Broke my wrist today and this update is EXACTLY the pick me up I needed. You guys rock!
Also, Culture (Persian) seems really, really expensive for where it shows up: 2000 hammers, which is the price for a Renaissance culture. I think it should be 250 hammers.
A third, minor thing: The hammer costs for the regional cultures (like European) aren't showing up in the Sevopedia. The costs are apparently there, because it's taking more than one turn to build them, but they're not showing up.
No problem.Oops your right. It has the Renaissance cost instead of the Ancient cost. It will fix. Thanks for reporting!![]()
OK, I understand. Those are the "Goods" cultures, not the "Native Cultures". My mistake.That's because you cannot make those. You can only get them for free from "Native Culture" which cost 5 hammers base (may vary with difficulty).
DancingHoskuld: I am having a problem with trackers in version 16. Whenever I build one, I get an error stating 'the event handler has experienced an error...' and then a list of numbers and letters. Sounds like a Python problem to me. Game runs fine though after that.
Mammoth herd provides ivory, not mammoth.
Hydromancerx wants me to change the Ivory resource to elephants and make Ivory a good. As I haven't yet, I haven't got round to changing the resource provided by that building either.
That's was before we knew there was a limit to the resources. Please do not do that. Just leave things the way they are. So Mammoths can give mammoths or whatever. As long as no new resources are used up. We need to save the last resource space for the red alien fungi.
I can just make an ivory building that requires Mammoths, Elephants or Walrus and then have it give a free Good (Ivory).
The walrus camp is already giving ivory.
Edit: @Koshling the spawn function does not seem to be working for sea critters.
DancingHoskuld: Here's the python error log.View attachment 299695
<Civ4SpawnInfos xmlns="x-schema:Neanderthal_CIV4UnitSchema.xml">
<SpawnInfos>
<SpawnInfo>
<Type>SPAWN_GIANT_SQUID_BASE</Type>
<UnitType>UNIT_GIANT_SQUID</UnitType>
<iTurns>15</iTurns>
<iMaxLocalDensity>5</iMaxLocalDensity>
<iStartDate>-50000</iStartDate>
<iEndDate>-50000</iEndDate>
<bTreatAsBarbarian>1</bTreatAsBarbarian>
<rateOverrideDefineName>100</rateOverrideDefineName>
<BonusTypes>
<BonusType>BONUS_WHALE</BonusType>
</BonusTypes>
</SpawnInfo>
</SpawnInfos>
</Civ4SpawnInfos>
Unfortunately it needs to be the PythonErr.log not the PythonErr2.log.
Koshling
I have only been trying it for one of the sea critters so far - the Giant Squid.
Code:<Civ4SpawnInfos xmlns="x-schema:Neanderthal_CIV4UnitSchema.xml"> <SpawnInfos> <SpawnInfo> <Type>SPAWN_GIANT_SQUID_BASE</Type> <UnitType>UNIT_GIANT_SQUID</UnitType> <iTurns>15</iTurns> <iMaxLocalDensity>5</iMaxLocalDensity> <iStartDate>-50000</iStartDate> <iEndDate>-50000</iEndDate> <bTreatAsBarbarian>1</bTreatAsBarbarian> <rateOverrideDefineName>100</rateOverrideDefineName> <BonusTypes> <BonusType>BONUS_WHALE</BonusType> </BonusTypes> </SpawnInfo> </SpawnInfos> </Civ4SpawnInfos>