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Exploration Continued Expanded (Obsolete)

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Anyway, Lithuania updated:

Spoiler :
lel

Ha! Like I'd fall for that...! :rolleyes:
Spoiler :
Darn, I fell for it...! :shifty:
 
Its my birthday isn't it...
(did I just ruin it)
(ooo and the vandals)
 
Is anyone else seeing Great Explorers not receiving Embarkment after researching the required technology. Other units receive it but not Greak Explorers. It seems as if a Scout, Explorer, etc is upgraded to a Great Scout, Great Explorer, etc they receive the Embarkment but if not they can't embark.
 
Is anyone else seeing Great Explorers not receiving Embarkment after researching the required technology. Other units receive it but not Greak Explorers. It seems as if a Scout, Explorer, etc is upgraded to a Great Scout, Great Explorer, etc they receive the Embarkment but if not they can't embark.

In my testing, they all received it once they returned to your borders. This seems to be a vanilla feature.
 
Bug report: The sacred groves pantheon(would make more sense as a religious buildings, this) has no effects.

And some feedback: Ginger is just useless. AFAIK its the only bonus resource improved by a plantation, as well as the only plantation resource that both yields food and provides gold when improved(others either only provide food\ gold or yield food and gold as base yields). It has really low yields, especially for a bonus resource.

Also, I never saw the AIs pick any of the new pantheons... Probably has to do with the extremely low number of new resources appearing on the map, and the fact that resources effected by those beliefs belong to different terrain(feathers and ginger). I think that you should ask barathor to add some of the new resource beliefs to his more pantheons mod.
 
If you don't like the pantheons, Natan, then disable them. That's why I make everything possible optional (and I go to considerable effort to do so, I might add).

But I'll buff Ginger (more Food, perhaps?), and will check that the actual effects are working.

(Incidentally) An ExCE update will come soon enough. I've ran some AI-only games to test the stability of C&C, Mercenaries, and ExCE, and have had some consistent CTDs with ExCE (which is light weight, Lua-wise - especially compared to Mercs. and C&C, which ran 200+ turns without problem) that I'm hoping Gazebo can help investigate. So if there's other bugs or balance concerns, please report them before I release this update (even though you're blunt, I appreciate the feedback, Natan).
 
In fact, there's something more, though its not about ExCE... many civs(like your Karl XII, for example) have a plains starting bias. Because of that, they sometimes start in jungle, which is really unsuitable for them. So i think you should consider a different starting bias for some of them(especially for civs like Karl, half of his UA is about snow and tundra).

(I assume they have a plains starting bias because I started on plains)

About the pantheons: Its not that I don't like them, but I never saw the AI choosing them, and rarely choose them myself). You usually won't get a lot of new resources near your starting location.

Also ,more food from ginger is probably fine.
 
Karl only has a start bias to avoid hills. I suppose flatlands have the propensity to be plains. I'll change his start bias, indeed. I don't know if I've ever actually used a plains start bias explictly, though.
 
JFD, I'd strongly suggest that you'll make Magistrate \ Dignitary specialists yield food instead of golden age points. I doubt that players will have the ability to work specialists that provide no direct yields until the late game. I also suggest making the courts yield happiness\ reduce unhappiness from population(but I'm Israeli, what am I talking about).

Also, don't relegate the forge please, its kinda weak as-is(and it doesn't increase production from copper BTW)
 
Forge will be a production Mint in C&C. If it's no use to you, don't build it - simple.

As to C&C's release, I can't say for certain when that'd be. I'm not sure if Gazebo fixed the thing I was waiting for when he updated, and in order to get them released on time, I'll be focusing on my Enlightenment Civs and my essays.
 
@JFD Will the AI be able to benefit from features added in C&C? Actually, in general, how AI fares with features of your mods? Until now I've only tried cultural diversity among your mods (it's great btw) I fear the others may give the player more tools that AI cannot really use.
 
Forge will be a production Mint in C&C. If it's no use to you, don't build it - simple.

As to C&C's release, I can't say for certain when that'd be. I'm not sure if Gazebo fixed the thing I was waiting for when he updated, and in order to get them released on time, I'll be focusing on my Enlightenment Civs and my essays.

What about the food part?
(Also, no building is of no use to me, per say. But changing things for changing things sake isn't exactly a good idea. At least there would be any way to disable tthose changes?)

(
Spoiler :
I know I sound like a jerk at times, but I really don't see the point here. So... Sorry and thanks for (ever)listening to me, I suppose.
 
@JFD Will the AI be able to benefit from features added in C&C? Actually, in general, how AI fares with features of your mods? Until now I've only tried cultural diversity among your mods (it's great btw) I fear the others may give the player more tools that AI cannot really use.

As if the AI isn't cheating :p
 
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