for the science values ... you might want to take a peek at the gamefiles I edited..
I scaled the upgrades 4x ancient age 8x for mideval 16x modern, 32x digital, and 64x for diamond...
sounds wacky yes, but it actually works out.. trust me I've played it through many times against the computer, and it allows on avg, about 150-250 turns for fighting between ages, and makes the production and use of troops in MASSES MUCH MUCH MUCH more prominent..
basically... I scaled it 2x/per age over the 2x inital to almost make it un-wanted to advance an age early on... it gives you a BIG boost (namely because of the cityexpansion I was running upgrading the villages) but it seriously would hurt you on the ability to produce various troops, and buildings while you ran for a higher tech base.
I also balanced the city expansion mod quite a bit... as for running up ages on ages alone would more than double your science/gold/production outputs... now its about a 100% -> 120% difference
also took off the part of the citymod that gave a defense bonus for placing troops in the villages.. yes they still heal each turn however... I'm working on finding that part and removing it too..
I'm not encouraging you guys to use the citymod... but its simple to input the one slic file, and copy the 120~ lines at the bottom of the cx_tileimp text into the tileimp.txt file...
with the tile improvements costing 2/3/4 times the cost to place... the free villages with a bonus of production and commerce at a slight cost on food... will be a big bonus thats cheaper than building direct improvements, and pillaging them reduces the tile to 0/0/0 and makes the villages of your towns a BIG PART to defend
I know you guys pulled off the goodie huts, and yes I understand because its a RACE to go get them and get technology/cities free from them first....
but I made them a little more dangerous to dig in... bout 75% of the time (scaled on diff level) you will find LOTS of barbarians in the huts, that are of a harder skill level, not as hard as say your best units no... but yes they will decimate a single troop digging in a hut HOPING to find a technology advance.... since the huts are as DANGEROUS to open as they are..... I left the chances for cities the same, reduced science adv. chances (because science is so expensive) and about 10x'd the gold findings.... so rather than find 320 gold ( YAY ) you find like 4500 or so gold enough to build a city advance or two..
basically what I had done was,
a- made technology more of a "what can help me the most NOW" decision than a "what do I want now eenie meenie miney mo" decision... and on larger maps the massive scaled increase on science requirements will work even better because of the gigantic empires...
b- incorporate the cityexpansion mod (scaled down about 75% on the tile bonuses, and set the villages to actually have a difference on output depending on the tile they are placed on, so villages on plains are more production than villages on grassland, but the grassland has more food.)
c- Made the huts less of a race to find, more of a challenge to take
I'm gonna look over the files you guys had attached to hide the graphs I LIKE that idea... and figure out how to incorporate it with my stuff
btw... Maq has the zip of files and they are posted in the "deathstar is a cheater" thread... urgh... hate to refrence that.. but that is where they are...
if you wanna play around with them, there's a savegame there too... just look past the 8.9million gold and **** he had... (damn cheater)
I scaled the upgrades 4x ancient age 8x for mideval 16x modern, 32x digital, and 64x for diamond...
sounds wacky yes, but it actually works out.. trust me I've played it through many times against the computer, and it allows on avg, about 150-250 turns for fighting between ages, and makes the production and use of troops in MASSES MUCH MUCH MUCH more prominent..
basically... I scaled it 2x/per age over the 2x inital to almost make it un-wanted to advance an age early on... it gives you a BIG boost (namely because of the cityexpansion I was running upgrading the villages) but it seriously would hurt you on the ability to produce various troops, and buildings while you ran for a higher tech base.
I also balanced the city expansion mod quite a bit... as for running up ages on ages alone would more than double your science/gold/production outputs... now its about a 100% -> 120% difference
also took off the part of the citymod that gave a defense bonus for placing troops in the villages.. yes they still heal each turn however... I'm working on finding that part and removing it too..
I'm not encouraging you guys to use the citymod... but its simple to input the one slic file, and copy the 120~ lines at the bottom of the cx_tileimp text into the tileimp.txt file...
with the tile improvements costing 2/3/4 times the cost to place... the free villages with a bonus of production and commerce at a slight cost on food... will be a big bonus thats cheaper than building direct improvements, and pillaging them reduces the tile to 0/0/0 and makes the villages of your towns a BIG PART to defend
I know you guys pulled off the goodie huts, and yes I understand because its a RACE to go get them and get technology/cities free from them first....
but I made them a little more dangerous to dig in... bout 75% of the time (scaled on diff level) you will find LOTS of barbarians in the huts, that are of a harder skill level, not as hard as say your best units no... but yes they will decimate a single troop digging in a hut HOPING to find a technology advance.... since the huts are as DANGEROUS to open as they are..... I left the chances for cities the same, reduced science adv. chances (because science is so expensive) and about 10x'd the gold findings.... so rather than find 320 gold ( YAY ) you find like 4500 or so gold enough to build a city advance or two..
basically what I had done was,
a- made technology more of a "what can help me the most NOW" decision than a "what do I want now eenie meenie miney mo" decision... and on larger maps the massive scaled increase on science requirements will work even better because of the gigantic empires...
b- incorporate the cityexpansion mod (scaled down about 75% on the tile bonuses, and set the villages to actually have a difference on output depending on the tile they are placed on, so villages on plains are more production than villages on grassland, but the grassland has more food.)
c- Made the huts less of a race to find, more of a challenge to take
I'm gonna look over the files you guys had attached to hide the graphs I LIKE that idea... and figure out how to incorporate it with my stuff
btw... Maq has the zip of files and they are posted in the "deathstar is a cheater" thread... urgh... hate to refrence that.. but that is where they are...
if you wanna play around with them, there's a savegame there too... just look past the 8.9million gold and **** he had... (damn cheater)
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