Skaz881
History Major
Yeah, that totally screwed my installation once...
(Also why more techsssssssss![]()
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Wait, did I miss something? I don't remember the update adding another tech.
Yeah, that totally screwed my installation once...
(Also why more techsssssssss![]()
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)
Since I had just reinstalled the CBP suite, including the CBP-compatible version of the EUI which Gazebo provided, I decided to take your suggestion to try updating my EUI by running your mods without the CBP suite, using the standard EUI.
With no CBP files and the standard EUI, I found no bugs.
Afterwards, I removed the standard EUI ad re-installed the CBP suite, with the CBP-compatible EUI and all other bells and all other standard options enabled.
With the most-recent version of all CBP and JFD mods, and everything enabled, I reproduced the same bug.
I didn't check to see whether what part of the CBP suite CID was incompatible with, but if you say that the same bug was fixed in a different situation by updating EUI, then I would start by suspecting the CBP-compatible version of the EUI.
Colonies don't increase Policy costs. And will they increase, when Great Magistrate/Dignitary assimilates the Colony? Also - after the Colony became a Barbarian City and I captured it back - what about Policy costs?
Do you ever plan to relaunch that Civopedia mod thing you did a while back? I still have the original file before you recalled it.
Should EE's Salon be reduced to 15% culture too, or do you believe the 15% science vs. 25% culture is a better tradeoff?
I'm not sure if the Wikia has been updated or not, but which GP allows you to upgrade a Province level? Also, Praise be! Release the Doves, I for one had resigned GP to it's previous en-shackled state. How was it done may I ask?
What made you decided to change what affected Crime? Seems like a sudden turn around to me.
Is it possible that city bombardment and defense will only work if the city is garrisoned when Rebels spawn? I can see the current system being abused, with no real risk to the city once the rebels have spawned, allowing the garrison to leave the city without risk of it actually flipping. Don't know how plausible this is. If the rebels turn out to be too easy, maybe spawn them with a Great General?.
Also, I'm not sure if you remember, but is it technically possible for the "Enforce De-colonization" Resolution to flip low loyalty colonies to nearby civs or to separate? Also, CP v72?
JFD, whenever you update a gameplay mod, you could try to reset the lowest CP version number in the 'dependence mods' section of the mod info file, this can force people to update their CP.![]()
May I ask
3. Who... Who said that military increases loyalty?
Well, I think building millitary buildings means some soldiers stationed in the city, and the soldiers can suppress the incite and rebelion, so increase loyalty…
@JFD ok, forget the info box, but what about the Levies? I tried many times and when defensive war begin they don't appear…
May I ask
1. Why do some buildings provide crime equal to their base yield doubled? Specifically, GW buildings...
2. Is there any, slight chance your most esteemed grace will agree to add aBritainUS that would prevent the amount of crime a building provides from exceeding its base yields?
3. Who... Who said that military increases loyalty?
Give me a breakThere are no clues in the Lua, so I'll have to look into it. But I really am a bit overwhelmed atm by all these bugs (plus an essay due Thursday), so I think I'll take a break for a bit. I may run a quick test later, but honestly I don't know.
1. Just a coincidence, as the Crime yields correspond to the era in which the building is placed - Ancient = 1, Classical = 2, Medieval = 3, etc.
2. What US? Taft?
3. Have you ever tried professing your treasonous sentiments to a soldier before? Its very Machiavellian![]()
1. Yeah... Its an horrible method...
3. What soldiers? The type that founds Leftist organisations, or the type that infiltrates into them?
Ok, take you time your Modjesty.
Well, JFD, let me tell you a little funny story.Last time when it is still CID v13, I played as the WWI Germany, after I moved all my armies around England's border, Eliz asked me: do you want to declare war to me? I responsed: Sure! why not?
Then, guess what happened? Million levies appear in my cities. I was considered as the defending party!![]()
Heh, an unfortunate exploit about which I can do little. At least the AI can actually do this too, just not as effectively.
Oh, a question: Does the interface for Crimes and/or Provinces work even after 150 turns? Its just Loyalty?
Thanks for the substantial update again, and I'm glad to hear that the divine powers of Pope Gazebo have manifested in the form of a solution to the Great People Problem - the Great Doctor is saved!
I feel that each of these updates encourages me to try out new and interesting things within CID (and gives me excuses to play games with the numerous civs on my list), so I for one am very thankful for these developments - even if The Empire feels that not much progress has been made.