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Realms Beyond Balance Mod for Civ6

{Snipped for reworking, why do tables summon Zalgo?}
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Ok here's a quick list of what I'm working on now and a rehash of some items I mentioned before that could use some input other than "Grot flipped a coinmade an executive decision"

Replacing NUM_UNDER_AVG_PLUS_TECH with GAME_PROGRESS does not change the "best of tech/civic progress" part of the formula. What it does do is kill off the district discounting mechanism. Voting to change it back. It's a confusing mechanic at first but I think it's worth keeping around.

Found a mechanism to update Chop scaling in-line with Districts (starts at same cost, increases at half the rate of base game). It's a Global Parameter titled GAME_COST_ESCALATION so it may have other side effects. The only hit from searching the game files is the Alexander Scenario reducing this value from 1000 to 100. So the extent of its application remains hidden in the game code. Can anyone think of other things that could scale with that? The tech and civic costs are all hardcoded, units and districts and projects have their scaling formulas defined... Maybe Great People? I'll have to check that one.

Speaking of, going to try and knock out the GPP doubling. One of the mod additions is for specialists to generate GPPs but the game engine has a bug and doubles the value assigned (and it won't accept 1/2 as a pre-doubling value). The alternatives would be to take out the specialist GPPs for the first trial or to just run with 2GPP per turn per specialist.

Having Roads break down into thirds is janky. We can either live with Ranged units being able to exploit the leftover 0.01-0.02 movement, revert it back to standard roads, or possibly retool it to a different, rational, fraction. The current progression is:
  • Era              | Base Game | Mod
  • Ancient        | 1                | 1 + Bridges
  • Medieval       | Bridges       | 0.75
  • Renaissance | No Change | 0.66
  • Industrial      | 0.75           | 0.5
  • Modern        | 0.5             | No Change
Some minor cost reassessment on few UUs: Samurai and Berserkers got reduced in a patch. Voting to update the cost to key off the updated value since MilTac units need all the love they can get. Also voting for the minor reduction in the U-Boat's cost since late-game UUs could also use whatever they can get.

Another mod feature is that most District buildings give +25% to their respective yields. HS, Campus, CH, & TS. Encampment buildings give War Weariness reduction. My proposal is to try and make Harbor buildings give +25% gold if the same tier CH building does not exist, much like how either-but-not-both Districts provide a trade route. Alternatives: Harbors get nothing, or disable the other Districts' bonuses for the 1st trial game.

Let's see... I think that's it for now. Possibly more once I put together the change list smile
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(November 12th, 2018, 23:35)Grotsnot Wrote: Ok here's a quick list of what I'm working on now and a rehash of some items I mentioned before that could use some input other than "Grot flipped a coinmade an executive decision"

Replacing NUM_UNDER_AVG_PLUS_TECH with GAME_PROGRESS does not change the "best of tech/civic progress" part of the formula. What it does do is kill off the district discounting mechanism. Voting to change it back. It's a confusing mechanic at first but I think it's worth keeping around.

The removal of the district discounting mechanism was intentional by Crystalline Cat as it was requested by several people, in conjunction with a slowing of the increase in district costs.  Granted, that was many PBEMs ago.  District costs were slowed by 2/3rds in Crystalline Cat's original code.

Crystalline Cat also moved the roads around per Sulla's previous (and extensive) suggestions.

I think that it may be better to try to take the current mod as-is (your revision as of 5 August), give it a live test and then have the community make comments for refinements, rather than making unilateral decisions.  All of the changes that were implemented by myself and Crystalline Cat were implementations of others' suggestions.  Just my $0.02 here.
Sending units to their death since 2017.

Don't do what I did: PBEM 3 - Arabia , PBEM 6 - Australia This worked well enough: PBEM 10 - Aztecs Gamus Interruptus: PBEM 14 - Indonesia 
Gathering Storm Meanderings: PBEM 15 - Gorgo You Say Pítati, I Say Potato: PBEM 17 - Nubia The Last of the Summer Wine: PBEM 18 - Eleanor/England
Rhymin' Simon: PBEM 20 - Indonesia (Team w/ China)
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Hmm, didn't realize scrapping the discount was deliberate. I thought it was intended as a possible avenue for making the weird hybrid tech/civic %s more straightforward. Very well, then.

The roads part hardly seems like an intended side effect which is why I mentioned it. It's probably a fairly small edge case but thought it worth confirming the earlier predictions that 0.66 could be messy.

Quote:I think that it may be better to try to take the current mod as-is (your revision as of 5 August), give it a live test and then have the community make comments for refinements, rather than making unilateral decisions.  All of the changes that were implemented by myself and Crystalline Cat were implementations of others' suggestions.  Just my $0.02 here.

Now I realize I'm likely over-sensitive due to the time I've sunk into this, but this rings a bit passive-aggressive when I brought up all these things 3 months ago and got crickets. I think I've been pretty clear about requesting feedback before making changes. And all I've even been suggesting are potential tweaks and fixes to things that don't seem like they're quite working as intended.
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Out of curiosity should this mod work with OSX or is it PC only?
Youtube Channel Twitch aka Mistoltin
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It should work on both but I don't have a mac to verify it on. There shouldn't be anything PC-specific since it's all game data changes not core code.
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My take on the issues presented is:

1) no GPP from specialists, you can run projects.

2) Revert road movement. Sounds like the fix produces a lot more problems.

3) Definitely no district discounting mechanism. I disagree that its elegant. Its confusing.

No opinion so far on other issues
Youtube Channel Twitch aka Mistoltin
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To be fair, I never said it was elegant. I just think it's useful.
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Ok fair enough I misread. Sorry. But I still disagree with keeping it because it punishes players doing well. To fully use the mechanic, you occassionally have to delay researching tech/civics and build districts you dont want to just to use it. Very clunky mechanic. Why Firaxis didnt use the district scaling from Endless Legend, which increases based on the # of district already in the city, who knows.
Youtube Channel Twitch aka Mistoltin
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I'd say once PBEM13 or 12 finishes, I'd be willing to start up a new game to give the mod a go. We can use either Grot's version or the earlier one, whichever the consensus favors.
I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
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