You do realize that's counterproductive. If you kill Vehem through the pop loss, we'll never get another update ever again.![]()
It is appropriate to whip great engineers for production boost, khm.
You do realize that's counterproductive. If you kill Vehem through the pop loss, we'll never get another update ever again.![]()
I thought he was a great scientist... Or Prophet.It is appropriate to whip great engineers for production boost, khm.
Ok, because I have a priest and a warrior, a swordsman and an adept, the sacifical alter, and I can't sacrifice. I even have Mizquatle(sp?).
Do the Kahdi get their World Spells back with Birthright Regained?
EDIT:
Vehem, how did you fix the diplo keys?
They're banned from building that project.
Every other race will randomly select between default and race specific diplomacy text.
Now Fall Further will have to update to patch L. I hope this doesn't delay it too much.
I've just completed the merge for Patch L. The only issue I'm currently working on is repairing the World Builder - at the moment it's throwing an unidentifiable C++ exception when you try to enter it (since the 3.17 upgrade and using FFHBUG - not sure where the cause lies as yet).
As things stand - the game seems to be perfectly playable, but the World builder doesn't work at all. One of the things that seemed to be changed with 3.17 is the method used to highlight certain plots (such as the world builder plot highlight or the naval-blockade highlights) so I'm looking at that to see what could be causing it.
EDIT: Fixed.
Wish I could say it was some savvy coding, but I actually still have no idea what was causing the issue or what exactly fixed it. Still - it works now.
Yep, it's not on the front page, and it's been just under three hours. I'm sure you have a good reason.
I wonder if that bug is in any way related to the intermittent WorldBuilder problem that some versions of my modmod had, where none of the units, buildings, etc, showed up, and the worldbuilder controls wouldn't go away when returning to a normal game. (It doesn't sound particularly similar, but both are worlbuilder issues.)
So, when do you plan to post it? And how long would you guess it would take to merge xienwolf's modcomp into FF, once he releases it again? (It better be out before August)
In addition to his changes, I'd really like to have AirCombat strength handled like normal combat, with different damage types and the ability to add (typed) strength through promotions. Making Archer and Siege units use ranged attacks makes that much more important. It would also be nice if units could get xp from ranged combat. (I believe that aircraft can get xp this way, but it doesn't seem like ranged land units do.) Letting terrains and improvements have damage resistance prereqs like features do could be very nice too.
Has anyone come across a mod that uses different Ocean/Coast types and has the blending working correctly?