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Exploration Continued Expanded (Obsolete)

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Ah, that makes far more sense. I think all of Leugis need to be updated for everything :P I want to use his mods, but I don't think they'll work properly alongside all the major game changing mods. Let us hope he may find time in the new year :3
 
Ah, that makes far more sense. I think all of Leugis need to be updated for everything :P I want to use his mods, but I don't think they'll work properly alongside all the major game changing mods. Let us hope he may find time in the new year :3

Leuigi's civs have CulDiv support, so that would in theory create support for the majority of the JFD DLC. Most of them have no E&D though. (One that does is the Aymara - however, His Modjesty's CulDiv support doesn't work because their <Type> isn't CIVILIZATION_AYMARA, but is instead some obscure name. Blame Leuigi). I'd also be wary of CL, because although they are of good heart, I'm pretty sure that every one has some kind of issue. Confirmed are that the Inuit scouts don't support ExCE, and Canada's Mercs support has effectively broken the civ.
Midnight - HAPPY NEW YEAR
 
JFD i have problem with TarcisioCM civs when ExCE is activated

8617.245] Runtime Error: \TarcisioCM - The Ottomans (Mehmed V) (v 2)\Code/Functions.lua:328: attempt to call global 'save' (a nil value)

[8617.245] Runtime Error: \TarcisioCM - Bulgaria (v 2)\Code/Functions.lua:24: attempt to call global 'load' (a nil value)
[8617.245] Runtime Error: MODS\TarcisioCM - The Ottomans (Mehmed V) (v 2)\Code/Functions.lua:224: attempt to call global 'load' (a nil value)

Lua is full of this code,and on 60's turn my game crashed.He told me to inform you about this problems.
 
If you go into Community Balance Patch > Balance Changes > CoreDefines.sql and look for "experience" you can adjust this number. I have it at 100.

I've been looking for where the experience cap for scouting is set myself and that is the experience cap for exp from barbarians, not scouting. There's no experience from scouting at all in my CoreDefines from CBP.
 
Great Scout was gifted to me by CS and I was exploring map, found nice spot and wanted to found a colony (using CiD too), he had Colonial Settler promotion and I was able to click "found city" button, but I wanted better spot, so I explore little more. Then, barbarians attacked me and my Great Scout lost ability to found colony, but he still has that promotion, I mean I can't see the button. I thought that if he's injured he can't settle. So I run away, healed him and tried again, but still no button.

So, what requirements are needed for Great Scout to settle? Or is it a bug? There are no any cities 4 tiles away (even more).

Edit: I copied him via Terracotta Army and he was able to settle (that clone). I embarked and traveled him to the island. Still could settle, but changed my mind and embarked again. When I reached other lands, button to found a city was gone :(

And second question - how to lvl up Scout? They are on 3 lvl and 47 XP and don't get any XP - neither from revealing tiles nor from battles.

Edit 2: I am using CP + CBP + EUI (full pack) and yes, I enabled CBP support in settings file. Do you need any logs?

Edit 3: I read previous posts and noticed that XP cap is coded in Community Balance Patch > Balance Changes > CoreDefines.sql, I changed it to 210 (I think it's 6 lvl) - do I need to start a new game to apply changes?
 
Been thinking about ExCE, and I do love it :)

However, a couple of things that I find a pain:
  • I love scouts getting XP from exploring, but I think the ability needs to also be added to the Caravel - Caravels are able to explore so much quicker than scouts, that you end up exploring large amounts of coastline with Caravels before your scouts get there (and Caravels can see pretty far inland). Therefore, I think that Caravels should get XP from discovering land tiles, and it would be cool if they could carry exploration units as well (but that might conflict with my next idea...)
  • Colonists... Are a part of CID. Forgot about that. But they almost make more sense in ExCE, so I'll carry on anyway.
    Colonists are quite expensive, and so if you were to lose one while it sails across the ocean, it would be annoying. Therefore, would it be an interesting proposal for Caravels to carry Colonists? That way, you can explore the world, and just drop a colonist off of you find a good city spot. Making Caravels carry things would require SQL triggers, though, and you'd need some kind of check to see if EE has moved the Nau to the Carrack.
  • ...I think I could go on about Caravels carrying things for a while...
  • Weather effects seem a bit random. What would be interesting is if the ocean wind effects were turned into Features that move across the ocean over time. This could also be used for sandstorms, blizzards, etc.
  • Shipwrecks are kinda dull - they either need to be made more interesting, or removed. Can they be given different goodies to Ruins? Or maybe they could be turned into antiquity-site style resources that a Wreck Diver can explore and collect gold an culture from. Their spawning seems to be random and excessive, iirc, so that could be improved.
Anything interesting?
 
Great Scout was gifted to me by CS and I was exploring map, found nice spot and wanted to found a colony (using CiD too), he had Colonial Settler promotion and I was able to click "found city" button, but I wanted better spot, so I explore little more. Then, barbarians attacked me and my Great Scout lost ability to found colony, but he still has that promotion, I mean I can't see the button. I thought that if he's injured he can't settle. So I run away, healed him and tried again, but still no button.

So, what requirements are needed for Great Scout to settle? Or is it a bug? There are no any cities 4 tiles away (even more).

