yes. I have rarely seen AI with Rangers that early when they beeline FoL/hunting and get Animal Handling from a goody hut.
I know this is not a bug. More like "that's just the way it is".
When you build something in a town, the extra hammers produced that are not needed to complete the unit/building are brought over to the next turn as overflow.
Why not the same with research ?
As it is, one have to lower the research % to a minimum necessary level the turn before each technology are finished to minimize the loss of beakers.
I know this is not a bug. More like "that's just the way it is".
When you build something in a town, the extra hammers produced that are not needed to complete the unit/building are brought over to the next turn as overflow.
Why not the same with research ?
As it is, one have to lower the research % to a minimum necessary level the turn before each technology are finished to minimize the loss of beakers.
I'm having some trouble getting this to work correctly. Let me preface by saying that since I'm on a Vista I have installed Civ4 in a custom directory under my users name. Anyway, when I originally installed Civ4 and FfH2 I accidentally named it's folder "Civlization IV Complete" (I missed an "I"). I thought nothing of it, renamed the folder later, and all was well. Aaaaanyways, when I installed this mod I noticed it was trying to install to the directory's original location (that no longer exists because I renamed it). I fixed this,but during setup it told me it could not detect the FfH2 folder at the old location. I thought it odd that the installer kept looking in a location that hadn't existed for a few days, but I hit ignore and figured it would all work out... well, I was wrong; I'm getting pink boxes for all the FfH Leaders' faces, and the menu background is default BTS. I didn't even bother staring a game, but I am confident that all the graphics will be screwy too. I this all means that Wildmana is trying to load FfH2 resources from a nonexistant location, but dn't know how to fix this. Will I have to rename my folder back to it's incorrect title so it's searching in theright location, or is there something I can change somehow more easily?
Thaks for your time, and I apologize for the excessively long bug report!
CC
Research does overflow.
The AI seems to be offering ridiculous amounts of money for techs. I just sold Alteration for 490g and Math for 540.
Better would be to make Epic lairs regenerate, like in FF and Orbis. And RifE of couse.
Thaumaturge's keep isn't giving me any mana. (Or an extra building)
Granted I know next to nothing about the Scion civ, but it seems wrong from the 'paedia.
Is it possible you can remove the barb/animal/mana guardian ability to pop goody huts? I mean they have a pretty good advantage in that they are all over the globe at once, and I miss finding late game goody huts guarded by barbarians.... maybe you can even have the goody huts spawn defensive barbarians.
Calculation is the same as in BTS. Only difference is that AI is more willing to trade gold when Alignment or Religion is the same.The AI seems to be offering ridiculous amounts of money for techs. I just sold Alteration for 490g and Math for 540.
yesI am not sure if this is a bug or I am missing something. I have teched all the way to future tech and still can not figure out how to ascend Taranus. I have already killed off the Illian's before they spouted off the Draw... do they have to do that ritual or something first?
Hello and greetings from Germany,
at the weekend I've played a game (version 6.4) with the Lanun on a big and small map and the pirates attacked my ships or blocked my harbours, when they began to spawn. But Somewhere in the patchnotes is written that the pirates should be in peace with them. Is it a bug?