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Exploration Continued Expanded (Obsolete)

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Forge will be a production Mint in C&C. If it's no use to you, don't build it - simple.

Actually an interesting idea, to strategically not build buildings. Except for resource dependent buildings and the Recycling Plant, there's really no reason to not build something other than it's GPT up keep. I'd be curious to what kind of game play decision could make strategic building viable and fun.

As if the AI isn't cheating :p

*coughdeitycough*
 
@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.

The AI can and does use both systems. Though I dunno how well it uses colonies in comparison.

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.

The point is so that there would be no overlap between the Manor (the Dignitary building) and the Forge, which would otherwise both increase unit production. The point of giving the Manor this effect instead of something else is because it fits so well, particularly alongside the Magistrate's Court's building production.
 
You should also remember that specialists contribute unhappiness, so getting GA points from them is kinda...

(But I assume you made up your mind already\ you can't really change that without redoing half the mod)
 
And you appear to be making mods out of anything!!! :p
That's too much alternatives.
(Says natan as he posts a screen shot of enhancing atenism, with Akhanaten, when playing as Djoser)
 
AI always cheats.
 
And you appear to be making mods out of anything!!! :p
That's too much alternatives.
(Says natan as he posts a screen shot of enhancing atenism, with Akhanaten, when playing as Djoser)

1 is too much alternatives? Okay... :p
 
Loving the mod! Ran into a minor bug, thought I'd take a moment to share.

I found a Fountain of Youth with Ginger on top of it. This is in a game with the CBP auto-installer EUI package, this mod, and nothing else. Screenshot here:
http://steamcommunity.com/sharedfiles/filedetails/?id=541390589

*EDIT* Just saw the Troubleshooting section. Sorry for the incomplete post! I'll complete when I'm back at my main machine. I just got into CiV modding Thursday, and AFAIK I have the latest versions.

Also, the CBP Desert Folklore makes AMAZING things happen with your Tribes. They count as improved resources, awesome tiles happen.
 
Are you planning on adding new resources on top of the current ones at any time in the future JFD? Maize, Rice, Aloe, Peanuts, Honey - all good candidates considering their widespread applications today (former two = bonus, latter three = luxury). :D
 
Loving the mod! Ran into a minor bug, thought I'd take a moment to share.

I found a Fountain of Youth with Ginger on top of it. This is in a game with the CBP auto-installer EUI package, this mod, and nothing else. Screenshot here:
http://steamcommunity.com/sharedfiles/filedetails/?id=541390589

*EDIT* Just saw the Troubleshooting section. Sorry for the incomplete post! I'll complete when I'm back at my main machine. I just got into CiV modding Thursday, and AFAIK I have the latest versions.

Also, the CBP Desert Folklore makes AMAZING things happen with your Tribes. They count as improved resources, awesome tiles happen.

Thanks for the report. It's nothing you did - just an oversight with the script that places the resources. Will fix in the next version.

Are you planning on adding new resources on top of the current ones at any time in the future JFD? Maize, Rice, Aloe, Peanuts, Honey - all good candidates considering their widespread applications today (former two = bonus, latter three = luxury). :D

Not particularly - I don't actually balance the number of resources spawned, and just throw mine on top (as I don't want to step on Barathor's work by including the map gen. script), and more than I've already got (especially for common things as you suggest) would probably upset balance too much. I always thought about having Wheat be replaced with Maize or Rice when it is spawned on the appropriate continent type (as every tile belongs to one of four 'continent types' - Asian, American, European, and Mid-East), however, but I dunno how viable that is.
 
I don't know about viability but it does sound really awesome! It would give you just a tad more realism, and the extra visuals would be nice, like how we now both got bison's and cows! But yeah not really necessary for this mod.
A stand alone resource mod which uses this would be kick-ass, one that rearranges them per continent type, ohohoh! and allows you to 'plant' certain luxuries on special places like sugar around jungle/swamp, wine on hill/plains and banana's on tundra when old faithful is around :p
But I digress....
 
Any chance that down the line we'll see resources getting a marble-esque abilities again?

I dunno, really. ExCE isn't in a great state atm.

Did the issue where ExCE was causing a CTD in the late 200 turn mark ever get fixed, or is it still causing the crash?

Nope, and it's still quite inexplicable. Running Mercenaries + all recently updated Civs + C&C +CulDiv won't crash the game, but throw in ExCE - with all components disabled, no less! - and bam! It'll crash late game almost certainly. Maybe it's cursed...
 
Any chance you'll give up on changing tribes for now? I kinda like them as they are now, except for those with no effects\ yields....
 
Why did you make it in the first place?
(Whether you like them or not is your call, but its your work, and it's awesome, so I can't really understand why are you willing to give it up. Tribes make the game so much fun sometimes...)
 
Because I like the idea fundamentally, and then I came up with an idea I liked better. I won't settle for less. It's not Thaydon.
The original concept is so drab and tacky to me, now, and it would bring me much trepidation to re-implement it. Plus Mercenaries sort of defeats the point of several of them.
 
Trade is gone, tribes have disappeared, and only stories tell JFD's mighty deeds...

(So its basically all exploration and attrition now? And speaking of attrition, there's a small bug I found: if you clear a marsh, units that finished the previous turn on it will keep taking damage until they move away...)
 
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