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Post by Canucksoldier on Jun 6, 2007 11:39:00 GMT -5
Well I think due to the feeback from the testing done by the Civfr guys that we went to far in terms of overall game costs, and we'll try a mid way point in the next ref and test that. We want this to be fun but not so cheap that you can rush a stack of cruise missiles at your enemies King unit on turn 10. I'm sure there is a balance point in there, we just have to find it by testing.
CS
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Post by primax on Jun 11, 2007 23:40:50 GMT -5
well I have had some computer trouble of late but I am all sorted now and I have some time to fix this mod up completely so if you give me a list of recomended changes/bugs i will get on it.
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Post by primax on Jun 18, 2007 11:54:39 GMT -5
So how is the testing coming along CS?
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Post by Canucksoldier on Jun 18, 2007 12:27:10 GMT -5
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Post by Canucksoldier on Jun 21, 2007 0:31:09 GMT -5
Just to let everyone know, myself and Primax have decided to delay this mods development to after BTS is released so we can take advantage of the new features in it to help our cause. However please feel free to offer your suggestions for this mod as we will be moving quickly after July to get this done.
CS
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Post by Canucksoldier on Sept 3, 2007 20:59:46 GMT -5
Here is the latest BTS FRM ver 0.5. Change log: Regicide death check Warlord graphics King unit 2 move, 4A king city visibility check removed king delete button king doesnt add to unit upkeep king will not be removed if player is broke added colonies and airbases added missile launcher all techs - sats religions are techs and not founded at start colonies and airbases are capturable by military units colonies/aribases can be built in enemy terrain bombers can use carriers units can be airlifted to airbases Missile Launcher moves 2 cost 250 - 200shields forts correct size worker removed on colony built intro screen fixed culture remaining after cities taken fixed regicide victory (feature_crater added) and build added to worker aircraft ranges reduced by 2 each increased SDI to 2000 shields increased ICBM to 1000 shields increased Tactical Nuke to 250 shields? bombers can remove improvements,routes and then create a crater FRM 0.5Extract the files to program files\Firaxis Games\Beyond the sword\mods\ keeping the folder name "Future Regicide BTS 0.5" exactly. Please test this for bugs and game balance issues, and report tjem in this thread. I would like this mod to be in shape for the next CCC if everything goes well, but I require the help of the ladder to do that. CS
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Post by primax on Oct 5, 2007 6:40:00 GMT -5
OK, so a few people should have played this in the CCC and hopefully have some suggestions/feedback...
I will be releasing a new version shortly and here is the current changes.
* ALL start buildings will be removed. (if its not already in 0.5) * Settler cost will be reduced to ancient. * Cruise missiles and Bombers will be tweaked to civ3 levels * Gunships reduced to 3 movement.
If your interested in getting you input added to the next release don't forget to post.
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moineau
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Post by moineau on Oct 5, 2007 7:13:07 GMT -5
Perfect, something else:
It is a good idea to hide the king by other units on same case but:
1)Passive units like missionary and workers shouldnt be able to hide the king, this make some bug as we cant send a cruise in a city where there is only a missionary + the king
2)Units should be able to hide the king only in a city, as in civ3. If the king is out, we should be able to see him, even if there is an unit on the same case.
On airbase:
It shouldnt allow to land an unit on an airbase we didnt take.Indeed at present we can send a unit on the airbase we want (our airbase or ennemy airbase if there isnt an unit already), i think we should be able to land an unit only on our airbase.
Colony:
Bombers shouldnt be allowed to be stacked on colony.
Workers:
We should be able to take workers, not automatically destroy them.
Spy:
we should have a spy mission "discover the king of a civ", it would cost a lot but it would show you direclty where is the king of the civ, as in civ3.
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Post by Bantams on Oct 5, 2007 7:25:50 GMT -5
I think the Oracle should be removed too
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Post by primax on Oct 5, 2007 9:20:15 GMT -5
nice, it will be done!
btw, Bantams you serious? remove the oracle? anyone else?
Moineau: in my testing the king is not hidden if its outside city even if units are ontop... But I will fix it so passive units dont hide him inside city.
I really like the spy check for a king... I was thinking of making the king visible by the spy perhaps?
or if I use your idea and make it a mission should it have a range? or it only works on a city?
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moineau
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Post by moineau on Oct 5, 2007 10:03:44 GMT -5
Hm i think if spy can see the king that will be overpowered, we should just have the mission, because when you know where the king is, you have a huge avantage. Ah yes too, i think that wasnt clear, the spy mission "discover king" will show you where he is but only during the turn you do the mission. In civ3 time the mission "steal plan" show you where all the units of opponent was, then you saw the units as the player see them, and then you saw the king. Here we could just make appears the king For the oracle and other wonders, well why not let them in, we'll have the choice to do it or no.
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Post by Canucksoldier on Oct 5, 2007 13:41:51 GMT -5
Thanks Primax, btw I'm training to deploy to Afghanistan, and can only periodically get access to these forums and no access to YIM, so feel free to keep the dialog going with DTA and Moineau with repect too mods.
I think there is likely support for a Ren/Modern mod as well, just a simple one that lowers settler/worker cost.
CS
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Post by primax on Oct 9, 2007 10:26:11 GMT -5
I will have this new version up by this weekend I will update the version to 1.0 as this will be close to how I envisioned this mod to be. Please note that the 0.5 will not work with 3.13 patch So you will all have no choice but to update This will be released as an installer the same as the new Improved Late Era Mods I posted today to remove the common issues associated with using mods. This should make things easier for the CCC if this mod is included in the next one.
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moineau
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Post by moineau on Oct 9, 2007 11:08:17 GMT -5
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