[NWO]_Valis
A bad kitty!
Any ETA on a patch or is it already up and I just have missed it?
[a separate forum just for FF would be nice]
[a separate forum just for FF would be nice]
I'll look into the Trade Route issue. As you say, it looks to be a problem.First of all: A great mod Jon! I love what you did with the solar systems.
I have a small issue though (or 2 really):
1) Is it just me or are trade routes not generating any commerce?
Here's a screen of a small city of mine and as you can clearly see, all the base commerce comes from the two citizens:
2) A more or less related question: The hammer and food bonuses for the Syndicate work fine, but I can't tell for the life of me how you implemented them. Can you give a (in this game) modding noob a hint?
As Alex has said elsewhere, patch will probably come in a few weeks, but that's not definite.
I'll look into the Trade Route issue. As you say, it looks to be a problem.
The Food and Production bonus is applied in the "updatePlotYield()" function in CvFinalFrontierEvents.py file. The changes made for the Syndicate are labelled with a comment.
Jon
Hi everyone,
first of all i got to say: fantastic mod
but i have a problem (i think it has already been metioned on the thread, but i found no solution)
Whenever I accept the offer from another faction that they become my vassal all of my starbases lose their culture radius. Can anyone help me with this?
thx, steel
One thing I would like to see is more civs available, Playing with only the max number doesn't feel epic enough and Its too weird having copies of the same civ.
This is the best mod that came with BTS and Great job on all the work you did.
Oh snap! That explains a lot.As for the slow construction, I think that is because Jon Shafer forgot to remover the -25% penalty for building improvements on Tundra (which is what Space is without the art and name change).
I have played two games of FF. The first I attacked everyone, so trading was not possible. The second I attacked nobody and trading was not offered by a single other civ (by the point I had the lead in points).Now for [some] suggestions...
Resources: just add more!
They are not gone.why remove the great generals?
Hey all, just poping in with my two cents- first of all top notch mod, definatly pushing the envolope with this one!
My first point is, well -as everyone else- planetary buildings.
In normal civ I have to make choices between money, production and food when I'm improving the tiles but in FF I can have my cake and eat it by building mining and farms etc. on each planet...
What if each planet was only able to build one type each?
So I could either build a farm or a mine or a commercial site on each planet- and building a different type would demolish the first.
Yea I know what your thinking, a planet is a big thing and should have plenty of room for both, but specialisation is the key to maximum production- even if your talking about whole planets!
Since your constructor ships take a while to make a starbase the AI can come in and build a starbase next to your constructor. If they do, their influence overrides yours, wasting your constructor.
Not true.You can't seem to really do much about health and happiness in your cities. It seems to be beyond the control of the player. If you want to go the military route, your options are limited.