So what's left to implement here? Are the changes in a good enough shape to run a game and test them?
Realms Beyond Balance Mod for Civ6
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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)
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.
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 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 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: 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 * 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 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
Quick update: consulted with Suboptimal how to resolve a discrepancy in the district citizen yields. Encampments provide +2 / +1 and Harbor/RNDs provide +2 / +1 as described. Thanks for the assist!
Edit: hmm, apparently the attachment didn't take on the last post. This one's better anyway
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.
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.
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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" 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.
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) |