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Realms Beyond Balance Mod for Civ6

So what's left to implement here? Are the changes in a good enough shape to run a game and test them?
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I believe all suggested changes are implemented, except for the era points -- I've left those alone so that the effects of the Encampment buildings on war weariness can be evaluated "properly".

The mod should be ready to go for a play test spin.
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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I've started a new job, hence my being missing from this thread. I'll try to get the changes spun up into my repository, and then look at getting it on to steam workshop, sometime this week.
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Hey fellas!

Great job done by Crystalline Cat and Suboptimal! I took it for a test drive (well, several test drives) to validate everything works. I found a small handful of minor issues that I fixed and also did a chunk of work on the text updates. I only speak English so that's all I localized; if someone plays in a different language and would care to contribute translations, post here or drop me a PM and I'll send you what we need.

I'll attach a zip file as is customary, but I also have a pull request over on BRickAstley's git repository. Go check it out and let me know what needs correcting. Please, pick nits, I code for my day job so it won't hurt my feelings wink better to fix stupid-little-things-that-don't-really-matter right away than to let them grow. I'd invite Crystalline Cat and Suboptimal especially to take a look and make sure I didn't break any of your hard work smile

https://bitbucket.org/brickrb/reallybala...aster/diff

It's getting late here so I hope y'all will forgive just copy-pasting my Pull Request description for the change notes:
Quote:Hello!
Crystalline Cat and Suboptimal did a great job doing the lion’s share of the work on this. I did some QA play to verify it all works, found a small handful of things to fix, and then did a chunk of work on the text for tooltips and Civilopedia (English-only). Then included another couple small modifications: the forum mentioned making Great People vulnerable and I added my own personal bugbear of making all the Religions renameable.

For ease of review, I’ve got a few diffs over on my fork, broken into three stages:
If you’d prefer to only merge in stage 1 or 2, that’s fine. BRickAstley might be able to change the source branch on this PR or else I can.

Fixes list:
  • Mod was loading before the non-Aztec DLC, which inhibited the Viking, Polish, Australian, and Khmer UU/UB cost adjustments and citizen slots from taking effect. :!: This one is a rather hacky fix. If someone else knows how to properly make the mod dependent on the DLCs be my guest. For now defining the Mod ID to be after all the DLC makes it work.
  • Marked the mod as affecting saves. You can load a game with or without the mod but for MP we should enforce having it enabled to load the save.
  • Amphitheater BuildingType for cost adjustment
  • Crossbowman, Mechanized Infantry, Ngao Mbemba, and Winged Hussar UnitType for cost adjustment
  • Urban Planning PolicyType for obsolescence
  • Filled in a few UB/UDs that were missing new modifiers or GPPs. I suspect they were only missed due to DLC that someone didn’t have? I updated to include everything before R&F.
Text Updates (in general the tooltips and Civilopedia use the same string):
  • Corps/Army Civics - Corps moved from Nationalism to Guilds, Army from Mobilization to Nationalism. Also reflected in the civics tree <*>s (those effect note star thingies).
  • Plant forest moved from Conservation to Recorded History. Also reflected in the civics tree <*>s.
  • Camp description to start with +1 food and gain +1 gold later. Also reflected in tech/civics tree <*>s.
  • Venetian Arsenal description updated to include “in this city”
  • Defender of the Faith text changed from +10 to +5 in Belief selection screen and Civilopedia. The combat preview was already pulling the correct number which is how I verified the modifier change.
  • Added % yield modifiers to building descriptions
  • Add Encampment building war weariness reduction to descriptions
  • Add GPPs from specialists to District descriptions :!: Obviously it would be better to have the citizen yields show this but that seems to require deeper modding
  • Policy card descriptions

There are also a few outstanding issues and possible issues that I’ll mention over on the forum, since they’re not (or not entirely) technical issues.
Also do note that I need to do another pass on verification. At one point I had everything validated except some of the policy effects and the exact scaling rates but should do another runthrough to make sure I didn’t botch anything organizing the code commits. Submitting now because I need to get something up or else the perfect will become the enemy of the good and it’ll never happen smile

