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Rebalancing Civ4: RtR Mod

Krill Wrote:but that basically requires either the removal of a current game option

"City Flipping After Conquest" ? I don't think anybody has ever used that in the entire history of Civ 4. smile
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T-hawk, if you'll do it, I'll condone it. K?

If it was good enough for Moses...
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'm traveling at the moment, will think about that come next week. You want to turn the option into Don't Show Scores or something like that? What needs to be coded, just don't show the numbers on the scoreboard in that case? Any other info leakage to patch, like the demo screen or graphs or anything?
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Need to think about that, will pot tomorrow. All post explaining thoughts will be greatly appreciated etc etc wink
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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Don't lift the code I created for pbem4 ... there was a fatal bug in there somewhere that I never found. I think it has something to do with returning a score (or value) of zero and thus it couldn't work out the y-axis for the charts.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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NoScore2 removes the score for everything except techs. You get 1pt for having your first tech, and 1 more when you reach future tech 1. It also disables the demographics screen completely.

So in practice everyone has a score of 1 for the entire game.

I'll look tonight for the info on the change, the discussion is somewhere on Tactical Gamer civ forum. Originally NoScore gave you 1pt per wonder (including your palace), but someone worked out the NoScoreV2 1pt version. Munro possibly?

Setting the score to zero caused strange issues. Since we were just making XML changes, we couldn't just hide it. 1pt proved to be a good option anyway.

Edit, found v2 (with 1pt scores)
http://forums.civfanatics.com/attachment...1256107148
Specifically, it's in GlobalDefinesAlt.xml in that file. If I'm reading it correctly, you get 2pts for having all the techs, and 99.999% of 2 (rounded to 1) for having any part of the techs.

,?xml version="1.0"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Tim McCracken (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Global Defines -->
<Civ4Defines xmlns="x-schema:CIV4GlobalDefinesSchema.xml">
<Define>
<DefineName>TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER</DefineName>
<iDefineIntVal>100</iDefineIntVal>
</Define>
<Define>
<DefineName>SCORE_POPULATION_FACTOR</DefineName>
<!--Score you get if you have the 'maximum' population possible on the current map-->
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>SCORE_LAND_FACTOR</DefineName>
<!--Score you get if you have all the land on the current map-->
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>SCORE_WONDER_FACTOR</DefineName>
<!--Score you get if you have all the wonders-->
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>SCORE_TECH_FACTOR</DefineName>
<!--Score you get if you have all the techs-->
<iDefineIntVal>2</iDefineIntVal>
</Define>
<Define>
<DefineName>SCORE_FREE_PERCENT</DefineName>
<!--Percentage of the maximum score you get for free-->
<iDefineIntVal>99999</iDefineIntVal>
</Define>
<Define>
<DefineName>SCORE_VICTORY_PERCENT</DefineName>
<!--Percentage of your score that gets added if you win the game-->
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>SCORE_HANDICAP_PERCENT_OFFSET</DefineName>
<!--Offset to the score handicap modifier-->
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>SCORE_HANDICAP_PERCENT_PER</DefineName>
<!--The amount of the score modifier per handicap level-->
<iDefineIntVal>0</iDefineIntVal>
</Define>
</Civ4Defines>
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Elkad Wrote:NoScore2
be careful with that - that mod does other stuff too ... IIRC:
  • restricts hut techs to first 2 columns
  • bumps the known tech bonus
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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ROFL.
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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We found a changelog errors in the Poppable techs section:
Masonry, Writing, and Priesthood can also be popped. That restricts hut pops to "cheap" techs that don't include the 3 religious techs. The mod itself is unchanged, we just had not recorded this properly in the changelog.

RB Mod v2.0.1

Change log 2.0.1

Traits:

Financial: +1 commerce on all non-river tiles that have 2+ commerce. +100% production of banks. Remember: A Golden Age cannot trigger Financial's bonus yield (as in the base game).
Expansive: No longer gets double-speed granaries, but gets double-speed grocers. +35% Worker Production, +35% work boat production.
Creative: Loses cheap Libs, still has +2 culture per city, half price theatres, Colosseums.
Charismatic: +2 happiness, but no longer gets +1 happy from Monuments.
Protective: Plus double-speed granaries, but loses double speed castles and drill 1 on archery and gunpowder units.
Imperialistic: Double-speed Custom Houses (At least this gives Imp something on water maps. For flavor, Custom Houses are very mercantile, which is what 17th century Imperialism was). +60% Settler Production.
Organized: Gains double speed libraries.


