Sid Meier's Civilization V

Sid Meier's Civilization V

Scenario Generator
121 条留言
cjprince 10 月 11 日 下午 6:42 
I assume in that case fishing boats will be built automatically? I got an idea for how this system could be changed, where the fishing boats would appear and target a nearby fish or whale resource tile that isn't being targeted by any other fishing boat, move there and make their "catch", then return back to the closest coastal city to unload and disappear. (so it would produce constant amount of food as it moves, but also produce a large burst of food and possibly gold/other yields upon returning to port).

This would both eliminate fishing boats "conga-lining" (where one automated fishing boat is followed by a bunch of other fishing boats that happen to be targeting the same tile, only one fishing boat makes the catch and all the other boats have wasted their time) and also make it so fishing boats can't wander too far away from your lands.
cjprince 10 月 11 日 下午 6:36 
Looking at development notes for next update, I like the two initial ideas.
Its always very annoying when I try to budget my city state contributions but dont quite get enough gratitude as a result to pass the threshold to get influence so that being made more gradual is nice. And I always feel I should micro my fishing boats so they can land on the most fish and whale tiles every migration.
cjprince 10 月 11 日 下午 6:11 
Dangit I didn't notice the update until now and it's nighttime for me! I'll get started tomorrow
cjprince 7 月 1 日 上午 7:49 
New update?! But I had plans! I'll get started in the evening
cjprince 4 月 26 日 下午 2:23 
I believe the map script was Tilted Axis, but it doesn't crash every time, just on occasion, and also sometimes produces maps that generate fine but make for really poor gameplay (like maps where the entire top half is uninhabitable expanse of snow and ice)
Teddyk  [作者] 4 月 26 日 上午 1:29 
Unfortunately "Diversified Starting Army" will always crash Modern Scenario right now and "Human Ideological Leaders" will not work.

I have added manual fix (also for extramapscript failure) on civfanatics/changelogs.

What was a map script that caused it? I would like to run some test games on it.

Thanks for reporting!
cjprince 4 月 25 日 下午 1:57 
industrial scenario start was fine so ye something about modern scenario start ideology system is crashing
cjprince 4 月 25 日 下午 1:41 
no i changed to just pangea type thats never failed me and it went back to the ideologies error i don't know why
i will see about starting in industrial scenario
cjprince 4 月 25 日 下午 1:37 
now its saying MapExtraScripts lua:130 attempt to index local plot (a nil value)
okay nvm might be map issue ill switch type
cjprince 4 月 25 日 下午 1:30 
hm i turned that off and also turned off shuffle ideologies as well just in case and even then its still crashing
will double check cache clear next
cjprince 4 月 25 日 下午 1:24 
I finally am done uni exams so I can get back to this

Btw I was trying to start a new game and it gave me an error ITGSG Ideologies lua:513 error "attempted to call field: "Add" a nil value"
I think it might be that selecting the option human ideological leader when starting in the modern scenario and not converting into it causes a crash
cjprince 4 月 6 日 下午 7:22 
Makes sense speed modes arent coming back. Though I don't think bigger working radius would be so laggy if its limited to later techs and only in the largest of cities.
Ideas for how itd be integrated in each scenario
Age of Titans: as a wonder (say, the Via Appia?)

The Trial, New World: wonders or just not at all

Light of Hope: Metro System (lategame building unlocked at Dynamite tech, limited number per civ)

Sleep of Reason: Metro System (earlygame building unlocked at Railroad tech, limited number per civ) and Bus/Tram System (lategame building unlocked at Ecology tech, more expensive to produce but not limited in number and can stack with Metro)
Teddyk  [作者] 4 月 6 日 上午 9:53 
There will be no speed modes. Too much effort.

Neither I would like to introduce larger working radiuses for cities. It could hurt a performance.