Cheers!
--Grotsnot

Full commit log:
  • Crystalline Cat's mod state 2018-06-11
  • Suboptimal's mod state 2018-06-28
  • Suboptimal's mod state 2018-06-29
  • Fix issue where mod was loading before DLC, correct a few database tags
  • Include some missing UBs for yield % modifiers and UDs for GPPs from citizens
  • Update some small typos and formatting inconsistencies
  • Update Tooltips and individual Civilopedia pages to reflect the current mod changes
  • No more invincible scouts: canRetreatWhenCaptured disabled across the board
  • Add some probably-useless notes on what recosted units and buildings used to cost, for ease of reference
  • Make all religions renameable
The new things are making the GPs capturable (or at least killable, I need to recheck it) and making the standard Religions renameable. Also marked the mod as affecting saves to try to prevent loading a game without the mod enabled (or an unmodded game with the mod left on)

So, a couple more design-oriented potential issues I found that should be discussed on the forum. May or may not need fixing or rebalancing and I'm certainly not experienced enough to be the one to decide smile
* District GPPs/citizen is borked in the game engine. The number we define gets rounded to the nearest whole number and then doubled. So we can either have 0 or 2 but not 1. Might make GPs go too fast or make slot-granting buildings (each has 2 with RBMod) too powerful.
* 0.66 Roads is a little wonky, as predicted. Ranged units and Workers can take advantage of this 0.01 move to shoot or take an action.
* At some point the unit costs for Samurai and Berserker were updated from 180 (as in Sullla's recosting tables) to 160 in the base game. Do we want to rescale based on the new number? They are currently 150 and would become 135 or 140.
* Related, the rounding on the U-Boat's recosting might be nerfing it a slightly as a UU. Part of its bonus is being cheaper than Submarines: in the base it is ~10% off (430 vs 480) whereas now it is more like 7% (325 vs 350). To keep the same bonus it would be 315.
* Should Harbors have a building boost? The Encampment gives War Weariness reduction and the rest provide +25% to their respective yields. We could probably make it like with trade routes where it gives +25% Gold if the city doesn't already have the equivalent Commercial Hub building.
* Super minor since I doubt MP games will ever get to it: the general scaling changes also affected Space Race projects. Fine, all good, but now the Great People who give Icon_Production overflow the project by nearly 100%. At least the excess cogs are lost instead of applying to the next item. I'm not entirely confident this was the mod's doing, actually, but I'm pretty sure. Will verify with more tests.

I'm gonna give it another round of testing this week but figure I should get something up before I let perfection delay it indefinitely smile
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Quick update: consulted with Suboptimal how to resolve a discrepancy in the district citizen yields. Encampments provide +2 Icon_Production / +1 Icon_Culture and  Harbor/RNDs provide +2 Icon_Gold / +1 Icon_Science as described. Thanks for the assist!

Edit: hmm, apparently the attachment didn't take on the last post. This one's better anyway smile


Attached Files
.zip   reallybalancedmodofdestiny.zip (Size: 268.57 KB / Downloads: 3)
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Mod fell to the 2nd page so bumpitty bump.

Also had an idea (took long enough) regarding the GPPs from specialists. If the engine, in its infinite wisdom, doubles all the yields we could just double the costs and the gains from other sources.
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How close is the mod to a solid, playable version? I'm curious if we're near the point where we might test-drive it with a multiplayer game.
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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Hmm it's been a couple months since I last touched it but I think it was playable. The part I'm not really qualified to judge is "solid" tongue I'll look back over my notes this weekend and re-collate the list of potential concerns. The mod has also grown beyond the original cost-rebalancing scope with things like specialist GPPs. So if there's a few players willing to try out the full feature list then it's likely in a mostly-decent state. Other stuff isn't difficult to disable but requires consensus.
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I'd definitely be interested in a test-drive of the mod.
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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All right, cool! I found a couple things I should iron out - the main one being to have it work with varying degrees of DLC enabled, right now my update made it require everything pre-R&F - and I'll pull together a full change log for folks to give a lookover before we give it a spin smile
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