Skaz881
History Major
Scurvy is very, very, very annoying. I am literally losing ships as soon as they leave my borders, right after I build/purchase them. Can that be toned down (or am I missing a way to deal with it)?
Scurvy is very, very, very annoying. I am literally losing ships as soon as they leave my borders, right after I build/purchase them. Can that be toned down (or am I missing a way to deal with it)?
So the Great Lighthouse can prevent scurvy? Is that new?
I watched AI ships sail around the coast, never getting lost but none the less experiencing attrition damage. It's amusing watching them slowly kill themselves, but there's probably nothing that can be done to make them understand how to play with these new conditions.
It's going to take some getting used to, but I like the fact that I can now no longer blindly rush into open ocean or through dense forests. At first I was getting angry about losing important units, but then I realized that I just needed to learn to play smarter and that that would increase my enjoyment overall.
For what it's worth, I haven't lost any naval units in the coast yet and neither has the AI.
Invisible? Then how do you know they're there?![]()
When you say 'load first' for mod compatibility, do you mean for those to load first, or for EXCE to load first? ^^
how do i computor
Camps are rigidly tied to the resource on which they are improved, so not really (every other improvement will still produce a graphic wen placed on a resource; this just an invisible camp) - otherwise I certainly would've. Point me in the direction of this mod and I can work out some support.
Re-coloured textures for the Feathers resource are included in the mod, but are just sitting there, because Firaxis hates pretty birds.
Pretty much every bit of text added is just all TXT_KEY_JFD_stuff, except for Portugal's UA. Kind of a common problem for me with mods so it's likely a thing on my end, but hmm.
Pretty much every bit of text added is just all TXT_KEY_JFD_stuff, except for Portugal's UA. Kind of a common problem for me with mods so it's likely a thing on my end, but hmm.
Ah, in this case, you're using a version of the CP that precedes the release of this mod![]()
@JFD
Congrats on Colonies, looks very interesting. Couple of questions:
What do you mean by the civ spawning being "an assigned one"? I didn't get the term nor the example.
Could colonies be coded as to only be allowed on diferent landmasses, in addition to the distance condition (turned on/off in settings to acomodate pangea maps)? If so, would you pretty please consider doing it?
PS: as to my previous "feathers" question, since you kindly offered to give support, all the info needed is in my post 291 above. Thanks