Getting Started

Having something of an odd issue after installing the complete package of these mods. Maps no longer generate with any resources at all, even with legendary start in advanced setup. Also the graphic for marsh tiles appears to be broken, as all that shows is a black void. I have checked and rechecked and turned off all other mods to insure. I am in the process of turning each mod off one by one to see if this fixes it...
 
I apologize it appears I lied to you, sorta. There was 2 other mods installed that were not part of this pack, but after making certain they were all turned off began testing them with your mods, I suspected the R.E.D. pack was causing part of the problem somehow but with it turned off and another mod on to test, my settler turned into a giant blue ox lol...

To be certain am ONLY running the mods from this pack now, marsh tiles are definitely broken with one of the mods on from here, resources are back and at least the ox shrank back down...hehe

More testing...
 
I have used your mod for a while now. Haven't played much without it in a while actually. But I think your mod makes the game too easy now with all the buffs all the improvements and buildings get. When you buff the mines, lumbermills, fresh water farms and all the special people improvements combined with the aqueducts and especially the buildings that give you a higher production and science % your cities become too overpowered for the player.
The AI can have many times as many cities as me and I still have much higher pop, manufactoring and crop yield.

I really like the changes and the mod makes the game much more fun to play imo since I don't like having 10 cities+ to manage constantly and I like to carefully choose just the right spots for my cities. But I think that you have taken the buffing a little too far and a little debuffing on some improvements and buildings is needed.
An example is the GS Academy. It gives 6 science as a base and gets 6 more with Scientific Theory. That buff plus 50% from University and 50% from an Observatory if you are able to build one does so each Academy in the end gives 24 science when you discover Scientific Theory. And on that you can even have National College which gives +50% and 5 science and later on the Research Lab which gives an additional 100%.

I noticed that you put the city healing back to 1 per turn. Why is that?

Do you have any plans to do some changes to the difficulty settings? I really don't like the way the game handles them by giving the AI higher hapiness, more techs, more units etc in the start.
Would be better if the AI got production, science, food or other bonuses instead. Especially since the AI can't build their cities and improvements to maximize the profit from them tha same way the player can. This is actually the main issue with all the buffed improvements and buildings too imo.

EDIT:
I forgot to ask. Does the capital gain production bonus with Railroad the same way as the cities that are connected to the capital with railroad in your mod? If not I think that you should include that since it makes no sense that the capital should not get a buff when all the other cities get it.
 
Having some issues with city state requests. Ragusa was asking for barbs to be killed. I smoted all of them, but Ragusa then did not give me any handshakes. I then attempted to build a road to it as it requested (this meant Ragusa had two concurrently activated missions). Again with completion of BOTH harbour and land roads - no handshakes again.

The road-completion bug is in the vanilla game. I've noticed lately that killing barbs isn't helping, although knocking out the encampment is.
 
I forgot to ask. Does the capital gain production bonus with Railroad the same way as the cities that are connected to the capital with railroad in your mod? If not I think that you should include that since it makes no sense that the capital should not get a buff when all the other cities get it.

The Capitol RR Boost mod does this.
 
Cool! I thought the problem was rather hard to solve? Is it your work?

I suppose it works with TBM? (Thal's Balance Mods)
Since a new building is added, I guess it won't work in an ongoing game?


Since the mod has no readme, here's what it does:
It allows you to build a "railyard" building only in your capital (palace required) after you research railroads. It has a cost of 1 production, a maintainance of 1 and provides a 50% production boost for the capital.
 
Cool! I thought the problem was rather hard to solve? Is it your work?

I suppose it works with TBM? (Thal's Balance Mods)
Since a new building is added, I guess it won't work in an ongoing game?


Since the mod has no readme, here's what it does:
It allows you to build a "railyard" building only in your capital (palace required) after you research railroads. It has a cost of 1 production, a maintainance of 1 and provides a 50% production boost for the capital.

I don't know whose work it is, or whether it can be added to an ongoing game, but it was Thal who originally recommended it to be used with his mods.
 
Yeah, I think I actually included the chariot nerf in Combat v19... believe I forgot to document it.

I aimed for the "possibly not powerful enough" side of things with these UUs/UBs, and will buff them if gameplay testing demonstrates they're underpowered. The buffs I have in mind to add are (if necessary):
  • Pioneer ignores terrain.
  • Manufacturing Plant specialists raised from 1 to 3.
  • Shinto Temple culture raised from 2 to 3.

I'm well into my first game ever as America. After a capital-NC start, I cranked out five pioneers with Liberty on alternate builds. With my military off somewhere else, the first settler had a long, lonely journey to stake out my ideal NW border. En eoute he had to pass though a narrow band with a barb encampment to the north and a brute to the south. Suffice it to say he wouldn't have made it without the added movement bonus. In general it was safe to send them out unprotected because of the ability to hurry or retreat.

Now did it make a difference? I don't know, and wonder if anyone ever will, in terms of affecting the game. Buffing the Pioneer with a rough terrain promotion makes them even more special, and I don't think it's too much of an improvement - settlers just don't make that much of a difference.

Where do I rate the new UA? Well above the B-17 due to the latter's current lack of usefulness. On a side note, I used the hell out of the American tile discount, and forgot the Minuteman even existed, since Edinburgh had already outfitted me with a military I was upgrading.

England is next.
 
Having something of an odd issue after installing the complete package of these mods. Maps no longer generate with any resources at all, even with legendary start in advanced setup. Also the graphic for marsh tiles appears to be broken, as all that shows is a black void. I have checked and rechecked and turned off all other mods to insure. I am in the process of turning each mod off one by one to see if this fixes it...

I'm having the same error but could not fix it. I cant find Iron anywhere and the only few resources that appear to be present are food resources. Plus the Marshes appear to be missing too.

I've already uninstall all of the other mods but this still happens.

Anyone can help with this?
 
I'm having the same error but could not fix it. I cant find Iron anywhere and the only few resources that appear to be present are food resources. Plus the Marshes appear to be missing too.

I've already uninstall all of the other mods but this still happens.

Anyone can help with this?

I see iron and all other resources, so I doubt it's the mod.
 
Could depend on map size or ressource settings and not happen every time, though. Has anyone heard of ressource placement bugs in vanilla?

Are these resources really scarce?

The only resources I was able to find in are: Horse (few), grain, cows and deer.
 
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