NiGHTS: General Discussion

Clearly a builder here. War is fought if necessary (speak when I'm attacked or run out of space).
 
Since CiV vanilla is focused on war mainly (although the latest patch seems to at least try to make it more fun for builders), I'd say you should focus on the Specialist/Building/Government part of the game.


Also, I definitely like your idea to make the tech tree bigger than it is. More techs means more variation, thus more fun.
 
Hi all

I wanted to give this mod a try as it looks promising, unfortunatly i have a problem :

I can not see the new civilization bonusses (unrest, strating tech etc.) I only see the vanilla bonusses. I do have the mod installed and no other version on my PC, and if i start the game i see the new pyramidal tech tree (so i guess i do have the mod installed).

I play through steam ( :mad: ) and my language is french.

Which brings me to 2 others questions :
1. How can i turn the game in english ? If i check the english interface option in Civ V nothing happens, and i do not have the choice to turn it to english in steam.
2. How can i disable the intro movie ?

any help welcome !
cheers

EDIT : ok, found out how to see the NIGHT's civilization bonuses : i had to turn the game to english, but to do that i had to first turn STEAM to english (through steam parameters, and reboot steam) -> this might be added this mod's FAQ ^__^;
 
Having downloaded the new patch I thought it would be great to try this mod! wow it is much better than the original.

Is it a known problem or is meant to be that there are no longer any notifications? For example when a CS is no longer an ally etc.

And for the government social policy cost modifier just want to make sure whether red or blue numbers is good. which actually lowers the cost of social policies?
 
Hi all

I wanted to give this mod a try as it looks promising, unfortunatly i have a problem :

I can not see the new civilization bonusses (unrest, strating tech etc.) I only see the vanilla bonusses. I do have the mod installed and no other version on my PC, and if i start the game i see the new pyramidal tech tree (so i guess i do have the mod installed).

I play through steam ( :mad: ) and my language is french.

Which brings me to 2 others questions :
1. How can i turn the game in english ? If i check the english interface option in Civ V nothing happens, and i do not have the choice to turn it to english in steam.
2. How can i disable the intro movie ?

any help welcome !
cheers

Hi Ouyeah - For starters, the version of NiGHTS on Steam is probably having issues with the latest patch that was just released. There is a stable version released here in the Downloads/Modpacks section of Civfanatics. Download the mod from their, then install the file into your C;Documents/MyGames/SidMeiersCivilization5/MODS folder. Then once in Steam, click "install mods" and you should be able to see the starting traits and techs.

I'm not sure how to solve your English problem - hopefully deleting the version of NiGHTS you have and then installing the version here on CivFanatics solves this issue for you.

You can technically disable the intro movie via the .config file but this only creates a black screen where you would normally see the intro movie. It takes just as long as well and crashes sometimes so overall it's better just to sit through the intro while the game loads. It's frustrating but there's nothing that can be done about it.

I plan on releasing an updated version tomorrow night on Steam that will include all the DLC that's been released up to this point along with some minor tool-tip fixes and some more tweaks to the UI.

Hope you get things working properly:)
 
Having downloaded the new patch I thought it would be great to try this mod! wow it is much better than the original.

Is it a known problem or is meant to be that there are no longer any notifications? For example when a CS is no longer an ally etc.

And for the government social policy cost modifier just want to make sure whether red or blue numbers is good. which actually lowers the cost of social policies?

Red is bad and blue is good:) --> I suggest grabbing the version here on CivFanatics as opposed to the version currently on Steam if you haven't already, as V5 here on CivFanatics has been tweaked for the latest patch.

As far as notifications go, I disabled many of them to avoid the constant cascade of popups, and in the latest updates they only show up on the END TURN button. After getting a decent bit of feedback on this, I've reimplemented some of them, including the CS notifications, in the latest build (V6) which I plan on releasing to the Mod Hub later tonight - probably around 8 or 9pm PST. This update will also include all DLC and the Tech Pyramid will be completely filled out for optimal strategic customization.

Around Tuesday or Wednesday I'll be releasing the next major update which will introduce a major new feature involving buildings and specialists so stay tuned:)
 
Red is bad and blue is good:) --> I suggest grabbing the version here on CivFanatics as opposed to the version currently on Steam if you haven't already, as V5 here on CivFanatics has been tweaked for the latest patch.

