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Thread: Civilization Nights Mod

  1. #1

    Civilization Nights Mod

    CIVILIZATION NiGHTS - a complete conversion modpack






    Now Available on the Mod Browser
    Official Dedicated Sub-Forum: http://forums.civfanatics.com/forumdisplay.php?f=450
    Introduction to NiGHTS: http://forums.civfanatics.com/showth...00#post9931500
    Direct Download: http://forums.civfanatics.com/downlo...=file&id=16650
    Last edited by markusbeutel; 09-20-2011 at 01:36 PM.

  2. #2
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    I like some of the ideas of this mod. If you don't mind, I might borrow some of your work sometime in the future.

  3. #3
    Quote Originally Posted by Procylon View Post
    I like some of the ideas of this mod. If you don't mind, I might borrow some of your work sometime in the future.
    That's fine with me. In turn may I do the same with some of your buildings? It would be much further along in the future of NiGHTS' development, however. Just a warning, though, that it might be hard to implement some of NiGHTS's features with a mod that has the size and scope of yours. Good luck though.

  4. #4
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    Quote Originally Posted by markusbeutel View Post
    That's fine with me. In turn may I do the same with some of your buildings? It would be much further along in the future of NiGHTS' development, however. Just a warning, though, that it might be hard to implement some of NiGHTS's features with a mod that has the size and scope of yours. Good luck though.
    Yeah, you can use anything in mine.

    Have you had any issues with the AI going exclusively for the specialist slots, thereby starving themselves in the process? I had to drastically cut back on specialists because the AI could never seem to balance it very well.

  5. #5
    Quote Originally Posted by Procylon View Post
    Yeah, you can use anything in mine.

    Have you had any issues with the AI going exclusively for the specialist slots, thereby starving themselves in the process? I had to drastically cut back on specialists because the AI could never seem to balance it very well.
    I haven't had any issues yet and no one has mentioned anything of the sort after a week or so of testing. Maybe the AI only has this difficulty when pursuing Vanilla specialists. If anything, I find they don't use them enough - but overall, it doesn't appear to overly hurt or help them. It's more of an immersion factor for the player above anything else, really.

  6. #6
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    Quote Originally Posted by markusbeutel View Post
    I haven't had any issues yet and no one has mentioned anything of the sort after a week or so of testing. Maybe the AI only has this difficulty when pursuing Vanilla specialists. If anything, I find they don't use them enough - but overall, it doesn't appear to overly hurt or help them. It's more of an immersion factor for the player above anything else, really.
    I like the idea of more specialists in general, but never got around to making new ones. Since the AI has had growth problems in my mod, I removed many specialist slots and the AI was able to catch up again.

    You might not notice it as much with vanilla tile yields perhaps.

    If the AI does utilize brand new specialists in a different manner though, that would be great.

  7. #7
    Version 4 released in Downloads/Modpacks --> Civfanatics.

  8. #8
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    Quote Originally Posted by markusbeutel View Post
    Version 4 released in Downloads/Modpacks --> Civfanatics.
    And not on the modhub? Any reason?

  9. #9
    Quote Originally Posted by SamBC View Post
    And not on the modhub? Any reason?
    Modbuddy crashes when I try and sign into gamespy. This is after reformatting and a new installation of windows so currently I'm at a loss... I've also tried making new accounts but they crash as well. Once post patch fixes are complete I'll try logging in with a friends computer. Until then NiGHTS will only be available in the downloads section at Civfanatics.

  10. #10
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    is this mod english only?
    if so, I could translate it into german.
    tell me if there's any request.

  11. #11
    Quote Originally Posted by Berko89 View Post
    is this mod english only?
    if so, I could translate it into german.
    tell me if there's any request.
    This mod is currently only in English. Funny you should mention this but I am actually German myself and was planning on eventually translating the mod (much further down the line), but if you wanted to start I would say feel free

    I added some custom dialogue to the mod replacing the AI dialogue for Demands and changed them to requests. This new dialogue is probably the only thing that is safe to change at this point as it should not be getting too much of an overhaul from here on in and it may be a good place to start.

