I'm working on engineering the tech tree and I'm wondering if there is a way to control the icons that appear with different technologies.
For example, can you limit the unit civilopedia icons that appear alongside the tech icon? It looks cluttered for techs that unlock a bunch of different...
Any idea if there is a strategy for manipulating retreat chances for units on a per-unit basis?
I am trying to differentiate between heavy and light cavalry and thought it would be cool if light cavalry had a higher chance of retreating.
Another idea I had was maybe to give blitz to light...
That's what I thought, but I was almost certain that fixing this escort issue would help me get through the AI turn freezing. Perhaps it has a positive effect but not enough in this case. Something else must be jamming it up. Back to the drawing board unfortunately!
For Mod A, I decided to gift starting techs to all civs (I initially had them all starting the game with no techs discovered yet)
I am testing my theory of number of turns played leading to too many units being built. In theory, I should be able to at least get a little deeper into the era...
If I implemented the change to "dont_escort_unflagged_units" in the C3X config settings, would that affect existing save files? I changed it to true and loaded my problematic save file and I still had the game freeze on me when I clicked "end turn". Or do I need to start up a new game entirely...
So would this be addressed if I went into the C3X config settings and set "dont_escort_unflagged_units" to true rather than false? I plan to try that out and see what happens
I am also going to reduce the maximum number of AI escorts from 3 to 2 per unit but that might not have any effect if I...
Interesting, so you think maybe having the strategic and luxury resources maxed out in my newer mod may be behind it? I could definitely explore toggling a few of them off and making them into just bonus resources. I was quite baffled how it could slow down so much in Mod A despite the fact that...
I am developing a mod and I'm encountering an issue with the game taking so long between turns around 500-600AD that it freezes and becomes unplayable. I've already been tweaking some things in recent iterations based on some common suggestions I am reading on forum pages such as:
-lowering map...
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