ExtremeMod

Sorry to hear that. Of course that is some weird bug that is occuring when all the planets come into alignment -- In all of the games we have played, I have never seen that. There is a unit in the game, called the King, that is very hard to kill but then he is the king!

I know its a rotten deal you got, but think about starting another game. I can't imagine what is causing that? Do you know if it had wall around the city? A parapet? That could have caused some kind of weird anomaly.

Its was pretty early in the game actually. But im on my XPS laptop now, hopefully its not there....
Ill get back to you on that. Maybe its some weirdness in the Firaxis folder after tons of Mods.
 
Let´s not modbash: I always play on Huge no matter what mod, so it sounds more like you got a crappy PC.

Well, its not a crap pc. Dual core, 4 gigs ram, nvidia 8800GTS....
But to be fair, its a mod mod, ROM A New Dawn.

The only one that seems to kill my poss for Hugeness :sad:

But new pc bought, with the heart beeing ASUS Rampage extreme III :king:

Guess that will sort things out.
 
But new pc bought, with the heart beeing ASUS Rampage extreme III :king:

hm, I expected this to be a graphics card, turns out to be a mainboard.

That is really not telling us anything at all about how good your PC is (other than that it uses i7 CPUs) :D
 
Well, its not a crap pc. Dual core, 4 gigs ram, nvidia 8800GTS....
But to be fair, its a mod mod, ROM A New Dawn.

The only one that seems to kill my poss for Hugeness :sad:

Ah, RoM AND... yeah that one´s just a bit buggy. :) (And gratz on the new PC, BTW.)
 
I am preparing the next build of ExtremeMod, probably will be Version 2.0 and looking for ideas.

I am creating two new lines of additional technologies that will be offshoots of pre-exisitng lines; one being a esoteric progression of technologies to encompass ideas from meso-american cultures such as Blood-Letting, Hieroglyphs, mountain communities (Macchu Picchu-esque) and even poisons.

I am also working on some ideas of civilizations utilizing desert terrain even more -- perhaps even allowing settling in those areas.

Any other ideas?
 
Hey mate, I liked your mod... at least i can see the tech tree correctly instead the thomas war mod with some mistakes... however... the leaders are not animated and the icons of the religions are mixed... if you want... i might give you some suggestions... for example... i saw not some technologies as 'dualism' and others more which appear in rise of mankind... also i would like to see the guild buildings and units... and new projects... for example: looking glass project... or project HAARP... they never appeared in CIV... also i dream to see the sea colony pod for conquering the seas and the energy islands in your mod ever... mate...

Energy Island

Machine of the Looking Glass Project

How to time travel: Looking Glass Machine

Project HAARP
 
Hey mate, I liked your mod... at least i can see the tech tree correctly instead the thomas war mod with some mistakes... however... the leaders are not animated and the icons of the religions are mixed... if you want... i might give you some suggestions... for example... i saw not some technologies as 'dualism' and others more which appear in rise of mankind... also i would like to see the guild buildings and units... and new projects... for example: looking glass project... or project HAARP... they never appeared in CIV... also i dream to see the sea colony pod for conquering the seas and the energy islands in your mod ever... mate...

Thanks for the ideas!

Those screwy religious icons was a carry over from the Thomas War mod. I have been meaning to fix those for a long time. I always have them down on my list then skip over the problem each time.

The leaders will never be animated. I just don't have the resources to make all of them animated and to do some but not all just doesn't seem right.

I am always looking around for new techs, or at least new ideas for techs but I generally like to create my own rather than just taking them from other mods. I will check out your links. Thanks a ton for them!

:goodjob:The sea/ocean stuff sounds really fantastic. I will definitely look into that aspect. I have always thought the Civ did a very poor job when it came to ocean exploration, development, and utilization. :goodjob:

This next mod version is shaping up nicely!
 
In Version 1.55 playing on the regular Pangea mapscript at Noble difficulty I'm able to clear jungle when I've researched iron working, but with the same mapscript at Prince difficulty I am not able to clear jungle with iron working. What's going on?
 
In Version 1.55 playing on the regular Pangea mapscript at Noble difficulty I'm able to clear jungle when I've researched iron working, but with the same mapscript at Prince difficulty I am not able to clear jungle with iron working. What's going on?

That is an interesting conundrum! I will check it out this weekend. In theory you should be able to chop down jungle with iron or with the technology of Tropical Culture 1. Each has its own icon to activate, so make sure to check both.

Also several of my testers ran into something somewhat similar and they often got around things like this by building an appropriate improvement on the land. So, for exampe, build a farm on it and it will strip the jungle off.

I will test more this weekend.
 
That is an interesting conundrum! I will check it out this weekend. In theory you should be able to chop down jungle with iron or with the technology of Tropical Culture 1. Each has its own icon to activate, so make sure to check both.

