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Exploration Continued Expanded (Obsolete)

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I am quite new to these mods. I am using the CBP and about to use "Exploration Continued Expanded" and the description says -

Community Balance Patch - Disable Exploration Policy Changes in the UserSettings file.

I went into the file but could someone please advise me if I am in the right area and I just change this 1 below to a 0? Thanks in advance.

INSERT INTO JFD_GlobalUserSettings
(Type, Value)
SELECT ('JFD_EXPLORATION_POLICY_CHANGES'), 1
WHERE NOT EXISTS (SELECT * FROM COMMUNITY WHERE Type = 'COMMUNITY_CORE_BALANCE_POLICIES' AND Value = 0);
--------------------------------------------------------------------------

Yes, just change that 1 to a 0.
 
No comment on the Shoshone issue? In case you missed it, they seem to be starting with a warrior instead of a pathfinder. Is this intended, a bug with ExCE, a weird interaction with the CBP that I'm also using...what? I looked through the whole thread and didn't find anything else about it.
 
*answer it, Jifford, were waiting*
 
I haven't seen any cities demand lotus, so that issue certainly does seem to be fixed. I have however had cities demand rubber in the ancient era, which causes essentially the same issue. Would it be possible to disable the potential for a city to demand rubber before industrialization, or is it just coded to select randomly from all luxuries and there's nothing that can be done?
 
No comment on the Shoshone issue? In case you missed it, they seem to be starting with a warrior instead of a pathfinder. Is this intended, a bug with ExCE, a weird interaction with the CBP that I'm also using...what? I looked through the whole thread and didn't find anything else about it.

It's unintended. I've fixed it for the next version.

I haven't seen any cities demand lotus, so that issue certainly does seem to be fixed. I have however had cities demand rubber in the ancient era, which causes essentially the same issue. Would it be possible to disable the potential for a city to demand rubber before industrialization, or is it just coded to select randomly from all luxuries and there's nothing that can be done?

Hm, maybe I'll have to make Rubber a bonus resource with added production (like Sulphur). Unfortuantely, what cities demand for WLTKD is out of my hands (I think), so I couldn't prevent it. Luxuries with tech prereqs are not in the vanilla game, so it's understandable that the game doesn't process them well.
 
Finally decided to try this out, but I am getting a weird issue. Not sure if its this or the community patch. The Trireme and Dido's Quinquireme have no movement. Using More Luxuries, E&D, Historical religions, Cultural diversity and Ethnic units.
 

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Finally decided to try this out, but I am getting a weird issue. Not sure if its this or the community patch. The Trireme and Dido's Quinquireme have no movement. Using More Luxuries, E&D, Historical religions, Cultural diversity and Ethnic units.

Try disabling the "JFD_EXPLORATION_UNIT_CHANGES" setting.
 
ExCE Updated: (v6)

  • Fixed an issue where the Shoshone were starting with a Warrior instead of the Pathfinder.
  • Fixed an issue where the War Elephant could not attack.
  • Great Recon units now grant Golden Age points (or Prestige) when expended to create a city, based upon their level.
  • Rubber is now a bonus resource; will no longer be demanded by cities for WLTKD.
  • Factories now improve the production output of Sulphur and Rubber (optional)
  • ExCE no longer blocks More Wonders' Grand Canal wonder. In the event that I find an excuse to keep it in (I will :p), it'll be up to the player not to use both. Or to use both. Whatever.
  • Attrition re-added and revamped:
    • Much of attrition moved from Lua to the DLL; should improve performance and stability. Some technical consequences, however.
    • Desert: In unfriendly Desert, Units have a 20% chance to take 10 damage each turn and cannot heal. (optional)
    • Disease: In unfriendly Marsh, Units take 5 damage each turn and cannot heal. (optional)
    • Fallout: In Fallout, Units take 15 damage each turn and cannot heal. (optional)
    • Jungle: In unfriendly Jungle, Units take 5 damage each turn and cannot heal. Cannot cross until Optics. Units may lose or gain movement at the beginning of their turn. (optional)
    • Scurvy: In unfriendly Ocean, Units have a 50% chance to take 15 damage each turn. (optional)
    • Snow: In unfriendly Snow, Units have a 20% chance to take 20 damage each turn and cannot heal. (optional)
    • Wind: In unfriendly Ocean, Units may lose or gain movement at the beginning of their turn. (optional)
    • Scurvy immunity now comes at Steam Power (as Biology was full).
    • Each form of attrition can now be disabled independently of the rest.
    • Woodsman promotion no longer grants Jungle immnuity. Consequentially, the Jaguar (both Aztec and Tlaxcala) have been given Jungle immunity.
    • Oases, Flood Plains, Rivers, Tribes, and Routes no longer give a reprieve to any attrition (one of those technical consequences).
    • Oases and Flood Plains now give 10% Defense to Units on them (optional)

