10158
Changed latitude limits to -90 - 90 in map for rescaling modmod.
This change affects only Kation's space map.
Do I need to start a new game to see the effects of the 10158 update? If so, what are the effects of this update on gameplay? Finally, does the presence of this update change...
I think you're right about the New Random Seed - I was just testing it to see which outcomes the villages can give.
I guess I can see total how control of corporations would make it easier for a new player, though it's also possible that one could miss the strategic decisions completely without...
From my gameplay of this mod, I think one area in which it lacks is actually making sure that the player does well enough to see all of the features (such as buildings/units/promotions) of this mod. Here are the first steps that I found to work best to see as much as possible. If you start out...
What are the requirements for the "Transport Troops" promotion? I have the required tech (ship building) and the required unit (Outrigger), but the promotion doesn't show up.
1) Is it possible to have the automated city builders (either the standard or "the one that the ai uses") build wonders?
2) Is there a value the AI uses to determine when to change civics? Would it be possible to have it display when hovering over the civic name in the civil screen while Ctrl is...
My saved game freezes after ending a turn on the 9684 svn. After 1 hour, the game is still frozen. I have gotten my game up to the Industrial Era from the Prehistoric Era with no issues. I have attached the save file at the end of the turn before the freeze.
Getting the following error on the latest (9656) svn. Not entirely sure if it's the svn, my save file, or something else. Issues only started after updating to a newer svn revision.
Failed to load python module CvRandomEventInterface.
Invalid syntax in iNumCoastalCities/player.getNumCities())...
Would I still have all of the mod contents if I delete the \Civ4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\Modules\Pepper2000 folder (and use the modmod folder instead)? In other words, is there anything in that folder that's not in the modmod folder?
Pepper 2000, your 9649 submission has caused my game to crash on the first loading screen when the modmod is installed. The game works fine without the modmod and on the 9648 commit. I've posted this on the main bug thread, but I guess this problem is specific to the modmod.
Svn 9649 no longer works with peppers space colonization modmod module. The game loads without the module and on the 9648 commit. I've also posted this on the modmod thread.
I think I found what I was looking for (BBAI.log in the documents folder), but there is so much information in my game that it keeps logs for only 1 turn or so, so I can't see the city change there now. In case I get this again, is there a particular word I should be looking for, besides the...
I was watching the game in debug mode. I saw it switch from one turn to the next. I suppose this could represent the problem, but I've actually learned a lot of game concepts by just trying to see what the AI does.
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