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Cities in Development (Obsolete)

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Well, I booted up a game with the most recent version. I didn't play a full game, but I noticed an oddity. There's some boxes that appear in the Civlopedia that say something like TXT_KEY_CRIME. The Civlopedia was still more or less readable, but they kind of hovered over every page. I didn't have logging enabled, but I'll try and get some later.
 
JFD, are you ever going to do a Taxation mechanic?
 
You need to update to the latest version of the CP. You should also update CID to v5.

Goddamn there is a new CP? Hmm i thought I had the most recent one.(This has fixed it. IGE is working now.) I only use the regular/core CP, nothing else, and I don't use EUI. Do I need to actually use the Balance Patch rather than just core?

Yeh I've updated CID to 5, but I figured that wasn't particularly the issue.

Side note, do you have any idea why I can't see Vanilla civs when I load up YNAEMP with certain civs? Been bugging the living hell out of me. Makes it unbearable to get a game going.

Side note number 2 now that I've bothered to post in this forum after 2+ years, any advice on how to use your mods while at the same time using a 43civ DLL?
 
For the EUI compatibility, it says there are 7 files that need to be copied over into 'overrides.' When I look at the 'Enhanced User Interface' folder, there are 10 files. I tried copying them all, but i'm now having the same problem shader301202, and I have the latest version of CID. Can anybody help clear this up? Thanks.

Yup, seems it was my fault after all :p Updated. Welcome to the forums! :D

Well, I booted up a game with the most recent version. I didn't play a full game, but I noticed an oddity. There's some boxes that appear in the Civlopedia that say something like TXT_KEY_CRIME. The Civlopedia was still more or less readable, but they kind of hovered over every page. I didn't have logging enabled, but I'll try and get some later.

Logs and a screenshot would help. I just checked and I've no trouble with the pedia.

JFD, are you ever going to do a Taxation mechanic?

In Sovereignty, there are Reforms devoted to setting a tax rate.

Goddamn there is a new CP? Hmm i thought I had the most recent one.(This has fixed it. IGE is working now.) I only use the regular/core CP, nothing else, and I don't use EUI. Do I need to actually use the Balance Patch rather than just core?

Yeh I've updated CID to 5, but I figured that wasn't particularly the issue.

Side note, do you have any idea why I can't see Vanilla civs when I load up YNAEMP with certain civs? Been bugging the living hell out of me. Makes it unbearable to get a game going.

Side note number 2 now that I've bothered to post in this forum after 2+ years, any advice on how to use your mods while at the same time using a 43civ DLL?

Yea, it can be a bit hard to keep up, but I usually point out when a CID/PS/ExCE update requires the latest CP. The reason for this this time is because Gazebo added Health and Disease as proper yields into the DLL.

Even on maps where they should appear? No idea, I'm afraid.

You can't, AFAIK - only one DLL at a time, as you know, and I can't remember what Gazebo said about a potential merge between the CP and the 43civ DLL, as that is what it'd take. Also, welcome to the light :D
 
Yea, it can be a bit hard to keep up, but I usually point out when a CID/PS/ExCE update requires the latest CP. The reason for this this time is because Gazebo added Health and Disease as proper yields into the DLL.

Even on maps where they should appear? No idea, I'm afraid.

You can't, AFAIK - only one DLL at a time, as you know, and I can't remember what Gazebo said about a potential merge between the CP and the 43civ DLL, as that is what it'd take. Also, welcome to the light :D

Ah that's the reason. Either way it's working now for me.

It seems certain civs mess up YNAEMP, and they just take out the original. Lombards is the recent one that did it, but it took a bunch of loading and reloading to figure out which was doing it.

Figured that was the case. Well, hopefully there is a merge at some point which includes a potential for more civs. Not sure how much work that takes though so not holding my breath.

Thank you! I've been using these mods for years now just never bothered to make a post since I'm not much of a modder for civ stuff. Only Eu4.

One last thing while I'm at it, you are the best. Keep doing this stuff because honestly you guys keep this game fun and exciting.
 
I have still this bug:
Spoiler :
itQXoYI.jpg
 
I thought the Forum Magnum is a CSD thing? As is the Great Diplomat. I haven't gotten to compatibility with CSD, but with CBP it's fine. I intend to merge the Great Diplomat and Great Dignitary with CSD, however, that'll take some thought.

Well, I love more great people, so I guess you'll have to suffer :p Or disable Claims. I'll keep the Great Doctor separetely toggleable from Health, as he I don't consider as crucial. I can't do the same with the Great Dignitary, as Dignitaries are critical to the component. Great Magistrate is only there if you use E&D.