Also several of my testers ran into something somewhat similar and they often got around things like this by building an appropriate improvement on the land. So, for exampe, build a farm on it and it will strip the jungle off.

I will test more this weekend.

Actually I've been trying to build mines on gem plots and I can't do it. I don't know if this is just a fluke or whether it really is some glitch connected with the difficulty level.

Also, just to clarify: when more than one requirement is listed in order to create an improvement, it's always one or the other, not both?
 
Actually I've been trying to build mines on gem plots and I can't do it. I don't know if this is just a fluke or whether it really is some glitch connected with the difficulty level.

Also, just to clarify: when more than one requirement is listed in order to create an improvement, it's always one or the other, not both?

Just to make sure we aren't overlooking something, I want to make sure that the mines you are building are within your cultural boundaries (the colored hued areas around towns) and that the workers being used for this are the normal vanilla unit?

Have you tried other types of worker units such as the Civil Engineer? That really shouldn't matter but just want to isolate any issues.

The mines also cannot be in a square that has a feature other than plains, or you will need a various type of technology to access the resource -- such as tree you will need Bronze Working.
 
Prince level specifications.

This XML entry is all that separates a Prince level game with a Noble game. If anyone can look through this and tell me if they spot some reason why Blue is having an issue with resource development, I would be interested in hearing your finding.

<HandicapInfo>
<Type>HANDICAP_PRINCE</Type>
<Description>TXT_KEY_HANDICAP_PRINCE</Description>
<Help>TXT_KEY_HANDICAP_PRINCE_HELP</Help>
<iFreeWinsVsBarbs>1</iFreeWinsVsBarbs>
<iAnimalAttackProb>90</iAnimalAttackProb>
<iStartingLocPercent>50</iStartingLocPercent>
<iAdvancedStartPointsMod>95</iAdvancedStartPointsMod>
<iGold>0</iGold>
<iFreeUnits>6</iFreeUnits>
<iUnitCostPercent>60</iUnitCostPercent>
<iResearchPercent>110</iResearchPercent>
<iDistanceMaintenancePercent>85</iDistanceMaintenancePercent>
<iNumCitiesMaintenancePercent>80</iNumCitiesMaintenancePercent>
<iMaxNumCitiesMaintenance>6</iMaxNumCitiesMaintenance>
<iColonyMaintenancePercent>110</iColonyMaintenancePercent>
<iMaxColonyMaintenance>200</iMaxColonyMaintenance>
<iCorporationMaintenancePercent>110</iCorporationMaintenancePercent>
<iCivicUpkeepPercent>90</iCivicUpkeepPercent>
<iInflationPercent>95</iInflationPercent>
<iHealthBonus>2</iHealthBonus>
<iHappyBonus>4</iHappyBonus>
<iAttitudeChange>-1</iAttitudeChange>
<iNoTechTradeModifier>60</iNoTechTradeModifier>
<iTechTradeKnownModifier>0</iTechTradeKnownModifier>
<iUnownedTilesPerGameAnimal>40</iUnownedTilesPerGameAnimal>
<iUnownedTilesPerBarbarianUnit>50</iUnownedTilesPerBarbarianUnit>
<iUnownedWaterTilesPerBarbarianUnit>1800</iUnownedWaterTilesPerBarbarianUnit>
<iUnownedTilesPerBarbarianCity>120</iUnownedTilesPerBarbarianCity>
<iBarbarianCreationTurnsElapsed>30</iBarbarianCreationTurnsElapsed>
<iBarbarianCityCreationTurnsElapsed>35</iBarbarianCityCreationTurnsElapsed>
<iBarbarianCityCreationProb>6</iBarbarianCityCreationProb>
<iAnimalBonus>-30</iAnimalBonus>
<iBarbarianBonus>-5</iBarbarianBonus>
<iAIAnimalBonus>-70</iAIAnimalBonus>
<iAIBarbarianBonus>-40</iAIBarbarianBonus>
<iStartingDefenseUnits>0</iStartingDefenseUnits>
<iStartingWorkerUnits>0</iStartingWorkerUnits>
<iStartingExploreUnits>0</iStartingExploreUnits>
<iAIStartingUnitMultiplier>0</iAIStartingUnitMultiplier>
<iAIStartingDefenseUnits>0</iAIStartingDefenseUnits>
<iAIStartingWorkerUnits>0</iAIStartingWorkerUnits>
<iAIStartingExploreUnits>1</iAIStartingExploreUnits>
<iBarbarianDefenders>2</iBarbarianDefenders>
<iAIDeclareWarProb>100</iAIDeclareWarProb>
<iAIWorkRateModifier>10</iAIWorkRateModifier>
<iAIGrowthPercent>95</iAIGrowthPercent>
<iAITrainPercent>95</iAITrainPercent>
<iAIWorldTrainPercent>100</iAIWorldTrainPercent>
<iAIConstructPercent>95</iAIConstructPercent>
<iAIWorldConstructPercent>100</iAIWorldConstructPercent>
<iAICreatePercent>95</iAICreatePercent>
<iAIWorldCreatePercent>100</iAIWorldCreatePercent>
<iAICivicUpkeepPercent>95</iAICivicUpkeepPercent>
<iAIUnitCostPercent>95</iAIUnitCostPercent>
<iAIUnitSupplyPercent>30</iAIUnitSupplyPercent>
<iAIUnitUpgradePercent>25</iAIUnitUpgradePercent>
<iAIInflationPercent>60</iAIInflationPercent>
<iAIWarWearinessPercent>60</iAIWarWearinessPercent>
<iAIPerEraModifier>-1</iAIPerEraModifier>
<iAIAdvancedStartPercent>110</iAIAdvancedStartPercent>
<Goodies>
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_MAP</GoodyType>
<GoodyType>GOODY_MAP</GoodyType>
<GoodyType>GOODY_WARRIOR</GoodyType>
<GoodyType>GOODY_WARRIOR</GoodyType>
<GoodyType>GOODY_WARRIOR</GoodyType>
<GoodyType>GOODY_EXPERIENCE</GoodyType>
<GoodyType>GOODY_EXPERIENCE</GoodyType>
<GoodyType>GOODY_HEALING</GoodyType>
</Goodies>
<FreeTechs/>
<AIFreeTechs/>
</HandicapInfo>

