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Exploration Continued Expanded (Obsolete)

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That cityview demands too much, and if you haven't a powerful enough computer, you will experience an unbearable lag - particularly with Trade, MCIS, and colonies.

Yeah I see. In new ExCE version first few turns running little bit faster. For me it will be the hardest dillema.

Edit: I notices that in EUI luxury resorces have (depending on color it is building) Governor's Mansion something, that gives +1 production and gold. Is it new ExCE or CP feature?
 
Yeah I see. In new ExCE version first few turns running little bit faster. For me it will be the hardest dillema.

Edit: I notices that in EUI luxury resorces have (depending on color it is building) Governor's Mansion something, that gives +1 production and gold. Is it new ExCE or CP feature?

It's an ExCE feature; a different mansion for each different Colony type.
 
I consider the relationship between France and Algeria to be already implict within the design of de Gaulle - I'm not sure what I'd otherwise do. Only the Dutch, Portugal, Spain, and Polynesia are changed with ExCE. Some civs are great for it though (Victoria, Peter).
 
Are colonies gonna be named? If so will they have a independent city list or from the colony founder's city list?
 
Are colonies gonna be named? If so will they have a independent city list or from the colony founder's city list?

They have an independent city name list, yes. Although some civs have specific colony names, it always fallbacks to a list of linguistic/cultural name groups shared by many civs.
 
A random idea for Attrition (at least related to it): units which go through the tiles with nuclear fallout recieve a Radiation promotion which slowly kills units until they get next to the friendly city/fort/citadel. This should make nuclear warfare a more serious deal.
 
So today I decided to give ExCE as it was a try and I ended up spawning near desert and quickly learned that any units you start with don't start with any helpful promotions, which is annoying. Like 3 turns in my scout randomly gets diseased and as someone who is used to finding all of the other players generally within the Ancient/Classical era, running into a wall of jungle as I try to find my ocean outlet is VERY annoying. On the other hand, watching a barbarian camp attrit to death is very amusing. The strategic element of having to remember which scout has what immunity and where to send them is very interesting. I do have a complaint however. Now I understand how thick forest works and what it's supposed to represent, but my scout was following a river, which should keep it from getting "lost" since that's a landmark that a hypothetical lost party could use to find there way back to civilization.
 
Now I understand how thick forest works and what it's supposed to represent, but my scout was following a river, which should keep it from getting "lost" since that's a landmark that a hypothetical lost party could use to find there way back to civilization.

There is still a low chance that he'll get lost... I think it could be safely dropped to make rivers even more important.
 
So today I decided to give ExCE as it was a try and I ended up spawning near desert and quickly learned that any units you start with don't start with any helpful promotions, which is annoying. Like 3 turns in my scout randomly gets diseased and as someone who is used to finding all of the other players generally within the Ancient/Classical era, running into a wall of jungle as I try to find my ocean outlet is VERY annoying. On the other hand, watching a barbarian camp attrit to death is very amusing. The strategic element of having to remember which scout has what immunity and where to send them is very interesting. I do have a complaint however. Now I understand how thick forest works and what it's supposed to represent, but my scout was following a river, which should keep it from getting "lost" since that's a landmark that a hypothetical lost party could use to find there way back to civilization.

You mean, your starting units? They will if you're using the latest version.

A random idea for Attrition (at least related to it): units which go through the tiles with nuclear fallout recieve a Radiation promotion which slowly kills units until they get next to the friendly city/fort/citadel. This should make nuclear warfare a more serious deal.

Made a note of it.

The Community Patch has been updated to fix the settler bug, if no one was aware.
 
I'm afraid I've been having CTDs since updating ExCE and the Community Patch today - I'm not sure what's wrong. I was thinking it probably has something to do with EUI or the Community Patch, since those seem to be causing the most problems around here. I'm also not sure how to properly report this, but here is the current database.log file - I'm not even sure I'm posting it right.

Spoiler :
[12402.594] columns StrategicViewType, TileType are not unique
[12402.594] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[12434.980] no such table: ContentPackage.LocalizedText
[12438.677] no such table: ContentPackage.LocalizedText
[12443.622] columns StrategicViewType, TileType are not unique
[12443.622] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[12445.010] no such table: ContentPackage.LocalizedText
[12458.068]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 6213608 75802064
PageCache: 6 12
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 5798856 62897184
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6640

Prepared Statements:
Current: 6
------------------------------
[12458.863]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 6214784 75802064
PageCache: 6 12
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 5800032 62897184
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6640

Prepared Statements:
Current: 6
------------------------------


EDIT: Just tried again, and had a similar CTD. Here are the logs from that one, and they look identical:

Spoiler :
[18918.787] columns StrategicViewType, TileType are not unique
[18918.787] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[18945.151] no such table: ContentPackage.LocalizedText
[18948.973] no such table: ContentPackage.LocalizedText
[18953.949] columns StrategicViewType, TileType are not unique
[18953.949] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[18955.400] no such table: ContentPackage.LocalizedText
[18968.925]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 6213608 75802064
PageCache: 6 12
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 5798856 62897184
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6640

Prepared Statements:
Current: 6
------------------------------
[18969.721]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 6214784 75802064
PageCache: 6 12
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 5800032 62897184
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6640

Prepared Statements:
Current: 6
------------------------------
 
After updating CP game don't crashing. Sadly seems that they modified AI willing to settle. 70 turns but only one civ settled its second city.
 
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