As far as notifications go, I disabled many of them to avoid the constant cascade of popups, and in the latest updates they only show up on the END TURN button. After getting a decent bit of feedback on this, I've reimplemented some of them, including the CS notifications, in the latest build (V6) which I plan on releasing to the Mod Hub later tonight - probably around 8 or 9pm PST. This update will also include all DLC and the Tech Pyramid will be completely filled out for optimal strategic customization.

Around Tuesday or Wednesday I'll be releasing the next major update which will introduce a major new feature involving buildings and specialists so stay tuned:)

I would just include Custom Notifications in your mod and default override all the notifications you want initially set to off. This would give the user the option to turn back on notifications if they wanted them.
 
I can`t see specialists impovements on map. After use specialist to build improvement, map tile looks like unimproved terrain.
Tried version 3 and version 5 of this mod.
How can i fix this?
 
Played v5 lately in a nice epic, prince, large map game. Unfortunately it crashes when discovering Replaceable Parts or I thing it is the cause.

* Is it the way to easy bring back the notifications?

* Idea - While chosing building to build of specialist's slot to assign it would be helpful if some hint could show number of not worked certain tiles inside borders e.g.
while choosing Windmill or hovering over the Shepherd slot the info should be:

Sheep:
Hong-kong 2
Shanghai 3

I don't know if it is possible. Now choosing the right specialist takes much time. I often scroll the map and look for certain resources.

How to achieve cultural victory now?

It's a pity that the new improvements are invisible. Maybe you can adopt old ones with changed colour or so?

The AI can attack in V5 although once Egypt has a cannon in the sieged city and didn't use it.
AI civs now wages war and capturing each other cities:) In other hand I managed to get to 1600 with all AI friendly towards me. It was a map with large landmasses so everyone has much place to expand.
I guess the AI is not working resources as eagerly as in vanila. In 1600 I saw lots of unworked tiles and I guess they are also not quite using specialists slots so the AI cities are developing fast.

I agree with above mentioned fact that specialists are not worthy the effort. You are spending one pop and wait 'ages' and at the end all you get is +3G on tile. I'm not quite sure but I think that the price of the specialists should be lowered.
 
I would just include Custom Notifications in your mod and default override all the notifications you want initially set to off. This would give the user the option to turn back on notifications if they wanted them.

I'll probably end up doing this, Sneaks, if that's alright with you.

I can`t see specialists impovements on map. After use specialist to build improvement, map tile looks like unimproved terrain.
Tried version 3 and version 5 of this mod.
How can i fix this?

You're in the minority here, Serga, which means you probably need to verify the integrity of your cache through Steam -> (right click Civ5 in Steam, properties, verify) -> and then make sure you have the game updated to the latest patch and only 1 version of NiGHTS installed at a time. This should solve the grapical problem.

Played v5 lately in a nice epic, prince, large map game. Unfortunately it crashes when discovering Replaceable Parts or I thing it is the cause.

* Is it the way to easy bring back the notifications?

* Idea - While chosing building to build of specialist's slot to assign it would be helpful if some hint could show number of not worked certain tiles inside borders e.g.
while choosing Windmill or hovering over the Shepherd slot the info should be:

I've been playing around with a feature like this and, although probably wont be in tonights version, it will soon.

It's a pity that the new improvements are invisible. Maybe you can adopt old ones with changed colour or so?

Hmm - if this is happening to more people the patch may be corrupting one of my .lua files - I'll take a look into this.

Played v5 lately in a nice epic, prince, large map game. Unfortunately it crashes when discovering Replaceable Parts or I thing it is the cause.

I agree with above mentioned fact that specialists are not worthy the effort. You are spending one pop and wait 'ages' and at the end all you get is +3G on tile. I'm not quite sure but I think that the price of the specialists should be lowered.

Have you verified your files on Steam? Usually fixes things. Also, I agree that Specialist's take too long to train, especially during the end-game. They will be getting a boost fro tonights update - still balancing the exact number.

