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Exploration Continued Expanded (Obsolete)

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Issue with the great scout that I am seeing. Don't know if it is EXE or CSD that is the source of the error.

Great scouts are appearing for the barbarians during the CSD barbarian horde quest.
 
Dropbox is out of service now :(
 
Issue with the great scout that I am seeing. Don't know if it is EXE or CSD that is the source of the error.

Great scouts are appearing for the barbarians during the CSD barbarian horde quest.

I think this is in the dll. There's a check in CvGame::GetRandomSpawnUnitType() to avoid recon units when selecting a random unit type. It's likely getting past that.

Careful... they're deadly in packs ;)
 
1. Better.
2. Good.
3. Thank you.
4. About the entire resource changes thing: I think its a bad idea. Before you remind me its optional, you should note that you effectively change the game based upon a random... Thing. This makes pantheon choice extremely problematic, since instead of having bison and some sources of deer, I now have cattle. Additionally, scouts now upgrade into archers again...

3. Yeah, if there's no love for it, I'm glad to remove it. It was more to see if I could do it, mainly for potential Wheat to Rice/Maize/Dates, but if the continent types are so haphazard it's not going to work. I'll remove it in the next update.

Either I had 2 unlucky starts or I'm not getting any of ExCE's resources with the latest update. Banana on jungles only provide 2 food instead of 3 and don't show as being improvable. A nearby source of wine also said that, showing as yielding only 2 gold, but fixing itself on turn 2. Also did you revert the scout change? Because I could build one right away.

Everything appears fine for me.

Dropbox is out of service now :(

Works for me.

Another quick update to fix incompatibility between this mod and Tarcisio's newest civs. Also removed the continent resource replacement stuff.
 
They had server maintenance problems, but now it's OK.
 
I can't seem to get this to work with Ynaemp v 23. Not sure if this is the mod is the issue or the Huge Earth map is just not loading any resources, at all.
 
From some reason, I suddenly started getting free trade units which were instantly sent on a trade route. I have no idea why, I didn't have the latest update. Could that be related to any of your mods? I was using RS's New California.

(I would get you logs, but for whatever reason they won't work if I load a save after the game crashed)
 
Issue with YnAEMP: Civs with jungle starts seem unable to settle their first city. This might mean that jungle starts on any custom map don't work. If you need logs, the ones I posted on CL earlier might help.
 
Also removed the continent resource replacement stuff.

I'm not sure if this problem was related to that or not, but when I played the game there was a severe lack of resource diversity. About 2.5 different luxuries available in a really wide area. That being said, it could also have been the map generator.

What does the mod schedule currently look like? Crime >> Piety >> Prosperity (which may be folded into CCC) >> ExCE/New Civs/Sovereignty?
 
I'm not sure if this problem was related to that or not, but when I played the game there was a severe lack of resource diversity. About 2.5 different luxuries available in a really wide area. That being said, it could also have been the map generator.

What does the mod schedule currently look like? Crime >> Piety >> Prosperity (which may be folded into CCC) >> ExCE/New Civs/Sovereignty?

Piety >> Crimes >> ??

I'm waiting on Pope Gazebo for one tiny thing for Piety's update, and Crimes sort of needs Piety first because of the interactions between Piety level and Crime: Heresy, as well as the Grand Inquisition NW.

How close Prosperity is to Crimes depends on how developed Trade and Health comes along, and whether I want to delay Prosperity for them. And I don't want to throw several new mechanics at players all at once. I'll need some balance feedback on Crimes before I feel people are ready for Prosperity. These two, after all, overhaul existing systems (maintenance and Luxury happiness), so they're more in line with Piety's design than with Claims, Colonies, ExCE, or Mercs.

ExCE doesn't need much - it'll just be a quick fix to the Settler-Jungle thing when Gazebo can look into it. I'll sit down eventually and take a good look at Tribes, but it's lowest priority of these mods.

New Civs - I feel like my time is better spent getting as much done on my mechanic mods as possible. First, because there is invariably more playtime out of them, second, because civ support may change, and third, because they're generally more interesting to work on. Once I wrap up Piety, I'll take stock and think about Putin, Margarethe, and Innocent. But if Jan returns from the Commonwealth to do the WW1 art, I'll almost certainly focus on that next month, and I'll throw in Enlightenment and Akhenaten updates whilst I'm at it.

Sovereignty - once Piety is out of the way, I'll continue working on Sov. Prosperity and other things won't impede work on it too much. There won't be a December release, but it won't fall on the backburner.
 
Piety >> Crimes >> ??

I'm waiting on Pope Gazebo for one tiny thing for Piety's update, and Crimes sort of needs Piety first because of the interactions between Piety level and Crime: Heresy, as well as the Grand Inquisition NW.

