Current (SVN) development discussion thread

During the lategame, 1-2 seconds on my rather mediocre laptop.
Wow. And in my RFC lategames I am waiting like 20 seconds. Admittedly, my computer is 8 years old.
 
1-2 seconds? :eek: in LATE game? It's not luck, it has to be some magic :) Out of all the RFC modmods only RFCE late games run slower than DoC.

On the other note, did anyone actually try so much talked about K-mod on vanila BTS? Any really real improvements? :D
 
"Lategame" was referring to the Congolese UHV, i.e. the 1800s.
 
Quick question: For quite awhile now when I start a new game the dawn of man box has only read "Dawn of Man text temporarily disabled." If I remember correctly this was intentional, but I just want to make sure it wasn't something I did.
 
Quick question: For quite awhile now when I start a new game the dawn of man box has only read "Dawn of Man text temporarily disabled." If I remember correctly this was intentional, but I just want to make sure it wasn't something I did.

I can confirm this. Also, lots of civilopedia entries are blank. I suppose that's the way it is right now? Or is my SVN not downloading properly?
 
I disabled the DoM texts because adding new civs messed them up, I am in the process of enabling them again though.
 
Committed a first version of the new Mali UHV.

- Conduct a trade mission to your holy city by 1350 AD
- Build the University of Sankore and settle a great prophet in its city by 1500 AD
- Have 5000 gold in 1500 AD and 15000 gold in 1700 AD

Don't know if it's feasible in this form, a failed to create three GPs by 1500 AD so it's one prophet now, and I haven't played until 1700 AD to see if the last threshold works.
 
Lately I've been seeing Mohawks cropping up pre conquerors and wrecking the aztecs. Maybe they shouldn't start spawning until the first Euro colony is settled.
 
How long ago was that? Mohawks should only spawn close to colonies in NE America now.
 
Might it be possible to reduce the number of Camel Archers spawning in Africa or at least those attacking Mandika. They are rather difficult to deal with only using Skirmishers.

I fear using mercenaries will hurt my UHV chances and building more would distract my cities from Sankore and the GP buildings.
 
I'm currently running SVN 440, and when I started a game as the Mandinka, I had already failed UHV #2 on my first turn. So I started a game as Portugal, and everything was going swimmingly until I reached the Kingdom of Ayutthaya. Due to UHV #1, I offer 10 gold to everyone I meet, except when that would trigger a "you have traded with our worst enemies" diplomatic penalty, but my attempts to gift gold to the Thais were unsuccessful. I click the button to give them gold, indicate that I want to give them 10 gold, and when I click OK, I still don't have an offer of 10 gold to them on my side of the diplo screen. I've attached the save files.
 

Attachments

Might it be possible to reduce the number of Camel Archers spawning in Africa or at least those attacking Mandika. They are rather difficult to deal with only using Skirmishers.

I fear using mercenaries will hurt my UHV chances and building more would distract my cities from Sankore and the GP buildings.
I have hired only one war elephant which was sufficient to defend against barbarians until I could field elephants myself.

I'm currently running SVN 440, and when I started a game as the Mandinka, I had already failed UHV #2 on my first turn. So I started a game as Portugal, and everything was going swimmingly until I reached the Kingdom of Ayutthaya. Due to UHV #1, I offer 10 gold to everyone I meet, except when that would trigger a "you have traded with our worst enemies" diplomatic penalty, but my attempts to gift gold to the Thais were unsuccessful. I click the button to give them gold, indicate that I want to give them 10 gold, and when I click OK, I still don't have an offer of 10 gold to them on my side of the diplo screen. I've attached the save files.
For the Mandinka, that's because Sankore has been built before you spawned; I haven't forbidden the AI from starting its construction yet.

I couldn't find a problem in the other save, gifting 10 gold to Thailand worked flawlessly.
 
Thanks for the help; the gold gifting was resolved by reloading the game, and I guess I'll just reload another Mali campaign some time. Once again, much thanks for all the work you've put into making a great mod a lot better.
 
Okay, I was playing as America on the 600 AD start (with the latest revision, obviously). I settled Washington, declared on England as their cities flipped, declared on France to conquer New Orleans, found that Poland was partitioned between Russia and Prussia (:lol:), yada yada yada.

But then, the Incans respawned, and they had an abnormally high score. By abnormal, they had a score around 1900 while England, the next highest-scoring civ, had a score around 1400. I was confused - how can the Incans, usually being a very small civilization, can have a far greater score than a civ that had like three cities on every continent? (I was right about the size difference - when I bought a map from France, their master, it showed that they had only Tuceme and Qusco.)

It turns out that when they respawned, they received every tech on the tech tree except Future Tech. So yeah, that's a screwy bug. Good thing that the Incans aren't building any spaceships soon with those two cities ;)

And two other things that may or may not be bugs:

1) There were far fewer natives than I was used to. I've only saw one Mohawk and one native over a ~100-year time span.

2) Why are there five and four food resources on the tiles north and south of Los Angeles. I'm talking about unimproved land, with no resources, and this is post-Biology, mind you.
 
2) Flood plains. They are in certain parts of the world to give more population growth.
 
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