JWSIII
Chieftain
Thanks, I tried a few other "future" mods out there since the bug, but frankly, I think I prefer your work the most, so I am just gonna wait around till your fix is completed, and then start it up again. Appreciate all your work.
I'm thinking of adding a few more techs.
Yes, really. Specifically, 2-4 of the following; Social Psychology, Ethical Calculus, Intellectual Integrity, and/or Cyberethics. I'm not planning on adding any new buildings, units, etc. at these techs, just moving some of the existing things to them.
There are a few reasons for this:
2> The current techs might be too science-y, not enough fiction-y. While I like the futuristicity (and if that's not a word, then it darn well should be) of the current setup, a couple of these wouldn't hurt that too badly. While Civ4 had plenty of "social" techs related to religion, most of those seem to have been removed, but you get strange ones like Globalization in there still.
So, thoughts? Are the Digital and Fusion Era already too crowded as-is, with 15 techs apiece?
Would these sorts of "social" technologies feel too out-of-place with the hard science techs I've mainly gone with? Does anyone other than me really care about the thematic balance of the tech tree?
(Correction: I AM going to add one new unit: the Colony Pod. Upgrade of Settler: 3 MP, can defend itself pretty well, and can paradrop 6 hexes. But other than that, it's all old stuff.)
I'll be here for another 12 hours or so, although at least half of that will involve unconsciousness, but then it's vacation time.
So therefore I think if you were to to link up some of the Social Policy unlocks with these new techs (or otherwise re-arrange these within the scheme your developing),
which then makes the tech tree more convoluted (in a good way), it forces the player to have to make more difficult choices in regards to their tech research choices/ branches to pursue.
I don't think so, especially after going back and playing the un-modded game where I am whipping thru techs (and eras) at break-kneck speed.
I am glad this is going to be added (I think I've pestered you more than once on this). Question: are you going to make it the default starting Colonizer for advanced starts (i.e. beginning at the Nuclear Age)?
small random bug (assuming you want bug feedback, if not, ignore this), the specialist slot (the one, I know you intentionally decreased it from two) on the library seems bugged; doesn't add anything, what it claims it adds (artist, engineer, ect.) changes from time to time, and it eliminates some in city-view info when I try and put anything there.
[MODDING]
* Re-enabled LUA library unused in the core game. It was removed because we didnt think modders were using it, and apparently many, many are using it.
I'm going to need someone else to tell me if this fixes the big problems with the mod; there will almost definitely be other things that need fixing, I'm sure (like the specialist slot thing above), but I'm hoping that a couple of the other instabilities I was running into are just a consequence of certain Lua functions failing partway through when they tried calling the save/load functions, and not aborting gracefully.
If you can give me specifics that you would like me to look at (like the Library Specialist thing) then I can set up the game and focus on these items.
Well, it's less about specifics and more about finding out all the little things the patch broke.
And I still just need general feedback. Now that I've upped the flavor ratings on many key buildings, are the AI cities now developing at an adequate rate to where they'll still be competitive? Are the AIs still making enough military units, and upgrading the ones they have at an acceptable rate? Are the AI's incomes in gpt (which you can see) staying competitive with your own? At what point in the game are you hitting that inevitable threshold where you just KNOW you have an insurmountable advantage over the AIs and it's just a matter of mopping up (often at the same point where you realize you're picking up every Wonder)? With the decrease in research percentages, is it worth building the University/Observatory/Public School/Research Lab in anything but your core cities? Does the increase in base unhappiness make the Rationalism tree untenable and basically force you to go Piety? While these things aren't easy to set up test cases for, I could really use the feedback if you feel things still aren't balancing well.
OK, so I started my first game this evening Continents/ Emperor and the game locked up about 20 turns in
A new unit (Scout) has appeared in this version, which the AIs are building. The AIs shouldn't be building these units - correct?
why did Firaxis invest the time and money to produce the dormant volcano graphic?
I do believe the upgrade cost of riflemen to Infantry is good (i.e. 160 Gold): I did have to consider upgrades during this phase.
This is a continueing problem which needs to be fixed, as its a complete exploit to accept an AI's request to declare war on an AI on another continent just so you can then receive the AI's peace offerings later.
Concerning the Plant Forest advisement pic: is there any way to get the advisor to consider a strategic assessment of the terrain and nearby enemy states when offering the Plant Forest options?
The Romans then switched their fighter aircraft to bombing my nearest city, and continued to bomb it turn after turn even though the city was completely defenseless while my adjacent units were completely unscathed (i.e. the continual bombing of my defenseless city accomplished nothing).
The game crashed again shortly after this. Don't have a reason why at this point.
Do you run FireTuner while you play? It would be useful to know if there were any error messages preceding the crash. Sometimes there isn't anything like this, but when there is, it goes a long way towards tracking these down.
I'm not sure what you mean; as far as I know, Scouts have always been a possibility for AIs.
I don't think I've ever seen a scout while playing your mods before. It happened again this evening.
Very good coding in this sense - understanding the importance of El Dorado!
2. The Barb ship just sat there turn after turn. Would've thought it'd be sent out to pillage/ make a nuisance of itself.
3. Game CTD'd again this evening. I had just discovered Flight, and the Barb ship in pic 2 had just been bombarded by an AI ship, otherwise no real indication as to why this happened. A shame really - I think the British were about to invade my "weak" territories.
I'm torn. On one hand, it's good to know that the AI can adapt to unusual circumstances like that, and it's nice to see Natural Wonders that are actually worth working the tile of. (2 production and 3 gold just isn't enough to be worth settling near, especially since it's zero-food.)
On the other hand, I think El Dorado and the Fountain of Youth are completely unbalanced. 10 gold for a tile is just too much, and the Fountain's healing effect is just insane.
If a volcano spawns in the forest and no one's around, does it make a sound?
2. Concerning my pic about why I can plant a forest on a tile which already has a forest: why can I do this? I think this is a known issue, but thought I should ask this anyways.
3. And on a simlar note what is the rationale on why I can't plant a forest on a desert square?
4. Another observation: when a C-S declares war on you and you get the emblem notification, then when you click on the emblem why doesn't it then re-direct you to the C-S which has just declared war on you?
Note that I have made the correction to the Library slot, which seems to have stopped the crashes that I was experiencing.
1. After four games with this version of your mod, why the pace seems a little slow IMO: buildings and units take a little too long to construct.
2. Concerning the Combat Engineer pic: that unit sat in the water till my arty sank it.
3. Concerning the city strength pic: doesn't look like the stats window is capable of displaying that many decimal places correctly. Bug?
In a specific era, or just in general?
I'm playing all my games starting in the Industrial era. It seems like I'm hitting the return key quite a bit while waiting for things to be produced.
It would in effect have been very sneaky of the Japanese to do this to me. Anyone else have any thoughts on this?
3. A strategy I've developed on the Continents maps is to take one or two infantry and go explore the map, with the idea of meeting as many C-S as possible in order to get the money (as well as explore Ruins). There really is no downside to this strategy, as I can also take these units and gain experience by battling Barbs.
4. Update: just got nuked for the first time by an AI. Unfortunately right afterwards the game locked up.