That's a good point about the Huns, since having both UUs require the same resource at the same time will cause a crunch. I will remove the requirement from the Tarkhan.I'm wondering if you have any plans to rework the French and Hunnic UU's to account for their new changes (France not caring about subsequent attacks anymore, Huns now having two UUs that need horses)
bugs should be resolved.faith costs updates
Byzantine Dromon is now a Galleass replacement
French Salon no longer gives 33% GArtist rate and +1 gold to artist guilds
Hippodrome gives +2 horse resources
Brute Force removed from Babylonian Sabum Kibitum
Hashemite Raider now deals 15 damage to adjacent units on pillage
I guess it is unremovable on purpose. If you could remove it, you could eventually put one on every eligable resource. As it is now, you can't put it on both of two adjacent resources. You might even be able to put it on figs and spawn new figs continously.This was in a playthrough with several other mods, but are Latifundiums (Rome's unique improvement) meant to be unpillageable?
is this in all the latest updates to your mods?hello. I'm your big fan. Thanks to you, I'm having a lot of fun playing the game.
Running this mod together in vp 3.10.4 resulted in a bug that prevented artists from creating masterpieces. There was no problem until 3.9.1.
===============================
Finally I find Cause
<!-- When checking for a building's prerequisites in a city for Building_ClassesNeededInCity, loop through all buildings in the city to find a building belonging in the class, rather than the shortcut method of only checking if there is an entry in Civilization_BuildingClassOverrides. -->
<!-- A more thorough check for mods which replace buildings using Lua. Otherwise, the prerequisite for Building_ClassesNeededInCity will not be fulfilled correctly. -->
<Row Class="4" Name="BUILDINGS_THOROUGH_PREREQUISITES" Value="0"/>
=> this is VP (1) Custom mod
I deleted code in "MUCSetiings.sql"
-- Kabuki and Barbican unique integration
--UPDATE CustomModOptions SET Value = 1 WHERE Name = 'BUILDINGS_THOROUGH_PREREQUISITES';
and i can make a great works...
what is this mod??
I think too many bugs in 3.10.x. USE 3.9.1 / This version is GOOD. so many bugs, for example Improvement camp tech is strange.is this in all the latest updates to your mods?
team up w devs and help coding the bugs3.10.X is terrible
I agree team up with the devsI think too many bugs in 3.10.x. USE 3.9.1 / This version is GOOD. 3.10.X is terrible. so many bugs, for example Improvement camp tech is strange.
This is fixed in latest VP patch.hello. I'm your big fan. Thanks to you, I'm having a lot of fun playing the game.
Running this mod together in vp 3.10.4 resulted in a bug that prevented artists from creating masterpieces. There was no problem until 3.9.1.
===============================
Finally I find Cause
<!-- When checking for a building's prerequisites in a city for Building_ClassesNeededInCity, loop through all buildings in the city to find a building belonging in the class, rather than the shortcut method of only checking if there is an entry in Civilization_BuildingClassOverrides. -->
<!-- A more thorough check for mods which replace buildings using Lua. Otherwise, the prerequisite for Building_ClassesNeededInCity will not be fulfilled correctly. -->
<Row Class="4" Name="BUILDINGS_THOROUGH_PREREQUISITES" Value="0"/>
=> this is VP (1) Custom mod
I deleted code in "MUCSetiings.sql"
-- Kabuki and Barbican unique integration
--UPDATE CustomModOptions SET Value = 1 WHERE Name = 'BUILDINGS_THOROUGH_PREREQUISITES';
and i can make a great works...
what is this mod??