Also, the Airship is displayed twice in the pedia under Kuriotates's unique units.
I found a problem with the Foreign Trade civic. It is not creating extra trade routes, nor any bonus yield to trade routes. See attached saves.
I got this Python exception using the last beta:
I noticed a bug whilst playing with Kuriotates though: the counter which should show the current number of cities and the maximum number of cities, instead displayed the number of cities+settlements.
Also, the Airship is displayed twice in the pedia under Kuriotates's unique units.
I just wanted to congratulate you for the new beta.
One very minor gripe, though: in the diplomatic window, when an AI has contacts to trade and I select them and ask what they would want in exchange, they always reply "I don't see how such a deal could be possible", even when I have plenty to offer in return. I have to manually select my counter-offer, and only then they'll accept the deal - provided it's in their favor, of course: for instance, three of my contacts in exchange for two of them.
Hold fast, here's one. I provide the save in the attachment, of course.Hello.
I just wanted to congratulate you for the new beta. I have been playing for two weeks and so far no crash
Recently installed the 0.60-beta and playing as Ljosalfar found out that stone doesnt show up in the Masonry wiki/research intro text. Once connected with a road & quarry it also doesnt show up in a cities ressource list and buildable stone structures showing their red cost notification. Now it might be that designwise the Elves are excluded from using stone and if so I would like a thought over the matter again since marble/sleuth was never disallowed for them & the stone is kind of a newer addition.
I also noticed that captured (human) workers/settlers will show up correctly as nonelven units but will be able to construct improvements in forests without destroying them like elven units [Edit: exception are Burnt Forest tiles for both], making the human builders better.
Something outside of 0.60 that has bothered me for a long time was that under the 'End of Winter' challenge the Ljosalfar could be put into a jungle area with flavour settings off (some mapscripts say they dont run well with flavour settings).
The whole mapscript section got too convulated IMHO anyway. I can understand its a lot of work to get the whole bunch to work under one regime of options but I can also imagine that 60% of them get never played.
I use the citystyle mod for MNAI, don't know if it's what causes the crash.
Indeed, that may be the cause. Well, too bad for me, I liked that submod.Your savegame does not crash for me, even after letting the game run automated for 100 turns with it. If that mod was made for MNAI, then it can certainly break other mods.
- Puppet States are no longer allowed to cast World Spells.
Just popping in to say the mod looks amazing, as usual, and thanks for all the kind words and advertising you've done of my and Sareln's work at EitB. (I never officially stated this, but I've stepped away from making active progress on EitB as the MP community and my personal interest has receded, though I still respond to queries, bug reports, download questions, etc., and I always enjoy talking about FFH2 strategy and gameplay.)
I plan to spend some time this Summer playing this mod (as well as some of the older ones) and enjoying your labour of love!![]()
P.s. By the by, what do you think of Foreign Trade in the latest incarnation of EitB? I was of the opinion that it was a bit too strong, especially in single player naval games, and needed a bit of a nerf.
Edit: Also, is there any reason you decided against the age breakdowns of EitB?
Puppet states don't apparently retain their original civilization under some circumstances. I had Lanun, Illians and Malakim spawn as puppet states in a global-ish Calabim + Infernals vs. Mercurians + pretty much everyone else conflict, unless I'm mistaken all aforementioned puppet states were created from Infernal and/or Mercurian cities. Having no parent nations they were instantly recognized as legitimate nations, fired off their world spells and promptly got annihilated. Guess I won't be enabling puppet states and world spells simultaneously anymore. Shame, I like both.
On the other end of the spectrum you have Sidar whose lair-raiding capabilities are restricted by the incentive to wane everything ASAP, but I'm okay with that.