[C3C] Game of Thrones

Dear Fellows,
Version 1.21 of GOT Scenario is now available and could be downloaded: https://drive.google.com/file/d/1XpKx4yY6ZHr2aPJQzzk6VwhWwPOFBHCO/view?usp=drive_link
Some interesting new wonders are added (in particular, enhancing Greyjoys), more manpower for White Walkers added to make them stronger, some unit stats and descriptions are fixed, "Thirteen" wonder for the Slavers getting less difficult to obtain.

Fleet Mooring.jpg
 
Hi Hatul_Gadol, was playing a game as the Free Cities. A couple of errors popped up:
1. Minor - the wonder splash for the Proconsul Palace - you need to remove the dash in the pcx file (ie change proconsul_palace to proconsul palace)
2. Major - got to the end of the tech tree about turn 389 and can't progress further, ie need a tech or access to Future Tech. I'm not an expert here but maybe someone on the forums can explain the mechanics or way around it better than me.

This aside game play is great.
 
Dear Rathvilly,
Thank you for your feedback! I have run into Proconsul Palace error just yesterday, - what a coincidence. It is fixed now!

I do not know, however, how to fix "No future techs" error. In the General Settings of the Editor, cost of Future techs is set to 400, - however, I do not see any boxes to set it "on" or "off" anywhere.
Any advises please, anyone?
Additionally, I do not see any mechanisms to set Great Leaders on, - but I saw it mentioned that this is completely disabled now.

Hatul_Gadol
 
I do not know, however, how to fix "No future techs" error. In the General Settings of the Editor, cost of Future techs is set to 400, - however, I do not see any boxes to set it "on" or "off" anywhere. Any advises please, anyone?
May be this can be helpful: https://forums.civfanatics.com/threads/a-few-forgotten-modding-questions.661207/#post-15870830
Additionally, I do not see any mechanisms to set Great Leaders on, - but I saw it mentioned that this is completely disabled now.
The answer depends to what you understand by the general term "great leaders", as there are military and scientific great leaders. Important are the settings in the units registry, the general settings and the starting selection when starting a game with scientific great leaders. For the last, the standard Firaxis editor 1.03 holds a bug and greys this option out when starting a game (Firaxis editor 1.00 and the Quintillus editor here are working).
 
Hi again - thanks Civinator - that was useful, also had a thorough read of https://forums.civfanatics.com/threads/revolutionizing-the-tech-tree-mechanics.102803/ .

Hatul_Gadol, went into the editor and checked how the techs were set up. For the Era None Techs checked the 'Not required for Era Advancement'. Loaded my save from turn before getting the last tech and all fixed, was able to proceed. Seems to be only a problem when you run out of techs to research.
 
Dear Rathvilly,
Can you please clarify further: "For the Era None Techs checked the 'Not required for Era Advancement'. Loaded my save from turn before getting the last tech and all fixed, was able to proceed."
Do you mean that at least 1 tech in the last era should be checked as "Not required for Era Advancement", and then Future Techs start?
 
No - in your tech tree you have about 6 Era-None techs, for example 'Being WW' etc. Just check them as 'Not required for Era Advancement', nothing else is required. This allows the player to proceed to the Future Techs (I think you have them named Enlightenment in your labels.txt file).
 
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