Recent content by Temujin8k

  1. Temujin8k

    Nasuellia Mods

    Hello! For the alt unit flags and bars mod, I'd prefer if users have the option to use the vanilla city bars but keep the unit flags.
  2. Temujin8k

    Modmodding Q&A Thread

    Probably you need to make sure that the order of civ constants in Consts.py and in CvEnums.h are aligned with that in the XML. As for the map script, I think if you've had a syntax error or typo in the text files, the scenario won't probably even load. But again, that's just what I think. What...
  3. Temujin8k

    Modmodding Q&A Thread

    Also, based on the stack trace, another probable culprit could be new assets (especially graphical) that you may have added. It could be for any of the civs present in this scenario, not necessarily just Celts, or probably something else like civic or unit buttons. You can try double-checking...
  4. Temujin8k

    Modmodding Q&A Thread

    Initial code checks first since I can't really look at your codebase at the moment: Have you created a new Scenario####AD.py for your new scenario? This should contain the civ definitions for each civ at the start of the scenario (e.g. gold, civics, state religion, techs) [EDIT] Have you...
  5. Temujin8k

    Khmer 1.18 Gameplay Help?

    Yeah, I found it out myself yesterday as well. Blocking the tile Maggy_domain mentioned did not work.
  6. Temujin8k

    Khmer 1.18 Gameplay Help?

    It looks like this is the tile, but I can't send my Archer or Swordsman there... EDIT: Gonna try going Generalship first for that Ballista Elephant. I hope this works for me...
  7. Temujin8k

    wltk's Detailed Map Tacks

    Hey @wltk, I've been enjoying sinking my time plotting using your Map Tacks instead of actually playing. I just noticed something, though: Buildings that have adjacency bonuses based on constructibles instead of tiles do not reflect properly if there are two constructibles on the same tile...
  8. Temujin8k

    Modmodding Q&A Thread

    There are a lot of aspects of the game code that you need to edit. If you're using the DoC codebase, you will need to update the world size, for example. And a bunch of Python stuff, as well.
  9. Temujin8k

    Historical Victory Videos

    It was only when I watched this video when I discovered that the French spawn causing all Celtic cities outside of the British Isles to secede applies to the human player too... lol
  10. Temujin8k

    Modmodding Q&A Thread

    Hey Leoreth ― Re: VD, I'd like to mention that I've actually opened a pull request at the start of the year to update VD to v1.18. I have also pushed a commit earlier today which syncs it to the latest version as of today. I'll keep it updated every now and then as you push more updates to the...
  11. Temujin8k

    England 1.18 Monarch/Normal

    Spam Jails and Exchequers? Also, for me, buying a Library on advanced start and slotting a Scientist afterwards helps with UHV3. The first Great Scientist I build an Academy, the second I use to bulb techs (I got it around column 8). Other things I did: colonize a bit ahistorically early, and...
  12. Temujin8k

    Dawn of Civilization General Discussion

    I believe that Ottomans spawning with Fanaticism and running it for probably the whole duration of their UHV run makes a lot of sense. However, it somehow introduces a negative synergy with their UP. It's difficult to conduct devşirme in non-holy cities when Fanaticism just slowly removes...
  13. Temujin8k

    Suggestions and Requests

    There's a scripted spread of Islam to Indonesia (Malaya or Java). But in order for it to trigger, you'll need to contact a Muslim civ and retain contact with it starting around 1250. The trigger is valid only until 1600.
  14. Temujin8k

    Dawn of Civilization General Discussion

    Blagoveshchensk should be on (130, 65) (Moorland/Forest) and not (129, 65) (Marsh), right? It's on the eastern bank of the Amur River.
  15. Temujin8k

    Tech Balance 1.18

    More often the latter. I think the starting techs are okay. It's just that those already long spawned by 1700 AD tend to snowball once they expand enough. Especially colonial civs after their respective TC events.
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