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Trivia posted:Yeah Japan.I can do the 10:00 pm play easily. 2:00 pm conflicts with my work of course, so it'd have to be around 6:30. Either way I'm at my computer most evenings anyway so me forgetting to play a turn is unlikely. I'm sorry, there's 8 people in my time zone looking to play this and most of us are only available in the evenings our time, so I don't think the time zones would work if we tried playing multiple turns on the same day. It's easiest to have a block of time when a lot of people are usually going to be playing. Lord Justice posted:If you're setting up a GMR game I'll play. Would you be available at some point in the evenings between 5:00 and 11:00, Mountain Time?
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# ? Jan 9, 2015 08:18 |
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# ? May 28, 2024 03:27 |
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Chamale posted:I'm sorry, there's 8 people in my time zone looking to play this and most of us are only available in the evenings our time, so I don't think the time zones would work if we tried playing multiple turns on the same day. It's easiest to have a block of time when a lot of people are usually going to be playing. Every day except Thursdays, Fridays, and Sundays. That said, with GMR, people being on at the same time helps, but isn't really necessary. It's not like a normal multiplayer game, it's Play be Email with a convenient desktop client that launches Civ and downloads the file for you. Edit: Also it's worth pointing out that Civ's saving system sucks, and that you kind of need to turn off Civ between each turn or else it'll cause a fairly massive increase in file size. Lord Justice fucked around with this message at 08:26 on Jan 9, 2015 |
# ? Jan 9, 2015 08:22 |
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Lord Justice posted:Every day except Thursdays, Fridays, and Sundays. That said, with GMR, people being on at the same time helps, but isn't really necessary. It's not like a normal multiplayer game, it's Play be Email with a convenient desktop client that launches Civ and downloads the file for you. I know it's Play By Email, but we can still get through multiple turns a night if everyone is briefly available a couple times. Maybe that's too optimistic of me. I'll let you know when we have stuff set up, which will hopefully be within a couple days. Do you have DLC? It'll probably be vanilla or G&K only, unfortunately.
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# ? Jan 9, 2015 08:29 |
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Chamale posted:I know it's Play By Email, but we can still get through multiple turns a night if everyone is briefly available a couple times. Maybe that's too optimistic of me. I'll let you know when we have stuff set up, which will hopefully be within a couple days. Do you have DLC? It'll probably be vanilla or G&K only, unfortunately. I have all DLC. If there's no BNW, sorry, I'll have to pass, Civ V really isn't that great without the expansions making it better.
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# ? Jan 9, 2015 08:35 |
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Lord Justice posted:I have all DLC. If there's no BNW, sorry, I'll have to pass, Civ V really isn't that great without the expansions making it better. OK. I'm not too thrilled about a non-BNW game myself, but I expect it'll be a fun little thing anyway. I'm currently using the SDK to watch the AI play against itself, and it's interesting to see how cowardly it is. Also, it really doesn't understand goal-setting. I've seen it give up on capturing a city right before it would have taken it, or moving melee units away while archers reduce the defences to zero.
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# ? Jan 9, 2015 08:56 |
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Chamale posted:I'm sorry, there's 8 people in my time zone looking to play this and most of us are only available in the evenings our time, so I don't think the time zones would work if we tried playing multiple turns on the same day. It's easiest to have a block of time when a lot of people are usually going to be playing. Eh no worries. If you change your mind post here or send me a PM.
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# ? Jan 9, 2015 09:00 |
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What are some fun maps to play? I've only been playing continents plus and Pangaea plus.
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# ? Jan 9, 2015 17:38 |
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Mentos Dan posted:What are some fun maps to play? I've only been playing continents plus and Pangaea plus. Donut (with ocean center) is one of my favorites since it's like Pangaea, but with two separate sea zones for trade and battle strategy. You need two separate navies and cities on both coasts to do well. Archipelago with low sea levels is great for a lot of naval play without almost completely taking land out of the equation. Fractal is somewhat similar, but a lot more random. Mainland Japan because I'm about Japan Any of the Earth maps, which is basically Continents but, real continents Highlands as Inca if you want to lol at everyone else Sandstorm or Boreal for a unique challenge
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# ? Jan 9, 2015 18:41 |
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Mentos Dan posted:What are some fun maps to play? I've only been playing continents plus and Pangaea plus. I'm a big fan of Great Plains because the AI has fewest problems on that map. (generally speaking the more water and difficult terrain the world has, the easier the game is)
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# ? Jan 9, 2015 18:44 |
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Mentos Dan posted:What are some fun maps to play? I've only been playing continents plus and Pangaea plus. Personally, I love playing Archipelago because at this point in time I like making sick rear end beach cities instead of actually worrying about the AI messing me up. Seriously though, the AI has no idea what to do on that map. moosecow333 fucked around with this message at 21:08 on Jan 9, 2015 |
# ? Jan 9, 2015 19:11 |
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Gort posted:I'm a big fan of Great Plains because the AI has fewest problems on that map. (generally speaking the more water and difficult terrain the world has, the easier the game is) Your mods help though, I like them. Only played a couple of games but so far the AI seems to have a sensible number of units and all those promotions keep them on a good footing. There have been some hairy moments where I've stupidly underestimated their strength and had to focus-fire like a motherfucker
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# ? Jan 9, 2015 19:20 |
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The AI is atrocious at building a navy, possibly because the Military Might formula doesn't give much weight to naval units. This also has the problem of making the AI apt to declare surprise attacks on you because they don't realize how powerful your navy is.
