orlanth

mod
[MOD] Colonization: 2071

61 posts in this topic

I had learned to handle the starting UFOs reasonably well, once I understood how to use low orbit and space "terrain" features to improve my corvette's defense. Some maps had convenient asteroids, junk, and whatnot in deep space, making a stepping-stone approach reasonably easy without too much extra time. Others did not, which made for a lot more frustration. Now we'll have to test out the AI to see when it gets piratical on its own. I wonder, is there a way to hand aliens a UFO later on, at the point where they start getting annoyed with a pushy human colonial neighbor, but short of a declaration of war? Story-wise, they have a disabled Progenitor UFO, and when they get motivated, it's easier to repair it than to build a new one - but they only have one until they can build spacedocks?

 

If you're looking for other interesting functionality to add, I have a suggestion, that I've seen in Age of Discovery. (I think this was credited to Zuul's More Buildings mod.) What about a smaller, "Village Hall" bell-producing building being available at the start? Just like the first media and lab buildings, it would have two colonist slots, not three, and it could be called something like "Outpost Center". This would balance it a bit better relative to the other early buildings, and the 3-slot City Center could be available on a later advance, such as Literacy or Higher Education.

 

More Buildings also included weaker versions of nearly all the buildings in Civ4Col. The advantage was that they were cheap and thus quick to build, the disadvantage was that they generally only yielded 2 per colonist. I'm not sure if this is an addition that makes sense when most buildings are not available early due to Research Mod, but it's something to think about.

 

Thanks for a really interesting mod! My 1.4 download is done, going to check it out now...

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Now this is odd. First game in 1.4 and the Ichthyoids just declared war on me from "Pleased". I'd bought land from them, had two field stations with them, and was totally shocked that they would turn on me so early and with no provocation. Is this expected behavior with the AI mods? Are early soldiers required, and are anthropologists too dangerous to be worth it? Here's the save.

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Hm that's a surprise to me too! My guess is that with their behavior more like default Europeans the aliens are now getting more opportunistic/aggressive, saw you were vulnerable and pounced :-O Anthropologists and Field Stations shouldn't generally make them hostile (though there is a small chance a poorly skilled Field Station will antagonize them, eg one build by a Convict).

 

Because Soldiers and Weapons industry take some time to develop, to give some early game protection while your colony gets going I'm thinking of adding a few early-game Colonial Garrison units with low strength and a city defense bonus, and letting Alien players start with a few defensive Progenitor Killbots purchased in their Advanced Start.

 

<<I had learned to handle the starting UFOs reasonably well, once I understood how to use low orbit and space "terrain" features to improve my corvette's defense.>>

Great, that's just the kind of thing I was aiming for. :) It will take balancing but hopefully there's a happy medium where the UFOs can be dangerous but not overwhelming; I will look into maybe triggering some by Event later into the game.

 

Sure, a smaller "Village Hall" style building could be worth thinking about; OTOH since the Politician profession unlocks at Civil Rights, I was thinking of making City Centers themselves buildable at a low cost rather than automatic. I'm hoping to put together a techtree redesign and expansion and could use playtest feedback and design input re what plays well, so keep gathering ideas while playing!

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I don't know what is easy and what is hard in modding, so please forgive me if this is an ignorant suggestion. What if the mod allowed Soldier profession from the start, and gave you a starting soldier, as in vanilla, and allowed the equipping of more, but made them weak on attack? Offensive operations on alien worlds are made hard until techs are researched to help - different atmosphere, different biosphere, so without special soldier training & tactics, it's hard to do better than shooting off your own foot? Therefore, stick all units with a -50% attack penalty until the first military advance is researched, so that defense is normal but attacking is foolish? Or, perhaps -10% or -25% to defense, which would discourage roaming around too much early, but not so bad as to make laborers too fragile? Instead of "Organized Militia", call the tech something like "Offworld Tactics", and have it provide the Perimeter Defense, remove the penalty, and enhance Great General recruitment. Do you like the idea, and would it be reasonable to do?

