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Exploration Continued Expanded (Obsolete)

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Nothing I can do until Gazebo can help with the issue. Maybe I should've disabled Jungle impassability...



ZH and I had jumped back and forwards between who was to do Leopold II, and its remains to be seen. But we shouldn't take for granted that Jan may never see the light of day again :p

Need to convince Jan to download a F4 mod that launches Photoshop instead of the game :3
 
Well, if you can actually move them onto Jungle, then they already have the 'Jungle Immunity' promotion. Unfortunately, there's a bug which means this doesn't allow cities to be settled on Jungle even though you can move onto them. Researching Optics will fix this, though.

Ah ok, gotcha
 
I think you forgetting Into the Renaissance, your all time favorite mod I hear ;)

Seriously, do you plan to ever go back to Deluxing in a year or so, or have you had your fill of scenarios?

I don't mean to push JFD to do something and I know JFD have said that he had abondon ITRD for many times, but I want to say that ITRD is my favourite mod, too.

Maybe JFD can consider about making a 'smaller' version of ITRD -- delete some elements which made the game unstable.
 
Since you've implemented a by-continent resource adapter, would it be possible now to include at least Rice and Maize for Asia and Americas (respectively) as a replacement for Wheat? It's not a luxury but you included Bison over Cow, so there is a precedent. :)
 
Well, Jan and I talked about Conquest of the New World Deluxe Deluxe, with a fixed Americas map. I think a Scramble for Africa Deluxe Deluxe was talked about too - and that would go well with a VEIII civ coming with the WW1 set. They wouldn't be on the same scale as ITRD, so might not be so bad to work on sometime - though I wouldn't think about it until next year.

Smaller scenarios: I have to update the Wonders one at some point, and the rest are too militaristic for my taste (except Polynesia, but Pouakai wanted to do that Deluxe scenario). Although I did want to introduce a religion element to a Fall of Rome Deluxe. But honestly, I don't have time for everything - I do have RL matters that take some time. It's ok for the next three months or so, when I only have two papers between them, but thereafter it'll be much more hectic. So I'm thinking of saving less intensive things like more Deluxe scenarios or Civ updates until then.
In the far future when you have time a Scramble for Africa Deluxe scenario would be superb.
 
Hi JFD,

I'm trying ExCE (v8) with Community Balance Patch (11-20). Compatibility flag for CBP is set correctly.

CBP grants AI starting scouts based on difficulty. However, those scouts are starting out as Great Scouts (on turn 0).

The CBP sets AIStartingExploreUnits to 0, 1 or 2 (via xml) relative to difficulty. In the dll, that falls to addFreeUnitAI(), which selects the best available unit (i.e trainable). Since the trapping tech change is disabled for CBP, Great Scout is technically trainable and therefore selected.

I have no idea how to explicitly make them untrainable (or if that's even a good idea), so to test I just put Great Scout at trapping and it solves the problem.

I've also seen Great Explorers running around early. Have to play a bit to see whether that's related or something else (like in v7 of ExCE).

EDIT: On further review... looks like any event where a free unit is granted can yield a Great Scout, if it's trainable. So, starting units, mil ciity-state gifts, barbarian horde spawns, etc.
 
Ok something is wrong. Resources spawning on jungle don't show as improvable or have the right yields. It may have something to do with plantations or the switch to luxury for ginger. Here is a screenshot of spices that were in jungle, I just cut them down and cant build a plantation despite having the technology.
Spoiler :
DEF7WGu.png
 

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Ok something is wrong. Resources spawning on jungle don't show as improvable or have the right yields. It may have something to do with plantations or the switch to luxury for ginger. Here is a screenshot of spices that were in jungle, I just cut them down and cant build a plantation despite having the technology.
Spoiler :
DEF7WGu.png

I wonder if this is related to the settlers problem as well
 
Guys how do i disable the EXCE resources? I checked the .sql file and did not find any option for it, does it have to be somehow done during map generation? How? I just want to play with attrittion, nothing else, no tribe huts, no vanilla/rubber/etc.

Thanks all!
 
Guys how do i disable the EXCE resources? I checked the .sql file and did not find any option for it, does it have to be somehow done during map generation? How? I just want to play with attrittion, nothing else, no tribe huts, no vanilla/rubber/etc.

Thanks all!

In the version I'm using (v8), it's lines 73 and 74 in JFD_ExCE_UserSettings.sql.
 
Previously I have been using this mod, as well as a couple of others and everything has worked perfectly. However, when I updated today, whenever I attempt to load back up my previous save the game crashes. Updating seems to be the only change I've made, and if I start a new game everything loads fine - no crash. Anyone have any suggestions as to how to continue this load?

I don't know if setting back this mod version is possible/if there is a way, but I assume that this may fix it.
 
Out of interest, are you meant to be unable to improve feathers?
 
oh, okay. It doesn't say that anywhere, so I kinda assumed that it was just broken
Thanks!
On another point, it seems a bit weird that Destroyers are affected by the wind... Would it be better to remove those wind effects after researching Combustion and Electronics?
 
None of the added resources (luxury or strategic) are allowing me to build improvements on them, with the exception of feathers. Interestingly the Sami's UI, the Seidi, /will/ connect the luxuries to my trade network (as I found using the in game editor) but the improvements that should connect them (plantation, for instance) won't, even when it's added with the In-Game Editor.
 

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oh, okay. It doesn't say that anywhere, so I kinda assumed that it was just broken
Thanks!
On another point, it seems a bit weird that Destroyers are affected by the wind... Would it be better to remove those wind effects after researching Combustion and Electronics?

'Twas my mistake, sorry! See below.
Destroyers aren't affected by wind, other at least, they shouldn't be. Wind effects stop once you rearch Industrial Era. At least, that's what the code says.

Very minor update to ExCE:
  • Removed reference to choosing ancient ruin bonus in the strategy text for the Great Recon units (it occurs to me that you can't actually access this, as they don't appear in the tech tree nor pedia :lol:)
  • Added Belem Tower audio, thanks to Nichlenm. (could someone please confirm whether this is working. I dunno why, but all my wonder audio has stopped, including speech (and yes, I have the volume right :p Tech quotes work...))
  • Fixed an issue wherein Feathers could not be improved.
  • With CBP, Great Scout is unlockable at Trapping (to fix the error heinous_hat brought up, at least partially). This only affects your being able to purchase them.
 
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