You just missed my posting of kelp.![]()
Edit: yes the changes to jungle camps are in v12. And now for something completely experimental Kelp. This is a coastal feature its file goes in the Assets/Modules/Resources for now. I need feedback on this one as it may be OP as is, but has the potential for more buildings and mprovements.![]()
Hi! I just downloaded C2C v12 and had a go. But for some reason everything on the screen is black except some trees and my units. It looks like graphics isnt there. And when I move around with my unit it just moves around in the black. Nothing is revealed or anything.
Anyone experienced this before??? I have tried several times and with different maps too.
As side from the weird clown icon the kelp seems cool. I think its a greatly needed addition to the ocean since it was greatly neglected in vanilla.
I could not find a button. You should see the "rubber duckies" I use fr unit graphics.![]()
Once the maintenance rework is complete we can look at specifically unbalancing gold system elements and ways to fix those unbalancing sources. I suspect we may want to re-evaluate the religions and make them not so gold-centric all around. They are emerging as a neat way to specialize the empire - one provides xp primarily, one provides extra production, one gold, etc... then try to balance those all out so that all kinds of needs get equal coverage.
Another place we find an imbalance is a combination of slavery and I think coinage - a way to get extra gold for every specialist... not sure how that was done cuz I never realized it til someone mentioned it.
So if we can pinpoint some specific issues that are throwing the whole out of whack we can attempt to reign it in where the problems are. We may not need all the above listed steps but many do sound reasonable. Civics in particular are something we may need to consider rebalancing out entirely as well. But first things first...
I gotta get you that spreadsheet as I have it so far Kosh!
@Dancing Hoskuld
I made you a better Kelp icon/button and also added a Coral Reef and Walrus Totem (in case you ever have a subduable walrus). I still have not found a Totem icon/button for the Gorilla, Orangutan, or Rhino. But I did find a Hippo one if you want it.
EDIT: I found a Camel Totem. I re-uploaded the icons. Make sure it has the camel icon in it. Now the "Myth of the Camel" won't have to look like a wolf anymore.
OK guys:
I am STILL having the Distant Civ Circumnavigated the World problem (see attached pics)\
I just started the Tech Naturopathy, and a civ has gone around the World ALREADY, no darn way
I have the techs on on pic, the DCCW on another pic, and also where you can get at a MINIMUM a canoe to get water paths started. That is a HUGE map btw. Mostly all civs only have ONE town/city?
So something in the code must be wrong someplace??![]()
Is it land all the way round? If so you only need two scouts one going east and one west to circumnavigate fairly quickly. Even I have done it once![]()
Yeah but you have to have a canoe in order to get the the tundra area? And there is no way anyone has that tech yet.
Also did something happen to the Holy Cities??
I founded Nagh... and is my state religion but if you look at the religious stuff NO ONE has a Holy CitySo you cant build any more of the special buildings??
I haven't done anything that would cause that. I have not touched that religion either.
Is it land all the way round? If so you only need two scouts one going east and one west to circumnavigate fairly quickly. Even I have done it once![]()
Yeah from that map it looks like scouts could walk around the world.
BTW strategyonly, has this problem only happened with this map or other maps too?
I wonder what would cause NO civ to have NO Holy Cities, NONE at all![]()
Talin wrote:As of now - i upgrade my 500 hvy swords into musketeers and 200 catapults into artillery and hardly notice it.
Baloney! Gross exaggeration! What Mod are You playing???? And How do you even have 500 hvy sword? I can barely keep 2 stacks of 25! A preposterous statement!.