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Exploration Continued Expanded (Obsolete)

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Speaking of tribes, is it intended that barbarians pillage them? I thought this was a shame it happened and it really hurt my early game because the tribe was my source of faith.

Yes. Barbarians are horrible people and like to pillage poor Tribes. Though Tribes are supposed to fight back.

What you mean how? And i think that one unit was in jungle, but not the others. Also, not all of my units gained the attrition. Oh, units gain disease immunity after entering friendly territory while diseased(sometimes).

Disease immunity is intended to work like that. But I do have to ask whether or not people are finding disease to be a gratuitous form of attrition, and whether it should consequentially be removed.
 
Yes. Barbarians are horrible people and like to pillage poor Tribes. Though Tribes are supposed to fight back.
Ha, they sure are horrible. How are they supposed to fight back? In the game, a brute just landed on a tribe (I can't remember which one - a Mayan name) and pillaged it next turn, nothing else happened.
 
No. It actually makes the game more interesting. But the fact you cant "escape" damage in the desert, is very annoying. Also, why do the barbs gain immunity to anything?
 
Ha, they sure are horrible. How are they supposed to fight back? In the game, a brute just landed on a tribe (I can't remember which one - a Mayan name) and pillaged it next turn, nothing else happened.

Ok, looks like something isn't working. Will look into it.

No. It actually makes the game more interesting. But the fact you cant "escape" damage in the desert, is very annoying. Also, why do the barbs gain immunity to anything?

What are you talking about? Desert has the most reprieves of all terrains - Tribes, Flood Plains, and Oases all alleviate the effects of attrition. Barbs only gain immunity to the terrain in which they are spawned; they would naturally be acclimatised ot their surroundings.
 
Any clue yet whether this mystery crash is due to CP, or a certain component of ExCE? Should I try disabling Colonies (I love the trade mechanic) or the whole ExCE entirely and switching to whoward's DLL mod? Ahh, I just read this won't work anymore. Sad, but I understand the reasons.

EDIT: Or I just try the new version of CP. :p
 
No clue, and I'm not looking forward to guessing my way to it, so I'm just going to work on the P&P update (won't take long) before doing the ExCE update. But it probably will be to do with Colonies - that might correspond to the fact that the crashes only occur late-game (when colonies start getting founded).

If you want to try again, you could try disabling Loyalty and/or setting the colony found distance to impossibly high numbers. I will do an update to fix bugs and concerns with Trade, Attrition, and Exploration, and will disable Colonies entirely, and see how people get on thereafter.

But yeah - always make sure to use the latest CP if you can.
 
But yeah - always make sure to use the latest CP if you can.

Strange, but in 2/16 there was a chance that we will hit about 120 turn without crash (but then it crashed as well) and since next updates it stably crashes on 20-40 turn.
 
Ok, looks like something isn't working. Will look into it.



What are you talking about? Desert has the most reprieves of all terrains - Tribes, Flood Plains, and Oases all alleviate the effects of attrition. Barbs only gain immunity to the terrain in which they are spawned; they would naturally be acclimatised ot their surroundings.

Flood plains cause disease. Tribes in desert? Never saw them in desert.
Oh, i discovered this:

More Luxuries+ ExCE= Luxurious game Total fun.
 
No clue, and I'm not looking forward to guessing my way to it, so I'm just going to work on the P&P update (won't take long) before doing the ExCE update. But it probably will be to do with Colonies - that might correspond to the fact that the crashes only occur late-game (when colonies start getting founded).

If you want to try again, you could try disabling Loyalty and/or setting the colony found distance to impossibly high numbers. I will do an update to fix bugs and concerns with Trade, Attrition, and Exploration, and will disable Colonies entirely, and see how people get on thereafter.

But yeah - always make sure to use the latest CP if you can.

Tried that. Still a crash before turn 43 begins no matter how I play the game up to it. Actually, I think this begun after I installed P&P. Not sure if it or the new community patch.
 
Same here. Annoying crash at turn 46.
(Not using P&P)
 
Progress. 50 turns already and not a single crash when playing without ExCE and P&P. That means the problem wasn't in CP itself after all. ExCE is possibly the culprit.
 
I can almost confirm that, I was playing a game with ExCE disabled and had no crashes and no trouble loading saves.
 
This mod looks totally awesome, this contains most of what I had hoped we would get in the 3rd expansion that Firaxis never bothered to make for the game. :goodjob: Some sort of corporation mechanism that would let you work luxury and bonus resources into new processed goods would make this perfect. Definitely gonna follow this project and hope it turns into a stable version. :please:
 
Just a note, the tooltip for Incense reads the same as that for wheat, giving extra food from growth rather than it's actual effect. No big issue, but I thought I should mention it.

Is the Great Lighthouse not supposed to give Scurvy Immunity to embarked land units, if so it does not appear to be doing so.
 
No particular reason. Just spitballing. I've experienced early game crashes with Piety, as well as Exploration, independently of each other, in concert with mods that are stable on their own, as well as with only these and their required mods. I don't know much about sql or lua, but I've read enough xmls and dealt with enough people to notice that sometimes a particular modder falls in love with a particular obscure function and finds creative uses for it in multiple mods. If there is a common element between Ex an Pie, it's the reliance on the DLL, which adds a HUGE number of functions. I don't have any idea how thoroughly each DLL function is all tested. Maybe they are tested to see if the game starts, or makes it to turn 10?
Basically, I don't know anything about the DLLs. I know the log isn't giving you answers, but I don't know if a DLL issue appears in a log.
Maybe two DLLs tap a similiarly named function that is supposed to do two different things? It may be some obscure conflict with Events Lua, for all I know. I've got nothing other than a baseless guess to support that.
 
For anyone using ExCE, please remove it from your mod order. Otherwise, it'll make it difficult to separate problems with ExCE from problems with P&P or CulDiv or one of my civs. Consider this mod on indefinite hiatus because of the CTDs.
 
For anyone using ExCE, please remove it from your mod order. Otherwise, it'll make it difficult to separate problems with ExCE from problems with P&P or CulDiv or one of my civs. Consider this mod on indefinite hiatus because of the CTDs.

Disappointing but understandable. Relying on another mod increases the difficulty a lot as well.
 
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