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Exploration Continued Expanded (Obsolete)

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Is there any quick way (other than Exploration_Resources.sql modification) to lower happiness from new resources as far basic luxuries in CBP has 1 instead of 4?
 
Some things:
Why in some games tribes are abundant, while in other games I barley see them? Is that related to the amount of resources(though I always play with legendary start)?
Why tribes that appear on discovered territory (but out of my vision range) after certain technology are "invisible" until the tile is within my vision range?
(By invisible, I mean with no graphic. But I can see the tile yields.)
 
I have a couple of questions and comments you might be able to answer and/or use:

  • When using this mod, the Patronage Finisher can have city states give you a Great Adventurer as the great unit they give you. I don't know if this is intentional? I felt somewhat cheated when I got this, I didn't really need (another) great recon unit at this point of game, and Patronage Finisher is not exactly stellar as it is. Is this something that can be changed?
  • Is there any specific thought about the tribe that gives you Commanche Riders - I mean, this seems a bit weird, when that is also the Shoshone UU?
  • I have had several cases of Militaristic Citystates that give as their special unit units that are in fact not UU as they should - examples include Knight, Antitank Gun and even Frigate. I'm not sure whether this is caused by your mod or CP, but my gut tells me your mod (I have played with old versions of CP without experiencing this problem). Is this a bug? Do others also experience this, or is it a conflict with another mod?
 
Some things:
Why in some games tribes are abundant, while in other games I barley see them? Is that related to the amount of resources(though I always play with legendary start)?
Why tribes that appear on discovered territory (but out of my vision range) after certain technology are "invisible" until the tile is within my vision range?
(By invisible, I mean with no graphic. But I can see the tile yields.)

1. Luck?
2. Nonsense.

I have a couple of questions and comments you might be able to answer and/or use:

  • When using this mod, the Patronage Finisher can have city states give you a Great Adventurer as the great unit they give you. I don't know if this is intentional? I felt somewhat cheated when I got this, I didn't really need (another) great recon unit at this point of game, and Patronage Finisher is not exactly stellar as it is. Is this something that can be changed?
  • Is there any specific thought about the tribe that gives you Commanche Riders - I mean, this seems a bit weird, when that is also the Shoshone UU?
  • I have had several cases of Militaristic Citystates that give as their special unit units that are in fact not UU as they should - examples include Knight, Antitank Gun and even Frigate. I'm not sure whether this is caused by your mod or CP, but my gut tells me your mod (I have played with old versions of CP without experiencing this problem). Is this a bug? Do others also experience this, or is it a conflict with another mod?

1. Cheated? Aw...
2. There are also Cossacks and Jaguars and there eventually shall be Samurais. They're better than the original UU, so they're useful - somewhat - even for the civ from which the Tribes steal.
3. I didn't even know it was possible to manipulate what M C-Ss offer until recently, so I dear say it's nothing I've done. Are they even supposed to offer Naval Units?
 
3. I didn't even know it was possible to manipulate what M C-Ss offer until recently, so I dear say it's nothing I've done. Are they even supposed to offer Naval Units?
I think the fact that they can give Naval units might be caused by one of whowards mods I'm using (City State gifts).

I just had a thought, if I'm not mistaken, both Longswordsman and Knight are on the list of unit classes that the "tribe units" use, isn't that correct? I wonder if the reason why it is these particular units that show up as unique units is because the game somehow tries to put a tribe unit into the spot as one of the units provided by the city state? Although Antitank Gun ... are there any tribe units taking that spot?
 
As in, their graphics not appear, but their yields do. As I said, my Enngrish isn't perfect.
(Also, I had this CS gift problem too)
 
You called it nonsense.
Also, any updates on your colonial plans? Will great scouts(explorers, etc.) Be able to establish colonies?
 
Probably I'm doing something wrong but this mod doesn't function well with Barathor's More Luxuries (no luxuries other than brand new ones appear on the map). My config:
Spoiler :

Civ IV Diplomatic Features (6-17)
Community Balance Patch - Compatibility Files (No-EUI) (6-17)
Community Balance Patch (6-17)
Community Patch (6-17)
CSD for CBP (6-17)
Events and Decisions (CBP Version)
JFD's Cultural Diversity (Core) (v 2)
JFD's Exploration Continued Expanded (v 6)
More Luxuries (v 155)


http://s000.tinyupload.com/index.php?file_id=76376848706007788288 - lua
http://s000.tinyupload.com/index.php?file_id=88133534245042746079 - database

p.s: everything is just fine if BML or ExCE is disabled.

edit: it seams like .those problems caused by outdated game version . Didn't experienced them once updated to once updated to 1-0-3-276)
 
I think I've discovered a major bug/flaw which I think comes from this mod (might be a conflict or come from CP?): Apparantly AI doesn't get any starting scout when playing on higher difficulty levels. When playing on Emperor, none of the AI players move outside their city area before they build their first Settler - they simply sit still. Even Ancient Ruins right outside their borders are left unpicked. Do other players also experience this problem?
 
I can confirm the last part. I can also confirm barbarians having tribe- based units, regardless of their location.
 
It was suppose to be fixed last version. It was only partially fixed(and yet, the AIs are barley exploring).
 
But wasn't that confirmed to be originating from the CP two or three pages ago? Or am I mistaken?
I haven't seen that. However the fact that AI apparantly doesn't spawn a starting scout - as they should on Emperor, if I'm not mistaken? - clearly seems like a fundamental flaw that has nothing to do with AI settings.

In fact, since I suppose most of the AI regarding scouting is tied to the recon flavor on units, I guess it makes perfect sense that AI breaks down with regards to scouting if game is build around them getting a scout for free and they suddenly don't do that anymore (if it is not written into the code that they should build a scout as first priority (unless they are Ethiopia)).
 
Ok I did a short test, and it's definitely ECEx that gives the problem in my game!

With CP + other mods but without ECEx activated, AI starts with Settler + 2x Warrior + Scout on Emperor difficulty:
Spoiler :


However, with CP + other mods and with ECExactivated, AI now starts with Settler + 3x Warrior but no scout:
Spoiler :


Gonna do a few more tests to check that this is not caused by conflict with another mod, it would be nice if someone else could try to check this also.


Update > I have a mod that I use that changes the tech tree, and when I turn that off, AI starts with a recon unit as intended. Apparently there is some conflict here which causes the issue.

Update 2 > Found the conflict! The mod changes which skills AI starts with, so they don't start with Trapping skill, and since this was PreReq tech for Great Scout - and mod is set up to have AI start with a Great Scout on Emperor level - this caused the conflict and gave them a warrior instead. Changing the PreReq tech for Great Scout to the same as Scout seems to fix this so AI now starts with a Great Scout. Gonna do a bit more playtesting.

Update 3 > Did some more playtesting. Works like a charm now. AI happily explores and aggressively forward-settles me like there was no tomorrow.
 
JFD,

Is there a way to turn off tribes spawning randomly throughout the map? All I could find in the lua settings was to turn tribes off completely. Example: I have a custom earth map from the world builder and placed tribes in their proper location, but when I play I have Comanche spawning in Russia and what not.
 
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