NOTE: Looking through the list, I do notice a number of entries that will be changed in the next version because they are actually easier than the Nobles. I tested Extreme only on Noble and have not done anything with more difficult game play levels. There will be a few changes coming.
 
Just to make sure we aren't overlooking something, I want to make sure that the mines you are building are within your cultural boundaries (the colored hued areas around towns) and that the workers being used for this are the normal vanilla unit?

Have you tried other types of worker units such as the Civil Engineer? That really shouldn't matter but just want to isolate any issues.

The mines also cannot be in a square that has a feature other than plains, or you will need a various type of technology to access the resource -- such as tree you will need Bronze Working.

They are jungle plots within my borders on grassland or hills and I'm using regular workers (peasants). I don't have any other type of worker to try. I can't develop any resource on a jungle plot. Even though I have iron working it keeps telling me I need iron working to work the plot.
 
They are jungle plots within my borders on grassland or hills and I'm using regular workers (peasants). I don't have any other type of worker to try. I can't develop any resource on a jungle plot. Even though I have iron working it keeps telling me I need iron working to work the plot.


Have you tried to research Tropical Culture 1, just to see if that allows you to cut down the jungle?

Looking at the XML there shouldn't be anything else you need other than Iron Working to cut the trees down.


<BuildInfo>
<Type>BUILD_REMOVE_JUNGLE</Type>
<Description>TXT_KEY_BUILD_REMOVE_JUNGLE</Description>
<Help/>
<PrereqTech>NONE</PrereqTech>
<iTime>0</iTime>
<iCost>0</iCost>
<bKill>0</bKill>
<ImprovementType>NONE</ImprovementType>
<RouteType>NONE</RouteType>
<EntityEvent>ENTITY_EVENT_CHOP</EntityEvent>
<FeatureStructs>
<FeatureStruct>
<FeatureType>FEATURE_JUNGLE</FeatureType>
<PrereqTech>TECH_IRON_WORKING</PrereqTech>
<iTime>500</iTime>
<iProduction>0</iProduction>
<bRemove>1</bRemove>
</FeatureStruct>
</FeatureStructs>
<HotKey>KB_C</HotKey>
<bAltDown>1</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
 
Researching Tropical Culture I doesn't change anything, except that now I can remove the jungle. Once the jungle is removed, I can work the plot.
 
Researching Tropical Culture I doesn't change anything, except that now I can remove the jungle. Once the jungle is removed, I can work the plot.

I am confused as to your last message. You say Trop Cult 1 doesn't change anything, but then it sounds like you say you can remove the jungle and then work the plot?

Isn't that the problem, that you couldn't work the plot (create a mine)?

Until a next patch comes out, I would suggest always researching Trop Cult 1 so that at least you can work the square.

I am still trying to replicate your issue -- at work at the moment so will try tonight. If I can find replicate the problem I have a good chance of finding a fix to it.
 
I meant that Tropical Culture alone does not allow me to work the plot. I have to remove the jungle first. I was just addressing the issue of not being able to work a plot that still has jungle on it.
 
OK I am at home and tested the mod a couple of times. Both times an empire with Mining and Iron Working can remove Jungle from both plains and hills. I can simply clear the land without too much problem (resting my worker for them to regain health).

I am not sure why you are having the issue. Start a new game and see if you get it again :(

Note: You can never continue to have a jungle plot and have something underneath it -- That is, you can't have jungle on a hill and a mine on it. Nor can you have a jungle with a farm on it. You must ALWAYS remove the jungle.
 
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