Thanks for the feedback everyone:)
 
Forgot to update Terrace Farms in my ActionIcons.LUA file. This is what is causing graphical anomalies with new improvements. Will be fixed for tonight - thanks everyone for catching this.
 
Is there a way to just use your Social policies/Governments? I like the policies alot, but I'm not too thrilled with the way the tech tree is. I also was wondering is there any way to make strategic turn switcher & RED unit mod compatible with this mod? Oh and is there any way you could integrate some of Thals balance for the units into this? Sorry, I don't want to come across as not liking your mod, it's really good I just want to be able to use some of the other mods I'm used to with this.
 
Is there a way to just use your Social policies/Governments? I like the policies alot, but I'm not too thrilled with the way the tech tree is. I also was wondering is there any way to make strategic turn switcher & RED unit mod compatible with this mod? Oh and is there any way you could integrate some of Thals balance for the units into this? Sorry, I don't want to come across as not liking your mod, it's really good I just want to be able to use some of the other mods I'm used to with this.

Currently it would be pretty difficult to incorporate the Governments with other mods as they just change too many elements from the Vanilla game and include too many additions as far as the disabling of policies, the UI, and new buildings. In the future I could possibly release a template of the Governments where you could assign which buildings should act act as Government buildings and which Governments disable each other.
 
Until I update later tonight for anyone that's interested - if you copy and paste this:

Spoiler :

local g_BlankIcon = {IconIndex = 63, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 7 * g_iIconSize, 7 * g_iIconSize );

local g_BuildCityIcon = {IconIndex = 0, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 0 * g_iIconSize, 0 * g_iIconSize );
local g_FortifyIcon = {IconIndex = 1, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 1 * g_iIconSize, 0 * g_iIconSize );
local g_SentryIcon = {IconIndex = 2, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 2 * g_iIconSize, 0 * g_iIconSize );
local g_HealIcon = {IconIndex = 3, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 3 * g_iIconSize, 0 * g_iIconSize );
local g_SleepIcon = {IconIndex = 4, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 4 * g_iIconSize, 0 * g_iIconSize );
local g_WakeIcon = {IconIndex = 5, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 5 * g_iIconSize, 0 * g_iIconSize );
local g_AutoExploreIcon = {IconIndex = 6, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 6 * g_iIconSize, 0 * g_iIconSize );
local g_GiftUnitIcon = {IconIndex = 7, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 7 * g_iIconSize, 0 * g_iIconSize );

local g_SkipTurnIcon = {IconIndex = 8, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 0 * g_iIconSize, 1 * g_iIconSize );
local g_MoveToIcon = {IconIndex = 9, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 1 * g_iIconSize, 1 * g_iIconSize );
local g_SwapUnitIcon = {IconIndex = 10, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 2 * g_iIconSize, 1 * g_iIconSize );
local g_DeleteIcon = {IconIndex = 11, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 3 * g_iIconSize, 1 * g_iIconSize );
local g_SetUpRangeAttackIcon = {IconIndex = 12, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 4 * g_iIconSize, 1 * g_iIconSize );
local g_RangeAttackIcon = {IconIndex = 13, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 5 * g_iIconSize, 1 * g_iIconSize );
local g_EmbarkIcon = {IconIndex = 14, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 6 * g_iIconSize, 1 * g_iIconSize );
local g_DisembarkIcon = {IconIndex = 15, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 7 * g_iIconSize, 1 * g_iIconSize );

local g_AirLiftIcon = {IconIndex = 16, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 0 * g_iIconSize, 2 * g_iIconSize );
local g_LaunchMissleIcon = {IconIndex = 17, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 1 * g_iIconSize, 2 * g_iIconSize );
local g_JoinIcon = {IconIndex = 18, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 2 * g_iIconSize, 2 * g_iIconSize );
local g_AttackIcon = {IconIndex = 19, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 3 * g_iIconSize, 2 * g_iIconSize );
local g_RebaseAirUnitIcon = {IconIndex = 20, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 4 * g_iIconSize, 2 * g_iIconSize );
local g_BuildFarmIcon = {IconIndex = 21, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 5 * g_iIconSize, 2 * g_iIconSize );
local g_BuildMineIcon = {IconIndex = 22, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 6 * g_iIconSize, 2 * g_iIconSize );
local g_BuildSchoolIcon = {IconIndex = 23, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 7 * g_iIconSize, 2 * g_iIconSize );


