<Nexus>
Traveler of the Multiverse
Done.
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Testing the patch now. Some quick notes.Will update first post later...
Done.
Seems fair. For the sake of knowledge, AI begins wanting MAD Civic when they change stance to Aggressive; or no other way to win against the player except war?This is the closest solution to my original idea, namely civs without nukes should not be able to choose MAD civic.
Sorry, but I don't understand what you mean :/Seems fair. For the sake of knowledge, AI begins wanting MAD Civic when they change stance to Aggressive; or no other way to win against the player except war?
Yes, I think it is. Reported bugs are fixed/handled.Is this pretty stable now? I'm really interested in the changes you made!
Yes, it is stand alone.Hmmm...I'm consistently getting a python bug, where the bottom menus don't display with the log message of BugInit: cannot find xml file for mod init.
It appears this is related to BUG, but I'm having trouble finding a fix. Just to make sure: this is completely independent of needing AND, right? I'm playing this on a clean installation.
If I recall correctly, this is an issue reported earlier on this thread. Try to apply this fix https://forums.civfanatics.com/threads/chronicles-of-mankind.643052/page-7#post-15470511Sure. The log message is at the top, and you can see there's no bottom pane that opens up when the unit is selected.
Edit: This happens each time no matter if I select a "Play Now" game or custom start, and map selection doesn't seem to matter either.
My only guess is that it's a bad install. Have you tried re-installing the mod?Sure. The log message is at the top, and you can see there's no bottom pane that opens up when the unit is selected.
Edit: This happens each time no matter if I select a "Play Now" game or custom start, and map selection doesn't seem to matter either.
IIRC it wasn't but I'll double check.If I recall correctly, this is an issue reported earlier on this thread. Try to apply this fix https://forums.civfanatics.com/threads/chronicles-of-mankind.643052/page-7#post-15470511
I don't remember if this was merged into one of the hot fixes by @Zeta Nexus.
As explained in first page 6th postIs this a completely independent mod or does it get installed on top of AND?
Oh! Great thanks for spotting it! I will check it.1) Culturally Linked Start is getting an index error. This usually means that one of the Civs is not defined correctly in the Python
I don't understand what you mean2) turning off tick marks doesn't
3) turning of Field of View doesn't
It's buggy and reported. It's a feature in the dll introduced by 45. It does work but not always. The workaround is to save the game, exit and reload it. Sometimes more then once. But according to my experience, this bug disappears completely by the middle ancient era.4) limit on movement option doesn't seem to work, or maybe the distance is much further than I expect. (like 10 times more)
It's still not Civ5An irritant is that as per usual my Egyptians start in the tundra![]()
I have the required tech but it still wont let me changeErr... research?
Early ancient era is meant to be a slow starter: It's more hunting&gathering, than expansion.
Yes, you have to switch out of Anarchy civic first. But isn't it in the description?I have the required tech but it still wont let me change. Also, I have not tried it but does selecting "yes" when asked to change to a new Civic pops up actually change you to that Civic. If you say "let's look at the options" it wont let you change to the civic, you have to select some other civics first, change to them and then after the anarchy change to the new civic with more anarchy. This is for the first civic I research.
What?By the way, why do I have to declare war on the barbarians to attack an animal but they can attack me without declaring war?