I'm back

Rhye

's and Fall creator
Supporter
Joined
May 23, 2001
Messages
9,985
Location
Japan / Italy / Germany
I am sorry again for taking such a long break - much longer than I expected.
I could finally complete a work-intensive project in Poland only a few days ago, and even returning to Japan I had to work at night to match the time difference. This left me with less than zero spare time.

The mod is of course alive, though it hasn't progressed in the meantime.
What makes advancing slow is also the fact that modding activity is a work-intensive activity too, that require planning, concentration and long hours for testing. Just to say an example, every time I look into it after a long break, typically I forget what each file, each function, is variable is doing, and some time is necessary to dig myself into it again.

Anyway, from November I will dig it into it again, so stay tuned.
As far as I remember, the most urgent issue was a number of unexplainable crashes. Since they are unexplainable, my guess is that cutting down complexity (number of units and objects on the map) maybe they can be prevented.
BTW I have a long list of requests for testing the next version. They will be served as soon as I have a next version to provide.
 
Do you know about the bug where it asks you to choose production and won't let you press next turn?
 
Hey Rhye good to have some news and keep your health as a priority :) don't sweat overnight for the mod, there will always be someone to test when you have time.
 
Yay! Rhye's is back :D
Looking forward to be able to join the testing group as well!
 
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Would it be possible to limit to max 1 concurrent archaeologist for every civ? Would it solve the problem and still preserve the mechanic as a whole?
 
is the mechanic really needed?
The ruins also add complexity on the map

anyway, after removing them i just got a crash during loading :crazyeye: Something that never happened before.
It's possible that removing completely some mechanics may break things even more. In such case, 1 archaeologist per civ may be a good idea.
 
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