If Financial is overpowered, what if it was completely changed to instead boost wealth income by 15% or something?
A new mod enters the ring - Introducing "Close to Home"
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Read my post on the last page, post 1209. Basically how it currently is IS still the most powerful in a vacuum, but necessarily in a pitboss game, which seems like how we would want it honestly.
Hi Charriu,
the current approach for the no_score option does not allows to change this option during/after the game. If I remember correctly the internal score value will not be updated because you changed the 'changeScore' function. I want ask if you could change this approach and just modify the 'getScore' value? This would allow me to show the real scores on PBSpy after a game has finished.
Should be possible
Mods: RtR CtH
Pitboss: PB39, PB40, PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer Buy me a coffee
Would it be possible to partially restore Spies to the game? Is it possible to give them zero vision, so they can't scout army movement, if that's the problem with them?
It might help more of the tech tree to be manifested in a 6/7 player game, by making it easier for weaker players to annoy strong ones.
First of all spies aren't removed, players just opt to play with "No Spies" option more often. To my knowledge the only problem that players can have with spies is the vision on army movements as that's the only thing spies can do in CtH with all their missions removed.
Yes, RtR implemented something to reduce the spies vision via a promotion to the single tile they stand on on flat ground. I haven't tested that in a while, but the vision should still increase when they stand on a hill like with every unit. I can certainly implement something like that in CtH without the promotion, which I find the cleaner solution. My personal opinion is that if spies have their vision reduced to that level then why play with them anyway. It's more or less like playing with 'no spies' as the become utterly useless in my eyes. But that's my opinion.
Mods: RtR CtH
Pitboss: PB39, PB40, PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer Buy me a coffee
Zero vision doesn't work right, as I understand it. The problem is they need to see their own tile, or else you can't even see the spy itself to click on and move it.
We decided a while back that a spy seeing only its own tile is still too good. It can move through and see several tiles per turn. That makes it too easy to see and prepare for any surprise attacks. (I never did any of this personally, but that's the discussion I remember. It's reasonable to ask if we might revisit it.)
Would it be possible to make spies able to see and fight each other, so that you could detect and exclude enemy spies using your own spies?
(July 26th, 2022, 20:27)BING_XI_LAO Wrote: Would it be possible to make spies able to see and fight each other, so that you could detect and exclude enemy spies using your own spies? You know I usually hate spies and this suggestion is actually ok. Basically make it so if you have a spy in your territory within x tiles (4?) of your own it has a 75% chance of getting caught or something like that. Basically make spies temporary high risk scouting. |