Was Khazaking around when suddenly someone divided by zero. First the command bar at the bottom goes blank, then everything just sort of blows up.
Here's a save if that helps.
Here's a save if that helps.
Thanks, noted. I'll look into it as soon as I have time.The latter, i.e more scorpions than other animals. This I think is because the probability of getting scorpions from lairs seems rather high (Not sure which file I can look in to confirm this).
I've noticed this in 2-3 games.
<Type>SPAWN_EXPLO_SCORPION_1</Type>
<iBaseWeight>0</iBaseWeight>
<iBaseWeight>-50</iBaseWeight>
Additionally, something I had taken up with Magister for his modmod (https://forums.civfanatics.com/threads/magistermodmod.455111/page-111#post-14234109) (and that he had resolved): the AI is too unwilling to make peace even after you slaughter stacks of their units and take their cities, if only their power rating is higher than yours. Even if they are, asking for one of my cities after I've beaten half their army and taken two of their cities is just annoying.
We got one OOS error past round 100 again, but it wasn't that bad since it was just one and it's always to save and reload the game. I attached an auto save 1 - 2 rounds before it. Maybe it helps.
Just curious, I guess there are no plans to maybe include some of the more established civs from some of the other mods like Mazatl or so.
Vicar's (empyrean priests) ability can't be cast for its dispel effects if there's no invisible/hidden nationality units around.
Was Khazaking around when suddenly someone divided by zero. First the command bar at the bottom goes blank, then everything just sort of blows up.
Here's a save if that helps.
"I think so; it is not intended for most units loaded in ships to be able to fight back when their ships are attacked, even if those ships are in a city. If I remember correctly, units with water walking can still defend. I guess that the AI should learn to unload those units so they can defend."
The problem is if they're unloaded at the end of the turn to allow them to defend, reloading next turn will use all their movement points. I suggest just allowing boarded units in cities to defend.
Boarding and unboarding in general is quite inconsistent. Boarding eats up all movement points, same with unboarding when the ship is not in port. But a unit with zero movement points can board and unboard an unlimited number of times provided enough ships enter his square to pick up and drop him. I suggest units are limited to 1 board and 1 unboard per turn, and that boarding/unboarding a ship in the same square does not take any movement points-and boarding/unboarding into an adjacent square will just take the normal movement value for that square, not ALL movement points.
In that case shouldn't it be limited to being built by Sheaim or in the AV holy city (I'm not aware of anyone else with Armageddon promotions or buffs)?
Good points Calevante but I think the benefits of any of those will be usually be too marginal to justify the hammer investment of POR, especially for an AI. Can you foresee an AI planning to trigger any of those benefits with POR?
I'd be interested to know what the AI's considerations for building it actually are. I wouldn't recommend limiting its building for human players, just for AIs
Is the ExtraModMod 0.5.1 version compatible with other languages other than English? I usually play with Civ IV in Spanish and didn't have any problem so far with previous versions of ExtraModMod or Fall from Heaven 2 itself. However, now with EMM 0.5.1, the menu doesn't show up.
Edit: Ok, I've been trying previous EMM versions, and the last one working with Spanish is 0.5.0-beta2. Any idea?
As far as I can see the Rage technology is useless for Sheaim and should be removed from their tech tree.
A player cannot trade religious techs if they're not in the religion, for example you can't trade mind stapling if you change out of OO, is there a good reason for this?
SmartMap_mst doesn't appear to be placing any unique features FYI. I'll check again but I'm pretty sure this is the case.
Edit: Also, there are no barbarian structures, like barrows, dungeons, forts, etc.
Erebus in balance balances exactly nothing as civics are concerned, Aristogarianism still rules.
Sorry for the late reply. I'm actually not really sure. We didn't use any special settings, so if they are on by default we played with them, if not then not.Are you playing with puppet states enabled? 0.5.x still triggers an OOS error when a puppet state is created. If not, do you remember anything significant happening in those turns?
Sorry for the late reply. I'm actually not really sure. We didn't use any special settings, so if they are on by default we played with them, if not then not.
Edit: I checked the options: Puppet states were not activated
I recall you wanted to give the Luchuirp a meaningful choice. Would it be possible to give them that choice by giving them (desirable) buildings which compete with the blasters workshop? For example, give them 1 building for each of the four elements, only one of which may be present in a city.
Recalling that 2 strength was considered weaker than 1 fireball, and that mobility is a big problem, would the following work?
(requires fire mana): gives fireII, weak
(requires wind mana): gives light
(requires water mana): gives waterwalking, boarding
(requires earth mana): gives heavy, strong