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  1. #1
    The Usual Member Ice's Avatar
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    Default Re: City Mod

    Quote Originally Posted by Treverer
    Sorry to repeat my question (ashes on my head):

    but WHY IS THIS MOD NOT PART OF EB, then???
    I believe it's because the Devs don't want to control history. If things changed historically, a few cities possibly could have grown more than they actually did.



  2. #2
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    Yeah, the team doesn't want to limit the possiblities of cities. If history was different, some cities that weren't historically important might have grown huge.


  3. #3
    Member Member Maksimus's Avatar
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    Wink Re: City Mod

    Quote Originally Posted by MarcusAureliusAntoninus
    Yeah, the team doesn't want to limit the possiblities of cities. If history was different, some cities that weren't historically important might have grown huge.
    I agree, And I like your mod but I would not use it just because it is 'limiting' someones gameplay style - Maybe this would be interesting to know - I made mod like yours two years ago for my RTW vanilla, there were at least 10 people that used it and liked it very much - so I must make one for EB 1 too (after some officiall patcehes ;))... And my impresions were very nice - they are EB style moddifications I think

    First of all, limiting someones development is not 'popular' that much for me and much of EB and RTW fans I know (there are people that like certan town in a certan time - they would build it up even if they process_q'it realy) -- BUT!

    Editing txt scripts that would make a clear stand on what cities can and can not grow big and strong in time is a matter of 'building construction time' and making 'big' cities 'big' from the start. That means adding them the 'historic' content and enable them to have some 'finall stage' buildings from the start.

    So Seleucids and Ptolomei would have and Imperial Palace from the start in their Empires (capitol for example) and Royal barracs (like someone could say that at the time EB starts Selucids and Macedonians did not have SilverS or Royall Infantry?? No you cant -They did have and used them all the time actually) - that would go for macedon maybe or even for Rome.. (but that would pass the generall discussion first )

    But then you should (as I did) 'tweak' construction and costs time of 'prime buildings' like palaces to some very long period of time (like 20-50 turns). That would go the same for Army baracks or some 'high end' buildings in their midd and final stage (like Temples, Docks-do that is a clear example of my point here from EB ).. And it is more simple and stable.. only thing you have to do is to edit desc_start and export_desc_buildings in a matter of a few hours..

    Anyhow, I suport your efforts to the end - be well my friend
    “Give me a place to stand and with a lever I will move the whole world.”

  4. #4
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    Interesting, Maksimus.

    One thing against increasing the build time of palace buildings, though. The AI will quickly build the palace as soon as the city can be upgraded, they are hardcoded to do so. If you set the build time at a huge amount, the AI will just sit their building palaces for years. They won't be building infrastructure or MICs and will have a poorly developed town with little recruitment options as they spend those years upgrading. (Just to be sure, no offense to you intended by this post.)


  5. #5
    Megas Alexandros's heir Member Spoofa's Avatar
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    Default Re: City Mod

    no bugs so far in my Mak campaign, 223 BCE, pella is developing nicely actually, I'm trying to get it to huge but people just seem to like leaving now that its a large city, I guess I've got to draw them back in somehow.....

    pretty bug-free and such, makes my campaigns much more better.

  6. #6
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    Quote Originally Posted by Spoofa
    no bugs so far in my Mak campaign, 223 BCE, pella is developing nicely actually, I'm trying to get it to huge but people just seem to like leaving now that its a large city, I guess I've got to draw them back in somehow.....

    pretty bug-free and such, makes my campaigns much more better.
    Good to hear.

    Though, unless you changed something, Pella is set to only make it to Large City...


  7. #7
    Megas Alexandros's heir Member Spoofa's Avatar
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    Default Re: City Mod

    oh NOES!


    The capital of the world now cannot grow to huge!


    this is bad news indeed.


    the citizens shall weep throughout the night for this blasphemy!


  8. #8
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    *Shameless bump since this fell to page2.*


  9. #9

    Default Re: City Mod

    Hey Marcus, I really like the sound of the conditional Celtic reforms you put in. I was just wondering if it is possible to simply cut and paste the relevent section from the script.txt over the default one to implement them, without installing the rest of the mod? I'm assuming the reform changes dont rely on any other files outside the main script file.

  10. #10
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    Quote Originally Posted by Dram
    Hey Marcus, I really like the sound of the conditional Celtic reforms you put in. I was just wondering if it is possible to simply cut and paste the relevent section from the script.txt over the default one to implement them, without installing the rest of the mod? I'm assuming the reform changes dont rely on any other files outside the main script file.
    Nope, I'm pretty sure they'll work by themselves. If you'd like, just cut that section out and put it over the original reforms at the top of the script.


  11. #11
    Megas Alexandros's heir Member Spoofa's Avatar
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    Default Re: City Mod

    I'm sure after the EB team figures out and impliments their city control method then everything will be pretty open but not unrealistic as in, by 252 you have populations in the 10000's in places like ambrakia, aka a large city.


    I personally think that the AI shouldnt get more ppl in their cities when they recruit units, since their cities just grow way out of control so i have to exterminate every single settlement i capture after my initial grab of control.

  12. #12

    Default Re: City Mod

    Is this mod compatible with BI? Because whenever I install it I can't start a new campaign.

  13. #13
    The Galatian, AtB Member Member Admetos's Avatar
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    Default Re: City Mod

    Yeah it is, I run it with BI with no problems what so ever.


    Support Asia ton Barbaron, the Eastern Mod for EB, on The Guild and TWC.
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  14. #14
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    Quote Originally Posted by MButcher
    Is this mod compatible with BI? Because whenever I install it I can't start a new campaign.
    It works with BI, but you have to follow the same steps as you would to get EB to work on BI, after installing this minimod.

    EDIT: Don't want to bump this, so I'll edit.
    Hey, this got stickied, and I didn't do it. How long has it been like this without me noticing?
    Last edited by MarcusAureliusAntoninus; 10-09-2007 at 19:03.


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