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Can you put the link for the mod for decodance in your description above?
It is easy to miss in the wall of text that is the comment sections.
Thank you. I am looking forward to try your great mod.
I do appreciate the thought, but it's better to keep it as lean as possible.
I have not tested it in some time, though unless they reworked it it should still function fine.
As for the Return of Wonders; that mod itself appears to be fairly extensive and part of a larger project. I don't think it would mix well with this one.
This mod actually went through a bunch of different changes since I originally started it (you can see some of the details in my patch notes). At one point buildings gave % resource increases and all had upkeeps. However, it was causing a lot of compatability issues with mods we were running, such as overriding PBEM building changes. In the end I figured out how to apply most of what I wanted through skills to keep the impact on other mods at a minimum.
The only way you can add features to city upgrades is to alter the city upgrade itself. Races you have to edit the race itself (you can't make race specific skills to research without altering the race file). Both result in compatability issues with other mods.
As for the skill points, I expected already it has something to do with the upkeep for heroes.
I never got into fiddling with mod files an always got annoyed that there is no simple way to change priority of mods that are exported.
Maybe it's time to look into that matter. Which file consists the changes for the heroes? Maybe I'm able to make a personal patch.
Btw did you consider to link the hex income to buildings or even races?
There should not be any compatability issues with the Fortress Additions Addendum mod. My mod adds the changes to builders through avatar skills, not altering the builder itself. If I recall, the only things my mod edits for existing files is the heroes upkeep and the element skills.
Regarding the skill points, it's because the increased upkeep for heroes and the skill rewarded are in the same entry. If you move your mods priority to higher than mine, that part of my mod won't trigger, but the rest should be fine.
But why does your mod affect how much skill points my heroes get at level up? With your mod activated it reverts to 5 skill points. Without i get 10.
Have extra gold sitting in your coffers? Throw up a builder upgrade. Running low? Maybe focus on your military conquests.
Unfortunately, the population penalty all but disappears late game, as your population growth cannot become negative, meaning once you hit metropolis, short of an enemy killing off your population with a spell or a city conquer effect, you can run all gold mines with no penalty. I'm considering in the future a mod to make building units require population, much like settlers, to enhance the usefulness of farms, but that mod is not going to happen anytime soon, as it'll require compatability mods to work with any other mods that add units.
I think the -50 population for the gold-related upgrades is excessive, but otherwise this is very nice.
there's things that seem like they could be done, but it would have to be a hard coded mod, Like Rollar says, the mod editor they included is a bit limited.
I appreciate the idea though. Any others are welcome.
Trade - 3 traders with xbows. Carry one 1 special resource/X mana/gold
Advanced trade - 6 traders with xbows. +1 speed. Carry one 2 special resource/X mana/gold
Armored trade - 6 traders with muskets and pistols. Armored. +2 speed. Carry one 2 special resource/X mana/gold.
The trade unit is an acutal unit (not like Civ VI) that you have to catch to hijack. It is on auto move between the two cities/outposts.
I'm not happy with my mod needing to alter every city upgrade in the game, it makes it have compatability issues with other mods. I'm trying to think of a satisfactory way to change that. I'm also going to look for an alternative way to apply hero upkeep, freeing up that compatability issue as well.
I spent hours trying to get something similar to work for the city upgrades, alas I cannot find any way to alter a city upgrade through a skill without that city upgrade already being modified (thus rendering the skill method irrelevant).
This still SHOULD work with my decodance compatability mod. I'll see if I can't update that in the next few days to work with my new setup. Once it's done, it should not have any more compatability issues.
I'm going to try and restructure the mod to fix some of the compatability issues. If I can link the changes to tier 0 avatar skills, most of the problems should up and vanish (you'll still need the decodance compatability mod, though).
Thanks for the feedback on the builder upgrades. Increasing population is definitely going to be needed, not sure about the production; I intend to add a % increase to all the resource related structures in your cities, so the resource output of those will increase. I may also add some researchable skills to increase them further in late game.
The upkeep idea is interesting... it may be something to look at further down the development road. I don't really want to raise the initial cost of these structures, as the AI will raze them.
This is not the main reason why I write.
I want tell you about my opinion in builders upgrades. Mines and mana nodes is good, but farms and careers looks like usless to upgredes. Maybe has the mening increase cost and production of that constructions.
6 population and 3 production is too small bonus for upgrade and spam of this looks horrible.
What about:
200 gold 50 mana cost - 60 population
500 gold 100 mana - 20 producton
I think that looks balanced and usefull. Or maybe it can cost not so much but can have maintenance like:
100 gold 50 mana cost = +60 population -10 gold
300 gold 100 mana = +20 production -10 gold
that u think?
And thank u for compability mod and this modification.
Side note: This is just an aspect of a total conversion mod I have plans to build. This particular mod should be compatible with most other mods, parts of my project will not. Stay tuned.
I'll test and see if I can add them to the mod without forcing players to have to use Decodance; otherwise I'll have to build a seperate mod with Decodance solely in mind.
Anyway, good job. Wait updates.