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what the hell happen to the option where i could turn on hide all unavailable buildings and units?

The hell that happened was that they were moved from regular Options to BUG options. Look under RoMSettings tab :).
 
Hey Mr. Afforess,

I'm very happy that you have included the Guilds and nem Corps in the last version of AND.

However, I'd like to ask (and suggest as well) if there is any reason not to include the mod developed for mr. Dancing Hoskuld, called AAranda's mods for 2.8 (some of them), including mainly new religions, some new Wonders, buildings, techs and units?

I feel AND is a fantastic job and would be better with this addition.
 
Hey Mr. Afforess,

I'm very happy that you have included the Guilds and nem Corps in the last version of AND.

However, I'd like to ask (and suggest as well) if there is any reason not to include the mod developed for mr. Dancing Hoskuld, called AAranda's mods for 2.8 (some of them), including mainly new religions, some new Wonders, buildings, techs and units?

I feel AND is a fantastic job and would be better with this addition.

The basic answer is that the buildings and units don't fit well with what Afforess is trying to do with balance. The religions on the other hand I have not asked him to include because I have not been happy enough with them to think they are done. :) I new version of the religions should be coming out in the next month with more sounds and those effects above the missionary (thanks JustATourist) for some more religions. I am also completely redoing the Druid and Animalist religions since I am convinced that the AI does not "know" how to work with them. Since they usually get them this is a big handicap they don't need.
 
Figured I should let you all know...

I fixed the city interface lag with buildings. And the lag with the building sections in the civilopedia. And the worldbuilder startup lag. The response time is ~17% of the old time or ~600% faster.

The fix will be in Patch F.
 
Dude Afforess you are my hero, I've been wondering about the interface lag and the WB lag also. Great Job by far the best mod i've ever played.My bet is that you could present this mod to Sid Miers himself. Anyone like business? lol anyways congratulations and great job looking forward to the new fix.


Figured I should let you all know...

I fixed the city interface lag with buildings. And the lag with the building sections in the civilopedia. And the worldbuilder startup lag. The response time is ~17% of the old time or ~600% faster.

The fix will be in Patch F.
 
Patch F is out!

Amongst the larger changes is that the interface, particularly the world builder, civilopedia, and city interface are much much faster. The lag should be almost non-existent now.

Patch F Changes:

  • Fixed Interface Lag
  • Fixed bug where combat with Animals yielded no XP
  • Added Diplomacy Settings Tab
  • Added War Prizes setting
  • Added worker action settings
  • Minor Enhancements
  • Minor AI enhancements
 
Good job!:goodjob: How did you manage to get rid of the lag?

Painful debugging to find the cause. I have more in-depth and technical report in the SDK/Python Forums thread, for those inclined to read it.
 
Afforess, again - great job! I already said this but it is never enough :) AND 1.73 is working really fast, I'm in 17th century in my current game, and turn between turns takes just 10-15 s.! If you managed to get rid of another annoying lag - hats off!
 
Patch G is out. No big changes, just fixing a few things I broke in patch F.
 
I re-uploaded patch G, there were some minor issues. if you downloaded it before the timestamp on this post, re-download and install it.
 
Do you really think we'll have 30+ patches??
 
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