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HellFrost

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9 years ago
Nov 1, 2015, 1:57:55 PM
I will just say what is in mod description :



HellFrost is a season overall mod.



HellFrost made the winter a worst enemy than others empires in late game. Or is supposed to do that, because I loose before late game against AI when testing it. Early winters hurt me a lot.

There is new season effects that will surprise you (bad surprise I guess).

Mecanic of the mod is to regroup aleatory effects in 4 categories. Each winter, the game can choose 1 effect in one category among 2 effects, and among the remaining effects not choosen of previous winters.

Categorys are : Army & Vision & Movement, Food & Approval, Dust & Citypoint, Industry & Science.

Time rate of seasons are supposed to be improved, so all seasons are shorters, and winters effects accumulate more quickly.

There is no endless winter in late game, seasons keep same frame rate all the game.



New version update v0.2.0



DOWNLOAD IT HERE :

HellFrost_EnchanteurMod.zip
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9 years ago
Nov 1, 2015, 4:20:17 PM
If winter isn't enough hurtly, say me, I can make it worse smiley: wink

For now, after some try, I end to conclusion it's difficult to build all city improvments everywhere. Dust must be carefully look at, and city dust upkeep reduced. It's cool because it's more in the game spirit.

Before to use this, all my games was near the same : schearch all tech, and build everything everywhere.

Maybe upkeep cost could be incresead more in winter effects if it's not enough.
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9 years ago
Nov 13, 2015, 3:56:01 PM
Reposting my comment from workshop here.

Well, winters not as harsh as I imagined and actually now too predictable with the constant season durations.
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9 years ago
Nov 13, 2015, 6:00:01 PM
Hello, interesting.

My lastest game was quite difficult, i've got hard times with Dust income, but I was playing with impossible difficulty on a absurd difficult map made by WGFC.

Do you think winter are more difficult than standard games one ?

How many turn did you played ?

How is the map ? (large regions ?) and difficulty ? World generation options ?

I would be very happy to make hardest winters if necessessary smiley: smile
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9 years ago
Nov 13, 2015, 7:10:42 PM
Well, I tried it only twice on fast speed and hard difficulty playing vaulters. I'll try more games at harder difficulties and other races.
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9 years ago
Nov 15, 2015, 12:09:57 PM
Well, I got overhelmed by general lack of luxury and strategic resorcues and AI players with their economy boosts, not by winter. My FIDSI didn't drop critically, I just rearranged the citizens and carried on.
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9 years ago
Nov 15, 2015, 11:21:33 PM
I see, the mod actualy is just difficult but manageable.

You really want to be hurt !

I like this spirit.

I will work again on the mod. it could be funny to loose pop or get economic disaster during winter.

I think I will keep the base like this, and add a flat malus to each effect, it will more easy to balance.

And it's what making the real difficulty.

Because if you loose 50% food, if you are 200 food, you get 100, and if you are 50 food, you get 25.

A flat malus saying -100 it's not the same. If you are 200, you get still 100, but if you are 50, you get -50, starting loosing people.
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9 years ago
Nov 16, 2015, 5:20:52 AM
Well, don't rush and make it more and more hard because of me alone, maybe others are fine with the current state of the mod. Maybe you can add tiny option somewhere on the world generation screen with winter difficulty setting?
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9 years ago
Nov 16, 2015, 11:38:37 AM
Add UI options is easy to do, but I've no idea how making the choosen option working later.



Maybe, if the option define a new variable (Tag). I don't know if I can use the tag later in winter simulationdescriptors.

If yes what scale (EmpireTypeMajor ?), I need the tag work for all empire.

If yes, the tag can be put in pathprerequisite.

Il will look how work difficulty options, maybe something to learn there.



Example :



[CODE]











[/CODE]



Say the first effect is not generated if there is MyNewEasyWinterDifficultyTag.

So when choosing easy difficulty, MyNewEasyWinterDifficultyTag need to be added at EmpireTypeMajor scale. Don't know how.
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9 years ago
Nov 16, 2015, 6:58:30 PM
So UI is ok, easy :



[CODE]







Hard





Deadly





Hell





[/CODE]



After in GameModifiers[GameDifficulty].xml, I tryed this, hoping this "add" a WinterDifficultyHardMajorEmpire tag to EmpireTypeMajor

(did the same with others difficultys)



[CODE]







../EmpireTypeMinor











../EmpireTypeMajor













[/CODE]



then, in season effect, try something winterimmunity, but at EmpireTypeMajor scale :



[CODE]





























[/CODE]



Should not activate 2 lasts effects if choosing Hell difficulty.

DON'T WORK !!

I really don't know how to do optional difficulty winters.
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9 years ago
Nov 17, 2015, 5:25:57 AM
Seems like it is easier to just make different versions of the mod.

Which leads to an idea of survival mod: very harsh winters, sparse resources, very strong neutrals and so on.
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9 years ago
Nov 17, 2015, 4:47:00 PM
BinExis wrote:
Seems like it is easier to just make different versions of the mod.

Which leads to an idea of survival mod: very harsh winters, sparse resources, very strong neutrals and so on.




Maybe if someone show me how to do the optional it could be ok (and best).

But yes, for now, just make 2 or 3 mods is Ok.

You can easely try a survival, because in world generator, there is difficulty of neutrals, number of anomaly, ressources, and worst starting Fids.
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