Okay, here goes. I will try to answer as many posts here as possible
Drtad said:
Amra, did you see my post at the top of page 5?
Yes if you are referring to the Armenia files you uploaded. I just downloaded them and will take a look at them as soon as I can. Thanks.
Mithris said:
Am I the only one experiencing the problems with the Chinook? It's rather annoying because it would otherwise be a great unit.
...
Also, I've found that with the overabundance of resources they are not very cruicial outside of the ones for units. Happiness is always very high too, due to the amount of resources. I find this to be unbalancing.
I am also able to reach the endgame techs by the latest 1500, which seems wrong to me as well. I am not sure why I am teching so fast with this mod, but I don't really like it.
I will take a look at the Chinook unit to see what's up with it, I thought it was working okay in v1.80 but, as evidenced with the Keshik error
, I may have screwed something up.
Regarding the extra resources, it is very possible that they are not play balanced. That, hopefully, is something that can be worked on for a future patch. Maybe even eliminate or change 2 or 3 of them that give happiness.
Regarding the techs, the only thing I can think of there is that the extra resources may also be affecting that due to extra commerce generated by them which in turn would, probably, generate more money for research. Again, another play balancing issue that could be addressed.
Amazing Game said:
I discovered that the path for the MAUSOLEUM WONDER is missing ??? the button path is not missing but the building appears to be. A glance at the art folder reveals an apparent absence of the "Halicarnassus" folder.
I did not include the actual artwork for the Mausoleum of Halicarnassus as well as a few other new buildings (Magyar Jurta & Trojan Agora for example) in my modpack since the artwork was included with the Warlords Expansion. It appeared to me to be unnecessary as long as the xml pointed to the appropriate locations. I haven't experienced any crashes yet that I can tie to that.
Please see my explanation of the CTD problem in the post a little above this. From my testing when trying to track down the error, I found that in games which did not include the Mongols, I did not have any problems. However, in all test games which crashed, the Mongols were involved. That led me to deduce that the problem was with one of their units.
Mont said:
The 3D eyes are missing for the Scythian and Cherokee leaders, Atheas and Ostenaco, in my game. Instead, their eyes are painted onto their sockets, with their eyelids blinking in front of them. Anybody know what's up? Can this be fixed easily?
This may be a problem with the "non-shader" version of the new leaderheads not having been reskinned. Initially, I didn't think that this affected too many people but as my modpack has grown in popularity I am finding that more & more people are affected by this time-saving oversight on my part. I plan, time permitting, to reskin the non-shader version of the affected LH's and include them in a patch as soon as I can.
Enkidu_Warrior said:
Amra - I've run into a problem when trying to use your mod with SmartMap in multiplayer. I suspect it's a SmartMap problem, so this is just an FYI, and a heads up to other people who use the mod.
Thanks for the heads up. I will note this in my post#1 "Recommended Downloads" section.
carnivore said:
i have a big problem with something here
is it possible that there will be bazooka before the first tank ???????
same as anti aricraft missles
i fought bazzoka trops with my cavalry or musketman m antiaricraft units againt double winged airplanes ??
it should be fix , thanx
More play balancing issues to be addressed. I'm trying my best but unfortunately am not perfect.
mare_infestus said:
1. I don't like the idea of werewolves and griffons?? in civ and It was strange to see a 'Chinese Polar Bear' at my border which helped me to make an open border treaty with Mao!!! I have seen lots of other animals which belong to other civs???? (solution= no barbarians)
2. The health bar for the battleship, destroyer etc.. is extremely big (solution= turn off the health bar option)
3. Few imbalances in the unit powers..For example Tiger Panzer has 28 combat power and % 50 bonus if the opponent is an armoured unit. King Tiger has 30 combat power(i think). If they meet the odds are 42 to 30 in favor of Tiger Panzer??? (solution= change the XML file)
4. Maceman can be built by copper?????
5. Sometimes 2 different civ might have the same color. They look like a single empire on the map. I had to check the tiles one by one with my mouse pointer to understand which civ owns it..
1. I know that some people like & some don't like various animals, units or civs. All I can do is say I'm sorry but I happen to like the Werewolves & Griffons. I realized going in that they are not historically accurate but I am trying to just have fun with this modpack.
2. I also have noticed the health bar problem ever since version 1.0 of my modpack but don't know how to fix it other than your suggestion.
3. More play balancing issues. I am making a list (and checking it twice
) of the issues to see what can be done in a future patch.
4. AFAIK, that is part of the original Firaxis xml and has always been that way since vanilla Civ4. I didn't change anything with the Maceman.
5. Yeah, finding distinctly different colors for so many civs is difficult. Believe it or not, I did go thru the colors and tried to change as many of the new civs as possible.
Well, that's it for now. I'm sorry if I missed anybody's post. Good night, All.