I do not recall being able to trade for workers in CCM. Could the FlintLock patch's default option "dont_give_king_names_in_non_regicide_games = true" that has changed how "trading Workers" and "Supply Wagons" work?
The Flintlock mod has no negative influence to the supply shipments of CCM 2.5. In your current game there must be happened one of the normal set-up mistakes about activating supply shipments at the start of the game (victory point scoring and/or supply shipments not activated and (/or) may be something screwed up about supply shipments when changing settings in the CCM biq). I cannot have a look into your current save files, as I have installed the files for the development of the next version of CCM on my pc and don´t want a "mix up" in the files of CCM 2.5 and CCM 2.6.The new French unit stack has no protection. I'm not sure if it is the Flintlock patch, or something else. Supply units are NOT working.
In that situation I would accept the not fixable problem with the supply shipments, but I would heavily consider to change the config file of R11 for every player to disable the AI settings for land artillery and armies. If you need any help here, please post it.At this point we need to accept it, or I start a massive re-rolling for another start.
In that situation I would accept the not fixable problem with the supply shipments, but I would heavily consider to change the config file of R11 for every player to disable the AI settings for land artillery and armies. If you need any help here, please post it.
I say lets play on. We are almost past the point were an extra 25 gold will make any difference.At this point we need to accept it, or I start a massive re-rolling for another start. A good chunk of the starts were really screwed for starting space. Look at how tight Arabia is on the map, and I've roll that for myself more than once. My test game for supply units was so bad that city 3 had to go to a mostly jungle spot.
I do not see how that could have a major impact on play, I do not recall seeing many AI armies in "vanilla" Conquests. We fish for Great Leaders, does the AI?If you play with the Flintlock mod and haven´t disabled the settings about influencing the AI in the config file, as I have warned you, you have weakened the AI civs at least in the use of MGLs, as they should prefer building armies instead of building costly SWs and buildings, but in the settings of CCM 2.5 the "army" is only an additional CCM-artillery unit (this will be very different in the next version of CCM)
According to the readme file and the hints in the config file, the Flintlock mod just tries to change this behaviour when the MGLs are converted in armies or buildings. Of course the AI receives MGLs, too.I do not see how that could have a major impact on play, I do not recall seeing many AI armies in "vanilla" Conquests. We fish for Great Leaders, does the AI?
The early transport ships in CCM 2.50 have the wheeled flag and in CCM 2.5 ocean terrain is set to not allow ships with the wheeled flag to move on those tiles. These ships can move on coastal and sea tiles. If you set the movement that such a ship starts its movement on a coastal tile, passes over a sea tile and ends its movement on a coastal tile in the same turn, the route of that ship is marked by a red line on the map. If you only draw the ship on a sea tile no such line is visible, but the ship should be moved on that tile. These settings are also working with the Flintlock mod and CCM 2.50. I had a look into the settings of CCM 2.50 for the Spanish transport ship and all is o.k. If the ship can not be drawn on the sea tile, here something other is wrong.Civinator: I do not know if this is another unit not behaving properly, a poorly worded civopedia entry, or a byproduct of the Flintlock patch.
I could not get our Transport ships to enter a sea tile. Also, I see in the .biq file settings that it will sinks in either sea or ocean. Could the setting that: It has no movement handicap for the coast, but the sea and ocean are not highlighted be the reason it can only sail on coastal tiles?
If the is the case, Movement Handicap should not imply it can traverse sea tiles. Also, why have a warning about sinking in ocean tiles hen the ship can never enter an ocean tile?
If the effects of the Great Lighthouse are what allow it to enter sea tiles, they would also prevent it from sinking in a sea tile.
And I never think about using the keyboard.I didn't think about using the mouse on the ship. By default I use the keyboard, and kept wondering why the ship was stuck.