    For other areas of the mod like the Tech Pyramid and buildings, it would probably be best to wait until a post-patch fix as the March patch will break the mod and it also adds new buildings that I will have to create custom tool-tips for.

    I am also planning on introducing a new building mechanic to the game in Version 5 which is probably a month or two away but will also represent a change to current building and unit tooltips.

  12. #12
    Alright - I've had a chance to check things out after the patch, and turns out this next fix wont be nearly as painful as the last. All of my LUA code is mostly in tact as the patch pretty much only tweaks XML.

    The Tech Pyramid isn't causing crashes, the new Specialists still seem to function properly, and the UI changes I've incorporated are still in place. Overall, things still run quite smoothly and the mod itself is perfectly playable.

    The new patch does, however, introduce tweaks and changes to many aspects of the game. Basically anything that's been added to policies will be given to you in the background as my tooltips do not address these changes. There's also additions and subtractions on the Tech Pyramid so I will have to reshuffle some buildings/units/bonuses.

    I feel that's it's safe to say I'll easily get a fixed V5 up and running by this weekend. If everything goes as smoothly as I think it will, I also might add Gedemon's Cultural Diffusion mod component into the game. This mod adds the ability for tiles to flip based on how much culture you put out, similar to the system used in Civ 4. It doesn't yet grant you the ability to take over cities, but apparently this fix is on the way.

    So V5 will be out by this weekend - V6 will introduce a new mechanic involving how you build buildings and units that will heavily revolve around the new Tech Pyramid. It should add a definite strategical layer to the game. If you like the new Specialist Job System you'll probably enjoy this coming change as well. I'll post some new screenshots to the cover page of this thread after I've released V5.

  13. #13
    Version 5 released: http://forums.civfanatics.com/downlo...=file&id=16650 --- fully compatible with 1.0.1.217 Patch.
    Now includes Inca/Spain/Babylon DLC.

  14. #14

    New Diplomacy Mechanics

    Diplomacy features temporarily disabled after the latest patch.
    Last edited by markusbeutel; 03-26-2011 at 10:20 PM.

  15. #15
    V7.5 of NiGHTS released to civfanatics/downloads. V8 will be released probably tomorrow to the Mod Hub. I also haven't updated here in awhile - more up to date info also at CivFanatics.



    Download Link
    http://forums.civfanatics.com/downlo...=file&id=16650

    Government Screenshot
    http://forums.civfanatics.com/downlo...nments_M5X.jpg
    Last edited by markusbeutel; 04-03-2011 at 11:35 PM.

  16. #16
    V8.4 released to the Mod Hub. v8.5 available at CivFanatics => http://forums.civfanatics.com/downlo...=file&id=16650
    Last edited by markusbeutel; 04-03-2011 at 11:41 PM.

  17. #17
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    The work you've put into this mod is amazing!

    Well done!!

  18. #18
    Quote Originally Posted by Panda_Power View Post
    The work you've put into this mod is amazing!

    Well done!!
    Thanks Panda_Power NiGHTS isn't exactly a typical balance mod - so if people go into it not expecting that and instead are open to a new way of playing Civ, I think they'll like it.

  19. #19
    Version 8.6 released to CivFanatics/Downloads/Modpacks => http://forums.civfanatics.com/downlo...=file&id=16650

    v8.6 Changelog: Number Diplomacy added to Diplomacy breakdown screens.
    1. Specific actions that used to incur negative penalties from the AI now grant positive modifiers.
    2. The AI now admires you for building loads of Wonders.
    3. The AI now is in awe of your overall Military Strength compared to theirs.
    4. The AI now approves of you going to war against their rivals, (takes awhile to get credit for this one).
    5. The AI likes it when you share friendly relations with the same city states.
    6. AI Threshold for liking/disliking you is set at +2 and -2.
    7. AI Threshold for becoming Hostile/Friendly set at +5 and -5.
    8. Annoyed and Pleased have been added as Statuses.
    9. Annoyed is a precursor to Hostile.
    10. Pleased is a precursor to Friendly and generally is a forced attitude that the AI has taken on in response to your military superseding their own.


    These numbers all have a 15% random modifier to them in addition to the AI's flavors and Approach-Types when you first meet them - they are not set in stone.