There is no heavy balance evaluation when creating initial cities. They are mostly based on distance to starting plot. Premade maps that tends to have predominated single-terrain areas may not be perfect with this mod. Amount of players to map size ratio is also something that has to be figured on the run.
cjprince 4 月 5 日 下午 5:42 
kinda humiliating i almost spent an hour wondering why theres no game speed setting only to realize its bc this mod is built around 100-turn-long scenarios and im not even new to this mod

will there ever be option to change the length of scenario and game speed for more granularity n stuff? I assume standard speed balancing is getting perfected first before thats added as an option?
cjprince 4 月 5 日 下午 4:29 
before I start, fiddling around with map types
some more comments on scenario generation:

- On rare occasions I see civs get shafted by poor spawns, like being stuck with tightly packed tundra cities running across the upper top part of the map, which start with high populations that immediately stagnate or even starve. At the same time, I sometimes see individual cities lay claim to gigantic swathes of territory much of which lies outside their workable radii.
I don't know if it already does this but if it doesn't, city generation should take the surrounding hexes more into account when calculating their starting population. And maybe, going the other way there could be tech-unlockable buildings that expand the amount of hexes a city is able to work.

- Would be neat if colonies could be placed on land bonus resources, providing yields to nearest city
cjprince 4 月 5 日 下午 4:29 
- The randomly generated ideology names are very funny but hard to memorize. Particularly, the acronyms to make them shorter when used as alliance names for Sleep of Reason scenario just don't work. Instead of acronyms, could they get punchy one-word terms, like WW2's Axis and Allies?
Some name possibilities: Coalition, Alliance, Bloc, Cadre, Pact, Sphere, Assembly, Command, Union, Aegis, Entente, Covenant, Front, Federation, Accord, Compact, Collective, Protocol, Convention, Group and League (maybe last one might be left out to avoid confusion)

- Seeing your plans for a game option that prioritizes human player as ideological leader, I would prefer an option that makes the generation choose a mix between the ideologies of highest scoring civs and the most extreme ideologies rather than just extreme ones
cjprince 4 月 5 日 下午 1:22 
Alr thanks for the heads-up
Teddyk  [作者] 4 月 5 日 下午 12:22 
Even though I have managed to do some work on the mod I have still a lot of listed changes to implement. After that I will run AI test games, then play some games myself and I will finally make an update. Progress can be tracked on civfanatics (changelogs first post).

I don't think that update will come before JUNE. It is SAFE to START. Have fun.
cjprince 4 月 5 日 上午 7:48 
Is an update coming up shortly or can I start a new playthrough immediately?
I feel like playing on Epic or Marathon.
cjprince 2 月 28 日 下午 3:03 
i wish i could play this with Yet (not) Another Earth Maps Pack maps, with true start locations, larger sizes and more room for civs and citystates. But obviously adding that breaks the Scenario Generator custom start game ui
cjprince 2 月 27 日 下午 3:59 
why is there no Artillery in sleep of reason? I get the sense that its because civ v base game arty is extremely overpowered, but you can always nerf it. it could be in ballistics tech, and would have slightly weaker stats v vanilla and would only have 2 range rather than 3. in exchange, it would have a convenient stacking type instead

imo, Anti Air, Anti Tank and Artillery should be weaker but share a separate third stacking type by default. its all about combined arms after all. the special unique upgrades that change antitank stacking type in particular would be changed to increase AT power when stacked with your infantry/tank
Teddyk  [作者] 2 月 27 日 下午 12:08 
I read all the feedback and give it an initial thought.
I hope to start working on next version in March. I will try to address your ideas to some extent in either next version or following one.

Thanks!
cjprince 2 月 26 日 下午 7:19 
its a shame that the ideological developments u make in industrial light of hope scenario get dropped for sleep of reason

