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Exploration Continued Expanded (Obsolete)

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With the other version, I had some strange things on amazonas type map: When the settlers try to found a city on jungle, they just disappear, no city is created and I believe it killed some civs during the first turns. I don't know if someone else has this problem?

This was fixed in a previous iteration of Gazebo's CP, I believe - are you using the most recent version?
 
ExCE v. 11:
  • Updated for EUI v1.8
  • Wind Attrition effects no longer triggers from the Industrial Era.
  • Changes to Sun God belief are now correctly disabled by default.
  • Fixed an issue with the Circumnavigation world event.
 
  • Wind Attrition effects no longer triggers from the Industrial Era.

I thought this was already a thing. Anyhow, glad to see it is now.

Btw, just thought I would mention it, in FoN I'm adding Sandstorms, Blizzards and Avalanches (haven't figured the last one out yet though), so I'm adding an option to set immunity (or at least some degree of immunity) for these to units with the relevant Attrition Immunity promotions.
 
I'm using the latest non-beta version of the CP/CBP full install, and the newest version of ExCE and I am getting an issue where the hover text on the tech tree is not working for units, buildings, etc. If I hover over the Water Mill for instance, I just see the generic hover text for the technology, and not the Water Mill. Happy to provide screenshots, logs, etc. if need be.
 
That'll be because Gazebo hasn't updated for EUI 1.28 yet. Unfortunately, EUI 1.28 wasn't made backwards compatible, so in updating ExCE (et al.) to that version, it produces these sorts of issues.
 
Small behavioural report:
If a unit has medic or survivalist, and so can heal in attrition territory, they will attempt to do so. Even if that damage exceeds their healing. I guess I am mainly seeing this because I bumped desert attrition. If I make NeutralHealChange greater than -10, what will happen?
 
For CBP: Luxuries that have a Happiness Monopoly still give 3, not the 5 as was changed recently.

Also Manuscripts don't have a Yield or Monopoly bonus, the other CS Luxuries were.
 
Small behavioural report:
If a unit has medic or survivalist, and so can heal in attrition territory, they will attempt to do so. Even if that damage exceeds their healing. I guess I am mainly seeing this because I bumped desert attrition. If I make NeutralHealChange greater than -10, what will happen?

I'm fairly certain anything greater than -10 results in the occassional CTD. Maybe bump the healing rate from Medic or Survivalist (what is Survivalist, btw?)?

For CBP: Luxuries that have a Happiness Monopoly still give 3, not the 5 as was changed recently.

Also Manuscripts don't have a Yield or Monopoly bonus, the other CS Luxuries were.

OK, will fix when I have cause to update ExCE. Thanks.
 
Me again.
There's something I've just realised is missing for total CBP support: and that is integration of the new resources with Corporations (p24 here)

Each luxury and strategic (but not bonus) resource is linked to a corporation. These are:
Trader Sid's: spices, sugar, salt, nutmeg, cloves, pepper, cocoa, tobacco
Firaxite Materials: iron, aluminium, marble, copper, jade, porcelain
Civilized Jewelers: gold, silver, gems, pearls, amber, jewelery
Giorgio Armeier: silk, cotton, dye, furs, lapis
LandSea Extractors: horse, whales, crab, ivory, coral
TwoKay Foods: wine, truffles, citrus, olives, coffee, tea
Hexxon Refineries: coal, oil, incense, uranium, perfume, glass

And they do super powerful stuff. Please will you take a look?
 
I can't recall if this has been mentioned before (just had a jungle start which reminded me of the issue) but Jungle tiles appear to be yielding one less food than normal until Optics is researched. I'm not sure if this is the sort of issue that logs would help with, but I can get them if needs be.
 
Tranquil, that was a bug that should have been fixed. Have you updated the CP?

Yeah, using February 2nd's Beta release. I clear my cache and do a fresh reinstall every time I update the CP so I have no idea what could be causing it. Perhaps some other mod is causing the issue - I'll have to check my mod list when I return from my lectures.
 
Any way to disable upgrade bonus from ruins in Scout units? Or change this upgrade to Great Scout. I hate it, when Scout get it and it becomes Archer. I build Scout to be Scout, not military unit (Archer) :P
 
Any way to disable upgrade bonus from ruins in Scout units? Or change this upgrade to Great Scout. I hate it, when Scout get it and it becomes Archer. I build Scout to be Scout, not military unit (Archer) :P

It actually surprises me that the game still does that even though there's an actual upgrade line for scouts with ExCE. I'm assuming at this point that's hardcoded behavior BECAUSE it still happens, but let's wait for a response from JFD.
 
It actually surprises me that the game still does that even though there's an actual upgrade line for scouts with ExCE. I'm assuming at this point that's hardcoded behavior BECAUSE it still happens, but let's wait for a response from JFD.

I'm pretty sure that the ruins originally (with an earlier ExCE) had scouts upgrade into Great Scouts etc, it was changed due to the fact that finding these ruins essentially allowed you a free settler IIRC.
 
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