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# ? Jan 9, 2015 19:33 |
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Great Plains is also hilarious if you're Poland because it always seems to have a shitload of cattle everywhere.
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# ? Jan 9, 2015 19:55 |
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Between us, my girlfriend and I have over 2300 hours sunk into this game. It's kind of our board game night. Needless to say, the game has gotten a bit stale, so after finding out you can craft fake DLC, I decided to create a new... Expansion of sorts. Taking a page from the SimCity 4 thread, I'm going to call this the CiV Goon Expansion. It's really easy to use- just drag and drop. The general theme is UI enhancements, a bunch of new Civs (I tried to only include Civs from quality modders- I opted for collections over individual civs- and tried not to include any that were blatantly broken). While some of the mods modify existing Civ bonuses, none of the Civs are replaced outright. Also, there are some new couple tweaks/gameplay elements such as random events and global warming. In addition to this, there are some flavour upgrades, like starting Civ traits and additional culturally appropriate music. This took a while to create, because most of the modders are too lazy to actually name their file/folder structures correctly, and I had to weed out about 3 nagging little problems with incompatible Civs and mods, but it should be stable now. If anyone would like to suggest additional mods to package in, please make sure they aren't DLL based and they're compatible with the current set of mods. I'll then do my best if I have time to include it. No promises regarding stability of this expansion with future updates. Sorry if this isn't exhaustive, it's just a neat set of mods I like to use when playing with friends. Anyway, here you go: CiV Goon Expansion (v 1) IMPORTANT: THIS INCLUDES ENHANCED UI AND INFOADDICT. DELETE ANY PREVIOUS INSTALLATION Installation Instructions posted:1.) Open CiV Goon Expansion (v 1).rar Mod List posted:In Folder UI_bc1: KNOWN ISSUES posted:
Credit where credit is due to the modders. From what I can tell they're some of the least drama crazy of the bunch, we should be thankful for that at least. If anyone wants to put this up on a torrent somewhere that would be great, Mega probably has limited bandwidth. And of course let me know about any catastrophic bugs or failures- I'll try and fix them if I can. PoizenJam fucked around with this message at 08:01 on Jan 11, 2015 |
# ? Jan 10, 2015 03:47 |
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I don't think I could play Civ without Active AI in Multiplayer, the game's just too drat lonely when you lobotomise the AI. What DLL-based mods do you already have in the pack? Looks like a mammoth undertaking though, well done for getting it to load at all!
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# ? Jan 10, 2015 12:39 |
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No dll mods currently in the pack, but this should because compatible with JDH. I tried adding active AI, but the mod is restricted to multiplayer only so it doesn't work properly when using the DLC packer (even when using the workaround to temporarily remove the dll AND modifying the mod to be single player compatible- which caused other problems). I also couldn't get Civ IV diplomatic features to work either- either packing as dlc or loading the mod after installing the dlc. Apologies for that. I also wanted to add Corporations for a full expansion feel, but it is not currently compatible with enhanced UI and breaks the city view and top bar. I do wish there was a way to prevent duplicate Civs from showing up; ie. if Stalin is picked, Peter/Catherine/Lenin are disabled. But it's a small price to pay for the gameplay boost. PoizenJam fucked around with this message at 17:34 on Jan 10, 2015 |
# ? Jan 10, 2015 16:58 |
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Poizen Jam posted:Between us, my girlfriend and I have over 2300 hours sunk into this game. It's kind of our board game night. Needless to say, the game has gotten a bit stale, so after finding out you can craft fake DLC, I decided to create a new... Expansion of sorts. At risk of tooting my own horn, I made a little mod that covers one of the screens Enhanced UI doesn't. (Culture Overview) Makes it so the screen is actually usable with new/changed buildings with great work slots. Might wanna include it.
