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Exploration Continued Expanded (Obsolete)

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Nice to see it in the Workshop. Hopefully the "It's not working help!!!" comments will be few. :p
 
"It's not working help!!!", "what is this suppose to do?", " it's OP!", "this looks great, but it's not appearing in the civ selection menu help!!", etc, etc... They'll probably be there, the comments - they always are [emoji14]
 
I'm going to play as Ethiopia, and Im Going to have super missionaries.
In your face, pachacuti.
Also, please explain me how am I suppose to make this work with EUI. Please?
 
Um, JFD, are city-states supposed to spawn with Don Cossacks? No, they're not :p

I plan on adding a few more new tribes to the mod, then I will update. Hopefully in that time Gazebo can fix the issue with attrition and I'll be able to add that back in - so please share any thoughts you have on my outline, and on your experiences with Wind.

After that, I'll work on updating CulDiv, then Piety, then YnAEMP, then I'll return to Prestige.

I'm going to play as Ethiopia, and Im Going to have super missionaries.
In your face, pachacuti.
Also, please explain me how am I suppose to make this work with EUI. Please?

It works with EUI naturally, no need to do anything.
 
Oh! How about the Hopi as a tribe? And amalek?
(Amalek: all units trained in the city have desert immunity\ may move after pillaging)
(Hopi: longer WLtKDs\ extra faith during WLtKDs)
(Also: the explanation in the OP about how to make this EUI compatible is confusing. Should I replace the files? In which folder exactly do I need to copy them?)
 
The OP has been updated. There are no longer any instructions to follow to make EUI and ExCE compatible - they work together just fine.

I'm a little strapped for graphics, so I don't have much freedom of choice, but I have settled on the Bedouin, the Dorset, the Kunta, and the Yanomami. I would like to add another two, for a nice round 20, but that depends upon graphics. Maybe also the Matsudaira for Samurai, but that would be two Japanese clans - there is a fantastic castle for it though.
 
Oh! How about the Hopi as a tribe? And amalek?
(Amalek: all units trained in the city have desert immunity\ may move after pillaging)
(Hopi: longer WLtKDs\ extra faith during WLtKDs)
(Also: the explanation in the OP about how to make this EUI compatible is confusing. Should I replace the files? In which folder exactly do I need to copy them?)

There's a good chance the Amalek and Hopi are being developed as civs...
 
There's a good chance the Amalek and Hopi are being developed as civs...

That doesn't change the fact that they're tribes... And the Comanche are also part of a civ.
Anyway, I'm going to play with the new update(which has been released a day after I started my game. Again.)
Happy (Jewish equalent of)bonfire, everyone!
 
That doesn't change the fact that they're tribes... And the Comanche are also part of a civ.
Anyway, I'm going to play with the new update(which has been released a day after I started my game. Again.)
Happy (Jewish equalent of)bonfire, everyone!

I want to avoid clashing with civs that might be done, and I haven't yet seen anyone take any interest in doing the Comanche. Regardless, I don't have any graphics for any semitic or anymore plains tribes.
 
Bedouin is close enough for me :D
 
Dat face in your icon though.
 
I'm having an issue, whenever I check the tile yields, it replaces the gold/production/etc with food. Do you know whats causing this? I just updated to the newest version of EUI today.
 
I'm having an issue, whenever I check the tile yields, it replaces the gold/production/etc with food. Do you know whats causing this? I just updated to the newest version of EUI today.

Delete the YieldIconManager files in MODS/Community Patch//LUA

You're supposed to do this everytime you update the CP, if using EUI. Apparently :p
 
The Shoshone seem to start with a warrior instead of a pathfinder. I am also using the CBP, is this some weird issue from using both at once or an intended change? I don't see it mentioned anywhere in the opening post, but I could also see it being intentional considering the changes this mod makes to scouts.

Edit: I just did a ctrl+f search for "pathfinder" on each page in this thread and didn't see anything about replacing the starting one with a warrior. I guess it IS unintentional then? Deactivating this mod causes me to start with a Pathfinder again, so I think it's this mod that's causing it? I do admittedly know little to nothing about coding though.
 
Delete the YieldIconManager files in MODS/Community Patch//LUA

You're supposed to do this everytime you update the CP, if using EUI. Apparently :p

I don't have the YieldIconManager files.
 
I am quite new to these mods. I am using the CBP and about to use "Exploration Continued Expanded" and the description says -

Community Balance Patch - Disable Exploration Policy Changes in the UserSettings file.

I went into the file but could someone please advise me if I am in the right area and I just change this 1 below to a 0? Thanks in advance.

INSERT INTO JFD_GlobalUserSettings
(Type, Value)
SELECT ('JFD_EXPLORATION_POLICY_CHANGES'), 1
WHERE NOT EXISTS (SELECT * FROM COMMUNITY WHERE Type = 'COMMUNITY_CORE_BALANCE_POLICIES' AND Value = 0);
--------------------------------------------------------------------------
 
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