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Rebalancing Civ4: RtR Mod

Modest proposal on the EP: Just return the national unit limitation to spies.
If only you and me and dead people know hex, then only deaf people know hex.

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No.

Quote:Destroy Improvement - ruin SS/CV
Destroy Building - ruin SS/CV
Destroy Project - ruin SS/CV
Destroy Production - ruin SS/CV
Steal Treasury - Does what precisely?
Insert Culture - Troll CV win method
Poison Water - ruin SS/CV
Ferment Unhappiness - ruin SS/CV
City Revolt - ruin SS/CV
Buy Tech - KTB was rebuilt to allow people get a tech lead to a certain extent and win wars. This screws that up.
Switch Civic - Broken
Switch Religion - Broken

Active missions will not be reintroduced to screw up with victory conditions. Reducing who wins a close game down to who gets a lucky RNG roll on a spy mission is bullshit, even or perhaps especially if hte number of spies are limited.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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(August 17th, 2015, 09:38)Krill Wrote: No.

Quote:Destroy Improvement - ruin SS/CV
Destroy Building - ruin SS/CV
Destroy Project - ruin SS/CV
Destroy Production - ruin SS/CV
Steal Treasury - Does what precisely?
Insert Culture - Troll CV win method
Poison Water - ruin SS/CV
Ferment Unhappiness - ruin SS/CV
City Revolt - ruin SS/CV
Buy Tech - KTB was rebuilt to allow people get a tech lead to a certain extent and win wars. This screws that up.
Switch Civic - Broken
Switch Religion - Broken

Active missions will not be reintroduced to screw up with victory conditions. Reducing who wins a close game down to who gets a lucky RNG roll on a spy mission is bullshit, even or perhaps especially if hte number of spies are limited.
War - ruin SS/CV

Military should be removed to prevent it from screwing up victory conditions neenerneener

If the problem is the RNG, remove it and modify the costs to the current average (or whatever increase you think is necessary). If the problem is the lack of counterplay, add some (make a weaker defense building to go along with courthouses, add defense to an underused civic).
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Did anyone mention that 'paya and spaceship parts both have 100% production boosters still?
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I fixed paya back in 2.0.7.4 iirc and the space ship stuff was never changed on purpose as they aren't wonders.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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I've played a couple of really fun games on BRick's 34 civ pangaea with 3.0.0.3. I didn't dislike the changes I thought I would (Quays, HE needing a Colosseum and the extra specialist slots) but I hated unpillageable villages and towns. Not for offensive reasons, but when I wanted to re-purpose a city with my workers I didn't see why they couldn't build something else on top.
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Who did you play as? How did the world turn out?
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JC on emperor and Nappy on Deity. Stopped both games around Sci Meth when I'd eaten at least four opponents and got double the score of second place twirl

My strategy was to pick a civ in Europe, weather the initial onslaught and then claim you can beat Deity! (Probably helps that I started with all the food techs and Archery and didn't feel like removing them...) I'm having a go with Genghis now to see if it's as easy in the more barren areas.
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I imagine that finding towns all over the place due to AI stupidity is going to cause more aggravation than when you conquer humans due to more sane tile improvement locations.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Through Python, it's straightforward enough to make it effectively so that you can build over Towns with your own tile improvements, but not pillage them during war. In CvEventManager.py, you could add on to onUnitPillage to replace pillaged Towns and perhaps reduce the amount of pillage gold received.

Alternatively, using just the XML, you could make Villages pillage into Villages and Towns pillage into Towns. This would still require some tweaking of pillage gold to prevent potential abuse, though.
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