Discussion in 'Civ5 - New Civilizations' started by TPangolin, Oct 23, 2013.
I've never had that happen...
It's been a while since I've last played the Beothuk, but I'm pretty positive I could see the Antiquity Sites from the start. Maybe it's a mod conflict, or an OS issue.
Also worth noting that Antiquity Sites are generated throughout the game.
All I know is that they work for me now with qqqbbb's fix .
Yeah, I can see the antiquity sites throughout the game. I'm a bit shocked that some people are reporting that it doesn't work. Perhaps we should refresh the Steam version?
I hope to see the Yolngu released soon, I wonder what happened to the Ashanti, Salish, and South Africa?
Sukritact_SaveUtils.lua throws an error when I start a game.
What are the odds that Greenland will be out by October 9th aka, Leif Erikson Day?
Okay so I managed to fix the civ 4 traits crash I was having with the Dene, I don't know why what I did works or if you could replicate the bug but what I did was:
1. I deleted the line
<Mod id="1153b26a-69fd-4cd5-899c-a8ba8e0e5e5d" minversion="0" maxversion="999" title="Civ IV Leader Traits in Civ V" />
in the .modinfo file. I don't know WHY this was necessary but it wasn't working with the reference in there.
2. I changed some lines in the modsupport.sql file, I changed
SET Description = (CASE WHEN EXISTS(SELECT TYPE FROM Policies WHERE TYPE = 'POLICY_PHILOSOPHICAL_X')
THEN 'Thanadelthur [ICON_PEACE][ICON_GREAT_PEOPLE]'
ELSE 'TXT_KEY_LEADER_CLTHANADELTHUR' END)
WHERE TYPE = 'LEADER_CLTHANADELTHUR';
SET Description = 'Thanadelthur[ICON_PEACE][ICON_GREAT_PEOPLE]'
WHERE Type = 'LEADER_CLTHANADELTHUR'
AND EXISTS (SELECT * FROM Policies WHERE Type = 'POLICY_PHILOSOPHICAL_X');
I also moved the entire section up to the top, I don't think this is necessary but I havn't tried without it.
I don't know why any of this worked, I just copy and pasted from another civ that was working for me and chopped it apart till it worked, sorry.
Good to know, thanks for tracking this down!
I thought I'd take some time to recreate Parkes in a Civ VI style! It was rather cathartic to work on . Maybe I'll work on Pearson or the Trungs next!
Nice work! Looking forward to seeing some more
For me, the Beothuk sometimes had as UA description "civ specific bonus 2" or something. I think I once tried a game with them with that UA, and I didn't saw antiquity sites. (the error occured every time when I loaded Thebes and the Beothuk)
Just to give my opinion, but I really dislike playing civs with lighthouse replacements that remove the production on sea resources. Usually coastal cities lack a lot of production, and this only becomes worse. Also, during the only play I had with them, I found the UU very annoying to use. I discovered too late that they were useless against cities. Isn't that a huge handicap to wait until the medieval era to successfully siege cities? Maybe give them a 50% bonus against cities instead of a 200%.
Hi, I've got a question on the Wabanaki: is the Anapi'gann supposed to also claim adjacent coastal tiles (land and sea) that are already claimed by another civ/city state? So like a Citadel? It's not doing that as it is now...
No, it isn't. Can you imagine how bonkers it would be if it did?
Hmmm... I see your point. A shame though, saw some great opportunities on the horizon...
Love playing with the Wabanaki but still a few more questions/comments:
1) Concerning the UA, I don't seem to be getting any faith when attacking with naval units near Wabanaki waters. How should this work? The 'being stronger' bonus works though.
(UA: Children of the Dawn: Naval Units gain the ''Defenders of the Sea'' promotion, allowing them to be stronger within 4 tiles of Wabanaki waters and gain Faith upon attacking. Upon entering a City, captured ships are dismantled for Production.)
2) On the Anapi'gann:
- when acquiring new tiles via an Anapi'gann in the 2nd ring of the city, it's not possible anymore to acquire tiles in the 3rd round 'behind' the Anapi'gann (like the game doesn't recognize the acquired tiles being Wabanaki's)
- when a city of Wabanaki gets destroyed the acquired tiles via Anapi'gann remain Wabanaki's, so leaving little 'islands'... would be neat if those would also be cleared when city gets destroyed (captured?)
That's funny because the reverse happens to me.
Seems like something we'll definitely have to look at. Logs would be helpful in this case.
Meanwhile, here's some art for our upcoming civs!
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