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Exploration Continued Expanded (Obsolete)

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All right, I've checked it with Revolutions(and Cultural Diffusion and Custom Advanced Set up) and Community Patch v 66, and it almost works perfectly. Cities get separatist citiziens normally, the empire stability screen works and so on, but when I mouse over a city or tile, it doesn't show the percentages of cultural influence over it, even though tiles still get "captured' by my culture. Any tips on how to fix that?
 
It makes AIs ridiculously aggressive. It makes them think that because their army is bigger, they can defeat me, which isn't true. I ruined half of their armies because of the Dow.

I am also bothered by the CP, but that would be because the AI won't give me a single decent deal for any luxury resource. :mad:
 
Somewhy the Scurvy promotion doesn't go off when embarking. The units that have a history of seafaring constantly take damage even on friendly lands - as if they were diseased for the rest of their lives. Some might even disband suddenly.
 
Spoiler :
egKzJa.jpg

Exact same problem and I have the last version of the community patch...do you want the logs? :P (also using the last version of P&P)
But I have a Milanese Cossack instead of the starting warrior XD
 
Somewhy the Scurvy promotion doesn't go off when embarking. The units that have a history of seafaring constantly take damage even on friendly lands - as if they were diseased for the rest of their lives. Some might even disband suddenly.
This

Also some observations:
-Shaolin description is the one for the Udasi (love the little pagoda btw :D)
-All the tribes spawn on the same horizontal, not sure if this is a coincidence or something weird with the code
-The Maya had cossacks in their borders: I was able to pillage them for like 300 gold (!! a lot when you can't get more than 2g/turn for sugar to the AI) and this destroyed the 'improvement' (little tents), but the 'resource' remained with +3 production. Is this intended and does it affect building a consulate?
-intrepid explorer cant cross mountains
-Not sure if this is colonies, CP, or a random bug: I puppeted a conquered city far from my capital and it showed both puppet and occupied status, with both unhappiness on the top panel. Furthermore it did not report the cityview correctly: it was showing a different city of mine. When I eventually annexed it, it went back to working as intended.

Feedback:
-Love the new scouting promotions
-Love the new resource effects, inspired! Btw, why does coral give a writing slot?
-Early game, getting hold of a wheat trader, for example, is a large hammer investment compared to what you get. With units getting lost there is more demand on production than ever in the early game. Perhaps specific traders after the main building could be a tiny bit cheaper? Just a first impression.
-Having said that last point, I think this 'expansion' of yours does a lot to balance some aspects of the game. exploration more difficult => more barbarians (+leugi mod) => bigger armies => warmongers stronger, harder to focus science, caravans harder to protect, harder to wondermonger and neglect defence. :goodjob:
-Dense terrain is terrifying and I love it to bits. Desert, Snow and Diseased could be a bit nastier: 20 from snow, 10 from desert, 5 per turn from diseased?

You need to think of an Expansion name for all your mods combined. :)
 
Exact same problem and I have the last version of the community patch...do you want the logs? :P (also using the last version of P&P)
But I have a Milanese Cossack instead of the starting warrior XD

In this case, yes - both Lua and Database, please. Also, are you using EUI? H&P?

This

Also some observations:
-Shaolin description is the one for the Udasi (love the little pagoda btw :D)
-All the tribes spawn on the same horizontal, not sure if this is a coincidence or something weird with the code
-The Maya had cossacks in their borders: I was able to pillage them for like 300 gold (!! a lot when you can't get more than 2g/turn for sugar to the AI) and this destroyed the 'improvement' (little tents), but the 'resource' remained with +3 production. Is this intended and does it affect building a consulate?
-intrepid explorer cant cross mountains
-Not sure if this is colonies, CP, or a random bug: I puppeted a conquered city far from my capital and it showed both puppet and occupied status, with both unhappiness on the top panel. Furthermore it did not report the cityview correctly: it was showing a different city of mine. When I eventually annexed it, it went back to working as intended.

Feedback:
-Love the new scouting promotions
-Love the new resource effects, inspired! Btw, why does coral give a writing slot?
-Early game, getting hold of a wheat trader, for example, is a large hammer investment compared to what you get. With units getting lost there is more demand on production than ever in the early game. Perhaps specific traders after the main building could be a tiny bit cheaper? Just a first impression.
-Having said that last point, I think this 'expansion' of yours does a lot to balance some aspects of the game. exploration more difficult => more barbarians (+leugi mod) => bigger armies => warmongers stronger, harder to focus science, caravans harder to protect, harder to wondermonger and neglect defence. :goodjob:
-Dense terrain is terrifying and I love it to bits. Desert, Snow and Diseased could be a bit nastier: 20 from snow, 10 from desert, 5 per turn from diseased?

