I'm not sure if I'm missing something... the gov plaza is supposed to give +1 to adjacent districts, but in practice I get insanely high yields when placing districts next to it, like +14 science campus or +12 culture theater! I'm wondering if it's just a display bug, working as intended, or...
can anyone tell me why this code is not working? it's supposed to allow lumbermills on rainforest tiles once sanitation is researched:
INSERT INTO Improvement_ValidFeatures (ImprovementType, FeatureType, PrereqTech) VALUES ('IMPROVEMENT_LUMBER_MILL', 'FEATURE_JUNGLE', 'TECH_SANITATION');
I've found this on BE steam page, I used to have very bad performance when zoomed in and this fixed it. You need to edit GraphicsSettings.ini, which is in the My Games\Beyond Earth folder. Look for [TerrainSettings] section, and tweak these two as such:
TerrainPageinSpeedStill = 1...
An ongoing effort to improve the AI that might be nice to merge into the CP dll : http://forums.civfanatics.com/showthread.php?t=504220
I've asked glider1 about it and he seems open to collaboration :) http://forums.civfanatics.com/showpost.php?p=13341438&postcount=191
Just a few fixes and tweaks to the original ( http://forums.civfanatics.com/showthread.php?t=247328 ) to support EMM better:
1) Removed vision of some areas from Svart, Sidar and Elohim ( leftovers from an older version of the map )
2) changed nightmare and toads near the Broken Sepulcher...
I've managed to make Freya's work ( http://forums.civfanatics.com/showthread.php?t=333249 ) compatible with EMM.
To install follow Freya's instructions, and grab this update for amurite towers while you're at it ( http://forums.civfanatics.com/showpost.php?p=8421371&postcount=37 ) , then...
Currently high level AIs get some pretty huge crutches that were put there when it was completely braindead, like tons of free XP and almost free unit upgrades for example.
Now that thanks to Tholal its performance has improved by leaps and bounds, I think it's time to reduce some of those...
Here's MNAI Essentials Lite for MNAI 2.5 , includes:
1) Lumbermills can be built on Ancient Forests
2) Goblin forts start with a strong scorpion goblin instead of a scorpion archer
3) Power Ratio on the scoreboard without Advanced Tactics
4) BalancedPlus mapscript, i.e. Balanced fixed for...
As per Terkhen's Extramodmod, this prevents the AI from randomly picking Kuriotates, so that you can slot them as random in MP and avoid OOS caused by AI Kuriotates.
I want to tweak this function so that it only adds bonuses and doesn't add features, but can't find where it is. it's not in CvMapGeneratorUtil , it's not in CvMapScriptInterface ... hope it's not in the DLL :/
The Balanced mapscript tweaks TerrainGenerator a bit in order to remove some bad terrain ( snow/tundra, jungle and deserts ) . I'm trying to get the same behaviour from the Pangaea code bundled with Full of Resources, however the terrain generation code there is a bit different and I can't...
thanks to Tasunke for the name suggestion :D
Just some small tweaks I consider essential for my enjoyment of the game... I'm confident most FFH veterans will agree with these:
1) Doviello Battlemasters cost the same as regular champions
2) Shadows ( and their UUs ) require Esus state...
quick edit of the Balanced mapscript for FFH usage: removed the "no marble, everybody has all strategics nearby" as it doesn't work well with FFH mechanics ( hippus palace, mines of gal'dur, less wonders, etc. )
I've cooked up a tweaked version of Lakes and love it, but find it creates too much ice. anybody knows how to tweak the climate regions to compress the arctic band?
thanks in advance for any help :D
Nikis-Knight's huge map is fantastic, but its ginormous size makes it painful to play on in the endgame. I wanted a script that would create something similar in shape, and found the Snaky Pangaea script closest to what I wanted, but too grainy.
Since Snaky Pangaea is a modified Lakes script...
nothing fancy, just a couple edits to the vanilla Pangaea mapscript since it seems to still be the most used mapscript for FFH.
I've disabled Natural and Pressed coastline pangaeas randomly moving to the north/south, because who wants a third of the continent to be nothing but ice?
I've also...
Dear Tholal,
the Luchuirp people are slow to get going ( mud golems is a misnomer, gold golems would better fit how expensive they are ) , and remain slow everafter ( Golems share #1 place in "Most annoyingly slow unit in Erebus" alongside with the shunned catapults year after year ) .
As...
did anyone ever think of creating something like Fireaxis did for civ5 with pangea plus and continents plus?
i.e. add some code to create island chains to enhance naval gameplay.
Moved to the main forum, because that's where questions belong to ;).
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