Honestly, it's SO good to see this great mod progressing steadily...
I'm currently playing a Marathon under 0.80 with patches, so I have no idea if any of those things were fixed with 0.90, but since none of them was mentioned in the history section:
1. Celtic war elephant displays famous red blobs both in the game and in the editor. Doesn't crash anything though.
2. I like the idea of new resources, but I wonder if they work as intended; firstly, even those that are not "local" by definition (meaning they provide global bonuses, not just minor boost to city output - I assume some of them are supposed to do just that) cannot be linked by creating plantations/mines; the only way I can link them to the trade network is by building a city/fort on top of them. Is that how they are supposed to work? Second thing is some weirdness with tech requirements - I understand coffe or cotton requiring calendar, but amber and salt? Are they really seasonal things?
(OK, I'm aware those things are either intended or result some obscure bug that noone else heard about, but confirming my suspicions can't hurt).
3. What's with the "gunnery control" promotion? It seems it gives exactly the same benefits as "blitz", and that's still aviable for my ships. Am I missing something?
Finally, since you asked (well, several pages ago... I'm slow to react at this time of year) about ideas for future additions, I wonder if it would be possible to apply some form of "research limiter" to Diversica? I was thinking about something like this one, by Jeckel:
http://forums.civfanatics.com/showthread.php?t=237067
The config file control system used there seems a simple and elegant solution.
While playing all the way to Next War is fun, there are times when I'd rather stay in earlier eras (if only to make real use of all those units that normally become obsolete in just a few turns... pre-industrial units are so pretty
). As Diversica has uniqe tech tree, merging aforementioned mod with yours is waaay beyond me.
Any chances for something similar?
I'm currently playing a Marathon under 0.80 with patches, so I have no idea if any of those things were fixed with 0.90, but since none of them was mentioned in the history section:
1. Celtic war elephant displays famous red blobs both in the game and in the editor. Doesn't crash anything though.
2. I like the idea of new resources, but I wonder if they work as intended; firstly, even those that are not "local" by definition (meaning they provide global bonuses, not just minor boost to city output - I assume some of them are supposed to do just that) cannot be linked by creating plantations/mines; the only way I can link them to the trade network is by building a city/fort on top of them. Is that how they are supposed to work? Second thing is some weirdness with tech requirements - I understand coffe or cotton requiring calendar, but amber and salt? Are they really seasonal things?
(OK, I'm aware those things are either intended or result some obscure bug that noone else heard about, but confirming my suspicions can't hurt).
3. What's with the "gunnery control" promotion? It seems it gives exactly the same benefits as "blitz", and that's still aviable for my ships. Am I missing something?
Finally, since you asked (well, several pages ago... I'm slow to react at this time of year) about ideas for future additions, I wonder if it would be possible to apply some form of "research limiter" to Diversica? I was thinking about something like this one, by Jeckel:
http://forums.civfanatics.com/showthread.php?t=237067
The config file control system used there seems a simple and elegant solution.
While playing all the way to Next War is fun, there are times when I'd rather stay in earlier eras (if only to make real use of all those units that normally become obsolete in just a few turns... pre-industrial units are so pretty

Any chances for something similar?