Edit: I copied him via Terracotta Army and he was able to settle (that clone). I embarked and traveled him to the island. Still could settle, but changed my mind and embarked again. When I reached other lands, button to found a city was gone :(

And second question - how to lvl up Scout? They are on 3 lvl and 47 XP and don't get any XP - neither from revealing tiles nor from battles.

Edit 2: I am using CP + CBP + EUI (full pack) and yes, I enabled CBP support in settings file. Do you need any logs?

Edit 3: I read previous posts and noticed that XP cap is coded in Community Balance Patch > Balance Changes > CoreDefines.sql, I changed it to 210 (I think it's 6 lvl) - do I need to start a new game to apply changes?

I'll do some testing, but the Scout does need to be full health. So when you'd healed him, he should've been able to found.

I think you would need to start a new game - generally, modifying the database will require a new game. I'll look at upping the XP gain myself, as I'm pretty sure my settings override those of CBP.

Been thinking about ExCE, and I do love it :)

However, a couple of things that I find a pain:
  • I love scouts getting XP from exploring, but I think the ability needs to also be added to the Caravel - Caravels are able to explore so much quicker than scouts, that you end up exploring large amounts of coastline with Caravels before your scouts get there (and Caravels can see pretty far inland). Therefore, I think that Caravels should get XP from discovering land tiles, and it would be cool if they could carry exploration units as well (but that might conflict with my next idea...)
  • Colonists... Are a part of CID. Forgot about that. But they almost make more sense in ExCE, so I'll carry on anyway.
    Colonists are quite expensive, and so if you were to lose one while it sails across the ocean, it would be annoying. Therefore, would it be an interesting proposal for Caravels to carry Colonists? That way, you can explore the world, and just drop a colonist off of you find a good city spot. Making Caravels carry things would require SQL triggers, though, and you'd need some kind of check to see if EE has moved the Nau to the Carrack.
  • ...I think I could go on about Caravels carrying things for a while...
  • Weather effects seem a bit random. What would be interesting is if the ocean wind effects were turned into Features that move across the ocean over time. This could also be used for sandstorms, blizzards, etc.
  • Shipwrecks are kinda dull - they either need to be made more interesting, or removed. Can they be given different goodies to Ruins? Or maybe they could be turned into antiquity-site style resources that a Wreck Diver can explore and collect gold an culture from. Their spawning seems to be random and excessive, iirc, so that could be improved.
Anything interesting?

1. Yes, I think I can do that.
2. They used to be a part of ExCE, so agreed. I dunno about carrying them - seems a bit complex. Maybe you just need to protect them better? :p
3. Weather effects are meant to be random. Moving features as storms would be a bit awkward without good graphics to represent them, but kinda cool. And creepy.
4. They're meant be disabled as of the latest update...
 
My scouts do not gain XP from revealing FoW. I have all the DLC installed and updated. I am running CP, CBP, CSD, C4D, EUI, +Lux, and the compatibility mods. Installed everything through CPP's automatic installer. Pretty sure I deleted and edited all the right stuff per included instructions. Any ideas?
 
My scouts do not gain XP from revealing FoW. I have all the DLC installed and updated. I am running CP, CBP, CSD, C4D, EUI, +Lux, and the compatibility mods. Installed everything through CPP's automatic installer. Pretty sure I deleted and edited all the right stuff per included instructions. Any ideas?
Go into Community Balance Patch > Balance Changes > CoreDefines.sql and look for 'BARBARIAN_MAX_XP_VALUE' - it's capped at 45 (3 lvl and ... half? 3/4?), but I think Scouts even after changing this value don't gain XP from revealing FoW... I had to clear barbarian camps with help of military units.

So yes, I think 5 lvl is too high, I'll make more Settlers/Pioneers than lvling my Scout up to 5 and upgrade to Great Scout. And I need more Scouts, so I won't be lvling only one, by revealing all map. I need them to have vision when at war, f.e., or where enemy Settlers are moving, etc.

It would be nice, if Scouts would gain XP from doing other things as well. I don't know, I wasn't wondering about that a lot, but... maybe large amount of XP for discovering CSs, Civs. Small amount of XP for discovering, hmm... maybe enemy units, Missionaries, Diplomats, Great People or even new Luxury Resources? It would be fun and I'd feel Scouts more useful (not only revealing FoW)
 
They start with the reconnaissance promotion which says they gain XP from revealing FoW but nothing happens when revealing tiles on land or embarked.
 
It is a random chance to happen, not assured. Perhaps you were simply unlucky, but without a doubt it works if it continues to work in the CBP. Indeed, perhaps it's a CBP issue you're having?
 
Hello, sorry but I downloaded ECE, started a new game with a custom civ and I don't understand how can I build scouts.... they just doesn't show up in my construction list

Thanks!
 
It completely changes the early game! Have to actually come up with new strategies.

Any tips? I can never decide what to build without Scouts! I usually settle for a Warrior, or a Monument.
 
Scouts have been moved to Trapping tech, you have to research it before recruiting scouts. Good move, considering that earlier that tech was pretty useless.
I haven't Scouts in Trapping tech. My Great Scout can't found cities. I don't know what could cause such problems.

I enabled CBP support in settings file and

Should I activate mods in specific order or anything to do more in order to work properly?

List of mods + lack of Scout in Trapping tech:
Spoiler :
civimods.jpg
 
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