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Maybe it makes sense to release this change as official update of this mod.
(Takes only a few seconds with regex:
search: ("[0-9]),([0-9]*")
replace with: \1.\2
)
@pwnbadness: This should also fix your finding.
Maybe you spoted an error (easy to fix). If all other values elsewhere are ".", so, it's probably an error. You can fix it by write this file in this case. I can't make update for now because my mods was on an crashed harddrive and I have problems to restaure it.
I noticed that the AI gains very much XP during the game. Every unit is running around level 10 and the Heroes of the AI gain over 100xp per turn.
In the file SimulationDescriptors[GameDiff..].xml I found that the values of higher difficulities are separated with comma instead of point. Example:
"ExperienceGainPerTurn" Operation="Percent" Value="0,50"
Are you positive that this is recognized as 0.50 (and not as 50.00)?
Thanks for the awesome mod!
At the highest difficulty "you need a psychoanalyst" AI progresses very VERY little. At the start of the game he does't colonize regions and does't create new units. This mod has the opposite effect. The snowball effect comes from the very beginning.
=PROGRESSIVE DIFFICULTY== :
It is what Community Patch Project of Civ V and More-Naval AI mod of Fall from Heaven II of Civ IV do. Progressive difficulty makes early game have more possible opening strategy. It also maintains a constant difficulty against player.
I am all for it.
==ADAPTATIVE BALANCE== :
Both Civ IV and Civ V has mechanic which acts against snowball effect. Some features from Civ V:
: Player receives tech cost reduction for tech which other players has researched. The more players have researched that tech, the higher the tech reduction.
: Trade route incomes, both science and dust, favor the lesser advanced and poorer players. In short, poorer player receive more dust from the same trade route than wealthier player. It is the same for science.
With only this mod, AI units get about 100 exp per turn and become very strong very fast. Should it work like that?
First, I use myself Progressive Difficulty without any problem with ELCP (it's logic, because my mod overwrite ELCP needed files).
Second, Progressive Difficulty and Harmonious Difficulty are two very differents mods, doing two différents things. Progressive Difficulty is about, exactly, progressive difficulty. My mod can make you loose a game at turn 200, in a unexpected way. Also, costs go up, and prevent snowball, and it can greatly surprise you about minor factions. Now, I played a lot with my mod, and it's rather well balanced, in a mathematical way.
Harmonius Difficulty is much more classical, but as it's made by Ninakoru, a great modder, I'm 100% condident that it is very well balanced (he is better at balancing than me). As I said, I even pick up some ideas from it and put it in my mod. So try also HD, it's worth, but not both mods together ! See results and choose what you prefer.
Would really like to have this (hope a modder would pick this up!)
Thank you author for creating this to begin with!
You can make more operations on a existing property. You do it one after one. I saw many example in game code where dev do it. You need also to test if you can use (GameSpeedMultiplier) as a global variable (=no need to specify the path /classEmpire:
It's the most important). If it's global, then you can use it like I use (CurrentTurn). So you keep my code line with (CurrentTurn). And you just add a new line where you make an additionnal operation, using only (GameSpeedMultiplier) in order to modify the same property (CityDust in my previous example).
Path are not valids in binary operation. You can only use $Property(GameSpeedMultiplier)
And the path is in the path. Here the problem is you need also city path. So i'm not sure all of that could work.
It work in ToAIParameter, CustomCost, and many others tag, but not this one. Modding EL is a real pain in the ass. :-))
Example :
<BinarySimulationModifierDescriptor TargetProperty="CityDust" Operation="Percent" Left="0.01" BinaryOperation="Multiplication" Right="$(CurrentTurn)" IsBindOnSource="true" Priority="1" Path="ClassEmpire/ClassCity" />
(here AI win +1% dust. At turn 50, bonus is +50% city dust. It's not real value, surely it not so high in my mod.
Here you need to make another binary operation on the CityDust property, using GameSpeedMultiplier instead of CurrentTurn with the good operator according what you want to calculate. I don't remember what do IsBindOnSource="true", except I got many problem when writing it, or forget to writing it. Here I think it need to be write because I ended to do so.
First of all it should be division instead of multiplication (since this value goes up instead of down as game length is increased). Also multiplying the values is causing it to crash. I switched to replacing all instance of
$(CurrentTurn)
with
($(CurrentTurn)/$Property(../ClassEmpire:GameSpeedMultiplier))
and it was able to load. I haven't had a chance to play-test it though.
By the way, are there tools in the debug mode for the game that you found helpful for testing this mod?
I have additionnals ideas for this mod, but didnt got time to test it. I think than use turn number is not the best property for progression, but I didnt succed to find another way.
Also, I think about remove additionnal difficulty because the ISSUE about missing main file from amplitude. Then I will remove easy, normal and hard, and rescale difficulty without any change in the name code of difficulty (only what read player). What I say is maybe not clear, sorry.
Worksheet n°1 "analys and auto calculation". With line "baseperpop" difficulty Impossible for example. It's say in the original game, the AI get a +1 bonus per pop of all ressource (a citizen produce 2 instead of 1). Here you can see I set equality turn. It mean in my mod, the AI get this bonus when you are at turn 100. At turn 0 AI get 50% aka +1.5 bonus per pop. At turn 150, the bonus is 150% of the original bonus, aka +2.5 bonus per pop. Then turns later, bonus slowly grow like that without limits.
But if game is high difficulty and very long time (500 turns or more), there is no limit about increase for AI. 999 look over any limits, unless you use a map with many many resources.
Infortunatly, Im not in a period when I mod actualy. Maybe I will come back modding EL, but I have others IRL issues for a while. So I can't really doing update. And For this mod, there is some update to do, as I started to test additionnal features. But it take much time, so I can't do anything for now. Each modding session ask me to fully involve because I have to relearn some knowledge.
Lazy Wolf : yes it's fully compatible with Improved AI by Ninakoru. I didnt look if he made a recent update making not. But I readed his mod, and normaly, we don't use at all same files and variables.
Thank you!