Buildkirbyus
Trainee Modder
It says in the options that health is still TBD and to 'not enable'- even though it's on by default.
Should i enable it and be the rebel that I am?
Should i enable it and be the rebel that I am?
It says in the options that health is still TBD and to 'not enable'- even though it's on by default.
Should i enable it and be the rebel that I am?
Health was released the day before yesterdayto little interest. I'll fix that in the next update.
CBP Colonists and Pioneers always found colonies (can be disabled in user settings, where the CBP setting is).
With CBP, Settlers will no longer disable with Astronomy
Lil' bug report: 1) 'World Events' notification sometimes just appears, but doesn't show any tooltip what just happened (using E&D).
FYI I tracked the building-disappearing bug down to MC's Tuscany.
EDIT: Whoops, not so. I re-enabled all my other civs but Tuscany and the problem persists. So Tuscany triggers it but so do others.
Btw did you have any issues with the new happiness sytem [extra production with happiness] or weird bot behaviour after installing Cid?
No, I have not, but probably because I'm using CPP (with CBP), and the local happiness system is disabled with it as far as I know. But your issue is definitely something mod conflict, Prince AI no way can do that in so few turns (especially on that location *referring to picture*).
My best advice would go to stick to original Civs (as Sir Kesler already mentioned), since mods are getting constant updates, and with custom civs there is a high chance that something will go potato.
(And of course I can suggest CBP, where almost every Civ got a new Unique Ability - many of them are really interesting )
Just a small feedback - mostly about Health, as your Modjesty asked:
Diseases are seem to be constant in the early game, even in non-super high population cities, until Aqueducts (although it could be that I felt them so good because I had only river cities ^^). Mid-late game looks relatively balanced, with more options at disposal (doctors, more buildings, more resources). Nevertheless, I think around like +10-20% Plague threshold in the early game would be beneficial (but I'm curious about other's opinion).
Speaking of resources, maybe more resources could give Health? For example, one of my cities was 'saved' from a Plague (at least for a while), because there was an oasis nearby, so I had to invent in buying that tile, and it felt really good to be searching for solutions to avoid them nasty Plagues
Continuing from the previous thought, how 'rare' or devastating did your Modjesty intend Plagues? I was surprised that they are rather short, but at the same time they gather relatively quickly. I think it's working really well, focusing on them is definitely a priority, especially since I'm guessing population can die from Plagues, right? (maybe a notification would rase awareness just how nasty Plagues are, if people can see that their citizens are actually dying I'm aware of the 'Plague Imminent' notification, maybe that's enough)
About warfare, I had a diseased archer, shot an enemy legion, and that legion went down pretty quickly (I was actually even surprised). I'm guessing that the -50% defense effect was kicked in? Because that was unintentional - I was unaware that my archer was diseased - my 2 cents would be that a different promotion could help identifying diseased soldiers (the one now blends in too much with the others). I don't know how hard is adding new promotion icon, but I'm guessing easier than altering unit's graphics.
About AI, I've seen both Plagued cities and units, but nothing extraordinary (too many - too few), my guess is that it handles okayish. Pont du Gard is a really awesome wonder, and I was able to build it before higher-teched AI-s. Are they aware of its potential, or they are considering it as a 'regular' wonder? (to be fair, it was total chaos, wars everywhere, maybe that was the reason )
Lil' bug report: 1) 'World Events' notification sometimes just appears, but doesn't show any tooltip what just happened (using E&D).
2) Garrisoned diseased units don't contribute toward Plagues (or they do, just in city view it can't be seen / kicks in next turn).
I think Health is just purely amazing, adds another really important layer of strategy. And I can't go around without noticing how polished and amazing looking the icons, the Loyalty meters, the Plague meters, etc. are. Your work is beyond impressive, JFD! Thank you for all your work!
No, I have not, but probably because I'm using CPP (with CBP), and the local happiness system is disabled with it as far as I know. But your issue is definitely something mod conflict, Prince AI no way can do that in so few turns (especially on that location *referring to picture*).
My best advice would go to stick to original Civs (as Sir Kesler already mentioned), since mods are getting constant updates, and with custom civs there is a high chance that something will go potato.
(And of course I can suggest CBP, where almost every Civ got a new Unique Ability - many of them are really interesting )
Hey JFD , extremely sorry to bug you with my problems everyday. I downld' v29 ,installed everything as per instructions but the wierd bot thing persists.
Her are some unusual things i have observed[using IGE] in 2 games with this mod [prince]
1) Game 1: Jfd's Saxony had G Library, 1 worker, 2nd warrior, monument all by turn 24.[Liberty]
Also Tarcisio Cm's spain had Stonehenge , 2nd city by that time.
2)Game 2:I am playing Assyria.
Now on Turn 20 & Rome has ToArtemis , archer, worker ,settler and 6 turns for 2nd settler.[No improved tiles yet]
Tomatekh's Alaric built Abu simbel by T17 & now has 2 warriors , worker , monument , 2 turns away from granary.
Now i am guessing this is due to extra base happiness that AI has at game start. So if i disable 'changes_palace' under "Happiness" in the user settings will the ai production be normal?? Even though i am yet to play a whole game with CId mod , i am already excited with all the new concepts it has added to this already amazing game .
Also hopefully you will forgive me for constant bickering on this thread. Thanks
I feel I may have the same problem as SuperWaffle. My buildings havent totally dissapeared, but instead they have literally all been moved to the new medicine tech along with literally all the wonders. Very strange.
I have also noticed with the help of EUI that many unique buildings from custom civs (and possibly default civs, i forgot to check) seem to give health on sea resources for some reason. perhaps these to issues are related?
Hey, I haven't had much of an opportunity to play a full game since the release of Health - and I likely won't for a while, but I'm really excited to see that it's actually been released and that CID is one component closer to being finished.
That said, I did start a quick game yesterday in order to see if I could spot any bugs - it appears that I was also experiencing 'The SuperWaffle-ing' and couldn't see any of the vanilla buildings/wonders.
That said - I didn't check whether or not they were all being unlocked at Medicine, so I can't corroborate that part of the report. I come bearing logs, so that this post is not totally useless however
Also, glad to see that Happiness is going to see some balancing to cope with the amount of production that it seems to be granting the AI. Really great work on the mod this far JFD - can't wait for Sovereignty and whatever may come afterwards!
There should be a little '-X Food' dissipating above the city each turn that it's plagued - maybe it's easy to miss. I can put some more info in the Plague Imminent and Plagued notifications, though.
I'll try to make a distinct promotion icon, but I've not very good at the arts
The AI should be aware that the Pont du Gard is good, but I'll bump up their flavours just in case - I'll add a flavour of Science with a weighting of 1 and they'll go crazy for it . It might be the tech that they're avoiding though.
Hm, 23 resources yielding health not enough?
Thanks for the feedback! I'll see what I can do about your suggestions.
Aw, and I was just started to like you
Thanks for the suggestion, will surely follow it next game. Yes in both of my trial games i had a few custom civs , so next time i will try with the original civs. Thanks
23? Holy crab, then I'm mistaken somehow What came to my mind was sheep, fish, cattle, wheat, deer, etc. could give health (like in CiV IV), but that would be waaaay too much (not to mention adjacent forest tiles ). Let's just say I didn't say anything about this
I did confirm that all buildings are not buildable and disappear from the tech tree when CiD is on. When it's off it's fine. I surely have some older civs which I shouldn't be using, but this seems like an oddly specific bug. Disabling all buildings?