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# ? Jan 10, 2015 22:36 |
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Poizen Jam posted:No dll mods currently in the pack, but this should because compatible with JDH. I tried adding active AI, but the mod is restricted to multiplayer only so it doesn't work properly when using the DLC packer (even when using the workaround to temporarily remove the dll AND modifying the mod to be single player compatible- which caused other problems). I also couldn't get Civ IV diplomatic features to work either- either packing as dlc or loading the mod after installing the dlc. Apologies for that. There's a simple modification you can make to Active AI in MP to make it "singleplayer compatible" so you can add it to a fake DLC - if you look back through the MPMPM thread on Civfanatics you should see me asking about how I did it.
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# ? Jan 11, 2015 00:08 |
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I know about the modinfo edit; had to do it for a few of the other mods I included. I was hesitant to add it because I wondered if the modified AI routines would cause weird behaviour in single player- as you know the 'Active AI in multiplayer' mod doesn't make the AI behave EXACTLY as it does in single player- their offers/trades pop up at the beginning of your turn, rather than during their turn- and of course the leader screen doesn't actually pop up. If you've tried it and it doesn't cause an issue, however, I'll just go ahead and repack the DLC with that included, and reupload it, along with... Kyte posted:At risk of tooting my own horn, I made a little mod that covers one of the screens Enhanced UI doesn't. (Culture Overview) I'll add this too for V 2- but what's the issue with the current Enhanced UI and culture overview? It displays fine when I click on the tourism indicator. Right now I'm playtesting a couple matches with my current set of DLC mods, just to see if I run into any errors/if any of the currently implemented mods cause problems. I would really love if a Enhanced UI compatible version of Corporations were available- it would go a long way to making this feel like a full expansion pack. For those who might be more experienced than me- if you include a DLL mod in one of the fake DLC packs, that will cause problems if you then try to load a mod that uses another DLL, correct? PoizenJam fucked around with this message at 00:36 on Jan 11, 2015 |
# ? Jan 11, 2015 00:30 |
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Well as far as I can tell EUI doesn't change Culture Overview at all. The problem with the default Culture Overview was hardcoded to the default buildings[*], so it didn't account for new buildings or UBs with Great Work slots. This meant mods that add such buildings (like Mexico, Argentina or Cultural Capitals) wouldn't show up at all, making Great Work management clumsy and forcing mod makers to add their own fixes/workarounds which would naturally conflict with each other. Also the Royal Library always showed up even when you weren't playing Assyria and that's just ugly. What I did was make it read off the generic building data and current civ's UBs with Great Works and populate the screen from there, so it always works regardless of loaded mods unless some other mod tries to implement its own fix and my own mod hasn't accounted for that. Then it completely breaks the Culture Overview screen. [*] Amphitheater, Opera House, Museum, Broadcast Tower, Cathedral, Palace, National Epic, Heroic Epic, Royal Library, Hermitage, Oxford University and any Global Wonders with GW slots. Kyte fucked around with this message at 00:46 on Jan 11, 2015 |
# ? Jan 11, 2015 00:39 |
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Alright cool, I'll add it in as soon as I playtest a couple rounds in the current state. Question: Would people like Culturally Linked Start Locations included? It makes it so Civ start locations are clustered according to the cultural art style, a la: I think it makes the world feel more aesthetically consistent, but it hurts the RNG a bit as you're likely to run into the same or similar Civs a lot. Also any other obvious omissions I should include? PoizenJam fucked around with this message at 00:45 on Jan 11, 2015 |
# ? Jan 11, 2015 00:40 |
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Sounds like it's greatly reduce game variety. Oh, and only one DLL mod. No ifs ands or buts. Best case scenario is a shitton of script errors and mods that don't load at all (because the game doesn't recognize some custom XML tag or whatever). Worst case you crash and your save's wrecked. I think mods override DLC, but don't quote me on that.