And be sure to update your copy of the Community Patch.

As usual, please report any bugs with your database/lua logs.
 
Great news JFD. Will try a game tonight to test the new changes to attrition and report back if I find any bugs.
 
Lovely progress. This is bound to be one of my favourite mods when it expands to include the trade and colonies. As it is, i'll test this version.
 
So... Trade routes can be damaged by attrition?
 
Lovely progress. This is bound to be one of my favourite mods when it expands to include the trade and colonies. As it is, i'll test this version.

Trade will almost certainly not be returning.

So... Trade routes can be damaged by attrition?

Hm, no. That's silly.
 
Trade will almost certainly not be returning.



Hm, no. That's silly.

Why no trade?
Can you at least keep the mint and granary change? I loved those.
I'll miss trade...:(
 
This is magic, JFD! The DLL integration has significantly improved the performance for me, and Attrition was/is my favourite change!

Bug reports:
1) description of Great Scout is missing a 't': Scou_
2) Cossacks spawned on top of a mountain. Not sure if intended or not but the graphic looked weird. I also came across some horses in the sea, not sure if related, but I think I've seen a reddit post about that before, so probably not.
 
That happens sometimes with cultural diversity if there is no where else for them to spawn if you start as steppe. I also get furs in the ocean from time to time.
 
Looking at the opening post...trade definitely sounds very interesting. Especially since it would make bonus resources meaningful beyond pure tile yields. That said, it also sounds like hell to code and maintain compatibility for, which I imagine is the reason it's been dropped? I mean, I don't know the first thing about modding this game, but the concept sounds pretty complex.
 
This is magic, JFD! The DLL integration has significantly improved the performance for me, and Attrition was/is my favourite change!

Bug reports:
1) description of Great Scout is missing a 't': Scou_
2) Cossacks spawned on top of a mountain. Not sure if intended or not but the graphic looked weird. I also came across some horses in the sea, not sure if related, but I think I've seen a reddit post about that before, so probably not.

Great to hear.

1) Will fix.
2) As noted below, the resource one is from CulDiv (which is already fixed in the next version). I'll role that same fix into ExCE, but I thought it was cute when I saw some Dogon on a mountain :p

Why no trade?
Can you at least keep the mint and granary change? I loved those.
I'll miss trade...:(

Yeah, guess so. They're in the same vein as the Monastery and Factory resource changes, so there's precedent.

Looking at the opening post...trade definitely sounds very interesting. Especially since it would make bonus resources meaningful beyond pure tile yields. That said, it also sounds like hell to code and maintain compatibility for, which I imagine is the reason it's been dropped? I mean, I don't know the first thing about modding this game, but the concept sounds pretty complex.

Few reasons. Compatibility is difficult - especially with EUI, as it required the replacement of the CityView. I could not come up with compelling enough bonuses for all resources. I really don't have the time to waste on so many different projects. Tribes accomplish, for the most part, what I really wanted; incentives to go after particular areas over others (like Natural Wonders, but offering something more unique than just plain yields) - they're also much more flavoursome, or at least invoke more nostalgia (Tribes == AOE III, Trades == RoN) - albeit not as historically accurate at incentivising colonisation as resources. And I really don't like the idea of adding 50 dummy buildings :p Sukritact will do a better job with it than I anyway.
 
What you mean by "sukritact will"?
Also, colonies will be returning, right?
 
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