Yes it is a CSD thing. However, Gazebo considers CSD as pretty much required for CBP and it comes with the installer. I think he wants to merge the code eventually. Ah well, I can deal with one extra GP :D Will try in my next game and get back to you.
 
"Fort and Citadel Colonies re-added. Forts and Citadels may now be established outside your borders, and when at a certain distance, will be established as a 'Fort Colony' - same as a Colony but begins with a Drill Academy and the colony's tile receives the benefits and fancy graphics of a Fort/Citadel."

Just out of curiosity, how far away in particular does the colony have to be? (and does it count as a city for science production?).
 
"Fort and Citadel Colonies re-added. Forts and Citadels may now be established outside your borders, and when at a certain distance, will be established as a 'Fort Colony' - same as a Colony but begins with a Drill Academy and the colony's tile receives the benefits and fancy graphics of a Fort/Citadel."

Just out of curiosity, how far away in particular does the colony have to be? (and does it count as a city for science production?).

It depends on the map size, but on standard it is 14 tiles. This is something you can change in the user settings, though, but I'm open to changing the default value. I think it does count for increasing tech costs (if that's what you mean), as colonies (including Fort) are effectively puppets. IIRC, puppets only don't affect polices and NW costs, and the same is true of colonies.

Thanks :D But I have this bug now only on tourism:
Spoiler :
Gf1K0H7.jpg

And I have a question, does Health and Crimes work?
And the new Portugal UA doesn't work for me. I use CBP.

Bah! Tourism is a strange beast. Fixed for the next update. Thanks.

Crimes does but is not entirely finished. I am trying to get it done before Christmas (after my course ends at the end of the week, this will be much easier). Health will take a bit more time - I haven't worked on it really, yet, and it requires an icon for the Red Cross (NW) and Apothecary, so will have to wait until the Lord Chancellor returns (unless the King is feeling particularly generous :D). But I'll be working on it probably in January.

I had disabled them automatically, thinking you'd prefer CBP's changes, but have enabled them for the next update. If you don't like the changes, you can disable them yourself :p

Meanwhile, I presume by the lack of comments that either no one has had the chance to test the new Loyalty system, or everyone's ok with it. Which is... good :p
 
Holddddd please! I'm in the middle of a game!!! But I'm using v4 :p

Feedback:

1. Engineer, dignitary, prophet(from GP points\ liberty finisher) and magistrate generation aren't separate.
2. What's the point of getting dignitaries from a decision that consumes them?
 
Natan, it's called strategy. You can summon a Dignitary when you need it.

Fort/Citadel Colonies!? Awesome! I've got to try this out right now-
After I finish my homework...
 
No you can't?
BTW, it occurred to me that loyalty in its current state seems to represent the legitimacy of the civilization's control of a city, as opposed to representing the population's loyalty. The current stat is influenced by distance, capital connection and WLtKD. It is also negatively influenced by war, regardless of whether or not you're wining it.
I believe that loyalty should be effected by happiness(it must be), and that it should have positive effects too.
(P.S. it feels kinda weird when a city labeled rebellious enters a WLtKD)
 
Am I the only person who liked the old Roman UA over this one?
 
Yeah, I agree. Bonuses against barbarians get old quickly, and expending Great Generals for Magistrates is a bit weak. Here's what I would suggest:

Unique Ability: The Glory of Rome
+25% Production :c5production: towards buildings that already exist in the capital. +25% Combat Strength :c5strength: bonus against barbarians. May expend Great Generals to assimilate cities.
 
Holddddd please! I'm in the middle of a game!!! But I'm using v4 :p

Feedback:

1. Engineer, dignitary, prophet(from GP points\ liberty finisher) and magistrate generation aren't separate.
2. What's the point of getting dignitaries from a decision that consumes them?

1. Oddly specific.
2. What is this decision again?

No you can't?
BTW, it occurred to me that loyalty in its current state seems to represent the legitimacy of the civilization's control of a city, as opposed to representing the population's loyalty. The current stat is influenced by distance, capital connection and WLtKD. It is also negatively influenced by war, regardless of whether or not you're wining it.
I believe that loyalty should be effected by happiness(it must be), and that it should have positive effects too.
(P.S. it feels kinda weird when a city labeled rebellious enters a WLtKD)

Very salient observation. However, Loyalty is only impacted negatively if you are losing a war, in v5. And high loyalty reduces the city's unhappiness.

Yeah, I agree. Bonuses against barbarians get old quickly, and expending Great Generals for Magistrates is a bit weak. Here's what I would suggest:

Napoleon can assimilate cities with his GGs, which is why that's not something I'd do. The Production bonus was changed because with the Courts it'd get insanely strong.
 
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