Oh goody, feedback. From the top:
@Mr. Hosey:
Glad to hear things progressed so nicely. Your enterance into the Modern age is a little bit tardy. The tech progression in my game was slightly slow, too. See bold text below.
That is troubling news about your anti-aircraft not working. I recall seeing one of my jet fighters shooting down a bomber. Was the AI using stealth fighters/bombers? Were they bombing cities, or troops stationed outside of cities? I will test all the AA and Air superiority units and see what comes up.
Yes, that is a good point about island civs needing woodworking to secure early contacts. In my game as the Koreans, the first civ I established conteacts with was Japan: You can see their capitol from across the bay, if you explore the pennisula. I'm not sure at what point the Korean AI will do this, and Japan depends on them to make contact. I'll give it to them in the next patch. England seems to do okay meeting france and netherlands from across the chanel, so they're fine with warrior code (few civs has this tech to prevent archer rushes; isolated civs being the exception). The Celts could definately use another contact, but, they ceremonial burial gives them a shot and building the Newgrange wonder, so I'm tempted to leave them with that. I don't know if you noticed, but the AI (predictably) loves the wood working tech, so its often the first or second thing it researches anyway. But I'll keep an eye on them and determine if the lack of woodworking consistantly cripples the Celts.
"My people yearn to be ruled by robots." Heheheheh..
@EthanHunt: I haven't changed anything regarding era-specific city graphics, so that is strange. Sometimes, when I'm testing the mod in debug mode, I'll give myself all techs in a single turn and notice that while I'm in the modern age, my city graphics only change once, to the middle age-style city graphics. I think that's just because they can change only once per turn (as it's impossible to advance more than 1 age in a single turn). Were you in debug mode? And [I hate to ask but..] do you have the conquests1.22 patch? No one else has reported this..
@Baron: I've made a note of those civ-entry errors; will be updated next patch. (you can view the fanatic's entry, but not link to it from the holy war wonder, because the link is faulty (ie. typo), in case you were wondering)
Everybody, Thank you for the feedback!
Please consider the following:
I am thinking of reducing the Ancient age tech cost, or lowering the tech rate as a whole (making all techs cheaper). Either way, not by much, but just shaving off 1-2 turns research time per tech. For you guys that have played the mod enough, tell me what you think about the progression of techs vs. the date. I'd like to coincide the degree of technological advancement more or less to the year most civilitions' historical counter-parts discovered it. (Examples: Gunpowder-1300-1400's, Constuction 0-400 AD, Modern age-circa 1950). In my games I hit the Middle ages a few hundred years too late, on Napoleon difficulty. From there I think research progressed rapidly enough. So I think the problem is the ancient age techs cost too much (few librabries, no universities speed research). But I'd like to hear you guys' thoughts.
Also, has anyone had a problem wit AA units or fighters set to air superiority not working for the player?
Lastly, has anyone had any problems with the city graphics not "upgrading" past the middle age? Specifically the European culture group?