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I have to agree with Krill: out-of-game diplomacy really has to be enforced out-of-game. 10t forced peace deals are the only thing that the game was built to handle, and if you want to make sure that those stay up, you can write the constant 1g demand requirements into the NAP.
And the coding would be absurdly complicated if you wanted a variable-length NAP (even just a "This NAP lasts until T150" type of thing requires a lot of User Interface work, which as far as I understand isn't something that T-Hawk has tried to figure out, and is beyond my abilities).
Posts: 23,450
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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
December 18th, 2011, 06:16
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Is the mod still under development? If so, are there plans to try to balance corporations?
December 18th, 2011, 08:03
Posts: 5,635
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Joined: Apr 2009
I've not really thought about it for months, and I'm not sure Krill has, either. Everything we have works properly, and we did take a stab at corps balancing that ended up not happening.
December 18th, 2011, 22:01
Posts: 23,450
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I think once PBEM20 has finished that I'll take another stab at fixing the late game and maybe one or two other things, but FWIW I think it's most finished. Just stuff like Internet, SoZ etc.
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
December 19th, 2011, 02:09
Posts: 83
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Joined: May 2010
Another fix you could make is correct the turn number on chopping on quick speed so that it becomes a 2 turn action like it is supposed to be. It is probably just one number that has to be changed. if all the turns are calculated as 66% of the number of turns needed on normal than 67% should do the trick. Oh and maybe you could add double speed aqueducts to expansive since it is a pretty expensive building but noboby usually builds it but there are a lot of unique buildings that could come to more use more often that way.
December 19th, 2011, 04:04
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Agreed with the first, some of the rounding is incredibly weird. In base BTS, quick speed nerfs chops and buffs whips (because you can spend a greater fraction of your turns with only whip anger for the same amount of excess happy cap). If you're nerfing whips in general, it's probably worth fixing that issue with chops. Hell, even FFH does it.
Disagree with the latter, as EXP is a baller trait already.
December 19th, 2011, 11:57
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Except EXP is not a baller trait in Krill's mod.
December 19th, 2011, 12:16
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If not for exp then it is at least worth giving the double speed on aqueducts to SOME trait. But since EXP lost cheap granaries and they get the health bonuses all the time i figured it would fit in there. But maybe there are other traits that deserve a little buff like that.
December 19th, 2011, 12:20
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I agree it'd be nice on Expansive. Maybe lower the worker and workboat bonuses a tiny bit to compensate, if it's currently considered a strong pick.
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