Elder Council unavailable in Emperor - bug or feature?

xAlephx

Jack of Clubs
Joined
Mar 16, 2007
Messages
189
Title pretty much says it all. I have Mysticism, the icon for Elder Council is not present in the spreadsheet given by my advisor but it is on the Mysticism page, and I can't build the Elder Council. It's not even greyed out - it just doesn't exist.

Now, this happened around the same time I started playing Emperor games. Coincidence? I did pick up Mysticism from a tribal pop, so that might also have some effect on it.
 
One thing that I've never understood is why FFH2 doesn't make it convenient for you and just come out and say what arbitrary thing your civilization can't build.

It'll tell you the special things that it can build. But it should really conveniently list out for you.

It's not fun to play the Doviello, and discover magic, Sanitation, Economic Theory, a Republic, and Future Tech, and find out that you're unable to build a library :dubious:
 
Well, it's not on the civ selection screen admittedly, but if you check the tech tree, you should see it conspicuously absent.
Tech screen is kinda messed up in hotseat, though.

That is true, but it would be nice to have a list somewhere (probably the civ's civilopedia entry) listing all buildings it cannot build.
 
I am sure there will be such a list when the mod is finished. For now it is a beta of the second phase and we have still at least 2 phases before us so LOTS can change and making such a list would be pointless from the developers point of view. We, as the testers, can make such list for our convenience and try to keep it up to date....but who would undertake such a tiresome task?
 
[NWO]_Valis;5443830 said:
I am sure there will be such a list when the mod is finished. For now it is a beta of the second phase and we have still at least 2 phases before us so LOTS can change and making such a list would be pointless from the developers point of view. We, as the testers, can make such list for our convenience and try to keep it up to date....but who would undertake such a tiresome task?

True, but there is no point in not stating what we wish the mod to include, even if that is only implemented in the final phases of its development.
 
With units it'll tell you in the civilopedia if you can or can't build it. But not so for buildings. So I copied how it was done for units and adapted it for buildings. I didn't bother changing the text - it still says unique UNIT - but it's good enough for me.


You can find a compiled DLL here.

CvGameTextMgr.zip contains the source code. Only one file changed (guess which :rolleyes:)
It's only changed in one place. Search for Snarko in the file and you'll find it.
 

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With units it'll tell you in the civilopedia if you can or can't build it. But not so for buildings. So I copied how it was done for units and adapted it for buildings. I didn't bother changing the text - it still says unique UNIT - but it's good enough for me.


You can find a compiled DLL here.

CvGameTextMgr.zip contains the source code. Only one file changed (guess which :rolleyes:)
It's only changed in one place. Search for Snarko in the file and you'll find it.

Thanks Snarko, I'll check this into 0.22!
 
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