I'll have a look at it on Wednesday, but if I can't fix it I don't see it as a huge deal.
Rebalancing Civ4: RtR Mod
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GrafvMonteDisco Wrote:Well I think there is nothing wrong in making espionage a little stronger since it affects all civs the same way. A lot depends on the percentage how powerful it will really be. And how would it work in no EP games? Could be fun to play but would require a complete redesign on the game mechanics.
I would consider it a bonus. You could vary the basic values. In a no espionage setting you would keep it the way it is now. In an espionage game you drop the basic known tech bonus and add the espionage bonus. One could even go so far to eliminate the basic bonus then.
All we basically need is another passive espionage mission like seeing graphes or research or you can just add a bonus when one of those milestones is reached. That would be the easiest way I guess. I don't know if that's a simple xml change or more complicated, but I guess T-Hawk can help us out here. Krill Wrote:I'll have a look at it on Wednesday, but if I can't fix it I don't see it as a huge deal. Not sure which of my posts you are referring to? The +1 health from AH I would consider important. The mouse-over thing is indeed unimportant. mh
"You have been struck down!" - Tales of Dwarf Fortress
--- "moby_harmless seeks thee not. It is thou, thou, that madly seekest him!" mostly_harmless Wrote:Not sure it is easily fixable, but when you mouse-over a pigs tile for example it tells you to research Animal Husbandry to get the pasture. Pasture is now at Hunting though. I tried this yesterday and it actually tells you to get hunting AND animal husbandry for resources that require either a pasture OR a camp. Just the order is different. Is that what you experienced too mh or is it different? mostly_harmless Wrote:Not sure which of my posts you are referring to? The +1 health from AH I would consider important. The mouse-over thing is indeed unimportant. I'm not entirely sure the health change can be fixed. If I try to move the CIV4BonusInfos.XML file over the mod crashes on loading. mostly_harmless Wrote:Not sure it is easily fixable, but when you mouse-over a pigs tile for example it tells you to research Animal Husbandry to get the pasture. Pasture is now at Hunting though. mostly_harmless Wrote:Pastured pigs (available with Hunting) do not provide +1 health in cities until AH is researched. This needs to be fixed. I assume this is the case for all resources related to pastures. Both are fixed now, thanks to Cyneheard...who I'm still getting to do most of the work, it seems. Krill Wrote:Both are fixed now, thanks to Cyneheard...who I'm still getting to do most of the work, it seems. Yeah, but you have the harder job of figuring out WHAT to do. Krill Wrote:Both are fixed now, thanks to Cyneheard...who I'm still getting to do most of the work, it seems. OK, here is the new version of the TT mod: http://dl.dropbox.com/u/24745121/RB%20mod%201.6TT.zip It also has a phased in known tech bonus. The known tech bonus stands at 0 at the start of the game, and raises to 50 once you know Paper, and increases again by 50 once you know SM, and once again at Corp for a maximum of 150. Cyneheard, if you could add the above to the first post I'd be grateful |