Are both computers the same version of windows? I wonder if it is installed in a different path and messing it up that way.
Rebalancing Civ4: RtR Mod
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http://dl.dropbox.com/u/24745121/PBEM16mod.rar
that's the link to the mod I use to open the save, so it should be the right one.
Thanks all for your efforts.
In the end I got it working. Tried many thing, doublechecked on an older laptop with different OS. I completely reinstalled three times. Now it works. Even used the Mod version from my normal machine. I just cannot say what it made it work in the end. Computers, mh
"You have been struck down!" - Tales of Dwarf Fortress
--- "moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
There are a few suggested changes I've been working on the past few weeks:
Suggested Changes: This basically means that you don't have to start with Agri or Hunting to get to pastures before a worker can get built. It makes all food techs accessible from the start of the game. Makes it feasible to catch up in tech regardless of if tech trading is on or not. Makes tech trading viable as well, don't need it to catch up if you can actually put together a decent tech pace. Krill Wrote:Makes it feasible to catch up in tech regardless of if tech trading is on or not. Makes tech trading viable as well, don't need it to catch up if you can actually put together a decent tech pace. Doesn't that almost make GNP/Financial too useless? Seems like the game would solely be about production capacity as you would benefit even more by massive expansion, saving cash, and then blowing it all to catch up in tech due to the massive known tech boni.
Completed: SG2-Wonders or Else!; SG3-Monarch Can't Hold Me; WW3-Surviving Wolf; PBEM3-Replacement for Timmy of Khmer; PBEM11-Screwed Up Huayna Capac of Zulu; PBEM19-GES, Roland & Friends (Mansa of Egypt); SG4-Immortality Scares Me
Gold Ergo Sum Wrote:Doesn't that almost make GNP/Financial too useless? Seems like the game would solely be about production capacity as you would benefit even more by massive expansion, saving cash, and then blowing it all to catch up in tech due to the massive known tech boni. The bonus is always there with Fin though, you just have to change tile improvements. Windmills, watermills, there are ways to still use FIN. US isn't far away (Nationalism/Constitution/Democracy). You do make a fair point though, that the game would get moved towards production. But is that a bad thing? Currently the cost of techs increase, but bpt increases a hell of a lot faster. PBEM4 (and other) gives a fair description of just how fast you can tech, and I'm pretty sure it should be slower than that. Only ways we have of increasing tech costs are world size and Difficulty, which have other effects that either make them unsuitable and/or unfun. While I'd appreciate a separate method of altering tech costs its considered unfeasible to implement such a method, and I don't see a blanket increase with a method of helping backwards civs catch up a disadvantage. What if you are a FIN civ that is trying to catch up with an EXP/IMP snowball civ?
I just feel like games at RB are already essentially only about expansion. While I wouldn't want to penalize expansion too hard, as empire is the name of the game, it should be feasible to crash your economy to the point where you are totally boned--some penalty for overexpansion. If you do that with the tech boni, I don't see any disadvantage at all. As is, there is just barely a negative cost to overexpansion--as seen by the fact that all the best players just expand as fast as possible, with disregard to tech rate early.
Completed: SG2-Wonders or Else!; SG3-Monarch Can't Hold Me; WW3-Surviving Wolf; PBEM3-Replacement for Timmy of Khmer; PBEM11-Screwed Up Huayna Capac of Zulu; PBEM19-GES, Roland & Friends (Mansa of Egypt); SG4-Immortality Scares Me
Gold Ergo Sum Wrote:I just feel like games at RB are already essentially only about expansion. While I wouldn't want to penalize expansion too hard, as empire is the name of the game, it should be feasible to crash your economy to the point where you are totally boned--some penalty for overexpansion. If you do that with the tech boni, I don't see any disadvantage at all. As is, there is just barely a negative cost to overexpansion--as seen by the fact that all the best players just expand as fast as possible, with disregard to tech rate early. The game is always about expansion where ever you play it. You eXplore, You eXpand, you eXploit, you eXterminate. That's what the game is about. In CIV the way that works out is you explore with your starting unit, you build a worker and expand out to 4 cities. From here is where you start to crash your economy, if you continue to expand without sufficient cottages you crush your tech pace. But you expand some more and keep your tech pace up, that's the balancing act. The reason you don't see most people here crash and burn is because we understand how to not screw that up. Now, here's the point with the tech cost increase. It kicks in after Paper, so everyone has plenty of time to screw up their economy. For instance, tech trading would only be starting to kick in now, so all of the previous game play wouldn't change (well, beyond the changes already made). Now, the point about expansion rates basically won't change no matter what we do. You can explore fast enough with just a starting warrior that you do not need any more military units while you work the diplomacy. Nada. None. PBEM2, I built something like 90 hammers worth of military units (including galleys to settle island cities) and over 2000 hammers of everything else, simply because of the map layout, and all that took was 1 short NAP with one player. But that's down to the map. Other games (PBEM16 :rolleyes you need to build military, and you can't expand across the map unhindered. That is down to the diplomacy in and out of game. Now, I'll be the first person to call NAPs trash, because they are the main problem here. If you have to defend you cities, build a sentry net, add flexibility to plans and run the risk of being caught with your pants down (rego et al, PB2) then you definitely don't spend most of the early game expanding with no back up. Is there a solution to this? Not without removing all in and out of game diplomacy, allowing only contact through the diplomacy screen. Now, that idea would make for an interesting game, but that is something that would have to be written down and isn't something that would be included inside a mod, but be it's own separate rulebook.
One other thing to consider would be a 35% production bonus to EXP work boats. EXP got nerfed a little hard, this might be enough to make it a pretty decent trait, but not broken.
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