities from coast to coast and not allowed anyone to cross the border with all that land behind me. If you were seen as strong they would have not crossed it and you would not have to go to war (best). Then you could back fill at your own pace. No way would I have automated workers until RR's are nearly in place. The higher the level, the more you can not afford it.

            Comment


            • #21
              Knightblade,

              I don't mind edits, but if you are making changes from default that have a major impact on play, these should be noted when you first post your request for advice. It is both considerate to other posters and better use of all our time. None of us want to make a suggestion and then get it killed because we didn't know there were big changes in default settings. Note the issue is not changes from default, but rather not knowing up front.

              I would suggest revising your HP for units. Yes it is neat to have nice HP for vets and elites, but at the same time you are reducing the defensive bonuses of cities/town/etc. Is this really what you want? The game is already slightly schewed towards offense to keep game fun for player. Doubling the HP at first sounds like fun, but may hurt play.

              In some of my recent games I gave in to AI extortions because I was not ready to fight. It is hard to fight both culture and military at the same time. Key is to learn not to be trigger happy. Make the time of conflict when it is best for you.

              Why did you increase HP of military units? To reduce value of defenses or for other reasons?

              You might find my HP mod fun to play. I only increase the Elite by 1 HP. Reason is to give a bit more advantage to military experience by fire. I still lose a lot of elites, but I don't have to coddle them as if they were babies.

              Just don't give up posting, it is always interesting to hear a different approach to this game.

              -- PF

              Comment


              • #22
                Knightblade,

                Don't over react or miss the point.

                It's your game and its your life. Play both of them the way you want to.

                The only issue for me is the modifications that distort the way the game plays and then either ignoring them or deliberately ommiting them when you post the attention seeking threads. The difficulty level you play on and the mods you make to the game will impact game play, end of story. What you do in these situations may need to be different than in circumstances for a standard game on a different difficulty level.

                Nothing you post provides any indication that you really understand how the game plays and the crossover upgrade of swords to knights directly conflicts with this assessment. Not being able to remember what mods you have made and not keeping some sort of minimal readme file to help you decode these changes is also a strong negative indicator. You said it, not me.

                Your "mod" is probably a hodge podge of poorly tested and undr thoughtout changes that do not alter the gameplay in a coherent pattern. This is the nature of all the random scattershooting mod changes you see and read in the forums. It is not a black mark on your record at all, but it just reflects that most mod changes are crutches designed to compensate for short comings in the strategic play skills of one person or another. It's hard to define a well thought out modification to features of the standard game and still pretend that the game will play well. The AI opponents just cannot incorporate 9 out of 10 of all the proposed changes.

                All that said, mod away to your hearts content. You will then have a different game that you might like better. This will move you away from games where you can emphasize the human side of the game by comparing results with others and seeking new challenges. Any dunderhead can mod the game to make nukes available from turn 2 of the game at the cost of a worker and then you can just slam away at all your opponents until the world bleeds orange if that's all your after.

                Comment


                • #23
                  Yes indeed vmxa, I went back into the autosaves before the war and did things a little bit differently. I knew that was a bad game from the get go and I guess I was still up in the clouds about the earlier domination win that I had with the Persians. You're right, that was a massive front line, mostly due to the fact of the war with Hiawatha. My cities were too spread out and my empire was just everywhere. Cities undefended, not enough military..ugh what a horrible game.

                  I've already started a new game, unmodded with the Romans on a standard/8 Civ/Full Random/Regent map. My nearest enemies are Japan, Egypt and the Zulu. I'm six techs ahead of everyone else, it's not even 400 BC yet. I have the strongest military and the largest empire, roads are built everywhere. I have 11 cities and all are flourishing.

                  But I will be starting a game with my mod(check sig ) tonight to see how good I do. I always try to keep two unmodded games and two modded games going at one time so I learn faster

                  But I have learned A LOT from you guys. I just won four in a row which I've never done before thanks to cracker's and Theseus' advice. The problem with me is that I modded the game two weeks after I bought it(saw a mod somewhere that I wanted to try) even before learning the default rules. That led to me removing the game out of frustration. But now this is the only thing I play, so I've gotten better. My mod is available now(took out the swordsmen--->Knight upgrade) so if you guys want to get the idea of what I'm doin, go get it

                  Thanks everyone. I just have a tendency to over-react when I feel I'm being belittled or insulted LOL
                  My Future Age-Snoopy's Terrain Mod
                  My Future Age-European Terrain Mod
                  My Future Age-Winter Terrain Mod
                  All scenarios are from their respective terrains now allowing 24 civs and starting in the Future Age. Get them now for a great game!

                  Comment


                  • #24
                    About the HP, I see a lot of mods that go up to 10 HPs for Elites and had the people say it doesn't affect gameplay or unbalance defensive bonuses. So I figured why not give it a try yanno? So, I put it up to 2, 4, 6, 8 accordingly. I did lose a lot of elites, but not as many with the default system. Do you think I should just reset it?
                    My Future Age-Snoopy's Terrain Mod
                    My Future Age-European Terrain Mod
                    My Future Age-Winter Terrain Mod
                    All scenarios are from their respective terrains now allowing 24 civs and starting in the Future Age. Get them now for a great game!

                    Comment


                    • #25
                      Originally posted by Knightblade pDM
                      About the HP, I see a lot of mods that go up to 10 HPs for Elites and had the people say it doesn't affect gameplay or unbalance defensive bonuses. So I figured why not give it a try yanno? So, I put it up to 2, 4, 6, 8 accordingly. I did lose a lot of elites, but not as many with the default system. Do you think I should just reset it?
                      I also have seen a lot of variation on forums. I tried one game with 2-4-6-8, and it changed the ancient era warfare so much I didn't care for it. I quit the game early. I play with 1.2.3.5 so there is a real advantage in creating elite units. Of course I hate seeing AI elites coming to my vets. Just like the way it makes me pay attention to the experience of units. When I play without the elite bonus of 1HP, warfare becomes much more of a raw number vs number game.

                      I would just suggest give it a try. If you don't like it, reset. But since you like editing units HP, thought you might enjoy this variation of the game.

                      -- PF

                      Comment


                      • #26
                        Thanks PF, I will give it a try.
                        My Future Age-Snoopy's Terrain Mod
                        My Future Age-European Terrain Mod
                        My Future Age-Winter Terrain Mod
                        All scenarios are from their respective terrains now allowing 24 civs and starting in the Future Age. Get them now for a great game!

                        Comment

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