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Super Massive Enhanced Gameplay mod 1.0.2.1 Discussion

Hi guys. This time I'll be less blunt.

I may not make this next version of the mod. It will be based off RtR 3.0.0.X if I do. I'll likely only make it if Civ 6 sucks at MP.

This is a disucssion thread. Go wild. Spam it. Just don't get banned by T-hawk. Discussion is good. NO DLL MODS! XML mods only.

I do not expect this to be quite as crazy as the mod used in PB26. No base output on buildings! No broken lumber mills!

What would people want to see in another SMEG mod? I'm thinking I'd like to see no start techs, but keep the 2 traits per leader and 1 trait/UU/UB per civ. Not sure what else I'd want to see.
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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buff natives?
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I need Joey and Thoth to explain just how different SMEG mod is.
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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(September 24th, 2016, 15:06)Krill Wrote: I need Joey and Thoth to explain just how different SMEG mod is.

I thought this version was based off RtR 3.--, though, which has the natives the same as BtS.
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It is based off it, but SMEG mod is to RtR what FFH is to base BtS. It's not even close to being the same game. It goes well beyond buffing individual civs to changing, well, pretty much everything. This is the change log for the original version.
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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How has the Quay been in RTR 3? Do you still want to Breakwater and Shipyard to complete the trinity you attempted? (even though I'm afraid you'll need DLL to make them exclusive)
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Dunno that much, the trio isn't necessary but I think the RtR implementation of quay and harbour is viable, without the shipyard. The breakwater isn't needed.

IND having two copies of national wonders though, that I'm still interested in playing with.
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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The double national wonder thing is really cool.

I would say:

1.) rebalance the crazier stuff (the fixed output bonuses on various buildings, especially from civics, the crazy german/portuguese UBs, and tone down the super-lumbermills)

2.) don't cut up too much beyond that?

basically, I feel like a lot of the changes, especially in the medieval and ren era, didn't really get a fair evaluation because of how overpowering the fixed bonuses were once they started stacking up on top of each other. and I still remember how really excellent I your changes to the early game were, so I'd hate to see more cool stuff discarded just cause it cant compete with size 2 cities pulling in like 50hpt.
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(September 24th, 2016, 15:06)Krill Wrote: I need Joey and Thoth to explain just how different SMEG mod is.

Basically, there were some civics that gave small fixed boosts to a variety of different buildings, and Thoth and I (both of whom had done some single player testing for Krill) figured out that they were crazy once you stacked them up together. IIRC, they were Police State (and I had the mids), Vassalage, and OR. Plus, we both had civs with new super-powered UBs, myself with the German Assembly Plant (a forge that could get +45% production) and Thoth with the Portuguese Feitora (now a... wharf I think it was, at Compass, that gave +1h,+1c to each water tile). Lumbermills also got a boost from various civics and techs (iirc I think it was Serfdom, Machinery, and Paper, plus they grew like a cottage except with hammers), and I had those spammed everywhere because I had oracled Metal Casting (their prereq tech) early in the game.

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In my three core cities, my MFG was so high that unless I was building a wonder (most of which I could 1-turn in my capital), I basically had to leave them on research or wealth all the time because otherwise I would be wasting huge amounts of overflow hammers every turn.
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The early game stuff, the tech changes and tile improvements, I can pretty much keep. I do want to remove the pier, I don't think it's going to be necessary.

I wish there was a way to customize the civs and leaders though: I like leaders as trait/trait and civs as trait/UB/UU, but for more variety I'd have wanted to implement a system where each game, depending on the leader you picked, you could choose from a small number of additional UU, and the same concept for choosing an extra UB depending on hte civ you chose.

The static bonuses on the civics basically needs to go. Lumber mills, I can't see how to implement them in a viable way other than +commerce on the base tile, and then treat them like workshops in getting hammers based on tech (with no civic involvement so they give you flexibility for not chopping the forest). Similar sort of thing for the forest-cottage replacement.

Because it will be based off 3.X, the tech cost scaling from ToW is present. That means all tech costs need re-evaluating. This is good, because I'd want to remove all starting techs from teh civs, remove the extra hammer from the capital, remove the extra commerce from the palace and try to rescale all of those costs.
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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