    NOTE: The AI will still sometimes display an INCORRECT STATUS such as Neutral when the modifiers point to Hostile. This is a flaw in Vanilla Civ that has yet to be fully corrected. During these situations it's much more accurate to gauge the AI based on their graphical appearance. Their status might say Neutral, but their frown says Hostile. Also, the actual thresholds are (+/-) 20 and 50 but it's easier to visualize (+/-) 2 and 5.

    A full breakdown of how many diplomacy points are allocated to each individual action will be posted over the next couple days. This update should make the AI a little bit more transparent in regards to why they like/dislike you and to what degree.

  20. #20
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    If it were possible, it would be best for your military being large to be positive if they like you, and negative if they dislike you - fear ought to be separate, and I thought there was a separate fear response in vanilla (that doesn't kick in quickly enough, though)

  21. #21
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    Youre great! Being able to implement so many changes and what's more important it seems you cant stop improving the mod
    Though i believe some of changes are questionable:
    for example stability - its the most important change that completely reballances CIV. Now the game is like building settlers till we ll fill the whole map with cities and ICS is really the best choice. Playing with one city is just impossible because even 50% penaltied science of other cities is unstoppable and they grow and grow and grow infinitely. I understand that its like Civ IV was played, and all that empire building when you get 20 cities on 20x15 land plots, but Civ V doesnt force you to build a lot of cities, you can somehow climb the science ladder with only one (at least in MP on standart or lower sized maps when others have 3-6 cities). If mods were playable in MP this one would have been an eternity to end.

    ~20 specialists is quite questionable as well... it sure add depth to city management but considering number of cities that should usually be built its a bit mind-blowing to manage all of em. And also all these specialists are considered to be great people, meaning that instead of for example great scientist (free tech) you get +3food and +2production.... i wonder whats better?

    As for nations' traits and so on: nicely done and a bit improved version of Civ IV. Nice idea with different palaces too. But still this system encourages to think that nations are kinda "generic": nations are no longer unique and you just choose two traits that you like the most and gameplay as leaders with one same trait will be more alike than it should be. I think that its better not to stick to Civ IV experience so often. I think you could've thought of something more unusual by yourself.

    Science is great - nice idea and reballanced development (cause im really tired of nat college, workshop, ironworks, university, bigben, school, motoinf way). Most of us have their own "the usual" strategies, so its a refreshment for mind. I have a feeling that its again not the "best ever", but i just cant think of something else that is better (unlike policies, because i ve developed greatly improved version of original policies, but they allow you to concentrate more on one of many strategies, unfortunately i dont know how to make one of key features of it so for now its just a plan)

    Policies are quite good, they seem to have everything they need. They are organized in an unusual and interesting way, have some real life logic, allow you to make decisions that are nor exactly good (like going into new era but you lose stab and some previous policies), and there are just a lot of em....
    But this version is just far from being ideal - most of policies are just culture or other bonuses for some building, so if player considers this policies as minor (learned after some of 6 major ones), there is not so much to choose from. I wont say that i can do it better cause i cant(i mean implementation), but i didnt expect that its possible to mod it that much, maybe even my system of policies could be implemented...

    By the way maybe you make a hint for me? I want that each time you get enough culture to get policy you didnt choose one, and instead you get some points (for example that are called social points), and than you spend that points for policies that have different costs (amount of received social points increases each time)
    Is that at least possible?


    And the final question: what are you going to implement next? I wont be surprised even if itll be tactical AI..... at least some things like suicidal attacks and lack of concentration of forces seem to be logical to be fixed with changing some numbers or maybe something else.
    Last edited by Rinnero; 04-06-2011 at 04:50 AM.

