As far as the battle effects go, I think the issue is that the new terrain and terrain feature that you added has messed up the numbering that the mod uses to select the correct feature to overlay. I don't know how you would go about fixing it, but that's most likely the root of the problem. I'll be turning off battle effects for my next game. Shame, though, as I really liked where I was placed for the first run through with this new instance of the mod.
Yes, I ran some tests and looked through battle effects source code. For some reason its terrain feature index starts to misbehave with new terrains. I tried to fix it by adding new battle-effects for Marsh plots but that doesn't seem to help at all - so seems we'll have to disable Battle Effects component by default (will be set so on v2.41)
zappara,
I was going to ask you, why version 2.3, 2.31, and 2.4 all carry those 2 lines from the Config Settings file naming the Mod 2.2? Why not changing each one to match the version? And why 2.2 instead of just plain Rise of Mankind?
One other thing, I also did not check the RevMod, Barb Mod, or Start as Minor boxes to start the game with. I'll try the last 2 next game and then Revmod last.
The new terrains look Good!
JosEPh
It's just my brain memory running on low batteries on the evenings and nights when I mod - ie. I totally had forgotten to check those settings (I remembered to change them in ModName.py file though...). Will "fix" it in v2.41
Have any of you gotten the Security promotion for spies? The Civolopedia and the promotion tree both indicate that they should be able to get it, but the option never came up for me in my last game.
Also, while it's good that cottages are nerfed a bit, I disagree with how it was done. I think the food bonus should stay the same throughout, and instead have the road boni removed and change the civics that empower them, perhaps replacing the production and food boni them with commerce. That way, you would need workshops for production, and by extension farms to support them, so cottages would be soley for commerce and wouldn't be the only improvement you see in AI lands. Of course, this is just conjecture on my part.
I just read the other day RevDCM thread and seems there's some issues still left with Super Spies component. They'll probably work better in next RevDCM version which I'll have to merge again to RoM once it's released (RoM's current RevDCM version is 0.951).
About cottage nerf - in my current game I've seen AIs place lot more windmills, workshops and watermills so I think the changes were good. I did remove road/railroad bonuses only from cottages/hamlet and Towns still do have higher bonuses. We'll have to play some games and see if any changes are still required in future versions.
not much of a feedback, but how do i remove the 4 world wonders per city limit?
...Mods\Rise of Mankind\Assets\XML\GlobalDefines.xml, find in that file Wonder modifiers and set them to -1 if you want unlimited wonder amounts per city.
I've identified couple small issues in v2.4 while I was converting ExtraCiv addon pack to newest settings:
- Russian Cossack and French Dragoon are missing couple upgrade paths
- Autolog component seems to be enabled in BUG even though it's set to disabled mode in config file - this is known issue in BUG 3.5, Autolog causes some python errors but that isn't game breaking
- python issue in OnChangeWar -event, not game breaking
- python issue with unitnaming component (with Spy units most likely), not game breaking
In v2.41 I'll also disable Rebel civs ability to spawn spy units (they do that occasionally) to remove the possibility for one CTD issue: if civ has no capital (ie. no palace) for some reason and his spy successfully completes mission and then tries to return to capital, the game crashes.
Keep the reports coming...