CivTbone
Chieftain
Not a bug, per see, but in the installer, the Modern Corporations should have Aaranda credited as well.
Gonna do some playing tonite, and tweak my mods.
Gonna do some playing tonite, and tweak my mods.
I realize this however I still think something can be worked out. If we leave it as just one building then I would say it should still go until motorized transportation. Mainly because things like cannons also require wheels.
Wheels could be a new "Good" in your future "goods" system to require for chariots, catapults, trebuchets, bombards and cannons.
I do not really like the whole stables replacing business so I am proposing a new building to sit between the end of the wheelwright and the beginning of automobiles. Something like a stagecoach or carriage maker. Some something like this ...
Wheelwright -> Carriage Builder -> Automobile Factory
Wheelwright
Requires: Wheel
Obsolete: Cavalry Tactics
Carriage Builder
Requires: Metallurgy
Obsolete: Armored Vehicles
Automobile Factory
Requires: Motorized Transportation
Obsolete: Skyroads
What do you think? was thinking of working on the transportation mod soon anyways. However my major hold up was the whole "road in a city vicinity" stats (see below).
Tags? What do you mean? What are "tags".
Also could you make code that allows for bonuses from the type of "road" in your city vicinity? Such as a production or commerce bonus from railroad in a cities vicinity.
Sounds fine to me.
Tags are just a short hand way of saying an XML entry. bProvidesFreshWater is an XML tag. Every XML tag has code in the SDK behind it, making it work. If you want extra ones, you need to post a request in the SDK Component Requests thread. That's what that thread is for. Request whatever you want, I'll add it when I can. Just make sure you are clear on what you want.
Ok So I am working on the Transportation Mod and I was able to override the Wheelwright but not the stable. Mainly because The wheelwright adds info while the stable is taking away info.
Anyways to make my life easier for making this mod coud you make the stable the way it was before and then change the wheelwright to obsolete at "Calvary Tactics" tech.
Sounds reasonable.
How soon will you add back in the difficulty message above the scoreboard for Flexible Difficulty?
Bug Report: Seeing this first time in my whole civ experiencesome squares in my territory became dimmed out like an unexplored territory. Units which i manually move there disappear and stop counting for expenses. However, next turn they come up for orders but there is only empty circle on screen, but when i move them out that square they reappear again.
Fresh RoM installation + latest AND. i can provide savegame if it would help.
Not sure if this is a bug or if it's been covered somewhere as a change, but Basketweaver's Hut becomes obsolete with pottery in the 1.6 where it didn't in the betas... I tend to go for pottery first then weaving, and it's been my experience that the BWH sticks around a long time.
I'm wagering that Afforess decided to take over GeneralStaff's role as modding master of Early Buildings and use his executive privileges to adapt it for better balances.
GS DID give Afforess this privilege when he announced his possible stepping down status due to his grandmother's situation few months before.
Heck, no one gave me this privilege, I created it myself; I am the lead designer of A New Dawn; I have executive powers on every feature.![]()
On an unrelated note Os79, I had a better idea for showing your current difficulty level. Now, when you hover over your own civilization's name in the scoreboard, your difficulty level is in yellow at the bottom.![]()
Sounds fine to me.
Looks very well thought out and customizable. I'm making this a 1.70 priority. I will merge most of the new tags (Some of the resource/commerce ones won't be useful, I don't feel like adding more commercetypes, that's a big change).
It purely depends on how much time it takes to implement. Civ5's release puts a whole new spin on things.