  22. #22
    Quote Originally Posted by Rinnero View Post
    Youre great! Being able to implement so many changes and what's more important it seems you cant stop improving the mod
    Though i believe some of changes are questionable:
    for example stability - its the most important change that completely reballances CIV. Now the game is like building settlers till we ll fill the whole map with cities and ICS is really the best choice. Playing with one city is just impossible because even 50% penaltied science of other cities is unstoppable and they grow and grow and grow infinitely. I understand that its like Civ IV was played, and all that empire building when you get 20 cities on 20x15 land plots, but Civ V doesnt force you to build a lot of cities, you can somehow climb the science ladder with only one (at least in MP on standart or lower sized maps when others have 3-6 cities). If mods were playable in MP this one would have been an eternity to end.
    Thanks for the feedback Rinnero
    It's definitely harder playing with one city in NiGHTS. There are several policies that help you out though, like the 50% food in the capital policy and many other that focus on small empires. That being said, the goal in NiGHTS is definately expansion. ICS is definitely a viable strategy, only in this case cities aren't capped or forced to stop their growth. A downfall to ICS is that later on in the game when military units have high stability costs, it may be difficult, regardless of population size, to field a large enough army that will be able to protect your sprawling empire.

    Quote Originally Posted by Rinnero View Post
    ~20 specialists is quite questionable as well... it sure add depth to city management but considering number of cities that should usually be built its a bit mind-blowing to manage all of em. And also all these specialists are considered to be great people, meaning that instead of for example great scientist (free tech) you get +3food and +2production.... i wonder whats better?
    I've included a Great People counter in the top bar that alleviates this a lot. It shows where and when your next specialists are coming from. Vanilla Great People are still there, just only attached to Wonders now. The threshold to train a new specialist is the same as for a Great Person, (100), and this only goes up by 5 for each additional specialist trained, so it's actually easier to train Great People if that's the route you choose to take.


    Quote Originally Posted by Rinnero View Post
    As for nations' traits and so on: nicely done and a bit improved version of Civ IV. Nice idea with different palaces too. But still this system encourages to think that nations are kinda "generic": nations are no longer unique and you just choose two traits that you like the most and gameplay as leaders with one same trait will be more alike than it should be. I think that its better not to stick to Civ IV experience so often. I think you could've thought of something more unusual by yourself.
    Did you see the unique palaces for each Civ? This adds a lot to each Civ as well as some are much better at Science, or Culture, etc, early on which can have a huge impact on the direction that a player chooses to go with that particular Civilization. Traits, while similar to Civ IV, are basically easier to balance. I'm not saying they are balanced as is, and they'll get some more polish and work over the next few updates, but having a dozen or so traits to balance is definitely not as game-breaking as having 50+ different traits - some of which are rendered useless after the first few eras.[/QUOTE]

    Quote Originally Posted by Rinnero View Post
    Science is great - nice idea and reballanced development (cause im really tired of nat college, workshop, ironworks, university, bigben, school, motoinf way). Most of us have their own "the usual" strategies, so its a refreshment for mind. I have a feeling that its again not the "best ever", but i just cant think of something else that is better (unlike policies, because i ve developed greatly improved version of original policies, but they allow you to concentrate more on one of many strategies, unfortunately i dont know how to make one of key features of it so for now its just a plan)

    Policies are quite good, they seem to have everything they need. They are organized in an unusual and interesting way, have some real life logic, allow you to make decisions that are nor exactly good (like going into new era but you lose stab and some previous policies), and there are just a lot of em....
    But this version is just far from being ideal - most of policies are just culture or other bonuses for some building, so if player considers this policies as minor (learned after some of 6 major ones), there is not so much to choose from. I wont say that i can do it better cause i cant(i mean implementation), but i didnt expect that its possible to mod it that much, maybe even my system of policies could be implemented...
    The Government UI and policies are all a work in progress. If you played 8.6b (the latest release at CivFanatics), I've spruced up most of the District Policies to be more unique. I agree they were a little bland in earlier versions - but this was mainly because they served as templates while a finished up working on the UI. It's not overly difficult to mod the UI, just very tedious lining things up properly.

    Quote Originally Posted by Rinnero View Post
    By the way maybe you make a hint for me? I want that each time you get enough culture to get policy you didnt choose one, and instead you get some points (for example that are called social points), and than you spend that points for policies that have different costs (amount of received social points increases each time)
    Is that at least possible?
    Theoretically, anything is possible. This would probably require the official dll, though - as to do this in .lua would be a nightmare. As a general rule, though, I find a good way to think about features like this is to start by looking at what's already in the game, and then seeing how you could tweak things for your own purposes. It's also important to check out the mods in the browser and just read through their xml/lua code to get a better handle on how things work.

