Pawelec123456
Chieftain
- Joined
- Jun 29, 2016
- Messages
- 33
OK, so I dropped ExCE due to its bugginess and most problems are gone.
Mods (all are the latest CF releases):
Community Patch, CiD, CulDiv (with soundtrack), RtP, EC, E&D, Suzerainty, EE, IGE, Really Advanced Setup, LeeS' Disable All Wonder
The thing is I still get few crashes and freezes which leave nothing in the logs. I've also noticed some bugs which have in-game workarounds so I'll post these to make lives easier for the players:
- sometimes pressing the 'Next Turn' button with a unit selected causes CTD, workaround: always deselect ('do nothing this turn' button) the unit before going to next turn; bug leaves nothing in the logs;
- it is impossible to select the artifact/landmark after the first slave Archaeologists complete the first Archaeological Dig, the 'Choose Archaeology' button is looped, workaround: don't use slave Archaeologists or replace them with regular ones via IGE when they reach the Antiquity Site, sadly this works until the AI uses the first slave Archaeologist; bug leaves nothing in the logs;
- Database.log: no such table: JFD_Epithets;
- Lua.log: the error: JFD_CID_Loyalty_Functions: [Documents Path]\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 58)\Components\Loyalty\Lua\Utilities\JFD_CID_LoyaltyUtils.lua:350: Cannot find key - RequiresPietyLevel is connected to some of the World Wonders because when I use Disable All Wonder by LeeS' the error is gone.
Now the gameplay important bugs:
- the most gamebreaking is the inability to purchase slaves, I'd be glad to see a manual fix instructions for that because I wasn't able to track the source of this bug, that's why I'm posting that again and again;
- Piety values in belief descriptions don't scale with game speed while in-game they do and that's quite an important information (it should at least say that it scales with game speed);
- I've never chosen the belief giving Faith per Great Person spent, I don't even know if that's from a mod or BNW, but this either scales with Era and that is not told in the description or should scale with Era as 50 Faith in Industrial is like nothing; I don't know if that's JFD mod-caused bug
Regarding balance I have some suggestions:
- shouldn't Great Person improvements provide Development points? At the moment only the Citadel does so and if I remember correctly at least the Customs House used to do so in previous versions; my suggestion is:
Customs House: +2 Development
tech unlocking the Research Lab: Academy: +1 Development
- Sanatorium doesn't get any yield improvements with tech advancement, how about these:
tech unlocking the Hospital: +1 Development on Sanatoriums
tech unlocking the Medical Lab: +1 Science on Sanatoriums
- instead of requiring Aluminium I think Wind Parks should be tile improvements providing +1 Power, built on hills and removing features; same for Solar Power Plants built on flatland desert - these guys do take a lot of space and produce little power in real life, what makes them obvious military targets; I'm not sure if it is possible for tile improvements to provide Strategic Resources though; Offshore Wind Parks built on ocean tiles adjacent to coastal tiles and not to another Offshore Wind Park would be nice as well, but these should be unlocked later on as they are more technically advanced
I've been thinking about a mod altering the late game by adding Ecobalance as a local resource, adding environmental flavor to the World Congress, and expanding late game tech tree with important yet omitted things (I know there are similar mods, but I still find them a bit absurd), but I am not sure whether to make Power a local resource or not (I think making it a Global Resource like Happiness or Gold would be optimal but I have to learn how to do that), but first I need to finish my Wonderless Balance mod (I strongly recommend you to try LeeS' Disable All Wonder mod, makes the game a lot better).
Mods (all are the latest CF releases):
Community Patch, CiD, CulDiv (with soundtrack), RtP, EC, E&D, Suzerainty, EE, IGE, Really Advanced Setup, LeeS' Disable All Wonder
The thing is I still get few crashes and freezes which leave nothing in the logs. I've also noticed some bugs which have in-game workarounds so I'll post these to make lives easier for the players:
- sometimes pressing the 'Next Turn' button with a unit selected causes CTD, workaround: always deselect ('do nothing this turn' button) the unit before going to next turn; bug leaves nothing in the logs;
- it is impossible to select the artifact/landmark after the first slave Archaeologists complete the first Archaeological Dig, the 'Choose Archaeology' button is looped, workaround: don't use slave Archaeologists or replace them with regular ones via IGE when they reach the Antiquity Site, sadly this works until the AI uses the first slave Archaeologist; bug leaves nothing in the logs;
- Database.log: no such table: JFD_Epithets;
- Lua.log: the error: JFD_CID_Loyalty_Functions: [Documents Path]\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 58)\Components\Loyalty\Lua\Utilities\JFD_CID_LoyaltyUtils.lua:350: Cannot find key - RequiresPietyLevel is connected to some of the World Wonders because when I use Disable All Wonder by LeeS' the error is gone.
Now the gameplay important bugs:
- the most gamebreaking is the inability to purchase slaves, I'd be glad to see a manual fix instructions for that because I wasn't able to track the source of this bug, that's why I'm posting that again and again;
- Piety values in belief descriptions don't scale with game speed while in-game they do and that's quite an important information (it should at least say that it scales with game speed);
- I've never chosen the belief giving Faith per Great Person spent, I don't even know if that's from a mod or BNW, but this either scales with Era and that is not told in the description or should scale with Era as 50 Faith in Industrial is like nothing; I don't know if that's JFD mod-caused bug
Regarding balance I have some suggestions:
- shouldn't Great Person improvements provide Development points? At the moment only the Citadel does so and if I remember correctly at least the Customs House used to do so in previous versions; my suggestion is:
Customs House: +2 Development
tech unlocking the Research Lab: Academy: +1 Development
- Sanatorium doesn't get any yield improvements with tech advancement, how about these:
tech unlocking the Hospital: +1 Development on Sanatoriums
tech unlocking the Medical Lab: +1 Science on Sanatoriums
- instead of requiring Aluminium I think Wind Parks should be tile improvements providing +1 Power, built on hills and removing features; same for Solar Power Plants built on flatland desert - these guys do take a lot of space and produce little power in real life, what makes them obvious military targets; I'm not sure if it is possible for tile improvements to provide Strategic Resources though; Offshore Wind Parks built on ocean tiles adjacent to coastal tiles and not to another Offshore Wind Park would be nice as well, but these should be unlocked later on as they are more technically advanced
I've been thinking about a mod altering the late game by adding Ecobalance as a local resource, adding environmental flavor to the World Congress, and expanding late game tech tree with important yet omitted things (I know there are similar mods, but I still find them a bit absurd), but I am not sure whether to make Power a local resource or not (I think making it a Global Resource like Happiness or Gold would be optimal but I have to learn how to do that), but first I need to finish my Wonderless Balance mod (I strongly recommend you to try LeeS' Disable All Wonder mod, makes the game a lot better).