They useyeah if Chicken is busy I'm thinking about making a successor with additional bugfixes to add onto this one. I have a few I've done myself, can organise them together like the Skote fix, the naval pillage fix, any others I find. That one with attributes is a nasty one too.
Question: Has anyone noticed getting bonuses from Defilade, the commander promotion that gives buffs to defending on Fortifications, working on attack? probably would be on ranged units, the Requirement is kinda borked, and I swear I saw it happen in a combat preview
I think this might be the answer I was looking forI’ve been using this mod for a while now and love it. However in my last game during Exploration, the Evangelism policy stopped having an impact on civilian movement, eg scouts still only 2 MP.
(only other mod I use is the RHQ better AI mod, which hasn’t changed. Start and play thru with both mods, no changing mods mid game or anything like that)
When I click on load game, on right side on screen, both mods show as active. That’s my only way of verifying if the mod is on. But then if Evangelism change isn’t coming thru , that makes me question if the mod is indeed on… any ideas?
@PoundedChicken
- Mobility Promotion Doesn't Apply to Rough Terrain
I managed to fix this myself, will post it in a bit
- “Shell-Tempered Pottery” Tradition Not Giving Gold from A...
This is fixed in this community fix right?
- Missionaries Do Not Gain Production Bonus When Trained in...
Will also look into this, probably linked to the Coal not buffing Rail station prod
- Renaissance Social Policy Still Applies After Being Removed
This also seems likely solvable, will look into it
- Monastery Happiness Bonus Will Stack
Messing around with some StackLimit stuff
Thing is, its actually huge.Yes - Renaissance, monastery, shell are fixed by this mod, although I haven't confirmed recently that it is indeed 'on' in my games.. just download Mod manager so hopefully that'll help
The mobility promotion and rough terrain - I always thought this was intended actually - they need to update description vs. actual behavior. But caught my eye so following
Missionaries not getting prod bonus from incense - this was reported 20 days ago but not enough upvotes to they haven't priorioritized fixing it yet (according to 2k tracker) - this bug isn't as game-breaking obvioulsy as Renaissance so I can live w/o
View attachment 726036
Classic bug - seems trivial once you have seen it, but I stared at it for a while and didn't notice. The temple modifier above it has the same thing?Thing is, its actually huge.
Managed to fix it actually!
INSERT INTO ModifierArguments(ModifierId, Name, "Value") VALUES
('MOD_INCENSE_CITY_MISSIONARY_PRODUCTION', 'Percent', '100');
For some reason the Amount argument isnt needed, its the Percent argument.
[Edited]Also realized the Evangelism bug is still there. I am pretty sure I am playing with the mod on and using Mod manager now.
My merchants still have 4MP even though I have Evangelism policy and they are "civilian" units. Still no +1 MP. (not talking about scouts & settlers - those are "support" and should not get the bonus but merchants shoudl right?)
No, funnily the Temple one doesnt. And it seems to work fine. Very odd.Classic bug - seems trivial once you have seen it, but I stared at it for a while and didn't notice. The temple modifier above it has the same thing?