rhaak
Chieftain
Does this work with the Enhanced User Interface mod ?
This question is already answered in this threadDoes this work with the Enhanced User Interface mod ?
Do you have any idea what the problems from Franckcrack and crytipids could be?
http://forums.civfanatics.com/showthread.php?p=13892871#post13892871
I have no idea... and no experience with solving game crashes =/
Thanks, you tooThanks, I have offered some advice in the main
In addition, I wish I could have gotten your modded FlagPromotion and City Expansion to work with my modpack (or their original iterations for that matter), but they just didn't want to cooperate.
BTW, great work with your modpack!
Hi, playing and enjoying mod. Good work.
An initial comment:
AI seems to be ignoring ruins even if they are close to it's capital and not in jungles. I think it has to do with pathfinding... Ended up disabling ruins as they give too much advantage to the player, who can still find way around jungles.
This inability to move in jungle until Optics cripples AI IMHO on the map with heavy jungles...
Also, it seems, that initial warrior instead of Scout as in Serp's modpack, forces AI to go heavy with warriors instead of archers, which is not good for it's defence.
I wonder what property needs to change to give initial scout to AI?
I haven't seen that. However the fact that AI apparantly doesn't spawn a starting scout - as they should on Emperor, if I'm not mistaken? - clearly seems like a fundamental flaw that has nothing to do with AI settings.
In fact, since I suppose most of the AI regarding scouting is tied to the recon flavor on units, I guess it makes perfect sense that AI breaks down with regards to scouting if game is build around them getting a scout for free and they suddenly don't do that anymore (if it is not written into the code that they should build a scout as first priority (unless they are Ethiopia)).
Ok I did a short test, and it's definitely ECEx that gives the problem in my game!
With CP + other mods but without ECEx activated, AI starts with Settler + 2x Warrior + Scout on Emperor difficulty:
However, with CP + other mods and with ECExactivated, AI now starts with Settler + 3x Warrior but no scout:
Gonna do a few more tests to check that this is not caused by conflict with another mod, it would be nice if someone else could try to check this also.
Update > I have a mod that I use that changes the tech tree, and when I turn that off, AI starts with a recon unit as intended. Apparently there is some conflict here which causes the issue.
Update 2 > Found the conflict! The mod changes which skills AI starts with, so they don't start with Trapping skill, and since this was PreReq tech for Great Scout - and mod is set up to have AI start with a Great Scout on Emperor level - this caused the conflict and gave them a warrior instead. Changing the PreReq tech for Great Scout to the same as Scout seems to fix this so AI now starts with a Great Scout. Gonna do a bit more playtesting.
Update 3 > Did some more playtesting. Works like a charm now. AI happily explores and aggressively forward-settles me like there was no tomorrow.
Looking forward to the new version ). One comment about city state initial gold. It might get better when AI starts scouting, but at the moment it feels too easy to accumulate big amounts of gold. Yes, perhaps it is going to change as AI scouts will take most of it. But still the concept where CS give their natural resource as initial gift looks more interesting rather when they give gold...
New version up! Hopefully it fixes AI stupidity. As far as the CS gold, I believe you'll be encountering far more competition from the AI now in the race to be discover CSs first.
Works fine it seems. Although I've got GS and worker on turn one on emperor, but I suppose it was intended.
Forgot to mention, one of the AIs at some point was willing to give for luxury resource 20GP per turn :O . I mean it looks really a lot. In Serps mod haven't seen anything like that, 6-7 turn max. May be it was one off, but looked very unusual.
Hello,
I'm new to the modding scene and was wondering if it would be possible (if compatible) to add another version with the JFD Civ packs pre-installed?
I loaded your version up and played with it a bit and thought I'd try and follow the instructions on adding to the pack..... ya I failed badly
Thanks for the great modding
Hey bud, just wondering if you've had any success with multi-computer multiplayer games. I tried starting one up yesterday and the host got a CTD after every turn 1. Rejoining the game resulted in a corrupted load. Civminidump only said something about a 0xC0000005 exception code (the thread tried to read from or write to a virtual address for which it does not have the appropriate access). As I haven't actually tried playing in a real multiplayer game in the last couple of versions, I may have to roll back some of my additions (I suspect ExCE is the problem).
I have three things to confirm here, and an answer to one of them!
The First: There are graphical oddities when certain graphics settings are below default, such as tearing, missing textures, and invisible city names.
The Second: Great explorer cities seem to be invisible when first founded, though they appear properly on a reload (SP).
The Third: MP(Multi-Player) is not working in the most recent version, I have yet to try older ones (I'm a bit new here). The biggest issue I've had with this so far is the host crashing to desktop during an attempted re-sync on turn 2-3, with other players being stuck on the re-sync screen. When there's not a complete failure in starting a game, we've had every turn re-syncs with bugs like a new starter unit every time a re-sync occurred.
Edited 7/18/2015
It seems that you get a great diplomat every turn in a golden age, It feels kind of game breaking. -Is this intentional?
Thanks for the report everyone! Yeah the GD spam is a problem, but its not unique to this modpack as there is discussion about it over at the CSD thread. I may just try and disable the Great Diplomat because the Embassy doesn't seem to be working either.