    Quote Originally Posted by Rinnero View Post
    And the final question: what are you going to implement next? I wont be surprised even if itll be tactical AI..... at least some things like suicidal attacks and lack of concentration of forces seem to be logical to be fixed with changing some numbers or maybe something else.
    Tactical AI is on my list of things to do. The next update will actually introduce Pollution and Corruption into the game - It will make each and every city feel much more specialized, and building every single building in every city will no longer be the best option to take. I'm hoping to release this version on Saturday/Sunday at the latest.

    Thanks for playing and the comments - always great to hear new perspectives on things from new players of the mod.

  23. #23
    8.8 released to http://forums.civfanatics.com/downlo...=file&id=16650

    Changes include improved AI management of it's Stability and Gold. Units are now obsoleted by their superiors so the AI keeps up with the proper era-specific units throughout the game. Full list of changes at http://forums.civfanatics.com/showth...399510&page=39

  24. #24
    8.9e released to http://forums.civfanatics.com/downlo...=file&id=16650

    Thought I would update this thread for anyone that follows the progress on the 2K forums.

    Changelog:

    • Each Civilization now has 1 Major and 1 Minor Trait. Major Traits are essentially twice as strong as their Minor Trait counterparts. These Traits correspond to the traits from CIV IV with slight alterations to fit within the context of CIV V.
    • Each Civilization now has a Unique Palace with unique starting stats for Gold/Production/Culture/Strength/Science.
    • Specialist Buildings have been given their own side-panel drop down box for less micromanagement when assigning new specialists.
    • AI Diplomacy information, (the tool-tip that describes why they like/dislike you), has been tweaked to show numerical modifiers so you can more accurately gauge their relations with you.


    I've also updated the main forum page at CivFanatics for this latest version with new pictures of the Tech Pyramid and Government screen for anyone that's new to this mod.

  25. #25
    cheers! I installed your mod yesterday - and I really like it. good work!
    But I'll follow future developments on the civfanatics forum.

  26. #26
    Quote Originally Posted by Karantaner View Post
    cheers! I installed your mod yesterday - and I really like it. good work!
    But I'll follow future developments on the civfanatics forum.
    I'll see you there. That being said, I'll start posting here a little bit more regularly than I have been.

  27. #27
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    Very good MOD indeed!
    I use 8.9 version and have a question about it. Adopting a mine upgrade disctict policy under despotism is supposed to give you +1 production per mine. Probably this feature is not properly working - mine poduction remains the same after adopting this policy. However if you adopt farm upgrade policy you receive +1 gold per farm and +1 production per mine.

  28. #28
    Quote Originally Posted by IvanGnida View Post
    Very good MOD indeed!
    I use 8.9 version and have a question about it. Adopting a mine upgrade disctict policy under despotism is supposed to give you +1 production per mine. Probably this feature is not properly working - mine poduction remains the same after adopting this policy. However if you adopt farm upgrade policy you receive +1 gold per farm and +1 production per mine.
    Thanks. And yes, that was a bug in one of the earlier versions of v8.9. You're one of the few that's noticed it though. Which version are you playing? V8.9e is released at Civfanatics/Downloads/Modpacks and this should be fixed in that version. (One of the other policies was actually granting a double bonus while the mine upgrade was granting none).

  29. #29
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    I play 8.9 so probably it was not fixed as intended ) And it s not really a bug - rather an exploit. I dont mind at all getting 2 benefits for a price of one. Also I noticed that you cant build mounted units when you researched horseback riding (makes horseman obsolete) but have not researched chivalry yet (knight is an upgrade for horseman). I guess this works as intended but it does not look logical for me and it certainly creayes some additional problems ) Same problem with siege units - trebuchet becomes obsolete with gunpowder and you cant build any siege units until you research railroad and can build cannons.
    Last edited by IvanGnida; 05-10-2011 at 03:07 AM.