You need to think of an Expansion name for all your mods combined. :)

1. I discovered that when I went to fix the missing Tlaxcala help text. Will be fixed in the next update.
2. Yeah, IDK; never noticed that until you mentioned it. Will have to look into it.
3. Will reduce. But, assuming everything's up to date for you, the resource should've been removed, and a hostile unit should've spawned in retaliation.
4. Will check that out.
5. Could be just an anomaly, but I'll see if I can re-create it.

Coral reminded me of Robert Louis Stevenson, who did much of his later writing out in the Pacific. Bit of a stretch, but the closest I could think of for Great Writing :p

I can reduce the production costs for traders, sure.
Will up the attrition - I was purposely reserved, but I'm more than glad to increase it.

Thanks for the detailed report/feedback.
 
I'm having some trouble with city banners. I deleted EUI's city banner files and copied the city banner files from the ExCE EUI folder into the ExCE Vanilla folder, overwriting the ones already present. Besides the files left in the ExCE EUI folder, the only city banner files I have are those in the ExCE Vanilla folder.

City banners in-game are all fine, or at least they were: once I conquered a city, the banner of that city is completely garbled, with colors overlapping, icons haphazardly placed, etc. Any idea what happened here?

Natan: would you rather they never DoW? How else are they supposed to determine if they can beat you?

i had declaration of friendship with them. i insulted them some how, apperantly. :p
 
Some AIs don't really care about DoF and just backstab you... that's all part of their evil plan!
 
Another thing:
If I have 2/3 trades (e.g. I'm the Dutch and I have a Trader and a Market and a (e.g.) Citrus Market) then I can build another Market to take me to 4/3 trades.
 
Would it be possible to allow the player to choose which tiles Colonies work? It would tie in with the conceit that Civ's always had where you use the "city governor" to do so, and helps civs who already have an incentive to forward settle (like Spain, who wouldn't be able to work a half-a-world-away NW unless it has a gold yield).
 
-Early game, getting hold of a wheat trader, for example, is a large hammer investment compared to what you get. With units getting lost there is more demand on production than ever in the early game. Perhaps specific traders after the main building could be a tiny bit cheaper? Just a first impression.
Agree. It just feels too expensive an investment so early with bonuses so low. I myself noticed me ignoring the Traders just because there were much more useful buildings to construct. Maybe lowering the cost or adding some plain bonus yields to the resource trade?
For example: Sheep: +2 food, Oak: +2 production, Wine: 1 extra happiness and 2 culture and so on...
 
Weird error coming up. After updating to the most recent version, with trading, I can't make any trade without being forced to trade World Maps and Capitulation. Obviously this ties into CPP and the Civ IV diplomatic features, but this error only popped up once I updated EXCE, so I think its tied into that.

It makes the game almost unplayable, since I can't trade anything.

Also, all the sudden its treating Wheat as a luxury resource I can trade. Is that supposed to happen?

Any ideas?
 
Units randomly getting lost really ruins the mod for me. In the next update, could we get an option to turn that part off while keeping the rest of the attrition system? I wouldn't mind if attrition damage was upped to compensate.
 
A option that changes "units getting lost" to "units instantly getting a lot of damage" would work nicely.
 
Tried to start a new game (had to just clear out some of my computer and re-downloaded most mods) and I experienced that glitch with the targetting symbol and the two spies. Also my warrior was a cossack and when I hovered next to my city, it said there was opium (it was invisible.) I figured I should probably just post my logs for reference (They're shorter now that I restarted with downloading mods, but still, sorry about the length)
Lua
http://pastebin.com/xbMYGJVy
Database
http://pastebin.com/377GwQpW

EDIT: Uh...never mind this. When I was re-downloading everything, I forgot to enable the community patch (had Whoward's DLL mod at least) and change the one folder while using health and plague. You can go ahead and ignore this one. Sorry about that
 
A option that changes "units getting lost" to "units instantly getting a lot of damage" would work nicely.

Thats a pain in the low back. I mean, you got me...:p
 
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