local g_BuildRoadIcon = {IconIndex = 24, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 0 * g_iIconSize, 3 * g_iIconSize );
local g_BuildRailRoadIcon = {IconIndex = 25, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 1 * g_iIconSize, 3 * g_iIconSize );
local g_BuildQuarryIcon = {IconIndex = 26, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 2 * g_iIconSize, 3 * g_iIconSize );
local g_BuildPlantationIcon = {IconIndex = 27, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 3 * g_iIconSize, 3 * g_iIconSize );
local g_BuildLumberMillIcon = {IconIndex = 28, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 4 * g_iIconSize, 3 * g_iIconSize );
local g_BuildPastureIcon = {IconIndex = 29, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 5 * g_iIconSize, 3 * g_iIconSize );
local g_BuildFortIcon = {IconIndex = 30, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 6 * g_iIconSize, 3 * g_iIconSize );
local g_ChopForestJungleIcon = {IconIndex = 31, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 7 * g_iIconSize, 3 * g_iIconSize );

local g_BuildCampIcon = {IconIndex = 32, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 0 * g_iIconSize, 4 * g_iIconSize );
local g_BuildOilWellIcon = {IconIndex = 33, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 1 * g_iIconSize, 4 * g_iIconSize );
local g_BuildOffShoreIcon = {IconIndex = 34, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 2 * g_iIconSize, 4 * g_iIconSize );
local g_FishingBoatsIcon = {IconIndex = 35, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 3 * g_iIconSize, 4 * g_iIconSize );
local g_RepairTileIcon = {IconIndex = 36, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 4 * g_iIconSize, 4 * g_iIconSize );
local g_PilageIcon = {IconIndex = 37, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 5 * g_iIconSize, 4 * g_iIconSize );
local g_ClearMarshIcon = {IconIndex = 38, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 6 * g_iIconSize, 4 * g_iIconSize );
local g_CancelActionIcon = {IconIndex = 39, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 7 * g_iIconSize, 4 * g_iIconSize );

local g_GarrisonIcon = {IconIndex = 40, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 0 * g_iIconSize, 5 * g_iIconSize );
local g_TradingPostIcon = {IconIndex = 41, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 1 * g_iIconSize, 5 * g_iIconSize );
local g_RemoveRoadIcon = {IconIndex = 42, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 2 * g_iIconSize, 5 * g_iIconSize );
local g_SeaExploreIcon = {IconIndex = 43, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 3 * g_iIconSize, 5 * g_iIconSize );
local g_UpgradeIcon = {IconIndex = 44, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 4 * g_iIconSize, 5 * g_iIconSize );
local g_GreatActionIcon = {IconIndex = 45, IconAtlas = "UNIT_ACTION_ATLAS"}; -- Vector2( 5 * g_iIconSize, 5 * g_iIconSize );
local g_AirSweepIcon = {IconIndex = 46, IconAtlas = "UNIT_ACTION_ATLAS"};
local g_Intercept = {IconIndex = 47, IconAtlas = "UNIT_ACTION_ATLAS"};
local g_Paradrop = {IconIndex = 48, IconAtlas = "UNIT_ACTION_ATLAS"};
local g_AddSpaceship = {IconIndex = 49, IconAtlas = "UNIT_ACTION_ATLAS"};
local g_FreeTech = {IconIndex = 50, IconAtlas = "UNIT_ACTION_ATLAS"};
local g_Citadel = {IconIndex = 51, IconAtlas = "UNIT_ACTION_ATLAS"};
local g_TradeCityState = {IconIndex = 52, IconAtlas = "UNIT_ACTION_ATLAS"};
local g_CultureBomb = {IconIndex = 53, IconAtlas = "UNIT_ACTION_ATLAS"};
local g_Landmark = {IconIndex = 54, IconAtlas = "UNIT_ACTION_ATLAS"};
local g_RushProduction = {IconIndex = 55, IconAtlas = "UNIT_ACTION_ATLAS"};
local g_Manufactory = {IconIndex = 56, IconAtlas = "UNIT_ACTION_ATLAS"};
local g_CustomHouse = {IconIndex = 57, IconAtlas = "UNIT_ACTION_ATLAS"};
local g_RoadTo = {IconIndex = 58, IconAtlas = "UNIT_ACTION_ATLAS"};
local g_ScrubFallout = {IconIndex = 59, IconAtlas = "UNIT_ACTION_ATLAS"};

