Sword_Of_Geddon
Arbiter of the Sword
I already did that test. Small map, two AIs. Its diffinitely a bug I'm sure of it.
Once Zap solves the great bug then we can talk about changes and additions methinks.![]()
Few more religions might be included for v1.0 - it just depends on if I get the gamefont files to work with new religion icons. If it doesn't work, I'll postpone adding religions to 1.x versions. I guess I could check TR mod more closely, just haven't time to read everything on this forum or test every interesting modSo Zap, when you're gonna add more religions, etc? i kind of miss zora from total realism..
I dont know how fair is it, but i suggest (if you havent) go and see comments about latest Total Realism mod, there are some good ideas that could be used in your mod..![]()
I'm aware of the fact that AI players have bit hard time to keep up with player. Though I haven't tried Emperor or harder games so don't know how they work there. About Brothel building - I know the AI doesn't "understand" that building and it builds it in every city. So I'll have to change its effects. If anyone has suggestions how to improve this building, just speak up.zappara,
Interesting mod, thank you. Some balance issues, I think:
AI performs significantly worse on this mod than vanilla. It's a very interesting setup, I like it, but... if I now find myself hugely outclassing the AI, then it's really not as playable. If you can make the game more understandable to the AI, it would be better. Having more options does improve the quality of the game, but having dumber opponents worsens the quality of the game, so it's about balance, you know. (One clear-cut case to me: the brothel cuts gold by 20%, and its happiness is unlikely to help the AI. It just doesn't work, and I've had to turn off automated production to avoid them spreading like parasites in my own cities.)
Can you increase the maximum number of wonders per city? Four just doesn't cut it with how many more there are to construct in this mod.
I can win by culture in the late 1700s, right around researching mass production and such, producing 500-600 per turn in unspecialized cities. It's hugely unbalanced. Money or research, I don't know, is likewise a bit too easy to come by, as I was researching most techs in one to three turns with 3k per turn.
<Define>
<DefineName>MAX_WORLD_WONDERS_PER_CITY</DefineName>
<iDefineIntVal>4</iDefineIntVal>
</Define>
No need to bring up this every day, it doesn't speed up finding the bug.You Buddy are in the right track.
Lets find the bug that is causing the CTDs in the Industrial Age.
Please Focus on that Bug Zappra
It is More important to get this Mod out of Beta Phase.
Please find that bug.
You don't need to do it this way. They are currently strategic resources which are not needed to build anything. This is why gold can be traded for a decent amount of money.
So change it so these resources are required for a building.
can any one Please install the axis of evil Mod to rise of mankind?It really would make the Mod Even Greater with New Civs and New Unique Units for those Civs
If you do so there will be 2 counter effects :
1°) The AI will trade the ressources for a lot more than a standard luxury ressource. So the luxury working well will be far less valuable than the ones currently not working. The trade balance would be broken.
2°) The AI will trade those ressources less often.