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Just a thought - I reverted to 7.2, but used Compare It! to add back in the scouting promotions and ended up with a couple of the same type crashes. Seemed to be primarily crashing when a move was made that would expose currently fogged (but previously explored) territory.

Not sure if that's really it, but it could be...
 
Just a thought - I reverted to 7.2, but used Compare It! to add back in the scouting promotions and ended up with a couple of the same type crashes. Seemed to be primarily crashing when a move was made that would expose currently fogged (but previously explored) territory.

Not sure if that's really it, but it could be...

That's not when I crashed, but this sure looks like a good lead. Good work, regardless of whether it pays off.
 
Just a thought - I reverted to 7.2, but used Compare It! to add back in the scouting promotions and ended up with a couple of the same type crashes. Seemed to be primarily crashing when a move was made that would expose currently fogged (but previously explored) territory.

Not sure if that's really it, but it could be...

It actually seems believeable that the game would "know" that only certain units can have more than the default sight visibility and that could cause it to read invalid data when a unit can *actually* see that extra square away...good idea!
 
I've been playing the Mongol scenario and for some reason some of the units of city states and the China civ have the barbarian unit names e.g. plunderer. Seems to be a post-patch problem.
 
Just curious, why are warriors & horsemen nerfed in the new beta ? As far as I know archers are buffed in the latest patch & their cost reduced. This makes warriors pretty useless. :hmm:
 
@Babri: I don't recall seeing archers buffed in the patch notes aside from the cost reduction. Someone claimed archers were doing full damage, but that was dismissed as a string of good luck by someone else - is it true?
I think Bibor said that. I've not observed it carefully myself though.
 
I reduced the strength of all ancient and classical units and cities by approximately 15%. I'll change the patch notes to explain that better. :)
If spears & swords get the strength nerf then it will be fine. I also really need the cities to heal slowly but have higher HP. It will make sieges more interesting & giving some room to breath for defender. Not sure if that is possible to mod right now though.
 
@Babri: I don't recall seeing archers buffed in the patch notes aside from the cost reduction. Someone claimed archers were doing full damage, but that was dismissed as a string of good luck by someone else - is it true?

All arrow units except archers were buffed.
 
Thank you very much for your work and commitment (hope that's the right word :-) ). Your Mod improves the game a lot!
 
Free Speech sounds like weak in the latest beta. Maybe it is appealing for Polynesia but it is unlikely that a player running SE will going to build lots of villages.
 
Free Speech sounds like weak in the latest beta. Maybe it is appealing for Polynesia but it is unlikely that a player running SE will going to build lots of villages.

While I like the effect thematically and don't think it's "weak" per se (it's really quite strong), you have a good point that it doesn't fit with the new specialist direction Freedom took in the patch. It would be great if specialists received +1:c5culture: but that isn't possible afaik.
 
While I like the effect thematically and don't think it's "weak" per se (it's really quite strong), you have a good point that it doesn't fit with the new specialist direction Freedom took in the patch. It would be great if specialists received +1:c5culture: but that isn't possible afaik.
I like the idea of specialist having culture boost.
 
Yeah, I think it would be a great idea and a great fit, but culture apparently isn't a yield, and so works differently in the XML.
 
Then how do artists give culture ? :confused:
This may be an oversimplification and I may have some of the names wrong, but my understanding is:

Artists give culture, but this doesn't mean that a social policy can increase the culture of an artist. There are only a limited set of tags that determine what effects a social policy can have. There is an existing tag that modifies the yield of a specialist (giving gold, hammers, food, science) but there is not a tag that would allow specialists to produce more culture, because for weird/unclear reasons the Civ5 coders didn't make culture a yield. It is a different kind of object in the XML, so yield-related-tags don't work on culture.

Artists give culture because there are parameters in the specialist part of the code that let them produce both yields and culture, but this doesn't mean that their culture output can easily be affected by a social policy.

Lame, I know.
 
Ahriman's right about that.

I didn't add the capability to increase specialist culture before (for the Ottoman bonus) because I estimate it will take about 5-10 hours' work. However, now that there's two good reasons to do it, it's a higher priority, and I've put it at the top of my todo list. :)
 
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