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Exploration Continued Expanded (Obsolete)

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@JFD, honestly, an incredible mod. Love the enhancement of trade, introduction of tribes and the changes to explorations (particularly the attrition and "off-limits" jungles that keep areas and civilizations unreachable deep into the game!). Looking forward to your future enhancements, and would like to suggest a couple for your consideration:

* Introduction of Tin/Arsenic as a strategic resource. These resources should be sparse across the map and (thus) highly guarded and coveted. This should be coupled with the reclassification of Copper as a strategic resource. Copper, itself, should be made more plentiful across the map, not treated as something easily monopolized. These two raw materials would enable trade in the early game to foster Copper armies and/or Bronze armies (see next bullet). Copper retains value as a currency and then in the electronic age.

* Introduction of the Smelter as a Trade Building that produces Bronze, itself a strategic resource and enables copper and bronze weapons, or weak/cheap and moderate/moderate grades (less than iron and then steel). Bronze loses strategic value after iron, but continues as ornamental (jewelry?). Bronze itself should be tradable to civilizations that cannot access copper or tin.

Lastly, a couple observations/questions:

* seems the AI doesn't seem to value tribes highly when settling. More than once, I've seen them pick a typically valuable settling spot when if they settled one tile over they'd give up a sheep and get a tribe. Any others seeing this?

* on deity-level, huge, Communitas map (all other standard settings), the ratio of land resource improvable tiles are very high. I do like the variety and I know I can make the resources sparse, so just take it as more feedback as anything. Interestingly, I'd say the sea resources are comparatively rare.

Again, outstanding work and thank you!
 
Is anyone else having trouble getting this and CD to work together?
 
Since I got the latest update my units aren't displaying promotions, however the promotions still function.
 
JFD, great scouts(scouts that got improved by ruins) can't earn promotions regardless of their XP. They're stuck in the level that they got the improvement in.
Also, why no pedia entries for the tribes and units? At least tell what their attributes are?
 
Because it's a lot of work, Natan - yes, Natan, a lot of work - adding a new section to the resources tab for Tribes, and listing them as bonus resources seems a bit evil. What do you mean by units, though? Do you mean the units offered by the Tribes? Because they have the same affects as vanilla, mostly, and the respective Consulates asplain anyway.

I know about the bug with Great Scouts. It's because I accidentally changed their unit combat class from recon to something useless. Convince Sukritact to finish up the new Tribes and I'll be prepared to release the update :p
 
Yeah, but not all units are present in the vanilla game.
By pedis entries, I meant the basic info. Yields, terrain, effects...
(Also how come ginger isn't a luxury? Its basically a spice)
 
I can't find the UserSettings file in the latest version of CBP.


I am no mod guru and I may even be doing it wrong, but I had the impression from the kickoff post that the UserSettings we're invited to adjust if using CBP, is actually not in the CBP, it's in the ECE itself in this file:

JFD_ExCE_UserSettings.sql


This is to say, to get CBP compatibility, what I was doing was turning the "optional" Exploration policy changes from the ECE mod (i.e., this one!), off. That is, turning a 1 to a 0 using Notepad or whatever. That ends up meaning you've got the Imperialism set of policies of CBP, and not the Exploration policies of ECE.

I could well be dead wrong. It might be that the initial post is actually suggesting we go suppress something in CBP such that ECE's changes to the Exploration policies are what you see in game. If that's the case, I can only track down a "CommunityOptions.sql" file in the CBP, but it's not very granular in terms of policy tweaks, they're either all on or all off (look for a line like this: ('COMMUNITY_CORE_BALANCE_POLICIES', 1) ). That doesn't sound like addressing Exploration changes only... so I figured the idea was to go adjust the JFD_ExCE_UserSettings.sql

Again... I could be dead wrong, hopefully my attempt to help isn't actually digging a hole any deeper here!

PS - I have tried one game with ECE and the CPP/CBP, and I'm really loving the harsh environments etc., really slows down exploration and makes the world feel a lot bigger and more of a challenge to navigate. Kudos to author and contributors.
 
I had asked a question about Pathfinder UU and had been of a "bummer, can't upgrade to Explorer" but then realized that's vanilla behavior anyhow. Oops! They only upgrade via Ruins events into the archery line.
 
I'm running into a couple of very strange errors with ExCE. When I create/purchase a navel unit, I can't do anything with it and any attempt to move it out of my city freezes the game. Also, I can't declare war on anyone due to "scenario rules". Are there fixes for this?
 
Gazebo told me to post this here:

Games with CBP and ExCE show the AI is not expanding. Also Barbarians are passive, though I don't know if that your mod or the 6/12 version of CBP (I'm thinking CBP).

The AI not expanding is 99% an issue with ExCE and the latest version of CBP from my tests.

Overall I really love your mod, but compatibility issues will prevent me from using it for now.
 
Gazebo told me to post this here:

Games with CBP and ExCE show the AI is not expanding. Also Barbarians are passive, though I don't know if that your mod or the 6/12 version of CBP (I'm thinking CBP).

The AI not expanding is 99% an issue with ExCE and the latest version of CBP from my tests.

Overall I really love your mod, but compatibility issues will prevent me from using it for now.

