Charles555nc
Prince
- Joined
- May 3, 2010
- Messages
- 522
Ive gotten about 4 hard crashes with 1.17. At first I thought it was a fluke, maybe its related to that lag about units set to explore? Tho Im still getting them with none of my units on explore.
Also, before I release each new version, I let the AI play a few games on its own to make sure there are no obvious problems - and in those games it is pretty common for someone to win with a cultural victory.@MilesBeyond I often get cultural victories. So I can assure you that it is still possible!Also, before I release each new version, I let the AI play a few games on its own to make sure there are no obvious problems - and in those games it is pretty common for someone to win with a cultural victory.
Cultural victories in K-Mod usually do come later than they would in the unmodded game. But that's deliberate balance thing. One of my goals when I was balancing the culture stuff was to make it so that there was more than one viable options for getting a cultural victory. In the unmodded game, cultural victories were all about religions and wonders. In K-Mod I've tried to shift the balance a little bit cathedrals give a lower multiplier, and many of the wonders give less culture than before but on the other hand, colosseums give a decent culture multiplier (to make up for the reduction on the cathedrals); the cultural corporations come much earlier; and the fact that cultural victories take a bit longer than before means that broadcasting towers and the happy-resource wonders get to come into play as well. -- The aim was to make cultural victories are a bit more difficult, but more importantly I wanted to make them more diverse in where the main sources of culture come from.
[edit]
One more thing about culture that I think is worth mentioning: in the unmodded game, using your culture slider basically means you get a bit of happiness and not much else. But in K-Mod, because of the changes in how culture works, using your culture slider basically means that your neighbours are going to need to use theirs as well - otherwise they'll be culture-crushed. So that makes the culture slider a bit more viable - which might help you get a cultural victory later.


-- but there may be some undesirable side effects. (I don't know what. I'm just saying that I might have messed something up.)
. Did you make them more aggressive or changed their unit composition? We were overrolled by barbarian stacks of 2-3swordsman, + axeman + spearman. (ok, highlands, huge is great for barbarians because of big areas with fog of war).
I didn't want to copy the entire BULL text because it had parts which replaced the default text in ways that I didn't want. So I only copied what I thought I needed. Apparently, I missed something.
... anyway, that'll probably be fixed one day, but that's why it hasn't been fixed yet.
It is only that the early game shifted to really high unit counts on these maps or a race to the great wall. When I played on huge, highlands with 18 civs three (!) civs were erradicated by barbs before 1000BC. Nice, but perhaps not what you had in mind 
Would this affect random event when a horde of something appears? As far as i remember its 5-6 units in those events. Will that split it or not? If it would those random events would be useless.limit the stack size to 3 units.