local g_BuildTerraceFarmIcon = {IconIndex = 0, IconAtlas = "UNIT_ACTION_DLC02_ATLAS"};
local g_BuildMoaiIcon = {IconIndex = 0, IconAtlas = "UNIT_ACTION_DLC03_ATLAS"};

local g_IconTable = {
MISSION_MOVE_TO = g_MoveToIcon,
MISSION_ROUTE_TO = g_RoadTo,
MISSION_MOVE_TO_UNIT = g_MoveToIcon,
MISSION_SWAP_UNITS = g_SwapUnitIcon,
MISSION_SKIP = g_SkipTurnIcon,
MISSION_SLEEP = g_SleepIcon,
MISSION_FORTIFY = g_FortifyIcon,
MISSION_GARRISON = g_GarrisonIcon,
MISSION_SET_UP_FOR_RANGED_ATTACK = g_SetUpRangeAttackIcon,
MISSION_EMBARK = g_EmbarkIcon,
MISSION_DISEMBARK = g_DisembarkIcon,
MISSION_AIRPATROL = g_Intercept,
MISSION_HEAL = g_HealIcon,
MISSION_ALERT = g_SentryIcon,
MISSION_AIRLIFT = g_AirLiftIcon,
MISSION_NUKE = g_LaunchMissleIcon,
MISSION_PARADROP = g_Paradrop,
MISSION_RANGE_ATTACK = g_RangeAttackIcon,
MISSION_PILLAGE = g_PilageIcon,
MISSION_FOUND = g_BuildCityIcon,
MISSION_JOIN = g_JoinIcon,
MISSION_CONSTRUCT = g_Landmark,
MISSION_DISCOVER = g_FreeTech,
MISSION_HURRY = g_RushProduction,
MISSION_TRADE = g_TradeCityState,
MISSION_SPACESHIP = g_AddSpaceship,
MISSION_CULTURE_BOMB = g_CultureBomb,
MISSION_GOLDEN_AGE = g_GreatActionIcon,
MISSION_BUILD = g_BlankIcon,
MISSION_LEAD = g_BlankIcon,
MISSION_DIE_ANIMATION = g_BlankIcon,
MISSION_BEGIN_COMBAT = g_BlankIcon,
MISSION_END_COMBAT = g_BlankIcon,
MISSION_AIRSTRIKE = g_BlankIcon,
MISSION_SURRENDER = g_BlankIcon,
MISSION_CAPTURED = g_BlankIcon,
MISSION_IDLE = g_BlankIcon,
MISSION_DIE = g_BlankIcon,
MISSION_DAMAGE = g_BlankIcon,
MISSION_MULTI_SELECT = g_BlankIcon,

BUILD_ROAD = g_BuildRoadIcon,
BUILD_RAILROAD = g_BuildRailRoadIcon,
BUILD_FARM = g_BuildFarmIcon,
BUILD_MINE = g_BuildMineIcon,
BUILD_TRADING_POST = g_TradingPostIcon,
BUILD_LUMBERMILL = g_BuildLumberMillIcon,
BUILD_PASTURE = g_BuildPastureIcon,
BUILD_CAMP = g_BuildCampIcon,
BUILD_PLANTATION = g_BuildPlantationIcon,
BUILD_QUARRY = g_BuildQuarryIcon,
BUILD_WELL = g_BuildOilWellIcon,
BUILD_OFFSHORE_PLATFORM = g_BuildOffShoreIcon,
BUILD_FISHING_BOATS = g_FishingBoatsIcon,
BUILD_FORT = g_BuildFortIcon,
BUILD_REMOVE_JUNGLE = g_ChopForestJungleIcon,
BUILD_REMOVE_FOREST = g_ChopForestJungleIcon,
BUILD_REMOVE_MARSH = g_ClearMarshIcon,
BUILD_SCRUB_FALLOUT = g_ScrubFallout,
BUILD_REPAIR = g_RepairTileIcon,
BUILD_REMOVE_ROUTE = g_RemoveRoadIcon,
BUILD_CITADEL = g_Citadel;
BUILD_MANUFACTORY = g_Manufactory;
BUILD_CUSTOMS_HOUSE = g_CustomHouse;
BUILD_ACADEMY = g_BuildSchoolIcon;
BUILD_LANDMARK = g_Landmark;
BUILD_TERRACE_FARM = g_BuildTerraceFarmIcon;
BUILD_MOAI = g_BuildMoaiIcon;

