The city needs to have a certain culture level to be able to work the 3radius tiles.
Hi Afforess. Since you're nearing a final release, you might be interested in some very minor issues... just polish really.
1) With the Seafaring mod enabled, the Work Boat has had a TXT_UNIT_CAN_ONLY_TRAVERSE key showing for a while now which should translate to "Cannot traverse". The "Cannot Traverse Ocean" entry is fine, it's just the entry for storms.
2) Still with work boats - given that modern work boats exist, I don't think the early work boats need to be able to build modern improvements such as Jumplanes and Aquatic Force Fields!
3) More of a request really, when you absorbed Jooyo's submods, the brown colonisation theme didn't make it across. Thanks to your submod pack I get all the modmods I need in one place now, with the exception of this one. Should I hold out hope that this will get absorbed too or are you just sticking to gameplay changing submods?
Thanks! I'm assuming that if nothing else is found, bugs I meant, then this is a final product and effectively a 1.4, if not in name.
I'm gonna try the beta 10!
Oh and for the bigger city work tile radius do I need to do something else?
Remembered that with 2.71 and the non beta of your modmod pack I've never been able to work that shitload of tiles![]()
The city needs to have a certain culture level to be able to work the 3radius tiles.
Hi,
Being a grat fan of RoM and your Modmod, I immediately tried the beta10 and I can't install it... After the installation directory selection, I click "suivant" (which is Next in french) and the installer only shows a window with "Saisir le texte ici" (Insert text here) and the Cancel button.
I am wondereing whether there would be a OS language issue and the installer would only work on English version of Windows ????
Some modmod component was interfering with my GEM map that wouldn't get past init graphics. Now using 50% or less of the modmod pack and it works. Read something about early buildings causing loading problems so that could be it, though I didn't see a component called Early Buildings but did see 'outpost' in a dual map test earlier.
... (Although I do deviate from that, look at Event Images.) ....
Wait event images are supposed to work? I was assuming that events had not been fixed and that was why I was not getting any images with my events.
Afforess,
I am having a problem with the uninstaller. When I removed b8, my computer froze, even ctrl+alt+delete wouldn't get me to the task manager. Same thing happened when I removed b9 this morning.
Any ideas on what could be causing that anyone?
Not sure if it has been brought up, but the Spanish Citadel needs to be converted for the Castle Mod. I believe it still obsoletes with Economics rather than Explosives.
Beta, beta, beta, beta? What's the plan, Stan?
I beg on my knees to wait at least one week efore releasing or saying anything about what is in a beta? Just let requests and discussions of requests flow in Requests thread only for now? I'm overwhelmed as it is now.
The outpost is from Military Civics. You can build it with Banditry. I'm not sure what the issue is, but I could look...
There's also exagerrated defense for some cities... this is the first game i've seen +240% defense in one of my cities.
- major unbalance because Centrism gives +3 happy, and other ones in there +1 happy... more realistic values are +1 for Centrism and nothing for others
- the Spiral Minaret, there should be only one gold per religious building not two
- at most 3 culture points from priests instead of 5, for the Sistine Chapel
- Inquisitors should be more expensive, like extra 25%-33% hammers
- Bourgeois should give a little bit more instability
- Heavy pikemen and heavy swordsmen are too cheap