Stickerbrush
Chieftain
- Joined
- Jan 28, 2016
- Messages
- 46
Idk, i guess i was wrong XD.
Thanks for the bugfix btw
Thanks for the bugfix btw
Is v13 savegame compatible with a game using v12?
And by the other way, using v12 haven't received a Magistrate or free Chancery after building Roman Forum.
I think I fixed the liberation problem of CS already, but hold up on that last liberation. I think you have to wait 30 turns approx..Still on V11, but don't see anything on this in the changelog since.
When I liberate a CS multiple times, the options I've already chosen are greyed out as being already active. Even when I liberate a third time, both previous choices are listed as active. Not sure what happens if I get to five, and everything's greyed out.
I do have this:[162353.703] Runtime Error: C:\Users\James\Documents\My Games\Sid Meier's Civilization 5\MODS\(8) Events and Decisions (CBO) (v 11)\Lua/UI/EnactDescisionsPopup.lua:882: attempt to call method 'SetPersonality' (a nil value)
I think I fixed the liberation problem of CS already, but hold up on that last liberation. I think you have to wait 30 turns approx..
I can't get a proper description for the events that are specific to civilizations. All I get is "TXT_Key_Decisions_Civilization". Anything I can do to fix this?
Events or Decisions?
If it's events from enacting decisions suddenly, it's alright since the text doesn't really matter(only the effects).. but if it's decisions, you may have a faulty install.
Is this the mod that makes the units removed by CBP available for everyone again, or is it the Community Patch Events Development that does that?
Because if so, I'd like to see if anyone can duplicate this bug: the appearance of barbarian cataphracts on turn 7.
Yeah I understand the problem. Barbarians tend to use unique units as also barbarian and since the cataphracts are the Persian's Unique Decision that replaces the Horseman(Recent VP change made it replace the knight and this is like 5 weeks old?).. well you get that problem. I'll do a major bugfix probably within this week.
Nope. I'll just make the Persiaravanry based on the Mandekalu Horseman and fix some of the common bugs.After witnessing 6 barbarians cataphracts torching Thebes with poor Ramses still trying designing his tomb (it was turn 43 on prince/epic/raging barb for reference). I spend nearly two hours to isolate the problem, and I found that they are not cataphract but persiaravan and because they have no technology prereq they spread like crazy from the beginning.
A tested dirty quicfick is to give them ('TECH_CHIVALRY') instead of null (file CivDecisions.sql line 347 for the impatients).
A better solution would be IMO to rebalance the unit around the companion cavalry.
nb: from what I understand this is not really an UU, because there is no override, it's the common unit of a new class. Now is there a way to exclude this class from the barbarian selection pool?
local iCost = math.ceil((250*iMod)+(250*(Game.GetGameTurn()/100)+1))
local iReward = math.ceil((200*iMod)+(200*(Game.GetGameTurn()/100)+1))
local iCost = math.ceil((250*iMod)+(250*(Game.GetGameTurn()/75)+1))
local iReward = math.ceil((200*iMod)+(200*(Game.GetGameTurn()/75)+1))
Hello. Thank you for providing us the amusing mod.
I have found inconsistent expressions between CanFunc and DoFunc in Decisions_HolyBook since v 12.
In <root>\Core\Decisions\Religious Decisions\ReligiousDecisions.lua
line #59,60 (CanFunc)
line #96,97 (DoFunc)Code:local iCost = math.ceil((250*iMod)+(250*(Game.GetGameTurn()/100)+1)) local iReward = math.ceil((200*iMod)+(200*(Game.GetGameTurn()/100)+1))
I think it's a just careless misskate not a deliberate specification. If I don't misunderstand, Would you tell me eather right expressions?Code:local iCost = math.ceil((250*iMod)+(250*(Game.GetGameTurn()/75)+1)) local iReward = math.ceil((200*iMod)+(200*(Game.GetGameTurn()/75)+1))
Thank you for reading though my poor English.
Isolate what issue? I think you're good to go nonetheless.