Spatzimaus
Mad Scientist
In DX10/11 mode, the following do NOT appear: Needlejet, Bolo, Gravtank, Stealth Ship, Colony Pod, Isle of the Deep, Vertol, Gravship.
The Titan Mech, Assault Powersuits and Spore Tower DO work in DX10/11.
Strange. There's no real difference between how I made those three versus the others, and in fact, the Gravtank, Colony Pod, and Gravship's textures were completely unchanged from their Civ4 versions.
Do you use DX9 mode yourself or does it work in 10/11 for you?
I nearly always use DX9, because it's less crash-prone in general and I don't really care too much about having reflective water and such. But I thought I'd tested the units in DX10/11 at some point.
Even without animations the new models make a huge difference, looks awesome. If the solution is to just play in DX9 mode then I can probably live with that
That may just be the solution for now. If need be I'll go back and make the textures again; it's not fun, and it's not easy, but I more or less know what I'm doing.
My last game had just one hex of Dilithium in the whole world (duel map), same for Omnicytes.
That can't happen. Or more specifically, if it's happening then it means AssignStartingPlots is crashing partway through, and not placing them, because each resource has a minimum number of deposits; it's 1 in the vanilla game, and I kept that logic in, but in my mod there will be more.
Take Dilithium, fo instance. The mod adds two sizes of deposit:
> The large 5-unit deposits are placed based on the number of pearls, fish and whales: take 2/3rds the number of pearls, add 2/3rds the number of whales, add 1/3rd the number of fish, and round the result down. That's the number of 5-unit deposits that will be placed.
> The small 3-unit deposits are much simpler: 1 per civ. (Not counting city-states and barbarians, so it'll be 2/4/6/8/etc.)
On abundant, the sizes are 7 and 4, but the numbers won't change much; the largest will change a bit as the numbers of pearl/whale deposits shift a bit, but that's all.
If you're running FireTuner and start a new game, then it should say "Adding Dilithium resources to the Sea." followed by the number of large deposits, then "Adding Supplemental Dilithium resources to the Sea." followed by the number of small deposits. Same for oil and water omnicytes; the first entry will be based on the amounts of land-based resources, while the supplemental line will only depend on number of civs.
So there's just no way it can only be one deposit unless something else is breaking. The most common is that you're using a map type with its own custom spawn table (Highlands, Great Plains, Lakes, most earth maps...) and so it doesn't know how to place deposits.
The new improvement looks decent, though. Can we get something similar for Neutronium?
It's possible, but the problem is just that I really wanted Neutronium to use a Quarry, to gain the various benefits of that improvement. If I changed it to a new improvement then I'd need to change a few other bits. But yes, it can be done.
Omnicytes are harder, because they're a dual land/sea resource, but it can be done there as well.
On the subject of global thermonuclear war... is there any kind of logic built into the AI whereby it might NOT immediately take every conflict nuclear? They really don't seem keen on conventional warfare.
Unfortunately, no, there isn't. If the AI has nukes, he'll use them early and often, because there's no downside. One of the first things people will do once they get the DLL, I'm sure, is adjust it so that there's a major diplomatic penalty to using nukes, but until then there's just not a lot I can do.