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Thanks for the ideas kynalvarus. I wasn't able to change details of the Soldier profession itself, but was able to add defensive Colonial Garrisons sent by Earth governments, that hopefully provide some initial protection while you coordinate the development of a colonial militia.

 

Uploaded patch 1.4a added to the top post on this thread. (As usual, unzip the patch in your Mods/Colonization 2071 folder and overwrite old files.)

 

* Updated Domestic Economy by Androrc; when you successfully create supply and demand to consume goods in a colony, in addition to providing cash, local goods consumption creates a small amount of Liberty and Propaganda to represent the satisfaction of your colonists and their growing self-sufficiency. Also adjusted some of the goods demands (eg to avoid consuming Tools which are needed for construction.)

 

* Behaving more like colonial civs, it seems the Alien Empires can be more opportunistic/aggressive if they find you vulnerable. To compensate for early vulnerability, Earthling civs will Colonial Garrison unit dispatched by their government and can recruit more on Earth; although their gradually escalating cost weak offensive capability will eventually necessitate development of a colonial militia. Alien players are also able to buy a few defensive Progenitor Killbots during their setup phase.

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The other side of not allowing the soldier profession is that you can't ask for protection from your benevolent overlords on Earth. While it makes a great deal of sense to not be able to train your own soldiers, it doesn't make as much sense to not have any defenders provided by your homeland. So, perhaps instead you should get a defender from your homeland for every two colonies you found (though perhaps it should only apply to settlements over a certain size, so the player isn't incentivised to spam settlements for soldiers). Couple this with a penalty to offence and it shouldn't be too unreasonable a power boost to bring them on board.

 

This boost can and should go away when you start becoming more able to defend yourself. When the tax rate goes above 10%, the ability should go away, since the "King" (title may differ with country or species) will now expect your settlement to be more self-sufficient.

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Megaupload has been taken down :( which I had depended on to host this mod.

 

I'm looking for another good place to upload, which needs to accept large file sizes >500MB, and hopefully allows downloads without having to register etc. Any suggestions?

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Here's a small alpha version patch if anyone's interested (edit: can be found in the last post here since it didnt upload in this thread). I haven't accomplished a whole lot new, but I've been trying to enable an "Education" system for aliens where they melt down their citizens into new units in a Decomposition Vat :p. I've put the building in for Amphibians and it's buildable, but when I try to send units to "school" there nothing happens, even for units with no penalty to Education. I'm not sure yet what's going on but if you like feel free to tinker around with the XML to see if you can get it working. I am also adding a UFO Cult Leader for aliens to help them abduct more specialists from Earth.

 

I did have a minor breakthrough on importing difficult unit nifs into Civ4Col, so check out the new units for the Brilliant Biochemist, Infamous Drug Runner, Mutant, and Human Hybrid among others. Also working on a reskinned Japanese Emperor AI leaderhead, using alpha texture to try & make it appear as a cloud of semitransparent binary digits in front of a background.

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So I finally got around to trying Firaxis' "Beyond Earth" remake of Civ5 (being free to try this weekend on Steam), and imagine my surprise when I come across this:

 

prog.PNG

 

"traces of an advanced alien race named the Progenitors".. who left behind the above Progenitor Ruins and other sites for archaeologists to launch Expeditions to and recover Artifacts, just like in good old 2071! :cool::D

 

I wonder if this is sheer coincidence or if some Firaxians were actually playing this mod at some point? :D Or of course, Progenitor nanobots could have infected both me and the Beyond Earth designers with a subliminal mind virus..:scared:

 

Anyway, so far Beyond Earth doesn't seem as bad as some reviews led me to expect - it's certainly not a huge step beyond vanilla Civ5 and doesn't have the unique economy of Colonization, but overall it plays like a fairly well constructed scifi total conversion mod of Civ5, of which there are currently precious few. I'm not sure yet whether I'll actually buy it (haven't played long enough to see if the Progenitors have any more role than the above :p) but if you like Civ and scifi conversions like Planetfall it is worth giving it a try this weekend.:b:

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