How close Prosperity is to Crimes depends on how developed Trade and Health comes along, and whether I want to delay Prosperity for them. And I don't want to throw several new mechanics at players all at once. I'll need some balance feedback on Crimes before I feel people are ready for Prosperity. These two, after all, overhaul existing systems (maintenance and Luxury happiness), so they're more in line with Piety's design than with Claims, Colonies, ExCE, or Mercs.

ExCE doesn't need much - it'll just be a quick fix to the Settler-Jungle thing when Gazebo can look into it. I'll sit down eventually and take a good look at Tribes, but it's lowest priority of these mods.

New Civs - I feel like my time is better spent getting as much done on my mechanic mods as possible. First, because there is invariably more playtime out of them, second, because civ support may change, and third, because they're generally more interesting to work on. Once I wrap up Piety, I'll take stock and think about Putin, Margarethe, and Innocent. But if Jan returns from the Commonwealth to do the WW1 art, I'll almost certainly focus on that next month, and I'll throw in Enlightenment and Akhenaten updates whilst I'm at it.

Sovereignty - once Piety is out of the way, I'll continue working on Sov. Prosperity and other things won't impede work on it too much. There won't be a December release, but it won't fall on the backburner.

I think you forgetting Into the Renaissance, your all time favorite mod I hear ;)

Seriously, do you plan to ever go back to Deluxing in a year or so, or have you had your fill of scenarios?
 
Well, Jan and I talked about Conquest of the New World Deluxe Deluxe, with a fixed Americas map. I think a Scramble for Africa Deluxe Deluxe was talked about too - and that would go well with a VEIII civ coming with the WW1 set. They wouldn't be on the same scale as ITRD, so might not be so bad to work on sometime - though I wouldn't think about it until next year.

Smaller scenarios: I have to update the Wonders one at some point, and the rest are too militaristic for my taste (except Polynesia, but Pouakai wanted to do that Deluxe scenario). Although I did want to introduce a religion element to a Fall of Rome Deluxe. But honestly, I don't have time for everything - I do have RL matters that take some time. It's ok for the next three months or so, when I only have two papers between them, but thereafter it'll be much more hectic. So I'm thinking of saving less intensive things like more Deluxe scenarios or Civ updates until then.
 
Glad to hear that CNW will get a Deluxe, didn't know if that would happen or not. Rather irritating to land in Canada, only to run into the Aztecs making camp in Manitoba :3 Scramble, I think some of those Civs (Like Belgium) are being worked on by others right now. Might be best to wait till we can replace the current civs with updated modded ones.

I think Invasion of Korea, if it were ever to happen, would have to wait until the long awaited China split, which I imagine are coming Q4 next year maybe. Unless you've partioned them off and the Wikia is in dire need of updating :3

I could have sworn that you and Jan would jump at the chance to do Smokey Skies. I know Jan loves steampunk, and you could win it without having to be militaristic, plus you guys can add your own Steampunk ideas into it. That being said, it seems like it would be a lot of work to do, maybe on level with ITR. Worth putting off until much later.

Again, thanks for taking the time to make all of this! I feel so spoiled sometimes just sitting back and playing this with nothing in return xD
 
Issue with YnAEMP: Civs with jungle starts seem unable to settle their first city. This might mean that jungle starts on any custom map don't work. If you need logs, the ones I posted on CL earlier might help.

I'm getting this too.
 
Glad to hear that CNW will get a Deluxe, didn't know if that would happen or not. Rather irritating to land in Canada, only to run into the Aztecs making camp in Manitoba :3 Scramble, I think some of those Civs (Like Belgium) are being worked on by others right now. Might be best to wait till we can replace the current civs with updated modded ones.

I'm pretty sure it was AoI who were intending to make Leopold II's Belgium, it seems like a bunch of their planned civs would fit into the scenario - similarly with Howard_Tafty's. That said, I'm unsure if they are even still working on mods.
 
I'm getting this too.

Nothing I can do until Gazebo can help with the issue. Maybe I should've disabled Jungle impassability...

I'm pretty sure it was AoI who were intending to make Leopold II's Belgium, it seems like a bunch of their planned civs would fit into the scenario - similarly with Howard_Tafty's. That said, I'm unsure if they are even still working on mods.

ZH and I had jumped back and forwards between who was to do Leopold II, and its remains to be seen. But we shouldn't take for granted that Jan may never see the light of day again :p
 
Nothing I can do until Gazebo can help with the issue. Maybe I should've disabled Jungle impassability...

Maybe you can add an "invulnerability" promotion to settler units on the 1st and only turn? (just long enough for settlers to place their cities)

EDIT: Until Gazebo gets back to you of course.
 
Well, if you can actually move them onto Jungle, then they already have the 'Jungle Immunity' promotion. Unfortunately, there's a bug which means this doesn't allow cities to be settled on Jungle even though you can move onto them. Researching Optics will fix this, though.
 
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