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Discussion: Civilization Series / Civilization Series - Game Planning & Coordination - New Pitboss Game Discussion (Jan 17/09) - Should we keep this up for when we need a new game, since when TT
  1. #121


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    Re: New Pitboss Game Discussion (Jan 17/09)

    Should we keep this up for when we need a new game, since when TT is finished, are we going to have another game?

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  3. #122

    Bernout's Avatar

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    Re: New Pitboss Game Discussion (Jan 17/09)

    Quote Originally Posted by classical_hero View Post
    Should we keep this up for when we need a new game, since when TT is finished, are we going to have another game?
    Well, the games do last quite a while so even with TTT being well along I wouldn't expect another game for a few months yet. I normally start up a new topic when the time comes.

    Bernout

    |TG-MD6| TG Primer


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  5. #123


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    Re: New Pitboss Game Discussion (Jan 17/09)

    A new game, a new set of settings. All the TG games hosted so far have been quite different.

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  7. #124


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    Re: New Pitboss Game Discussion (Jan 17/09)

    Hey all,
    I'm interested in starting a new game using the mod you guys have here.

    How has it been, and are there thoughts or warnings you have after experiencing it so far?

    Is there a chance that there is a single post that distills everything changed? The opening post summarizes the changes, but doesn't include all the minor details like which techs are no longer poppable.

    And keep your eyes peeled at Strategamer for the signup for a new game.

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  9. #125

    emperor's Avatar

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    Re: New Pitboss Game Discussion (Jan 17/09)

    I've already mentioned some of my thoughts on Strategamer.

    So far it's still very early days - I don't think anyone has Alphabet (I'd be surprised if they do), so there's no data yet on how the mod will affect tech trading. However, in general terms, we're all noticing that teching is a LOT slower (probably about double the time to research each and every tech). I do wonder if this will imbalance wars a bit more - for example, the player who would have got Copper 10 turns earlier than his neighbour now might get it 20 turns earlier, which might allow him to do an Axe-rush while his opponent still has no better than Warriors. But then again, that sort of thing can happen when people get unlucky with resources anyway.

    By the way, the list of techs you can pop from huts was mentioned by Niklas a few pages back.

    Quote Originally Posted by Niklas View Post
    For the record, here's the list of techs that are poppable from huts by default, in the order they appear in the tech tree (left-to-right, top-to-bottom):

    Fishing
    The Wheel
    Agriculture
    Hunting
    Mysticism
    Mining
    Sailing
    Pottery
    Animal Husbandry
    Archery
    Masonry
    Horseback Riding
    Priesthood
    Bronze Working
    Writing
    Metal Casting
    Iron Working
    Aesthetics
    Mathematics
    Monarchy
    Compass
    Literature
    Calendar
    Construction
    Currency
    Drama
    Music
    Astronomy
    Emperor / Lord Parkin

    Want a private forum for your Civ4 alliance to chat easily? Then come to Parkinsworld - I'll be happy to set you up with whatever you need.

    Link: http://z14.invisionfree.com/Parkinsworld/index.php?act=idx

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  11. #126


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    Re: New Pitboss Game Discussion (Jan 17/09)

    That's a list of the techs available by default, not the ones that are removed in the mod. It's not a big deal, I just would like to provide clear information on exactly what was changed to the people in the game.

    Does increased tech rate still apply if the game is not played at Deity? My understanding is that the mod has everyone set on Deity, and therefore has a huge tech rate. If we were all playing on, say, Monarch, then we'd have normal tech and bonuses for Monarch, yes?

    Also, did the admin password thing ever get straightened out? I started a test server on my laptop and connected just fine with my desktop. I restarted it with an admin password and get a protected assets error, even though I'm using the exact same version of the mod in the same path on each machine. Logging in with my laptop lets me play just fine.

