::Edad De La Exploracion 1490 - 1900:: version 2.0

Paasky you rule!

As to the music and such junk, I've already uploaded main and i'm hoping not to have to redo that for sometime. Just patches for now. But i will remove those files in 3.0.
 
You should probably know that, as I discovered when attempting to play as Sweden, the Holy Roman Empire begins with a Pikeman in Sweden's south-easternmost city. It was quite strange, and they wouldn't leave.
 
Yeah, I'm sure. I started a game as Sweden, and they were there, right in the city. When I double-clicked, I was shown the city manager, and then asked if I wanted an audience with the German leader. Also, when they had no other units in my territory, I was able to repeatedly ask them to move, which they didn't. This eventually led to war, and I lost an Arquebusier attempting to dislodge them. Then I gave up and complained to you about it.
 
I have not tried the scenario since downloading your "fix files" but, under the optimistic assumption that they will correct at least most of the bugs I've encountered I would like to sincerely thank Paasky for making a great mod much less annoying. (The annoying part is it's good enough to WANT to play, but crashes keep preventing that)

On the Sweden thing, aren't they a non-human player anyway? If you started a game as them, then doesn't that mean you modded the Biq, in which case maybe you accidently placed that pikeman yourself?
 
lifeaquatic, I had the same problem once (a greek infantry in cypros) and the only way to delete it was to delete all units from the citry & replace them. If Frobozz could tell which town this happened in it is easily fixed.

EDIT: Perhaps you should put my fix in the first post?
 
Anyone notice what music is playing in the Age of Enlightenment? I keep getting the jazzy song and its not supposed to be there....anyone know how to fix this? The files in the download are all the songs and its replaced with the songs that should be there so it shouldn't be playing this...
 
The songs need to be placed in the civ3\conq\sounds folder, the scenario's sound folder won't do... Might be wrong but that's how it is when using the music.txt.

I've got enough civilopedia stuff with my scenarios...
 
no im not using a music text, that doesn't allow the music to change with the eras, so instead i copied the build directory and replaced the files with songs i wanted and had them as the same name from before, this works up until that one song.
 
If theres no more technical, lets get on to playability.

1) Hows the invisible pirates? A pain or fun element? Should we remove or keep? Have you seen the AI use the detect units? (Sloop and Corvette)

2) How is the AI europe acting? Are they too passive or unbalanced?

3) Hows the balance of unit values?
 
Update Coming: the music problem is fixed so in the next update there will be no smooth jazz in the modern era. Now i need to make sure balance is good also and when i release the next update it will all be groovy. So help me with blance guys, playability, how is it? Just send the feedback because 3.0 is going to be the real release of this sucker, everything right now is just beta.

Also I'm just going to buckle down and do the civilopedia text myself, I w3anted volunteers but I guess when it comes to dirty work its gotta be me. But anyways count on that for 3.0, I'm calling it the full and complete release.
 
Frobozz, did you load the patch paasky made? Pretty sure his patch addressed that problem already. If not let me know and we'll have to release a new patch. Thanks for helping us test this and sorry for all the glitches.
 
Ok i looked and that wonder wasn't addressed after all. Paasky think you could tackle that one for us and through up a new patch? I can't do that from where I'm at right now...
 
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