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# ? Jan 11, 2015 00:49 |
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I think I agree regarding culturally linked starting locations- I was on the fence about it though so I figured I'd ask. I'm also torn about one of the mods I DID include- Conquered Buildings/Units. It allows you to build a Civs unique building or unit in a city if you capture it- ie. If I capture London, I can build Ship of the Line/Longbowmen in that city. If I capture an Aztec city, I can build a floating garden in that city. Also pontoon bridge- It's a neat mod but AI aren't programmed to utilize it properly. W.R.T. DLL's in the DLC packs- that's unfortunate, but I guess the obvious choice is Active AI in Multiplayer DLL. It would be nice to get stuff like Smart AI or Civ IV Diplo options into the game, but if I have to choose just one I'd rather have an all-in-one, drag-and-drop DLC pack to enhance single player and multiplayer. Edit Trip Report: Playing a huge earth map with 22 Civs, started as Inuit in Greenland. I really like having a Civ that specializes in snow and tundra, but I feel their start is a little slow- and they have an equal bias to snow and tundra, even though tundra is quite superior. Anyway, there are currently 4 Russian Civs in the game- Peter, Nicholas, Stalin, and Catherine. Joy. PoizenJam fucked around with this message at 01:27 on Jan 11, 2015 |
# ? Jan 11, 2015 01:04 |
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I'd give a pretty big no to culturally linked start locations. It's not because it'd reduce variety or anything, but because as you can clearly see from that map it breaks start biases, which is a severe nerf to a ton of different civs which depend on having a particular start.
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# ? Jan 11, 2015 03:16 |
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Hey, I'm giving the Goon Expansion a try but I'm crashing on loading the main menu. Opened the .rar, unpacked it to the appropriate folder and it just crashes. I have no other mods and I have BNW+G&K. Removed the folder, and the game loads fine. Anyone have any clue?
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# ? Jan 11, 2015 03:44 |
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Do you have any other DLC packs or something like Enhanced UI installed? Do you have both expansions and all DLC Civs? You might be the first person to have playtested it so I'm not sure anyone else can help- do you have logging enabled?
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# ? Jan 11, 2015 03:58 |
AbrahamLincolnLog posted:Hey, I'm giving the Goon Expansion a try but I'm crashing on loading the main menu. Opened the .rar, unpacked it to the appropriate folder and it just crashes. I have no other mods and I have BNW+G&K. Removed the folder, and the game loads fine. Anyone have any clue? You don't put the folder you have into the DLC folder, but the two folders inside it. Had the same thing happen to me.
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# ? Jan 11, 2015 03:58 |
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Oh sorry guys, my bad. I forgot I shoved the packs inside a folder inside the rar Rookie mistake. Yes, drop the folders INSIDE the 'CiV Goon Expansion (v 1)' folder into the DLC folder. They should be: MOD_GoonPack UI_bc1 I'll fix that for the next pack. I've never really done anything like this before honestly- I just made it for myself and my girlfriend and thought you all might enjoy, but making a standardized community expansion for the thread that we can share around for single or multiplayer seemed like a good idea. PoizenJam fucked around with this message at 04:03 on Jan 11, 2015 |
# ? Jan 11, 2015 04:00 |
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Ohhh okay. I deleted it and am redownloading it now because I figured it may have corrupted while downloading, but that makes sense too. I'll try that. Edit: Yep, that fixed it! Also holy poo poo that is a lot of new Civs. AbrahamLincolnLog fucked around with this message at 04:30 on Jan 11, 2015 |
# ? Jan 11, 2015 04:02 |
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AbrahamLincolnLog posted:Edit: Yep, that fixed it! Also holy poo poo that is a lot of new Civs. Yup! I should warn that not all of them are likely to have special decisions to enact. The basic and religious ones will be available still I believe. If this is a problem for people I can pare down the list of added Civs to only full featured Civs. I feel like I have the bases mostly covered for civilizations- I have a nice saturated mixture of different georgraphic areas and eras except two; I feel like there's room for more asian civs. The only modern China civ I can find is buggy as hell, and I can't find a decent modpack dedicated to asian Civs out there that's mostly compatible with the current mods. Also a few more African Civs maybe. Edit: I have to remove Conquest for Unique Building/Unit from the mod- they're throwing errors. Not hang error thankfully, but they just aren't working correctly. PoizenJam fucked around with this message at 05:58 on Jan 11, 2015 |
# ? Jan 11, 2015 05:52 |
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I have never played with any mods before so not having any special decisions (a mechanic I've never seen before) doesn't bother me. Thanks for putting this together, I feel like it's a whole new game.
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# ? Jan 11, 2015 05:57 |
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Poizen Jam posted:Credit where credit is due to the modders. From what I can tell they're some of the least drama crazy of the bunch, we should be thankful for that at least. If anyone wants to put this up on a torrent somewhere that would be great, Mega probably has limited bandwidth. I haven't been around much for the Civ V mod scene, but during Civ IV's heyday, the CFC mod community was basically the coolest mod community I've ever seen full of nice people who are really open with their work and there was almost no drama ever. It's a real classy community, almost the polar opposite of The Nexus.
