I'm guessing you are using one of the betas, I've seen others report this problem on the betas and Afforess is fully aware of it.
Good thankyou, I wasn't sure if I was the only one. Yes I am using Beta 6
I'm guessing you are using one of the betas, I've seen others report this problem on the betas and Afforess is fully aware of it.
I just bumped into this bug with Merged Mod & Assimilation turned on, but I recall this happened in AND & Assimilation too:
If I capture a city, and a building that is my unique building stays intact, I get that building in the city but I can still build normal version of it too. Example: I am the Incas and capture an American city. The city granary stays intact, but when I get control of the city, it changes to Terrace, my UB. Everything is ok this far, BUT now I can also build a normal granary in the city, gaining double health benefits (not sure about the growth bonus).
I'm sorry if this is already fixed in AND & Assimilation.
I realise you are very busy with Beta 6 but this problem should still exist in that version unless I am mistaken.
In my last few games with 1.55 I noticed that global warming never hit. I put it down to the fact that the game had finished early. But I couldn't let it go without testing. So:
I set up a custom game on a duel map, normal speed,ancient era, med sea level and temperate climate with me being the only player, I turned off all victories except time and checked no barbarian and rising seas.
Then I gave control to the AI and monitored it. I checked every 100 turns to see what was going on. The AI very quickly put cities all over the map. I made sure that plenty of industry was built along with factories and power stations etc. I also made sure that most forests and jungles were chopped. I managed about 95%. The game played out to the very last turn 800 and something I dont remember. Not one square on the map was affected by global warming.
If remember the global warming thread correctly they had run into a problem with it. It involved a calculation for map size and forest/jungle count.
Has anyone ever experienced global warming so far?
My Game is unplayable, Afforess have you run into the no building production bug before? Has anybody?
My Game is unplayable, Afforess have you run into the no building production bug before? Has anybody?
I just ran into this bug... over 1000 turns in on a Snail speed game. Using Beta 6. I also tried reloading and it occurs again. If needed I can provide a saved game right before the bug starts.
One building that I do kind of wonder about is the Poacher building that adds income but gives a percentage chance for city unrest. I'm assuming this was added to one of the building or guild building packs. This is kind of a goofy building, I'm not sure why poachers would create more income or cause a flat chance for the city to revolt.
If you WANT to have a Poacher building, here is a suggestion. If the local city radius has Sheep, Deer, or Cow, for each one the Poacher building will provide a unit of food, but it will also provide an Unhappy face and additional 10% city maintenance to reflect lawlessness. The current implementation doesn't make much sense to me.
10% max damage on every unit? Is this normal or is it something I messed up when editing the Global Defines XML, for more wonders and XP when upgrading and vs. barbs.
Almost all units have a bullet point that states, Maximum 10% damage to enemy on attack. When units attack they always end up withdrawing.
ttp://http://img99.imageshack.us/img99/9784/81334780.jpg
This an your AND logs. Pray tell, you have not modded your game further?
Pretty good idea. I've updated the building to reflect your idea.
General questions, is it possible to change the SDK so that one has to expend a Great Prophet in a city to found a religion? This will make the GP more useful and important, and give us the ability to choose what city we want our holy city to be located in. The AI of course would need to know how to do this as well. (in this situation if we can't get the AI to know how to do it, then I'd rather not see this feature)
Just to let you know, I went through the thing line by line and couldn't find out what I'd done. I ended up uninstalling and reinstalling it. Then I remodded the Globaldefines.xml again for wonders and vs barb and upgrading xp.
Started a new game (obviously), and no max 10% this time. So for the life of me I have no idea what I did the first time.
Yes. You can mod the SDK to do almost anything. It sounds more like a game option type feature.
So let me break this down quickly:
- Religions can only be founded by Great Prophets
- New button shows up when a Great Prophet is in a city, allowing players to found a religion
Quick question, is the new religion randomly selected from the pool available or chosen by the player?
Why not have a religion Tech to give to the first player who research it (and add in Limited Religion values/codes/whatever too) a Great Prophet with the capacity to establish the religion in a city the player chooses? That way, it still is not that much of a game-changing feature except for the fact that the player who researched that particular relgion is finally given a flexibility to endow a city with a holy city status.
If we are going to go that route, wouldn't it be much simpler to leave the code as is, and just do nothing?![]()
It would require more strategic planning if you have to get the tech AND get a GP to found a religion. That is always how I envisioned religions anyway, some great spiritual leader (the GP) started a movement.
For the player, it should be chosen from among the list of religions currently available to the player. (and random for the AI of course)
This also means its possible for the player or AI to be the first to get a religion founding tech but unable to use it just yet until they get the GP, and thus someone else might get the tech/GP faster and steal their chance away. This will put some more variations in the founding times of religions. I don't think the player should get a GP for free simply for getting the tech.