; Enable the logging system
LoggingEnabled = 1
; Enable synchronization logging
SynchLog = 1
; Overwrite old network and message logs
OverwriteLogs = 1
; Enable rand event logging
RandLog = 1
; Enable message logging
MessageLog = 1
; Enable synchronization logging
SynchLog = 1
; Enable synchronization logging
SynchLog = 0
Hey Afforess, I seem to have a weird occurrence going on in my current beta 2 game on RoM 2.9; when I give gold to the AI it doesn't register in the diplomacy screen.
Hi Afforess,
Just a minor thing. Could you turn off Kamikazee for auto promotions? Or at least make it an option (with the default to off)?
Can you post your save and A New Dawn.log (Log found in the Rise of Mankind folder.)
Yeah. There were a couple other promotions that should not be there given too, I'll make sure to disable them.
A few comments from playing with betas 1 and 2 a bit.
- The 1.70 betas seem to have fixed my Mass Media problems.
- As of beta 2 the problem with guild headquarters blocking new corporations after becoming obsolete remains. Specifically, I can't build corporation headquarters in cities that have the obsolete guild headquarters if the guild would compete with the corporation before obsoletion. I'm not sure if it would block an executive from expanding the corp into the city because I'd quickly "fixed" that problem with the worldbuilder, but the HQ construction was definitely blocked.
- Is it intentional for automated workers to keep to one landmass after a land connection to another one is estabilished through a tunnel?
- Speaking of tunnels - the description of the "Sea Tunnels" mod component implies that jumplanes should allow land units to pass through water tiles, yet this doesn't seem to be the case. Granted, it also implies that you can build grav tubes on water tiles, and it doesn't imply the existence of the tunnel improvement itself, so it may or may not be intentional.
- Also related to the sea tunnel / jumplane thing - my workboats are unable to build jumplanes on tiles that have tunnels. It's probably like that the other way around, but I haven't checked now that I think about it. Since you can't automate the workboats for water infrastructure construction (I think) this restriction could probably be removed unless it'd break the AI or something.
Oh, and since I'm typing this anyway, I have a little feature request - unless I'm missing something crucial, modern mines are just mines that are better than their previous iterations in pretty much every way, and the same goes for vertical and regular farms. I don't trust worker automation enough to fully automate the workers, so what I'd like to see would be if there was an option for the workers to do automatic infrastructure improvement (which usually works just fine, except for that tunnels and different landmasses thing) and also replace the old mine and farm types with the new ones. I don't know how feasible that is, but still, it'd be great.
Wait! Like which ones? Not the Warlord/Noble ones I hope