------------------------------------------------------

-- NiGHTS

BUILD_VINEYARD = g_BuildPlantationIcon,
BUILD_BANANAPLANTATION = g_BuildPlantationIcon,
BUILD_DYEPLANTATION = g_BuildPlantationIcon,
BUILD_SILKPLANTATION = g_BuildPlantationIcon,
BUILD_SPICESPLANTATION = g_BuildPlantationIcon,
BUILD_SUGARPLANTATION = g_BuildPlantationIcon,
BUILD_COTTONPLANTATION = g_BuildPlantationIcon,
BUILD_INCENSEPLANTATION = g_BuildPlantationIcon,
BUILD_WHEATFARM = g_BuildFarmIcon,
BUILD_GOLDMINE = g_BuildMineIcon,
BUILD_COALMINE = g_BuildMineIcon,
BUILD_IRONMINE = g_BuildMineIcon,
BUILD_ALUMINUMMINE = g_BuildMineIcon,
BUILD_URANIUMMINE = g_BuildMineIcon,
BUILD_GEMSMINE = g_BuildMineIcon,
BUILD_SILVERMINE = g_BuildMineIcon,
BUILD_MARBLEMINE = g_BuildQuarryIcon,
BUILD_HORSEPLANTATION = g_BuildPastureIcon,
BUILD_COWPLANTATION = g_BuildPastureIcon,
BUILD_SHEEPPLANTATION = g_BuildPastureIcon,
BUILD_IVORYPLANTATION = g_BuildCampIcon,
BUILD_FURPLANTATION = g_BuildCampIcon,
BUILD_DEERPLANTATION = g_BuildCampIcon,
BUILD_LUMBERMINE = g_BuildLumberMillIcon,
BUILD_PARSONAGE = g_BuildSchoolIcon;
BUILD_SHED = g_BuildFortIcon,
BUILD_STARS = g_BuildMineIcon,
BUILD_PEARLZ = g_FishingBoatsIcon,
BUILD_SHORE = g_BuildOffShoreIcon,
BUILD_PIPELINE = g_BuildOilWellIcon,

------------------------------------------------------

AUTOMATE_BUILD = g_AutoExploreIcon,
AUTOMATE_EXPLORE = g_SeaExploreIcon,

COMMAND_UPGRADE = g_UpgradeIcon,
COMMAND_WAKE = g_WakeIcon,
COMMAND_CANCEL = g_CancelActionIcon,
COMMAND_CANCEL_ALL = g_CancelActionIcon,
COMMAND_STOP_AUTOMATION = g_CancelActionIcon,
COMMAND_DELETE = g_DeleteIcon,
COMMAND_GIFT = g_GiftUnitIcon,

INTERFACEMODE_MOVE_TO = g_MoveToIcon,
INTERFACEMODE_ROUTE_TO = g_RoadTo,
INTERFACEMODE_AIRLIFT = g_AirLiftIcon,
INTERFACEMODE_NUKE = g_LaunchMissleIcon,
INTERFACEMODE_PARADROP = g_Paradrop,
INTERFACEMODE_ATTACK = g_AttackIcon,
INTERFACEMODE_RANGE_ATTACK = g_RangeAttackIcon,
INTERFACEMODE_CITY_RANGE_ATTACK = g_RangeAttackIcon,
INTERFACEMODE_AIRSTRIKE = g_RangeAttackIcon,
INTERFACEMODE_AIR_SWEEP = g_AirSweepIcon,
INTERFACEMODE_REBASE = g_RebaseAirUnitIcon,
INTERFACEMODE_EMBARK = g_EmbarkIcon,
INTERFACEMODE_DISEMBARK = g_DisembarkIcon
}


------------------------------------------------------
------------------------------------------------------
function ActionIconLookup( type )
if type == nil then
return g_BlankIcon;
end

local ret = g_IconTable[ type ];

if ret == nil then
ret = g_BlankIcon;
end

return ret;
end


And completely overwrite everything currently in ActionIcons.lua (the copy of the file that came with NiGHTS, not your core game file) Improvements will start appearing again graphically. I'd upload the file but CivFanatics crashes when I attempt to do so...

