Registered to these forums just because of this mod pack. It's great and I will spend many, many hours with it. I've ran into some issues though.
Firstly, some questions and opinions. What's the reasoning behind percentage boost to production when a citizen is gained with some of the diplomatic buildings? Just a random buff mod author wanted to include? Is it enhanced bureaucracy (would be funny considering the Civil Service tech quote)? This one's a flavor issue for me, but I was just wondering.
I'm not a big fan of this Wonder Race notification. I feel it takes away almost all the tension from the wonder building, ya know?
Then the other issues. Great Diplomat tile improvements don't increase votes in the World Congress. Is there a technology requirement for that?
Also, it says that they couldn't be able to be built on resources, but if that resource is hidden (i.e. not having sufficient technologies to see it) you can build the improvement on top of it. Why couldn't embassies interact with resources like every other GP improvement?
Sometimes Barbarian Great Generals just hang around next to their encampment without any units providing protection.
Patronage social policy tree is unlocked by default when you reach Classical Era. Is it supposed to be like that?
There was a one crash to desktop. I was playing as Maya in Bering Strait on normal speed when Aztec presented an empty request, which I couldn't accept. Then afterwards he declared a war on me. Two turns later the game crashes on Aztec's turn. I guess he was moving his Jaguar into my territory or something like that. I've included all the logs from that.
If you have questions/suggestions to the mods civaddiction took from my modpack, you should contact me instead (at least if civaddiction took them unchanged and I changed them e.g. barbarian immersion mod).
I can answer 3 things I guess:
1) Barbarian Immersion (Barbarian generals):
A question first: Do you really mean, the generals stand
next to the camp, or do they stand in a camp, but without another barbarian unit?
The mod itself does not change the behaviour of barbarians, so they should not leave the camp empty. But the Community Patch or in case of my modpack, the smart AI mod could do this ... I think we need some tests, if it also happens without those AI changes. (so someone has to play a game only with "barbarian immersion" mod active (without any modpacks) and see if it also happens.
edit:
but... even if this test would show that it is done by the AI mods, there is not much we can do, because this is mostly done by DLL changes and there are only a few people that are skilled enough to make DLL changes (and there only should be as less as possible different DLLs since you can only have one active at the same time)
2) Wonder race: Civaddiction added this mod first. After it I added it to my modpack, too, but slightly changed. In my modpack you don't get the info, who is winning the race. You only get the info if any other player is building this wonder.
I think this is a good compromise. If other users are the same opionion, maybe civaddiction also adds those changes.
3) About Great Diplomant: This is not in my pack, but civaddiction already wrote that he plans to remove them, because of many bugs...
@ civaddiction: Just in case you did not know: You could take a look at the xml file of the improvement. There is a value you can set, so it can be build on ressources. Just use the same values like the ones from other great improvements.
@ civaddiction:
I know why "Units - Multiple Upgrades" does not work. It is because you choose the upgrade via a pop up. And pop ups does not work in multiplayer since they deal only with "active player".
I don't know how the normal pop ups in the unmodded game do this (e.g send gold to a city state is also done via a pop up and it works in multiplayer).
So we have two possibilities:
1) Find out how it is done by game pop ups and do it this way.
2) Find other ways to choose. E.g in my city expansion mod I made automatic or manual expansion choosable by a new building (which can be identified by all human players, if it is build in a city or not, so active player is not needed). Maybe you can imagine something simular for this Upgrade mod?