Civs:

Rebalancing:
Inca: Terraces now give +1 culture, Quechua loses combat 1.
Byzantium: Cataphracts are 11 strength.
Khmer: Ballista Elephants are 8 str, +50% vs. Mounted units, +25% vs. Knights, and still target Mounteds outside of a city (this buff was to make them better than regular WE against their nemesis, Knights).
Sumeria: Vultures now get +30% vs. Melee.
India: The Fast Worker is now 2 moves, but starts with Mobility (-1 Terrain Movement Costs), and now starts with Mysticism/Wheel, instead of Mysticism/Mining (slower start).
Celts: Dun now gives G2, not G1.
Portugal: Feitoria now costs 120h, from 180h.
Rome: Preat S7. Forum increased to +35% GPP generation.
Persia: Immortal is now a S5 spear replacement.
Carthage: Cothon decreased to 80 hammers. Numidian cav increased to S6, C1, loses melee bonus and F1 (and innate retreat chance).
France: Salon +1 free spec, -1 artist.
Germany: UU is now the Kanone, a cannon but costs 80h (down from 100h).
US: UU: Minuteman, Rifle replacement, starts with Guerilla 1, Woodsman 1. UB: Mall, Grocer replacement, +1 happy from deer, sugar, Hit (Musical, Movie, Single).
Japan: UB: Pagoda: Observatory replacement, +10% hammers.


Civics:

Police State: Now Medium Cost (down from High).
Vassalage: Now provides free support for military units as well (meaning Pacifism is cheaper), and is Medium Upkeep.
Slavery: 30h for the 1st pop, 20h for the 2nd pop and subsequent pops. So, 30/50/70/90. On Quick speed, that's 20/33/46/60.
Serfdom: +75% Worker Speed, +1h for Watermills and Windmills.
Free Market: No longer provides -25% Corporate Costs. Now provides +25% Trade Route Yield.
Environmentalism: No longer provides +25% Corporate Costs, or +2 commerce to windmills. Provides +1 gold per specialist, +1c to farms and pastures, +2c to forest preserves, and Low upkeep. Swapped with Free Speech. Now available at Liberalism.
Free Speech: Now High Upkeep, swapped with Environmentalism. Now available at Scientific Method.


Wonders:

Rushmore: Now -50% WW (from -25%).
Red Cross: 200h.
West Point: 550h, +5XP. Now requires a lvl 5 unit (17XP/13XP for Charismatic).
Great Lighthouse: Now +1 trade route instead of +2 trade routes, enabled at Masonry, but needs lighthouse and Sailing (no functional change in the tech requirements but makes F6 look less cluttered).
SoZ: no WW effect. Now +3XP, 200 hammers, no building prerequisites.
Cristo: +200% SPI production, -50% Anarchy instead of -100%.
The Internet: now a wonder. 2k cost, +15% beakers in every city. No longer a project
SDI: No longer intercepts nukes (irrelevant as nukes no longer).


Base unit changes:

War Elephants: now 7 str, +50% vs. Mounted units, and +25% vs. Knights.
SAM Infantry: 75% interception chance (up form 40%)
Mobile SAM: 80% interception chance (up from 50%). No longer requires Oil.
Destroyer: now enabled at Artillery (not Combustion) (requires Oil OR Uranium)
Transport: now enabled at Artillery (not Combustion) (requires Oil OR Uranium)
Mobile Artillery: can now load guided Missiles and Tac Nukes (as Submarines and Missile Cruisers do). No longer require oil.
Gunships decreased to 3 moves.
Scouts: Enabled at Animal Husbandry, NOT Hunting.


ICBM: No longer unlimited range, but long enough so that they will out distance your army and navy easily, and they can be rebased. Loses the nuke tag. Does not need Manhattern project to be built.
  • iCost: 900h
  • iAirCombatLimit: 75
  • iAirCombat: 160
  • iCollateralDamageLimit: 75%
  • iCollateralDamageMaxUnits: 12
  • iAirRange: 36

Tactical Nukes: no longer nukes according to the code, now S80 1shot units that can bombard units, cause collateral damage to 5 units, cannot be intercepted. Cost 300 hammers. Loses the nuke tag. Does not need Manhattern project to be built. Full list of changes:
  • iCost: 300h
  • iAirCombatLimit: 75
  • iAirCombat: 80
  • iCollateralDamageLimit: 75%
  • iCollateralDamageMaxUnits: 5
  • iAirRange: 4