  30. #30
    Quote Originally Posted by IvanGnida View Post
    I play 8.9 so probably it was not fixed as intended ) And it s not really a bug - rather an exploit. I dont mind at all getting 2 benefits for a price of one. Also I noticed that you cant build mounted units when you researched horseback riding (makes horseman obsolete) but have not researched chivalry yet (knight is an upgrade for horseman). I guess this works as intended but it does not look logical for me and it certainly creayes some additional problems ) Same problem with siege units - trebuchet becomes obsolete with gunpowder and you cant build any siege units until you research railroad and can build cannons.
    I've let Horsemen become obsolete by Horseback Riding because that's when War Chariots become available. I might still change this, but if I allow military units to be built from previous era's, the AI tends to focus on these weaker units as opposed to improving their army when they have the capability - and this is the main reason for some of the early obsoleted units.

    I agree with you about the trebuchet - cannons though. I've shifted numerous units/buildings/techs around whenever new patches come out and I missed this. I updated the mod tonight at CivFanatics/Downloads/Modpacks - and cannons now become available with Gunpowder and not Railroad.

    Thanks for finding this.

  31. #31
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    Yeah - problem with siege weapons solved now - thanks a lot ) However there is another problem with gunpowder technology. After you reserach it you cant build casted any more. Castle is pretty useless by itself but it is needed for padoga which gives +5 culture. So maybe you remove castle from pagoda prerequisite/ a few more questions:
    1) Sometimes you cant build tradeposts on certain tiles - and I could not figure out any pattern for that. You can build other improvements there such as farms, mines, lumbermils but no tradeposts.
    2) Was it your intention to make ordinary goldenage duration only 3 turns? If you convert a great person into goldenage you can still get about 10 turns duration. I have not tested ThajMahal for that yet.
    3) Hammercost of some buildings seems to be way 2 high. For example courthouse costs 900 hammers and gives just 2 science hile apothecary costs only 82 hammers and gives same 2 science + slot for a specislist. Harbour costs 750 hammers and besides creating sea traderoutes gives 25% bonus for building ships - not enough to make it appealing for building. Aqueduct costs 900 hammers - gives just +2 food and +1 food on fish - also too expensive. Watermill is 900 hammers - gives 2 food and 1 food on deer, banana, grain. Seaport is 900 hammers - gives 2 hammers on sea resources. Library (437 h) and Marker (450 h) are also a bit expensive imho.
    4) If you turn 1 lvl upgraded farm into grain plantation you gain 2 food and 2 hammers but lose 1 gold.
    Last edited by IvanGnida; 05-13-2011 at 03:30 AM.

  32. #32
    Quote Originally Posted by IvanGnida View Post
    Yeah - problem with siege weapons solved now - thanks a lot ) However there is another problem with gunpowder technology. After you reserach it you cant build casted any more. Castle is pretty useless by itself but it is needed for padoga which gives +5 culture. So maybe you remove castle from pagoda prerequisite/ a few more questions:
    1) Sometimes you cant build tradeposts on certain tiles - and I could not figure out any pattern for that. You can build other improvements there such as farms, mines, lumbermils but no tradeposts.
    2) Was it your intention to make ordinary goldenage duration only 3 turns? If you convert a great person into goldenage you can still get about 10 turns duration. I have not tested ThajMahal for that yet.
    3) Hammercost of some buildings seems to be way 2 high. For example courthouse costs 900 hammers and gives just 2 science hile apothecary costs only 82 hammers and gives same 2 science + slot for a specislist. Harbour costs 750 hammers and besides creating sea traderoutes gives 25% bonus for building ships - not enough to make it appealing for building. Aqueduct costs 900 hammers - gives just +2 food and +1 food on fish - also too expensive. Watermill is 900 hammers - gives 2 food and 1 food on deer, banana, grain. Seaport is 900 hammers - gives 2 hammers on sea resources. Library (437 h) and Marker (450 h) are also a bit expensive imho.
    4) If you turn 1 lvl upgraded farm into grain plantation you gain 2 food and 2 hammers but lose 1 gold.
    I'll look into the Castle dilemma - I may or not make changes here purely because many of these buildings are getting tweaked once I release v9.

    1) Trading Posts were originally limited to Plains only, but this has reverted back to normal with them being able to be built anywhere.

    2) This was my intention yes - purely because Stability/Happiness is very abundant later on in the game and players were reporting ridiculous Golden-Age chains. Great People Golden Ages have also now been lowered to 3 turns each, (as well as the Taj Mahal). This number can be raised through buildings and policies.

