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Exploration Continued Expanded (Obsolete)

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So... when the update will be released?
 
So... when the update will be released?

Honestly, IDK. I won't have the time to sit around, hunting down sporadic crashes that only occur after hundreds of turns. So, like before, this is on indefinite hold.
 
Maybe a load of the community can work together to fix it.
 
When it's done of course :p

Look, waffle(or fullafel, both are yummy and sound like your name :lol::lol::lol:)(no offence), ah.... yummy. Just it.Now,
@JFD: so.... good i kept the old version (:p)
Can we have an attrition, exploration and colonies only version?
 
Jungle OP pls nerf. I was playing as China with CulDiv active, and my starting worker was immediately disbanded in a deep Jungle tile.

(I am not actually complaining, I just thought it was funny)

Well i do. It sometimes can keep parts of the map(big ones) unexplored for a very long time.
 
Also there's an options config file...
 
Also there's an options config file...

@TarcisioCM: i don't think JFD intended to keep city states 4 tiles of a civ unexplored for most of the game...
@Superwaffle247:Yeah. No.
 
Are you denying that there's a way, provided by the author, to enable and disable the components of this mod?

@JFD - running this, latest P&P, and latest CP appears to be stable. I have been getting all my tribes on the same equatorial axis like others have reported. The only reason I mention it is because I looked back and I don't think you've mentioned it.
 
I don't listen any more than once, Natan, so repeating it over and over isn't going to get it addressed any faster. It's noted, but I will be quite literally coming off my summer vacation on Monday, so I quite literally will not be able to address your concerns at your whim (I swear I already said this :rolleyes:), as much as I might want to... hohohohoh :p Anyway, there are more pressing issues that I don't want to address. Like why is CulDiv ctding? Why is P&P ctding? Why is... you get the picture ;)

In the meantime, you can at least have the Exploration component updated:

  • Fixed an issue where the Tlaxcala was not displaying their help text, and the Udasi were displaying the incorrect one. (that's a Trade bug, but oh well)
  • Females leaders (except Theodora :p) adopting Exploration will now be known as Empress
  • Reduced the purchasing cost of Great Scouts
  • Reduced the gold reward from pillaging tribes
  • If a Tribe is pillged or removed, it will correctly remove the... erhm... dummy resource that is their livelihood
  • Great Recon Units now have +2 Movement whilst embarked, instead of the +1 Movement extra movement (which wasn't applying when embarked anyway)
  • Fixed issue where the SV icons for Rubber and Sulfur were mixed up
  • Fixed CTD when a city would be settled on top of a Tribe; disabled ability for Tribes to produce an enemy unit if pillaged for now
  • Tribes should no longer only spawn on the equator - a mystery colum in the Resources table does something useful :o
  • Disabled the Intrepid Explorer promotion until I can figure why it doesn't work
  • Fixed various missing SV icons for Tribes
 
Emperor who? ;) :lol:
Now, Hitler in 3D?! Great. Now i could see his sorry face, after the Jewish Stalin returns him his Jewish Berlin.
 
but i thought JFD fixed the bug...
 
At least it works well even on 78 turn. Making tribes luxury resources is wierd. We can sell them to other civs (is it slavery?)


Ok I tested lates ver of ExCE, and found no bugs. Game don't crash (160 turns) and everything goes as expected. And its good that now tribes spawn as they should. First time I saw Dogon and Sufi actually :lol:
 
At least it works well even on 78 turn. Making tribes luxury resources is wierd. We can sell them to other civs (is it slavery?)

Not intended, but darkly amusing. Will try to remedy.

Will work on getting Attrition out next (maybe just terrain by terrain, however, seeing as the stability of the mechanic is dubious), but I would appreciate more testimony to the stability of the latest version beforehand (of just Exploration). And I guess I should remove disease? No one came to its defense when I asked on it earlier.
 
And I guess I should remove disease? No one came to its defense when I asked on it earlier.

I like disease, since once a unit becomes immune to it, they gain bonus healing. In my first attempted playthrough with ExCE (a while back), I would purposefully try to get all of my units diseased. There's an anti-vaxxer joke here somewhere...

The main thing I would plead for you to remove is the chance of automatic disbanding. That's far too debilitating of an effect to leave to random chance. I wouldn't even mind if you greatly increased attrition damage to compensate -- in fact, I'd encourage it.
 
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