Thanks. You're right about both of those problems; and they aren't easy things to spot. The i vs j typo is a particularly sneaky mistake. It's difficult to tell at a glance whether or not it is actually wrong (because you have to have a clear understanding of how tech_paths and the loops are...
@Tasunke, regarding the stuff like devaluing Scientific Method if the player has the Great Library and stuff like that; that kind of evaluation is already there. In fact, it's a bit smarter than that because it doesn't just check for those particular wonders, but instead it tries to evaluate...
Just a quick message:
I haven't made any significant changes for a few months; but I have been sitting on some stuff which is not yet uploaded. One of the things I've done is to change the way the AI chooses tech...
In the previous system, the AI would usually consider techs up to 3 levels deep...
I don't know for sure, but I'd expect that there would need to be at least a little bit of xml editing.
In the early days of K-Mod, changes were made in some parts of the xml which make it incompatible with the base game. Some of this was from inherited from the mods that I used as starting...
I overstated things a bit with "people don't care" etc. I'm glad to hear that people do appreciate that kind of work. And I do know that other people do notice.
I guess I just thought it was interesting, and a bit disheartening to hear this apparently expert player declare that the mod was...
Thanks for that. It's interesting to see.
I just watched the first video, and it was kind of illuminating to me to see him complain endlessly about UI features missing the mod. The features aren't actually missing, but he apparently hasn't worked out how to turn them on; and rather than work it...
I haven't been looking closely at civ6, but at a glance it does seem a lot better than 5. Maybe I'll buy it if it shows up in a humble bundle or something... It's probably a decent game, but I doubt it is better than what we're playing.
As for civ4 and K-Mod, I will probably continue to...
Ok. I'm looking into it, but only in short and scatter sessions - so it might take me awhile to get to the bottom of it.
So far I've discovered that the assertion failure happens because team 7 is being assigned starting techs, but there are no players assigned to team 7. So that looks like a...
I tested an ordinary team game and it seemed to work ok. (I just started a new multiplayer game with some players on the same team, without using a scenario.
Perhaps there is a problem with the scenario you are using? I don't know much about scenarios, but my guess is that the scenario should...
Attached.
As usual with the 48 civ version, it is untested and it is it is not compatible with the usual 18 civ version. (i.e. everyone in a multi-player game needs to have the same version of the dll; and you won't be able to share save games across different versions either.) I think it will...
To those who have said "UFO: Enemy Unknown" / "X-Com: UFO Defense" (i.e. the original X-Com game); I'd like to recommend XPiratez. It's set in the X-Com universe, with plenty of X-Com lore; and it's feature packed with huge amounts of different tech, weapons, aliens, and pretty much everything...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.