Hydro, I would definitely suggest making one multi-mod for all your buildings, as I was going to suggest the same thing myself. Taking over non-recommended buildings into the same mod or a different multi-mod might be a good idea too.
Yes, I do. Have the civic separately though. There is no justification for having a new civic bundled with a bunch of buildings![]()
That sounds good Hydro, although i share same ideologies as you, where more is better, but i think that we are a minority here. And doing this solution would give a win-win solution for everyone IMO
#1 I explored the city to see what happened to my hammers... Lo and behold! It is indeed negative. I went to Stoneworker in my Built Buildings List and, yes, as Lichen reported the hammers are negative there!
#2 Lichen, nice. I like China as a civilization. I'm a Mexican-American myself (parents from Mexico but me born here) but I was fascinated by the longevity of the Chinese civilization and what it had offered to the world. I may disagree with some of Chinese policies today but I still admire its history
.
"Successful" is a terribly loaded word, especially when you qualify it with "most", but please, let's not get into that.
Don't worry, those Brits are just jealous of our success.I'm very poor in English, so I can't accurately expresse what I mean in English. I'm sorry for say that. Well, let's not get into that.
Bug Report:
Stoneworker's Hut has negative prodution after marble resource connected. Just look at my screenshot.
Which are the basics and rules of the new culture spread?
In the new beta options menu is the point missing that you can put on the feature that you can only see the buildings that you can really build.
At first I want to thank Afforess for his fantastic work.
But now I have found a bug concerning the Spy Satellites: In the very moment one of them is in view my graphics go crazy. My entire screen is flickering, the GUI is absent (but clickable) and the game itself is unplayable slow. It doesn't matter if I'm ingame or worldbuilder - Satellite in view: Booom!
Uncle Edit says, it might matter that I have rev.129
Hello,
Since I have to use two attachments to illustrate my report, I will use this thread.
Anyway, here you see two pictures. One is at Turn 546, the other is at the Turn 548. You will notice that the city Xian still have Estate at one turn left to be constructed. That is a bizarre bug, if ever there was a more bizarre one!
@Afforess
I would like to take control of some of your non-recomended mods such as the Farm Mod, NIMBY Mod and maybe even some specific buildings like the Public Pool, Cryogenic Prison, Saloon, etc to be merged into my new mega combo mod. Is that ok?
Many of the buildings in these mods were basically me begging for this building or that building to be made. I feel like many of them are mine even though I did not write the code for them at the time.
By getting direct control over them I feel I could better tie them all together more than if they were in separate mods. Especially ones in which which were split where you made part of my idea and then generalstaff made the other part.
For example I wanted to link the sheep farm to the weavers and tailor's. But they were in very separate mods. Same goes for things like the rendering plant to the candlemaker's shop, etc.
I am just not sure how much of the mods you still do recommend and which you don't. Even before I was able mod my vision was to link them all together through the various aspects of human society. However in disabling many of these buildings or in some cases even changing the stats has put a monkey wrench into my overall vision.
While I do not want to mess with your original ideas such as the weather mod, I would like to incorporate more mods into mine n which I had a hand in designing (such as the zoology buildings, firestorm, NIMBY, farm, early buildings, vacation buildings, misc buildings, etc).
In short I would like to work something out with you so you can still have an AND with buildings you think are balanced while I can still add to my "huge web of interconnected buildings".
Don't worry, those Brits are just jealous of our success.![]()
Do you have a before save I can use?
Nope, thanks. I'll load it up and test it out.
Seems that CultureLevelInfos.xml file isn't updated with eternal game speed (entries are missing for that gamespeed). I didn't try to play at that speed but I suspect cultural borders would be messed up as a result.
Aha, I see it. So if I want to edit a gamespeed and culture I should edit these files and not the ones in the original XML\Gameinfo folder?