Idea: every nation's four tenet choices return in sleep of reason as "Internal Tenets" which are exclusive to you and do not block from being chosen by another player. The ideological league no longer starts with every member having replaced their choices with the leader's four tenets. The leader is still important because they decide the ideological type (i.e liberty, autocracy, etc) focus of the league which influences what tenets become candidates for enshrining.. The leagues would vote significantly more frequently to add new tenets to be given to their members.
cjprince 2 月 26 日 下午 7:19 
League-voted tenets would be "Enshrined Tenets". If a league enshrines one it becomes exclusive to all its members permanently. If a rival ideological league enshrines one of your "local tenets", you will be forced to abandon your own tenet (maintain ideological purity). In the same way, if your own ideological league does that, it stops being a local tenet (you keep it of course, as a enshrined one). In both cases, you get a free choice of a new local tenet (so you'll always have four local tenets).
cjprince 2 月 24 日 上午 11:17 
no i think it was the map i was trying to start it on

itd be nice if dislocation penalty icon disappeared after controlling origin city long enough
Teddyk  [作者] 2 月 24 日 上午 9:58 
Dislocation penalty for rebel units is inactive if you control their origin city.
Has CurrencyResources.lua:164 repeated?
cjprince 2 月 22 日 下午 7:29 
having problems starting new game where it gives error GameInit ITGSG_CurrencyResources.lua:164: attempt to index field '?' (a nil value)
cjprince 2 月 21 日 下午 6:38 
another thing: setup places colonies and forts all over, but the places they get put just sometimes isnt optimal...

- in industrial and modern scenarios, forts should be placeable on water Coast tiles. These naval sea forts would not provide any bonuses for your units sitting on its tile, but its base attack range would be +1 higher than land forts.

- forts should be workable by cities for +3 Production. basically this would make them a worse Mine, but hey might be useful in cities that are just getting started developing or cities with a lot of idle citizens

- colonies should also be workable providing same yields as their resource being normally improved would, so one can make better use of conquered colonies. on game start, colonies should never be placed within workable radius of its owners own cities bc thats just a waste of a colony
cjprince 2 月 21 日 下午 6:16 
plz make modernizing unit legal action more effective

it could be made to cost less to upgrade obsoleted units. Maybe make the cost go down exponentially the more turns it has been since you passed legal action obsoleting that unit. so players would modernize a few units right away if its wartime and if you have less important areas the units there could be left unupgraded for 10, 20, 30 turns until their upgrade gold cost declined as to be negligible

the cost to obsolete a unit in terms of happiness-legal power could be reduced. imo it should be halved from 4 to 2. maybe it should vary by era gamemode

and lastly the amount of unitclass XP that gets inherited should be MAJORLY increased. tbh this is biggest deal breaker for me, only 33% carrying over makes it simply more worthwhile just to keep the older vetted units around. it should be increased to 83% or maybe even higher than that
cjprince 2 月 20 日 下午 5:48 
also btw if i have rebels flip to me (culture stuff) and then conquer the city, what else am I supposed to do with the rebels? their rebel status stays and "displacement" nerf never goes away, making them basically useless. Do I just have to delete them?
cjprince 2 月 20 日 下午 4:34 
also it seems to me that on era transition you get an awfully disproportionate amount of siege units. the main composition of my armies should be infantry- but instead I get tons of bombards / cannons / arty.
Teddyk  [作者] 2 月 19 日 上午 11:48 
Naval support promotions is definitely something I should look into. Thanks for feedback.
cjprince 2 月 17 日 上午 10:31 
could you add a producible support promotion that allows naval melee to pickup ancient ruins that are coastal? I explore with them but i dont like having to leave all the ancient ruins behind. it could be called "shore party" or something
Teddyk  [作者] 1 月 17 日 上午 11:55 
I have send you a savefile in bug report discussion.

Copy it to the same location (...\Documents\My Games\Sid Meier's Civilization 5\ModdedSaves\single).
Teddyk  [作者] 1 月 17 日 上午 11:45 
Yes. Thanks! Trying to load right now.
cjprince 1 月 17 日 上午 11:40 
I sent it in discussions in case that would work, is it there?
Teddyk  [作者] 1 月 17 日 上午 11:24 
Steam removed your link.

You may try sending just a code after file / d.
cjprince 1 月 17 日 上午 11:16 
here, google drive link to the broken savefile

{链接已删除}
Teddyk  [作者] 1 月 17 日 上午 11:12 
You can also send me a save file (if you have 100th turn) on civfanatics forum.