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  13. #127

    emperor's Avatar

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    Re: New Pitboss Game Discussion (Jan 17/09)

    Quote Originally Posted by Fosse View Post
    That's a list of the techs available by default, not the ones that are removed in the mod. It's not a big deal, I just would like to provide clear information on exactly what was changed to the people in the game.
    Only techs up to second tier are available from huts. Thus, these techs were removed from huts IIRC:

    Horseback Riding
    Priesthood
    Bronze Working
    Writing
    Metal Casting
    Iron Working
    Aesthetics
    Mathematics
    Monarchy
    Compass
    Literature
    Calendar
    Construction
    Currency
    Drama
    Music
    Astronomy

    Quote Originally Posted by Fosse View Post
    Does increased tech rate still apply if the game is not played at Deity? My understanding is that the mod has everyone set on Deity, and therefore has a huge tech rate. If we were all playing on, say, Monarch, then we'd have normal tech and bonuses for Monarch, yes?
    No - the tech rate is Epic Deity. So on Noble difficulty, techs would be exactly 1.5 times the cost of Normal speed.

    Quote Originally Posted by Fosse View Post
    Also, did the admin password thing ever get straightened out? I started a test server on my laptop and connected just fine with my desktop. I restarted it with an admin password and get a protected assets error, even though I'm using the exact same version of the mod in the same path on each machine. Logging in with my laptop lets me play just fine.
    I think this was sorted out, but I'm not sure... someone else would have to reply.
    Emperor / Lord Parkin

    Want a private forum for your Civ4 alliance to chat easily? Then come to Parkinsworld - I'll be happy to set you up with whatever you need.

    Link: http://z14.invisionfree.com/Parkinsworld/index.php?act=idx

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  15. #128

    Bernout's Avatar

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    Re: New Pitboss Game Discussion (Jan 17/09)

    Hey Fosse!

    Long time no see!

    We're using this mod in the Fog of War game. See the first message for the description I wrote up including a mod summary:

    http://www.tacticalgamer.com/civiliz...r-signups.html

    It sounds like you may have read it already but I thought I'd make sure. Also, Emperor I think nailed the tech list. We basically went with the first two columns in the tech tree.

    Quote Originally Posted by Fosse View Post
    Does increased tech rate still apply if the game is not played at Deity? My understanding is that the mod has everyone set on Deity, and therefore has a huge tech rate. If we were all playing on, say, Monarch, then we'd have normal tech and bonuses for Monarch, yes?
    Niklas can confirm but I believe that is the way it is configured. He changed Deity level only to have the epic level tech rate (2.0) and removed all of the AI bonuses. Using any other difficulty level should work normally.

    Also, did the admin password thing ever get straightened out? I started a test server on my laptop and connected just fine with my desktop. I restarted it with an admin password and get a protected assets error, even though I'm using the exact same version of the mod in the same path on each machine. Logging in with my laptop lets me play just fine.
    You need the admin password in order to ensure everyone is using the mod. We've been using one without any issues.

    Bernout

    |TG-MD6| TG Primer


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  17. #129

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    Re: New Pitboss Game Discussion (Jan 17/09)

    Nice to hear there's more interest in this.

    Yes, Bernout has it correctly. I modded the Deity handicap level to set to the research costs to 2.0, corresponding roughly to Epic Deity (which is 1.95). That doesn't mean anything for any other levels though, all other levels are completely unmodded and will play as normal. Playing a game on Monarch will not magically make the tech rates Epic Monarch, it will be completely standard Monarch.

    Only techs from the first and second tiers are poppable, like emperor said.

    The mod also removes the various uprising events (Vedic Aryans etc), though that's irrelevant for our particular game since we have events off anyway.

    And as has been said too, we're playing the game right now with an admin password set and no one has reported a problem.

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  19. #130


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    Re: New Pitboss Game Discussion (Jan 17/09)

    This sounds great! I think I'll be starting the game on a different difficulty level, but I'll give it a few tries in SP before I make that decision. I'll have to figure out why the game won't let me log into it from my desktop when the laptop hosts.

    The mods have to be the exact same files, and installed under the same name, right? But other than that, nothing should matter.

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  21. #131


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    Re: New Pitboss Game Discussion (Jan 17/09)

    It's stupid, but the mod works fine with an admin password when it's under the Beyond the Sword directory instead of installed in the My Documents directory.

    So I'm good to go. Thanks for the help. The sign up thread is here:

    Scratch that, the forum won't let me post a URL. The sign up thread is at Strategamer. Check it out.

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