Multimap is hardest thing to do in that mod.looking forward to it but first do multimap.![]()
It WON'T be in this decade and probably it won't be here in next 5 years.
Multimap is hardest thing to do in that mod.looking forward to it but first do multimap.![]()
On deity you should have cities dedicated to produce wealth either way.
Multimap is hardest thing to do in that mod.
It WON'T be in this decade and probably it won't be here in next 5 years.
Very funny.Dont talk, do it this year.Maybe isnt to hard, letz say load the map play one turn, then transfer units from UEM map to space map, save map, then load space map, get the transferd units at transfer plot, play a turn on spacemap, save space map, load UEM map and play again one turn on UEM map. Dont sounds to hard to do, just teach game to load and save maps and to save units transferend from one map to next map to hdd then load them into new map when map is laoded. So you can play more scenarios/maps in one game but seperated and you can transfer units from one map to another. So this can be expanded endless... just make a was to transfer units from one map to next map, all maps play as now but you can go from earth to space and then from space to moon and so on. Bit long loading time because you need to load every scenario/map for every turn new but will work.
More important thing is to make AI build buildings no matter what, if cost of it is below 10% - 25% of current production rate.Best mod now, will make it even better. Hopfully they get it to work.![]()
Also multimaps will lay useless if they don't teach AI, that NASA and its prereqs are nice buildings.
NASA already producesThere is a way to "hack" it and make them build the NASA building, basically add bonuses like,
or
and they will build it. For the required Rocket Fuel Refinery it would probably need higher bonuses so the AI favors it, too.
It doesn't unlock space, it unlock launch site effect, that allows creation of space units.Can't we also make the NASA a world wonder that unlocks space for everyone? Like how the Manhattan Project unlocks nukes.
That way players could build it and the AI would piggyback on that.
RELIGION HELP : mesopotamism doesn't work as usual religions does,it has no monasteries or cathedrals. In other hand, mesopotamism have 5 differents kinds of temples, each of them belonging to a deity and giving together the same amount of bonuses than any other religion; please, note that you need to build temple of An ( it was the mayor god in mesopotamic pantheon )in order to build any other temple. Also, you have to consider one more thing about mesopotamism, it can be a powerfull religion in ancient times, as it was in history, but it will become almost obsolote with gunpowder, as many of the bonuses are concerned to old units.
You need to build the Temple of An first. It's in the pedia section of the religion:
Yes but the pedia dont showes that you need mesopotanism to build the zigurat. So building is bugged or pedia is wrong. Pedia says i only need priesthood and stone or something else, so everyone may build it without mesopotanism if he got the tech.
And what meens that exactly? +2% per unit in play? For all unit cost +2% or how works/counts that? Screenie red marked...
<!-- Prerequisites -->
<MapCategoryTypes>
<MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
</MapCategoryTypes>
<AndDependencyTypes>
<DependencyType>RELIGION_MESO</DependencyType>
</AndDependencyTypes>
<PrereqTech>TECH_PRIESTHOOD</PrereqTech>
<TechTypes>
<PrereqTech>TECH_MASONRY</PrereqTech>
</TechTypes>
<iPrereqPopulation>13</iPrereqPopulation>
<PrereqBonuses>
<Bonus>BONUS_BRICKS</Bonus>
<Bonus>BONUS_STONE</Bonus>
<Bonus>BONUS_MARBLE</Bonus>
</PrereqBonuses>
<PrereqReligion>RELIGION_MESO</PrereqReligion>
Ah i see the problem, mesopotanism icon is moved to the end, has to be at start or before bricks or stone... or missing AND mesopotanism... is a bit anoying that a requirment is dispayed at the end if you dont know that. Normaly it is displayed first. Looks like or marble + mesopotanism.