View Full Version : Modding after patch 1.05
Hi
I open this thread to share our observations and experience with the 1.05 patch
I sonehow found that the very promissing financial bonus/penalty for AI/human respectively doesn't work at all. Any of you experienced the same?
In one game I lowered it from 75 to 50 (for human on hard) and the income was the same. Maybe it doesn't affect saved games, but I seriously doubt.
Also I didn't notice any change when I switch out from a kingdom and switch the AI on there
Angryminer
04-02-2007, 13:59
Frujin said that the modified income isn't shown in the balance.
Angryminer
ok, then I missed it. Thanks :go:
So it seems it affects only AI's income, not players (there are no money which virtualy are visible but in fact don't exist)
You mean this:
; economical AI tweaks
economy_tick = 30000
ai_income_modifier = 150
player_income_modifier = 100
For examble: The Ai income is 90 gold, but the AI becomes 135 gold added.(look what added) The income never change and you see only 90 gold.
It works.
I am not tested hows work if the modifier under 100.
In my mod i not use this feature. AI without income or low income have no advantages. The idea only reduced the income from the player listen good, but i use my taxes base.
I just didn't see the efect of Player's income below 100. THAT isn't working and that is what I meant.
Of course AI needs income bonus. How could you ever think I'd try to lower AI's income??
I just wanted to deepen the gap by lowering player's income, so I will just increase AI's bonus and use good old ways to reduce player's income :wink:
It works...i hope i understand you. I test the income from the player and set the modi 50.
ok, I'll check it :go:
thanks
parachute
05-02-2007, 17:30
Patch notes say: Neighbors will declare war more often if the player's country starts to be strong.
This is working very well.
I have a game going with germany: When I reached 8 or 9 provinces I was allied with a *big* austria and a small palatinate. I married the daughter of the palatinate king and claimed (all) of their land, when he died. He declined! and the fun started. I had a (already won) war with burgundy going at the time, I demanded the provinces from the palatinate. Demanding the land got me into a war with the palatinate dropped my kingdom power from +5 to -3 and now every neighbor (the ones with bad relations first) declared war on me. France, Savoy, Genoa, some muslims (I had inherited Thrace earlier), my former friends in Sweden, Brandenburg, even my vassal England joined in. I even got excommunicated in the process. --
So whatever you do, to make the game more difficult, don't overdo it ^^ The game IS more difficult already.
http://forums.civfanatics.com/uploads/39198/koh-tw.jpg
So whatever you do, to make the game more difficult, don't overdo it ^^ The game IS more difficult already.
I agree.
But I have question:
When the game gets to be too hard for you on hard, you can always turn it on normal difficulty with no shame.
But if it is too easy even on hard, what can you do?
I'd rather prefere to make the game too dificult than having it too easy.
If you are in peace, the game is easy. Once you make one bad decicion, you'll have to pay for it. Almost like in reality, that's what I like :go:
parachute
05-02-2007, 22:02
Once you make one bad decicion, you'll have to pay for it. Almost like in reality, that's what I like :go:
Yes, it was certainly a very bad decision to claim the land:eek:
I was writing my comment, because someone said the AI-nations should be more hostile towards the player. In my case, they are hostle enough, obviously. My relations were ok before claiming the land. Only france, burgundy and brandenburg were hating me.
I have no idea how to get out of this 8 front war really.....
Regarding the mod: Simplifying the structures setup and re-balancing units sounds nice to me.
How about making crusader armies somewhat stronger?
I have no idea how to get out of this 8 front war really.....
release captured marshals. They will return back, but the kingdoms will start to love you and once you will be able to sign a peace treaty (after some time and many wasted attempts.
If this doesn't work, "clear" one front at least (even by sacrifying some lands) and push the other. And then push back the one you've sacrifyied.
Regarding the mod: Simplifying the structures setup and re-balancing units sounds nice to me.that's exactly what I plan to do (among other things)
How about making crusader armies somewhat stronger?certainly! If the game needs something now, it's stronger crusader armies. With the patch, I haven't seen successfull crusade yet. (maybe that was the medicine against "muslim and pagan crusader states"? :lol: )
Scott716
06-02-2007, 00:19
I'm not sure I understand the simplify structures part? You don't mean for us do you?...as in combine what they do?...Wouldn't that make it easier to take up less build structure slots, that woudl take away some of the strategy involved.
I'm not sure I understand the simplify structures part? You don't mean for us do you?...as in combine what they do?...Wouldn't that make it easier to take up less build structure slots, that woudl take away some of the strategy involved.
A little, but not much.
F.i. in HR1.7 I made all armouries upgrades of armoury. In 1.8 I think of making chainmail an upgrade of armoury (it is the most required armory building for common, but strong units) while leaving scale and plate armourer as separate buildings.
I combine it to balance making the game easier for the Ai while leaving the strategic decisions on player in those cases where it wouldn't disable the AI to build stronger economy.
This is done through deferent pre-requirements (newly market is an upgrade of tax collector, but to build armirality you need market, so to build admirality you have to occupy one more slot in the city)
Also I created some new buildings in the mod and some of them survive, other are changed.
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