how are people playing this mod with zero luxury resources?
Using Really Advance Setup MOD :
http://forums.civfanatics.com/showthread.php?t=486324
In order to make your mod compatible with EUI, it seems there is only a need for:I think it is possible to make my mod compatible with your great work EUI since there is only a few lines added in CityView.lua, CultureOverview.lua and PuppetCityPopup.lua. I hope we could work together to achieve it. Looking forward to working with you!
GameEvents.CitySoldBuilding.Add(
function( playerID, cityID, buildingTypeID )
local player = Players[ playerID ]
local city = player and player:GetCityByID( cityID )
if city then
if buildingTypeID == GameInfoTypes.BUILDING_CITY_HALL_LV0
or buildingTypeID == GameInfoTypes.BUILDING_CITY_HALL_LV1
or buildingTypeID == GameInfoTypes.BUILDING_CITY_HALL_LV2
or buildingTypeID == GameInfoTypes.BUILDING_CITY_HALL_LV3
or buildingTypeID == GameInfoTypes.BUILDING_CITY_HALL_LV4
then
print("City Hall sold! Set Puppet!")
-- city:SetNumRealBuilding(GameInfoTypes.BUILDING_CONSTABLE,0)
city:SetNumRealBuilding(GameInfoTypes.BUILDING_CONSTABLE_I,0)
-- city:SetNumRealBuilding(GameInfoTypes.BUILDING_POLICE_STATION,0)
city:SetNumRealBuilding(GameInfoTypes.BUILDING_POLICE_STATION_I,0)
city:SetNumRealBuilding(GameInfoTypes.BUILDING_POLICE_STATION_II,0)
-- city:SetNumRealBuilding(GameInfoTypes.BUILDING_BARRACKS,0)
-- city:SetNumRealBuilding(GameInfoTypes.BUILDING_ARMORY,0)
-- city:SetNumRealBuilding(GameInfoTypes.BUILDING_ARSENAL,0)
-- city:SetNumRealBuilding(GameInfoTypes.BUILDING_MILITARY_BASE,0)
city:SetPuppet(true)
city:SetProductionAutomated(true)
-- if not player:HasPolicy(GameInfoTypes.POLICY_TREATY_ORGANIZATION) then
city:ChangeResistanceTurns(city:GetPopulation()*0.5)
-- end
--selling anti-corruption will disable its function
elseif buildingTypeID == GameInfoTypes.BUILDING_CONSTABLE then
city:SetNumRealBuilding(GameInfoTypes.BUILDING_CONSTABLE_I,0)
elseif buildingTypeID == GameInfoTypes.BUILDING_POLICE_STATION then
city:SetNumRealBuilding(GameInfoTypes.BUILDING_POLICE_STATION_I,0)
city:SetNumRealBuilding(GameInfoTypes.BUILDING_POLICE_STATION_II,0)
end
end
end)
I find the air units are soooo weak. I tried playing as america and made a bunch of stealth fighters to attack. But all it took was bunch of SAMs and poof, gone. and when they do land a hit, its barely any damage...
I understand sometimes its easy to make airpower OP, but given that a modern tank can easily destroy other units in one hit it seems very awkward to have extremely unreliable air units.....
City States don't spawn at all.
Resources and goody huts also don't spawn, I can force resources with RA mod so it's fine. But not having an incentive to explore early is kind of a pain.
Only have this mod and really advanced running.
any ideas ?
City States don't spawn at all.
Resources and goody huts also don't spawn, I can force resources with RA mod so it's fine. But not having an incentive to explore early is kind of a pain.
Only have this mod and really advanced running.
any ideas ?
Hi folks
I've the tech tree issue and the industrial era issue too.
I manage to finish my game thanks to the in game editor.
The tech tree is ok in the editor.
And i give me the last industrial tech in the editor too. After that the tech dialog box was fixed. But i've to do the same for the IA. IA was stuck in industrail era too.
Bye
PS ; thanks for this amazing mod. I've a lot of fun playing it !
Ok, I downloaded the IGE and learned the entire era. It seemed to fix it. Now, however, there is another problem. I cannot make workers or work boats.How do you fix this via the editor? I looked through the thread and didn't see it.
when i force resources with RA, only the parameters of putting them near the players works.. spreading random ones out around the world doesnt do anything.. except fish and atolls, for some reason, they work
This worked for me without having to redo the MOD Data/CACHE folders.
(Always a good idea to do so anyways...)
I also can confirm no resources at all, excepting for ones that show up when a technology is gained AND it exists inside of a Nations(NPC or yours) Cultural Borders.
If not, and everywhere else in the world, nothing shows up(fish, wheat, luxuries, iron, etc.)
Confirming this as an issue as per above in:
PS: No Huts, either...
Using the same files above with EUI, also, and a full re-install did not change anything.
Tested with Vanilla BNW and everything works with Huts, Resources and Luxuries everywhere.
Angkor Wat gives free Burial Tomb instead of free Temple to all cities. Is this intentional and the description for Angkor Wat is outdated?