99%? Well, disable the attrition feature, as that'll be the only thing possibly affecting expansion. I don't touch AI logic whatsoever.
 
I have tried a couple of games now with ExCE, and I have to say first: This is amazing, it's almost like getting the extra expansion pack that the game needed but which we never got!

I do experience a couple of bugs, however.
  • I can confirm the expansion issue reported by others above. Most of the time, AI just sits in its capitol and does nothing, it even builds settlers but then never venture out. The attrition might be the issue, because some AIs do expand normally, even quite agressively, from top of head I had a case of starting next to Persia on plains, and he very rapidly had 4 cities.
  • The Ninja units have some strange things going on for them. Twice I have experienced a CTD when taking an action with a Ninja unit. Furthermore - and this is worse - when you load a save-game, the Ninja unit will have turned into another unit! I had a case of my own Ninja being a Pikeman once I loaded a game, and I have experienced barbarian Ninjas being turned into Wariors when loading save games.
  • This is more of a balance point than a bug, but: The event where you loose naval units due to mutiny and they become Barbarian happens FAR too often. In one game, I had a Great Admiral turn barb on his second turn in ocean, I lost two Caravals after few turns in ocean, and I even lost a Cargo Ship! After this, I simply turned off that particular feature.

Also, I have a question: Am I right in assuming that this mod overrides any mod that uses AssignStartingPoints.lua?
 
To add to the bug reports:

- when reloading the game, some additional Tribes and ExCE-specific resources will be placed on the map (not replacing existing resources, just extra ones), leading to some tribes being duplicated.
- sometimes when training naval units, they will start without movement, and trying to move them results in a CTD (I trained the Byzantine Dromon last time and this happened)

About AI settling issue: I can't confirm nor deny. My last test showed the Ashanti traversing a desert to settle near a natural wonder (which was also in the middle of a desert), and the Turks traversing a Jungle to forward settle me. :P On YnAEMP, I had no trouble with civs not settling - they were gobbling up space as fast as usual. This is on Emperor difficulty.
 
I think that tribes should be more abundant... And, JFD, even though Shoshone did live on mountains, I'm pretty sure you didn't want the Comanche to spawn on them... :p
 
I have tried a couple of games now with ExCE, and I have to say first: This is amazing, it's almost like getting the extra expansion pack that the game needed but which we never got!

I do experience a couple of bugs, however.
  • I can confirm the expansion issue reported by others above. Most of the time, AI just sits in its capitol and does nothing, it even builds settlers but then never venture out. The attrition might be the issue, because some AIs do expand normally, even quite agressively, from top of head I had a case of starting next to Persia on plains, and he very rapidly had 4 cities.
  • The Ninja units have some strange things going on for them. Twice I have experienced a CTD when taking an action with a Ninja unit. Furthermore - and this is worse - when you load a save-game, the Ninja unit will have turned into another unit! I had a case of my own Ninja being a Pikeman once I loaded a game, and I have experienced barbarian Ninjas being turned into Wariors when loading save games.
  • This is more of a balance point than a bug, but: The event where you loose naval units due to mutiny and they become Barbarian happens FAR too often. In one game, I had a Great Admiral turn barb on his second turn in ocean, I lost two Caravals after few turns in ocean, and I even lost a Cargo Ship! After this, I simply turned off that particular feature.

Also, I have a question: Am I right in assuming that this mod overrides any mod that uses AssignStartingPoints.lua?

Thanks. Perhaps the Ninja converting into other units is a part of it's design? :p Will look into.

The mutiny thing was meant to be very, very rare - I probably the in the chance that I was using to test.

No, the mod doesn't override AssignStartingPlots. I didn't want to overwrite Barathor's work.

I think that tribes should be more abundant... And, JFD, even though Shoshone did live on mountains, I'm pretty sure you didn't want the Comanche to spawn on them... :p

Already noted. Though I thought it was cute :p
 
I've really enjoyed playing with this mod. Great work! I have a few suggestions

The Exploration Policy finisher does includes the ability to see hidden antiquity sites, but that is given to Aesthetics in the CBP. Would you consider changing it for those who play with the CBP? I like every other policy in Exploration except for the finisher.

IMO the Belem Tower is quite underwhelming considering the investment. If the bonuses applied to the whole empire that would help to justify the investment.
 
I've really enjoyed playing with this mod. Great work! I have a few suggestions

The Exploration Policy finisher does includes the ability to see hidden antiquity sites, but that is given to Aesthetics in the CBP. Would you consider changing it for those who play with the CBP? I like every other policy in Exploration except for the finisher.

IMO the Belem Tower is quite underwhelming considering the investment. If the bonuses applied to the whole empire that would help to justify the investment.

Yup, I can add that support for CBP.

I can't remember what Belem Tower does, but I'll take note, thanks.

Did you notice any issues with AI expansion? A few have reported that the AI doesn't really expand all that much with ExCE.
 
No, the mod doesn't override AssignStartingPlots. I didn't want to overwrite Barathor's work.
Oh that is strange, I would have sworn this mod overwrote the changes I had made in AssignStartingPoints for my own mod, but I guess I'll have to test this further.
 
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