i know your big about thoroughness so I have this small issue.
[...]
This save shows me finding a small island to the left, which I scouted manually, after the fishing boat failed to scout on "auto explore".
I don't yet know what the problem is. In the save itself, the autoexplore seems to work. And I tried using the world editor to unexplore the island; but autoexplore successfully found it again. So I don't know what went wrong. I might look into it some other time - I know the autoexplore code is pretty bad in general, so maybe one day I'll have a go at fixing it up.
Btw, I find ocean resources tough to see visually so I mark them with alt S, especially if they get pillaged its easier for me to replace them.
I agree that they are had to see; so I usually play with the resource sign things turned on. There's a button for it in the bottom right corner, or you can toggle it with ctrl+R.
Civ4ScreenShot0759.JPG : In Pataliputra's city screen, culture bar are showed Palace, Forbidden Palace, Library, Theatre, Colosseum, Shakespeare's Theatre, Moai's Statues which are NOT present in this city. Why?
Civ4ScreenShot0760.JPG : In Cuma's city screen there are NO buildings with health effects showed in details. See any other cities to see that down of "Salute Totale" (total health) are listed +2 health from acqueduct, +1 unhealtiness from forge...
Believe it or not, those are not actually bugs. That's just the way that crumby new feature works. What it is showing is the list of things you
could build to get those bonuses.
It's a pretty poor way of communicating the information. It's one of the reasons I was complaining after I implemented it. You can turn all that junk off in the BUG options menu.
I'm curious though - does anyone actually
like that particular feature? I'm thinking of stripping it out of the game, so as to avoid this kind of confusion and to reduce clutter in the options menu and so on. Otherwise, if the feature does have some fans, maybe I'll just add a line that says "potential upgrades" or something like that at the start of the list.
Is there any way of knowing, in-game, that K-Mod is actually running?
No, sorry. It would be nice to have it in game, but then I'd have to remember to update the number every time I upload a new version, and sometimes I'd forget, and the number would be wrong, and ... well ... I've just decided it probably isn't worth it.
changelog.txt in the K-Mod folder should always have the correct version number.
Is there anyway to add blue marble to this? Not necessarily bundled but just installed with?
Unfortunately, K-Mod can't load graphics from the custom-assets folder. (or at least, I don't know how to make it do that without screwing other things up.) So here's what I do to get blue marble in K-Mod:
Grab
this file, and unzip it into the K-Mod\assets folder.
That FPK file in that zip has all of the blue marble tiles, but I've removed the other blue-marble stuff such as the big Blue Marble sign on the main menu. The good news is that using blue marble in this way doesn't break compatibility with other K-Mod players in multiplayer.
You don't need to change the .ini file.
I believe i finally got K-Mod working under an older version of WINE.
Theres a few things i miss from "Better BUG AI" mod, one is the "available working tiles", basically a light blue area simbolizing the tiles where the city can work, very useful when one has two cities close together fighting for space
.
Still, no clue if K-Mod is really running or the older WINE is just running vanilla BTS
A quick way to confirm that K-Mod is running is to open the environmental advice tab in the economics advisor screen. If the tab exists, the the K-Mod python is working; if the numbers in that tab are there, then the K-Mod DLL is working.
In other news, I think I may have found a way to fix the unreliableness in the shift, alt, and ctrl keys. You may have noticed that if you use these keys, and if you play pretty fast, then sometimes it doesn't work properly. ie. sometimes the key doesn't register as being pressed when it should, or visa-versa. (TheMeInTeam constantly complains about this problem.) Anyway... I'm pretty sure this problem will be gone in the next version. I'm going to use native Windows functions to get the key-state, rather than using the keystate that the game itself reports.