Featured Game 2 Pre-Discussion

Building an early second scout has a few advantages:

  • If one of the two scouts are converted by Ruins into an Archer, the other scout can continue exploring.
  • Scouts are helpful to assist killing barbarians.
  • After most exploration is done and barbarians are clear, scouts are cheap city garrisons.
 
I postponed it a day to make sure a bug I found yesterday was fixed. :)

To add something to my earlier comments about scouts... I'm thinking I'll build 2 scouts, check out land in the immediate vicinity for potential city sites, then gang up with 2 scouts + warrior on barbarian camps and the Honor opening policy. Each camp gives a substantial amount of :c5gold: :c5culture: :c5war:, which can be used to quickly boost policies through to Military Caste. Once the camps are clear I'll garrison the scouts for the :c5culture:+:c5happy: bonus. The gold I'll use to purchase a monument and the marble tile near the capital, using the marble to get Stonehenge.

The reason I plan to use the scouts for combat instead of continuing exploration right away is on Pangaea-Plus maps like this one, citystates to contact for gold are very spread out. A quicker source of early yield bonuses are barbarian camps. It also gains plenty of experience to get Scouts to the Medic promotion.
 
If there are as many camps as there were last game, then that certainly makes sense. Will there be the passive-camps issue there was in GotVEM 1?
 
This variable exists in the game files:
MAX_BARBARIANS_FROM_CAMP_NEARBY = 2

I'm guessing an unintentional side-effect of the way I placed the barbarian camps is some of them were within range of one another, which meant each camp counted its neighbor and believed there to be 2 barbarians present. I'd mistakenly assumed it doesn't count barbarians in a camp. In GotVEM Game 2 I spread out the camps more, which should avoid this problem. I place camps manually so everyone has a level playing field at the start.
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I'm getting a dx11 runtime error when trying to load the game, which crashes Civ5. I followed all of the instructions in the attached word file to set up.

Edit: I am able to create a new game using the mods provided in the zip file, but the game is very buggy. For example, only a few techs are showing in the tech tree, mouseover tool tips are not consistently working, I got 2 notifications of +1 pop increase in my capital when it grew to 2 pop. Too many bugs to continue with that game. I still keep getting the runtime error when trying to load the save game. Updating my NVIDIA drivers had no effect.
 
Try re-downloading the package RedRover. If you downloaded between 3pm and 6pm, there were some problems with the package I hotfixed, and re-uploaded it.
 
Same issues with the re-download. Runtime error then crashes when I try to load the save game. I also tried to create a new game using the previous version of VEM (109) and I had the same glitches as before, with partial tech tree and many other UI problems.
 
I moved all DLC except for DLC_01, Shared and DLC_SP_Maps (since the Pangaea Plus map is used in the save game).

Your link to the Common Checklist doesn't work for me. I followed the instructions in the word document in the zip file, including deleting the cache and ModUserData folders, and then copied in the new MODS and ModdedSaves folders.
 
Move all paid DLCs, including DLC_SP_Maps. The P+ map script is not necessary to play this game. The map was created with it, but after creation, it's just like any other map.
 
It seems to be working now. I had 1380 unverified files after running the Steam check and I had an older version of VEM (v.109) still in MODS. I didn't move the maps DLC but it still seems OK so far.
 
Fun but crashing anyone?

So far I have had two crashes (BSOD) playing this game. I had no crashes before this playing 2 full games with version 109. I am playing with the given mods (112 plus CivWillar and InfoAddict).

Not sure what might be causing the crash but one thing I noticed is that the combat is quick and I thought that should be disabled only I don't see were to disable it?

I am new to posting so I hope it is ok to ask here.

Also I tried to use the post reply that gave me an editor with lots of options only I could not type on the message field only on the title. This Quick Reply seems to work but not the other one. What am I missing doing wrong? Thanks.
 
@1EasyGamer
Welcome to CivFanatics! :goodjob:

Don't worry about combat - I used a method to give us fast combat that avoids the bugs of the vanilla "quick combat" option. I've played through to the modern era without problems in this GotM. Try the things on the Common Checklist.

The forum works okay for me on Firefox 7. What web browser are you using? You might try toggling the
switchmode.gif
editor mode button... perhaps something in your browser settings isn't allowing the formatted editing mode.
 
Thanks Thal

I was using Explorer 9, still not working :(. I installed Firefox and it is working fine :).

I had already implemented all the Checklist suggestions but the Steam verify.

I ran the verify and told me it was fixing one file (did not say which file).

So I'll give it another try.

Thanks for all the "fanatic" work, this game would not be as good without all the fixes and mods. :thumbsup:
 
I have never played a GOTM. I made a mistake last night early in the game and accidently made an error and clicked wrong while I was being asked to end a war. If I load the game from the last auto save, (I think I have mine set to every 5 turns), will this disqualify me from this month? I am not trying to cheat to gain an advantage. I was just asked for a peace treaty and he wanted to me give a whole lot of stuff including my 2nd city and I click accept before I realized exactly what I had done.
 
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