K, I've fixed it on my end.
1. I guess you are playing with Hidden Worker Tasks, and this task involves Cutting the Forest, which I assume you CAN'T yet.Hello,
In my new game (SVN from couple days ago) I was able to snatch two workers from the Barbarians. I thought I hit the jackpot, since I was only able to build gatherers (I was about six techs away from Sedentary Lifestyle). But these captured workers can only make trails. I tested them on some Indigo, and on pig, but they cannot built anything for these resources. Is this meant to happen ?
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I also noticed this "Wonder of Nature" is not a Wonder in the city screen. Is this intentional ?
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Thanks for making this mod, it is a lot of fun!
Ah, they definitely are NOT - since they are PLACED together with normal buildings in the city builder screen.
No idea, if we are honest.Indeed, but is is called "Wonder of ...", so I wondered why this Wonder was not in the Wonders tab ;-)
If you are not playing with "Unlimited Wonders", this is not counted for the city limit.Indeed, but is is called "Wonder of ...", so I wondered why this Wonder was not in the Wonders tab ;-)
Moderately intentional. If you're in Renaissance (era X) and happen to capture a Modern era worker (worker from era X+), should you be able to use it to construct hydroelectric dams (improvement from era X+)? If the answer is yes, then what happens when you enter the Modern era (X+) but have yet to discover the specific tech to make that improvement; does the worker just forget how? That's kinda the structure of what's happening here with Sedentary Lifestyle, but applied to 'how to make an improvement without consuming the unit' type of deal.In my new game (SVN from couple days ago) I was able to snatch two workers from the Barbarians. I thought I hit the jackpot, since I was only able to build gatherers (I was about six techs away from Sedentary Lifestyle). But these captured workers can only make trails. I tested them on some Indigo, and on pig, but they cannot built anything for these resources. Is this meant to happen ?
I always thought that Worker tasks were directly tied to your tech progress alone.Moderately intentional. If you're in Renaissance (era X) and happen to capture a Modern era worker (worker from era X+), should you be able to use it to construct hydroelectric dams (improvement from era X+)? If the answer is yes, then what happens when you enter the Modern era (X+) but have yet to discover the specific tech to make that improvement; does the worker just forget how? That's kinda the structure of what's happening here with Sedentary Lifestyle, but applied to 'how to make an improvement without consuming the unit' type of deal.
I wasn't sure whether or not to make an exception for Sedentary Lifestyle, but it was easier not to when I redid the worker builds, so that's the current structure. Interesting that it can make palisade and tower though, that seems to be an oversight.
Its not problem, you just don't know difference between Tech Reveal and Tech Enable.And the old problem of improvements "providing resource_x", but actually NOT.
See the screencaps.Its not problem, you just don't know difference between Tech Reveal and Tech Enable.
I guess tooltip could say tech reveal/enable and display it in green, if you have those techs.
The only bit that's weird here is that some improvements change with sedentary lifestyle (plant gathering camp vs plant picking camp), while some improvements do not (stone tools workshop vs stone tools workshop). However, even the ones that do not change, still alter from previously requiring unit consumption to not requiring unit consumption. Is that distinction enough? I don't know, it's an odd edge case...Likewise a servitude ancient era worker won't be able to convince the prehistoric tribe that it needs a farm, force them to change their lifestyle, and teach them how to run said farm.
Ah, right both consume and un-consume versions should unlock at same tech, but the un-consume version should only be available for the worker while the consume version only for the gatherer.The only bit that's weird here is that some improvements change with sedentary lifestyle (plant gathering camp vs plant picking camp), while some improvements do not (stone tools workshop vs stone tools workshop). However, even the ones that do not change, still alter from previously requiring unit consumption to not requiring unit consumption. Is that distinction enough? I don't know, it's an odd edge case...
Do you have Canine Domestication? Its Tech Enabled for sheep.See the screencaps.
Do I need to specifically tell you that Scavenging Camp *DOES NOT* actually "provide" any Sheep?
DUH.I guess build action tooltip must be rewritten.
That is: Provides Resource with Tech Enable.
Yes, you ARE.But it already says that, look at screenshot0002.jpg : It says, written in red: "Research: Canine Domestication" and "Requires: Scavenging Camp". For me this is clear enough.
Or am I missing something here?
Hunters should be able to use the assassinate command to do so. Interesting we're seeing them inside cities now so some have been updated to be able to be able to - that's cool.Is there a way to kill an animal hiding inside your city without any of the combat options on?