Chronicles of Mankind

Also, is it just me or do Dreadnaught models clip into one another when fighting?
 
Also, is it just me or do Dreadnaught models clip into one another when fighting?
In the XML it might help to choose another unit formation or create your own. Or just make it a single unit graphic. But if I was you I would make it a 2 unit platoon
and just mess with the formation.
 
In the XML it might help to choose another unit formation or create your own. Or just make it a single unit graphic. But if I was you I would make it a 2 unit platoon
and just mess with the formation.
It's an issue with the vanilla mod. I am just doing the bug reporting.
 
Oh I thought you meant that tank thing you were making.
Sadly no, my work is still in the primary texturing stage. That is to say I am done with the base coat and am now painting on the highlighting accents. So there is lots of work more to do before I get onto animating the combat.

For reference the process goes something like this:

  • Make 3D model
  • Paint base coat
  • Bake light into the model with basic highlighting
  • Draw outline of accessory details like hatches and panels
  • Bake light into the above with advanced highlighting
  • Add additional components to the design
  • Tweak until satisfied
It's really no different than painting a gaming miniature, only you have an undo button.
 
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Warmongers patch

dhm1174.jpg


This isn't a very big patch but should be very impactful: The AI is tweaked to declare war more often.

Spoiler Patch 1.2.3 :


General
=======


Unit are trained faster.
Buildings are built faster.
All religions spreadfactor is decreased.
AI tweaked to declare war more often


Civics
=====


Isolationism:
Upkeep none (was Low)
-1 relaions with all civilizations

Belligerence:
-1 relaions with all civilizations (was -1 with less powerful civs only)

 

Attachments

So I decided to upload this patch about the AI and not focus on anything else now.
It is tested with AI Autoplay but the real testing will have to be done by you guys, so don't forget to give feedback :c5happy:

City razing is not fixed yet.

@PPQ_Purple: I didn't include any new civs but this will be my next project about the mod:
- reviewing UUs and UBs of civs already present in the mod
- adding new civs and leaders
 
got back and tired to new patches,
love the increase in barbs to hold the ai back and exploration but cant really do any animal hunting at all,, with the older system on could get enough animals to plant a few around your cities even at a 10% chance the only way now really is to save your hunters tell later in the game or get dam lucky

the volley from range unites is too over powered course the ai dont seems to be making the unites like it used to

notice the bandits got a major nerf course havent played with them yet but they seems almost useless now specially with a limit of 3 now but most trait buildings are like the charismatic festival ( +1 happy per 20% curtal like who ever has it that high ever)

but the automatic city razing got to go,, i did like it before with each unite razzing would drop the city pop by 1 because sometimes you just want to drop the city pop to control it better but would make séance to get some gold out of it,, but having no control over the city getting razed just blows and got to go,, barb cities get razed to nothing when taking over unless it used to be an ai city
on one game i notice i just had to hit the pillage Butten the same turn i took over a city ( which has been the only time that option shown) but then ever other city i took over got razed instantly

next game i had a hard time saving Bangkok, say yes to letting it join japan it gets destroyed if i say no and fight the rebels my military units get moved out next to where the city was as it get razed non military units die.
took about 20 reloads to get the option to give back to its old owner to save the city

need the option to raz a city, sometimes you need to or want to or even in this case want to keep a city

and the civ stat city limit needs to change where force to wait to go to war tell we get federation or play on a small map i mean it suck and doesnt make seance to stop a war because my people our getting upset because im winning too much
 
Yea, if cities get razed automatically in this patch as well I am just going to skip it entirely. That's a dealbreaker for me.
 
Yea, if cities get razed automatically in this patch as well I am just going to skip it entirely. That's a dealbreaker for me.
Well it's not a new issue in this patch, it's been an issue for awhile now and in the past few versions you have been using. Since it's already an issue you would actually be better off
installing the new patch, as the ai for razing has been made less frequent in this one. You will only experience the issue more often if you use old versions.
 
Well it's not a new issue in this patch, it's been an issue for awhile now and in the past few versions you have been using. Since it's already an issue you would actually be better off
installing the new patch, as the ai for razing has been made less frequent in this one. You will only experience the issue more often if you use old versions.
You misunderstand. I basically gave up on the mod a while now until the razing thing is completely fixed. That was me noting my disappointment that it's still there.
 
@Inthegrave
Okay, there is something I don't understand...

City Pillaging DID work in AND2. I just made a quick test:
Spoiler :

upload_2021-12-13_12-5-44.png

upload_2021-12-13_12-5-55.png

upload_2021-12-13_12-6-11.png

...that said I just don't understand why we don't go back to that part of the code where it was working properly. :dunno:
I may miss something though :hammer2:
 
Workaround for city razing

Okay, so here is a workaround for city razing until it gets fixed.
With this xml file all civs will keep all cities.
That means, that here is no razing at all.

To install just copy to Chronicles of Mankind\Assets\XML\Civilizations folder and say 'Yes' to overwrite.
 

Attachments

Okay, so here is a workaround for city razing until it gets fixed.
With this xml file all civs will keep all cities.
That means, that here is no razing at all.

(sigh) i want raze cities sometimes, now i will be must using it with worldbuilder
anyway, thx.
 
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