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# ? Jan 11, 2015 06:01 |
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Poizen Jam posted:Yup! I should warn that not all of them are likely to have special decisions to enact. The basic and religious ones will be available still I believe. If this is a problem for people I can pare down the list of added Civs to only full featured Civs. Tumblr of scotch fucked around with this message at 06:03 on Jan 11, 2015 |
# ? Jan 11, 2015 06:01 |
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Dr. Video Games 0031 posted:I haven't been around much for the Civ V mod scene, but during Civ IV's heyday, the CFC mod community was basically the coolest mod community I've ever seen full of nice people who are really open with their work and there was almost no drama ever. It's a real classy community, almost the polar opposite of The Nexus. Cool, so maybe we should keep the pack to this thread. I don't want to spread it widely without consent of the creators, no need to stir up drama. On another note- anyone with coding experience in coding (lua) want to help me fix a couple bugs? Some of the mods have some sloppy programming errors, but they seem rather simple to fix? I'll buy you plat so we can PM each other if you don't have it. I have error logs pointing to the exact lines of code that are problematic, there's about 5 or so index/method calls that are throwing errors like: [141137.015] Runtime Error: Assets\DLC\MOD_GoonPack\Mods\Civ Names by Policies (v 7)\DiploList.lua:41: attempt to index field 'OuterGrid' (a nil value) At the very least if you can't fix it you might be able to tell me if it's just better to axe it from the pack altogether. to avoid sending large files back and forth I can copy/paste the changes then reupload the pack. PoizenJam fucked around with this message at 07:45 on Jan 11, 2015 |
# ? Jan 11, 2015 07:40 |
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If you're going to attack an AI civ that was previously a friend, is there an order of steps that will make everyone hate you less? Like denouncing them first or waiting on DOF to expire? Or does it just not matter?
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# ? Jan 11, 2015 18:30 |
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Waiting for the DoF to expire helps. Getting someone else to join you in the war also helps. Sometimes I try to bribe another AI to go to war with them first, and then join in a few turns later. If another AI has denounced them already, then join in because sometimes it creates a cascade of denouncements.
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# ? Jan 11, 2015 18:36 |
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My go-to method, if you're not friends with the person you want to attack, is to pay them off to attack a small, weak, or popular nation or city-state. After it happens, I denounce them for it, and usually the world will rally around me when I retaliate. Always check to see if someone will join you when you retaliate. Very Machiavellian but hey, it's effective. Oh and I forgot to respond to: Flagrant Abuse posted:Just a heads up, I could never get JFD's Armenia's unique ability (automatically adopting the first religion founded) to work for me. Same for his Roosevelt America, although that one might be caused or contributed to by running Reform and Rule. Thanks for the heads up, I'll keep an eye on it. Right now I want to parse major bugs, so a non-functioning ability or unit that doesn't cause a critical error/hang/slowdown isn't an overwhelming priority. I just chose a bunch of Civ Mod Collections from (in my experience) good modders that I felt had interesting mechanics that weren't totally broken. There are lots of little issues that I'm trying to clear up with LUA editing, but admittedly I'm not trained in that particular language so it's a bit of a crapshoot trying to understand. Thankfully they won't cause problems and your average player probably won't notice them. Edit: This is tangential, but for anyone who doesn't already know this, you can use the free program TeamViewer to play the touch screen version of CiV on an iPad and it works pretty well, as long as you keep Civ in windowed mode. PoizenJam fucked around with this message at 19:31 on Jan 11, 2015 |
# ? Jan 11, 2015 18:47 |
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What does the Global Warming mod do? I ask because I remember editing XML files in Civ4 to specifically remove the retarded implementation of that from 4. If not for that, I'd give this pack a look.
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# ? Jan 11, 2015 20:57 |
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Global Warming I also have the 'Reforestation' mod enabled. I'm open to ditching them from future packs- it doesn't really do all that much on a practical level beyond immersion. The Events and Decisions mod is really the major new game play feature I care most about. I kind of dig pontoon bridge and the Scout unit extension too. Every good expansion should add a new game play element after all, and it's compatible with the vast majority of the Custom Civs added. The scout unit line extension is sometimes a bit dodgy though- the upgraded scouts can move through impassable terrain like ice and mountains. PoizenJam fucked around with this message at 22:37 on Jan 11, 2015 |
# ? Jan 11, 2015 22:23 |
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# ? May 28, 2024 03:27 |
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I really like the decision part of Events and Decisions(I turn events off when I use it), but some of those decisions are so overpowered that I've stopped using it until the author finalizes it. Some of them are cool and well balanced like the Danes being able to go raid city-states, but Korea has a decision that gives all farms +1 science. Korea is already a top-tier civ with a science UA. Giving it extra science is undebatedly over powered.
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# ? Jan 11, 2015 23:54 |