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Rebalancing Civ4: RtR Mod

(March 29th, 2013, 12:12)Bigger Wrote: I always imagined the trade route bug (favoring players early in turn order in a pbem) would have been fixed already if Krill knew how to do that.. and obviously its not relevant in pitbosses

I think Seven has a fix for it but it needs to be compiled into the dll.

And it is relevant in all games, it depends on player IDs and not turn order.
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Which changes every turn in simultaneous pitboss right?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(March 29th, 2013, 13:39)Qgqqqqq Wrote: Which changes every turn in simultaneous pitboss right?

No. It's just the order in which they're processed that changes. No programmer in his right mind would change the actual player IDs.
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In related news, I am not a programmer by any metric.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Krill, i'd like to propose a couple wonder changes. They're may not go far enough but it's a start

Chichen Itza - remove "obsoletes at Rifling"
Temple of Artemis - reduce cost to 350h
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So, just to round up the ideas:


What will happen unless people find bugs, or fatal complications

Arabia: Change starting techs from Myst/Wheel to Myst/Agri
Kublai: Change traits from AGG/CRE to CHM/CRE
Trade route bug fix: Check to see if it has been implemented, if not then implement as per Seven's solution.
Known Tech bonus: Remove the NTT known tech bonus restriction for hte NTT game option


What needs continued discussion

EXP: Any additional cheap buildings (Aquaduct, Monument)
CRE: Any additional cheap buildings (Observatory)
AGG: Any additional cheap buildings (Stables, Airport)
AGG/ORG: Moving cheap court house from ORG to AGG


Plus other ideas.
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
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(March 29th, 2013, 16:31)pindicator Wrote: Krill, i'd like to propose a couple wonder changes. They're may not go far enough but it's a start

Chichen Itza - remove "obsoletes at Rifling"
Temple of Artemis - reduce cost to 350h

The ToA one I see, but why the CI change?
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
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It's at least a start. Probably not enough to make it worthwhile to build but i didn't want to overdo it by completely rehauling the wonder. Another idea i had was to change it to be +10% to units fighting in your culture, but i didn't know if that was possible and i haven't thought out all the ramifications for such a change. Simply removing the obsoletion date of the current Chichen Itza may not make it good, but it will definitely be less bad.
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Free walls in each city?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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If cost were reduced to say 300 hammers with no doubler...
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
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