    3) Building costs are being constantly adjusted. If I ever don't announce an update but you see that the update date has been changed, I've probably tweaked something to do with build times, maintenance, or text bugs. That being said, some buildings such as those you listed will be getting boosts in the near future to better correlate with their costs.

    4) That's intended as one Improvement replaces the other. Having them stack on top of each other just results in either too much production or too much gold floating around - and the AI would also not be able to recognize how to take advantage of this.

    Thanks for the feedback. See you at CivFanatics.

  33. #33
    Version 8_9g was recently released to CivFanatics: http://forums.civfanatics.com/downlo...=file&id=16650

    The main change would be the inclusion of a Random Events mod component. Specialist buildings have also been tweaked and now each have 3 slots but only yield 1 point per slot, (to combat Specialists - that can now found cities - being trained faster than Settlers were being built).

  34. #34
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    Quote Originally Posted by markusbeutel View Post
    The Tech Pyramid isn't causing crashes,
    I've just tried the mod and really like it but I have an issue with the tech pyramid. I can't research railroad (it doesn't show up as an option when choosing your next tech to research) and if I go to the tech pyramid and click on it (or any tech above and dependant on railroad) Civ will crash. I just downloaded and manually installed the latest version of Nights (8.9i) and started a new game but the same thing happens.. clicking or railroad on the first turn it crashed.

    I'm using the Steam version on Win7 64bit if that helps.

    Cheers,
    Mark

  35. #35
    Quote Originally Posted by MarkJG View Post
    I've just tried the mod and really like it but I have an issue with the tech pyramid. I can't research railroad (it doesn't show up as an option when choosing your next tech to research) and if I go to the tech pyramid and click on it (or any tech above and dependant on railroad) Civ will crash. I just downloaded and manually installed the latest version of Nights (8.9i) and started a new game but the same thing happens.. clicking or railroad on the first turn it crashed.

    I'm using the Steam version on Win7 64bit if that helps.

    Cheers,
    Mark
    I'll look into it - this has happened in the past when new patches have come out. Whenever prereqs are added to the vanilla Tech Tree, they have a tendency to cause crashes in NiGHTS due to the massive realignment of Techs.

    EDIT: Updated Version 8.9J for Patch 1.0.1.332 uploaded to http://forums.civfanatics.com/downlo...=file&id=16650
    Last edited by markusbeutel; 06-29-2011 at 11:10 PM.

  36. #36
    Join Date
    Sep 2010
    Location
    Shanghai, China
    Posts
    424
    Great work on updating your mod so quickly after the patch!

    Does that mean v9 isn't far off????

  37. #37
    Quote Originally Posted by Panda_Power View Post
    Great work on updating your mod so quickly after the patch!

    Does that mean v9 isn't far off????
    I would guess 2-3 weeks now. I'm mainly working on the new UI features at this point, and while it's not an overly complicated job, it is a lot of trial and error - and I think I've now fully memorized the opening movie...

  38. #38
    Join Date
    Aug 2010
    Location
    Gothenburg/Sweden
    Posts
    258
    Steam still havent updated ;O(
    Happy 4th of juli tomorow all US Guys

  39. #39
    I haven't updated here in awhile, but just thought I should mention that the next major release of Civilization NiGHTS has been uploaded to: http://forums.civfanatics.com/downlo...=file&id=16650

    An FAQ for people unfamiliar with the mod can be found here: http://forums.civfanatics.com/showthread.php?t=399510

    This latest update introduces a completely new Tech Tree, with branching paths, and either/or prerequisites, as well as greatly expanded Ancient/Classical/Medieval Eras. There's also a new Policies/Governments system with Cultural Revolutions and a revamped Diplomacy model that allows for better AI relations. The latest Korea DLC, (and all other DLC), is included in the update for anyone that's purchased it. Alternate versions of the Ancient Wonders have DLC been included as well.

  40. #40
    Join Date
    Sep 2010
    Location
    Shanghai, China
    Posts
    424
    Great news and well done!

    I'm on holiday at the moment with a crappy old laptop, but I'm really looking forward to playing it when I get home!

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