Modded save files are located in ...\Documents\My Games\Sid Meier's Civilization 5\ModdedSaves\single
Teddyk  [作者] 1 月 17 日 上午 11:05 
I see, was "stack overflow" a full error text? There should be some numbers alongside runtime error.

If that was just a stack overflow it means a bad memory allocation.

Thanks for reporting.
cjprince 1 月 17 日 上午 10:41 
it does not even start the conversion process, when I click "advance to The Trial" it just hangs for a bit and then shows a ingame menu that looks like this

(barbarian icon)
Conversion failed

Please report following error:
stack overflow

Main Menu / Exit Game
Teddyk  [作者] 1 月 17 日 上午 10:21 
If the game crashes on auto-reload then you can continue by loading a quick save.
cjprince 1 月 16 日 下午 9:22 
getting error stack overflow when trying to convert scenario from age of titans on to the trial
Teddyk  [作者] 2024 年 10 月 30 日 上午 10:23 
Thanks!
Unfortunately I am missing few DLCs, I will come back to investigate with the next steam discounts.I totally forgot about...

Right now, I can just recommend not to attack settlements. Sorry.
Danwar 2024 年 10 月 30 日 上午 8:42 
Sent it on Civfanatics.
Teddyk  [作者] 2024 年 10 月 30 日 上午 1:21 
Hello, Danwar, it would be great if you could send me a save file (maybe on civfanatics). It is located in "...\Documents\My Games\Sid Meier's Civilization 5\ModdedSaves\single"
or in Auto subfolder.

If it is not possible could you answer following questions:
a) Mod version (core)?
b) List of social policies and innovations you had.

I will try my best to figure this out.
Danwar 2024 年 10 月 29 日 下午 9:26 
Hey, I'm having a crash in my own Rome game in the Classical Era scenario. It's turn 86 and after building up my starting cities I've been flexing my military might against barbarian revolts and city-states. Now, my neighbor Egypt is setting a city along the border that I don't want them to have, so I decided to conclude things with a proper war of empires. I declared war on them and sent in the troops - but problem is, whenever I try to attack it - whether with an upgraded Archer or upgraded Swordsman - my game just freezes up and crashes. I have observed the conquests of Colonies, Garrisons and even entire Cities (done quite a bit of that last one myself) but it is with the attack of this settlement on a small hill still in the process of being founded that my game fails.
Teddyk  [作者] 2024 年 6 月 10 日 上午 3:22 
Scripts consider values from previous scenario. However final values are still limited by scenario defines. Player that had the greatest amount of great works is more likely to start with an upper limit defined by his culture.
Same with amount of cities, buildings constructed...
No new Wonders are added on scenario conversion. And more.

HOWEVER, the general rule is that conversion between scenarios creates a scenario that could be possibly generated by starting a new game in chosen scenario.

Forced reset of power is one of fundaments of this mod. It is essential to keep interest in later eras.

Years ago great works conversion was based on percentage. I was focusing great works and was starting industrial scenario with ~60 instead ~30 great works which was leading to imbalance. Therefore I know from experience that if ANYTHING will reward player in next scenario then players will go for that.

Good luck with your Rome game!
cjprince 2024 年 6 月 7 日 下午 2:31 
new update, nice. my rome game is now in the renaissance. it's weird to reach such heights each scenario only to be knocked right back down to a lowly start in the next scenario

but ofc, this could just be because the player plays the role of their civilization's great leaders, and when they aren't around the civilization sinks into a pit of mediocrity and dark ages...

in my opinion, getting a very high score in the previous era should make your start position better moving forward... BUT it also results in your civilization becoming severely decadent (among other nerfs) from sitting on its laurels / "riding high"

meanwhile, nations that scored low last era have a worse starting position moving forward... BUT it gives your civilization a number of sizable buffs as it unifies to retake its place in the sun, like in terms of great people, military initiative, etc
cjprince 2024 年 6 月 1 日 上午 6:05 
oh neat I wasn't aware