Your mod browser is fine, but mod uploading broke after the last patch so nobody is able to update them. You'll have to manually download mods until it's fixed.
Ah ok thank you.
Your mod browser is fine, but mod uploading broke after the last patch so nobody is able to update them. You'll have to manually download mods until it's fixed.
TBC allows for 2 empty hexes between cities.
its still a new feature, so i am sure he is still trying to figure out how to best adapt it.
I'm playing a Huge Small Continents map with low sea level and sparse resources, and anything was fine before i discovered oil. It's really, really not sparse! I assume, the same problem will occur with aluminium.
This is caused by the way extra oil is placed in AssignStartingPlots.lua. My proposition is to change it to so the extra oil is added to current amount of already placed, so no new resources are placed on map.
It's always been a 2-tile distance; I didn't change anything in the mod. Firaxis has occasionally been solving problems with quick-fix methods that just remove stuff from the game. It's understandable since they have limited time and resources. In the long run however, I think it's better to solve the underlying problems directly, instead of making the game simpler by removing options.Do you know how to change it back to three?
@truetom
I can't predict when bugs will be found so there's no way of knowing how long the mods will be on a particular version number. After all, if I discover a bug it's better to fix it and release and update than not do so, right?![]()
Yes, look inside TBC - Thals Balance Combined\City Development\BCD - General.xml and deleteDo you know how to change it back to three?
<Update>
<Where Name="MIN_CITY_RANGE"/>
<Set Value="2"/>
</Update>
I tried using the new Thals mods and you cannot do anything from the very start. As soon as you build your first city, you can't click on anything to start production.
Have a look here:
Civilization Venice MOD incompatibility
If you use "Civilization Venice" ...
otherwise i dont know![]()
Actually I had the same problem but I narrowed it down to an incompatibility with the Magna Carta Mod. Since I disabled that I've had no problems
\Skodkim
Actually I had the same problem but I narrowed it down to an incompatibility with the Magna Carta Mod. Since I disabled that I've had no problems
\Skodkim
Yes, look inside TBC - Thals Balance Combined\City Development\BCD - General.xml and delete
Code:<Update> <Where Name="MIN_CITY_RANGE"/> <Set Value="2"/> </Update>
I prefer the new Firaxis setting too although I played once with 4 also but that's too far for small maps.
Fewer cities -> faster conquests -> better performance -> fewer crashes -> more fun!![]()
No extra oil is placed on the map in this mod, I did not use the patch change that marginalized oil. The amount of oil available is actually reduced from pre-patch vanilla by about 25%.
The problem is about two weeks ago I shifted fighters and bombers to use aluminum, so oil is in overabundance due to lower demand. However, the code to place resources is very badly designed and difficult to adjust, there's no one place I can tweak a number and have it drop less of the "small" oil deposits. It's several dozen numbers scattered across overly-complicated logic. I estimate it will take about 4-5 hours to re-adjust oil abundance, so it will take me a while to get to that. All my time's been taken up with thorough testing to ensure the current version is bug-free.![]()
I disabled that file on a temporary basis to give us time to sort out how to adapt to the new AI settings. I did notice that with WWGD's version of GlobalDiplomacyAIDefines enabled the world was generally peaceful, while after disabling it there were lots of civs conquered in my next game. There seems to be several similar reports like this. It's undoubtedly due to conflicts between the patch changes and wwgd changes, and we just need to figure out how to adjust things.
![]()
There is not much confusion. Firaxis changed it from 2 to 3 with the last March patch. Thal changed it back to 2.I found this yesterday looking around. Thanks for your post though for it confirms that I found the right file to edit. What is strange is Thal says that they don't change this yet in that file it shows a value of two while in vanilla civ it shows a value of three.What confuses me is I use to change the global file to a value of 4 with the mod loaded and it worked. With the latest mod the global value seems to be over written by the mod.
There is not much confusion. Firaxis changed it from 2 to 3 with the last March patch. Thal changed it back to 2.
If you like to play like me with different value than 2 then we have no choice but changing it in every upcoming version of TBC for ourselves.
If you use a different XML file than the one used in TBC to modify this value then make sure you activate your mod after TBC.
But Thal states on this very page that he didn't change it and it's always been 2, which confuses me severely.