Guided Missiles: can bombard units, tiles and cultural defence, cause collateral damage to 2 units, cannot be intercepted. Cost 75 hammers. Full list of changes (underline means original stat, for comparison):
  • iCost: 75h
  • iBombRate: 16
  • iAirCombatLimit: 75
  • iAirCombat: 40
  • iCollateralDamage: 100
  • iCollateralDamageLimit: 50%
  • iCollateralDamageMaxUnits: 1
  • iAirRange: 4

Flanking:
Horse Archer (and replacements): do 50% flanking damage to Catapults and Trebuchet.
Knight (and replacements): do 50% flanking damage to Catapults and Trebuchet.
Cuirassier (and replacements): do 50% flanking damage to Catapults and Trebuchet and Cannon.
Cavalry (and replacements): do 50% flanking damage to Catapults and Trebuchet and Cannon.
Gunships: do 50% flanking damage to Cannon, Artillery and Trebuchet.

Buildings:

Jails: now -50% War Weariness.
Castles (and replacement UB): no longer decrease bombardment rate of catapults or trebuchets.
Barracks: increased cost to 60 hammers, +1 culture.

Technology:

Hunting: enables pastures, cost increased by 50% from 40 to 60. No longer enables camps.
Animal Husbandry: enables camps, and scouts. No longer enables pastures.
Archery: base tech cost decreased by two thirds, from 60 to 40


Espionage:

Switch Civic and Switch Religion now require Future Tech.
Spies now spawn with "Secretive", and cannot see tiles except the one they're standing on.
The No Espionage game option now works properly:
  • GSpy points are converted into Great Merchant points.
  • Espionage no longer gets converted into culture.
  • Cultural expansion now happens at normal values.
  • Spies cannot be built.
  • Graphs are always visible on contact.


Tile Changes:

Watermills: +1 base hammers, no longer receives +1h at Rep Parts.
Workshops: +1 base hammers, no longer receives +1h at Chemistry.
Mines: +1h at Rep Parts.
Whaling Boats: Enabled at Sailing, not Optics. Otherwise unchanged.
Oil Wells: Now requires 3t on Normal speed (instead of 10t).


Game Mechanics:

The Draft: Rifles now cost 2 pop to draft. A city must now end a draft at size 7 instead of size 5 (So size 9 to draft a rifle, size 8 to draft a musket).
Corporations: Completely removed from the game.
Culture Victory: 33K, 50K, 75K, 150K on Quick/Normal/Epic/Marathon.


Miscellaneous:

Coastal Blockade now has a range of 1 square around the blockader, instead of 3 squares
AP Resolutions: Declare War (on a non-member), Force Peace (between two members), and Assign City are no longer eligible resolution actions.
Fail-gold: You never get fail-gold if you also completed the wonder somewhere else (so no National Wonder fail-gold, or doubling up on a wonder to guarantee yourself a paycheck. The game still informs you that you received "0 gold" from your hammers).
Hut techs: Can only gain techs from the first two rows of the tech screen
Fishing, Sailing, Wheel, Pottery, Agriculture, Animal Husbandry, Hunting, Archery, Mysticism, Mining, Bronze Working, Writing, Masonry, Priesthood.

Addendum: These changes are only present in the Tech Trading version of the mod.

Tech Trading:
Known Tech Bonus changed to 50 (up from 30), enabled by Tech Trading (so there is no Known Tech Bonus until you research Paper)
Alphabet no longer enables tech trading, allows Open Borders
Writing enables Map trading, no longer enables OB
Paper enables Tech trading, no longer enables Map Trading. Requires Metal Casting, Literature and Code of Laws as mandatory prerequisites.
Corporation enables Tech Trading (and increases Known Tech Bonus by 50%)
Scientific Method enables Tech Trading (and increases Known Tech Bonus by 50%)
Cost of Education, Gunpowder, Printing Press and Nationalism increased by 50%
Cost of all subsequent techs increased by 100%
Techs prior to Paper in the tech tree can no longer be traded:
The untradeable techs are as follows: Fishing, The Wheel, Agriculture, Hunting, Mysticism, Mining, Sailing, Pottery, Animal Husbandry, Archery, Meditation, Polytheism, Masonry, Horseback Riding, Priesthood, Monotheism, Bronze Working, Writing, Metal Casting, Iron Working, Aesthetics, Mathematics, Alphabet, Monarchy, Compass, Literature, Calendar, Construction, Currency, Machinery, Drama, Engineering, Code of Laws, Feudalism, Optics, Music, Philosophy, Civil Service, Theology, Divine Right, Paper, Guilds, Banking
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I mentioned it to Krill, but you should add "does not enable scouts" to Hunting, just for clarity.
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