Make sure to right-click on the file itself, click properties, and set import into VFS as TRUE.
 
Replaced ActionIcons (in the mod folder) and it didn't help with improvements already built. Dunno about new because my save is crashing... and it's not the technology I mentioned above. It's something else. Can't say what.

Idea: Let's sey that you are working on 5 specialists in the city. Then you turn 4 buildings off. I thing it would have sense if the curent 4 specs progress would slowly degress and instead the only working building would get a bonus. (partly educated people are geting respecialization and not being taught from zero).

* Is there a easy way to turn notification on? Some text edit perhaps?
 
Replaced ActionIcons (in the mod folder) and it didn't help with improvements already built. Dunno about new because my save is crashing... and it's not the technology I mentioned above. It's something else. Can't say what.

Idea: Let's sey that you are working on 5 specialists in the city. Then you turn 4 buildings off. I thing it would have sense if the curent 4 specs progress would slowly degress and instead the only working building would get a bonus. (partly educated people are geting respecialization and not being taught from zero).

* Is there a easy way to turn notification on? Some text edit perhaps?

I'll be replacing the more essential notifications in tonights update. And with the Improvements - I'm afraid the fix probably wont work for games already in progress.

I've thought about a system where you get gradual returns for buildings - the problem with this is that you will start having 30-40+ specialists being slowly trained in many cities at the same which pretty much ruins any planning and would result in extreme micromanagement on the players part.

That being said, tonights update of V6 will drastically increase the rate of specialist production. Currently the rate is 10 per citizen, and this will be changed to 25 per citizen. Essentially 2.5X faster. Also, around 20 buildings are being added so these added specialists will also boost their production as their will be more specialist tandems that you will be able to work at the same time in your cities. I'm just working on the art side of things right now, so probably another 3-4 hours and I'll release it to the Mod Hub if it's working again. Otherwise check back here on Civfanatics:)
 
New game. Built Parsonage on a grassland hill and no graphic. I tried Custom Notifications mod but didn't work. Well, have to wait for new update. Maybe I'll download Polynesia till then.

One glitch - in previous game - while changing the government the leader title (shown at the beginning of the turn) isn't changing. Needed save/load to update it.

Question - do unlocked bonuses from "abandoned" policies works after switching to new/different tree?

I play with City State Diplomacy and RED mods and it works quite fine.

While working on the buildings please move fur trader from Walls. It is a little weird.
 
New game. Built Parsonage on a grassland hill and no graphic. I tried Custom Notifications mod but didn't work. Well, have to wait for new update. Maybe I'll download Polynesia till then.

One glitch - in previous game - while changing the government the leader title (shown at the beginning of the turn) isn't changing. Needed save/load to update it.

Question - do unlocked bonuses from "abandoned" policies works after switching to new/different tree?

I play with City State Diplomacy and RED mods and it works quite fine.

While working on the buildings please move fur trader from Walls. It is a little weird.

I'll look into the government leader title issue - haven't heard the one yet. Everything carries over from Governments EXCEPT the individual policies (the policy buttons). Government buildings carry over and Infrastructure Allocations add/subtract from each other. I did this because I thought it was kind of like how Governments have to deal with the mess that previous governments created while still being able to change things, to an extent.

I haven't tested CSD or the RED mods with NiGHTS but it they're working, that's good. There's also a chance they are impacting NiGHTS in some unforeseen ways, but it sounds like that's not case so far:)

I will probably include Custom Notifications in a future update - it wont be in this one.
 
The CS Diplomacy is just great. Few units, buildings and raising gifts to CS makes the diplomacy games much funnier. And eliminating CS demand to crush another one. So you are not forced to wage wars.
 
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