avain
(key)
Congrats on the release, LunarMongoose!
I downloaded it and went to check it out...or tried to but it keeps freezing and/or crashing.Cmon guys, 80 downloads and only one response? Don't let Avain have all the glory! Post your thoughts, opinions and epic experiences today! ... Or tomorrow! Any time this week is fine really!
I downloaded it and went to check it out...or tried to but it keeps freezing and/or crashing.
I am using Windows 7; it usually freezes or crahses when I am browsing the Sevopedia.Thanks for trying it. I'm not sure what to tell you; I just downloaded and opened the zip, verified it's identical to the original files, and successfully launched the game with the unzipped mod folder, so the zip itself isn't corrupted. The mod has been heavily used on both Windows XP and Vista without any issues, though we haven't tested it on Win7 yet.
Is it crashing on launch or during a game? Is anyone else having a problem?
looks like a great mod, but there is a problem. when you select Putin as a leader when game starts it shown as Peter, same as Suleiman shown as Mehmed etc...
I'd assume it's a feature (Leader Cycling)
I am using Windows 7; it usually freezes or crahses when I am browsing the Sevopedia.
Just how interesting is a Tech that gives +1 Health or +1 Happiness? It is realistic I agree, but still feels it needs spicing up.
- I know this could be a touchy issue, but I didn't care that much about the intro music. You are a far better programmer than musician, LunarMongoose
- loading screen has pink area at the bottom (most probably made for wide screen?)
- couple of TXT missing ( e.g. TXT_KEY_CIVIC_TRIBAL_LAW_STRATEGY, Training ground text, etc...)
- Wood Working tech. - twice the text: "Can build a Lumberyard"
- I think Great Person bars are better aligned in BUG mod
- didn't find autoplay (although it's not needed for a normal play I agree)
I'd assume it's a feature (Leader Cycling)
one more question, what is darkmongoose level, is it balanced level for the mod or is it more difficult level than vanilla noble or even deity?
BTW, LunarMongoose, you are using some not optimized units, e.g. immortal ( I hope you like my bumping )
For some reason when trying to open the zip file for your mod I get a "uncompressed folder is invalid" error. I've tried downloading it twice.
[*]I started in the Ancient era (default), and I was only getting 2/turn. The Cradle showed +8, so I don't know what happened.
I went along for a bit and ran into a couple werewolves. I defeated them both, but when I killed the second one my civilization was destroyed.
[*]I just popped a hut and got a Slinger . . . in my capital. Did it activate a tribal village sleeper cell?
[*]The GP and GG bars highlight when you hover, but nothing happens when you click or hover. You can use screen.setHitTest() to deactivate them. You can get an example usage in CvMainInterface for sure.
[*]Event Signs are displayed in unexplored territory.
[*]The path-finding algorithm should take damage from terrain into account. If it has a choice between Plains and Desert where both provide the exact same path distance, the Plains should be chosen. Hill vs. Jungle (both require 2MP) is tougher since the Jungle provides +25% more defense.
When drawing the outline for a Tribe, it shows the full square city outline that you won't get until the first border pop. It should draw a + formation instead.
Barbarian animal names have numbers which you might want to remove. I don't know about other barb units yet.
Animals can enter your land and destroy cities? Might want to mention that on a Things That Are Very Different From Vanilla page.
Edit: I founded a tribal settlement next to a Panther, and I see now that it was not booted from my borders. Perhaps this is a bug?
Has the "barbs won't spawn within 2 tiles of any unit" rule changed? What is the new rule? I had a unit blocking spawns as below and a barb spear spawned in an area that would be off-limits in Vanilla:
The Sevopedia could still use another big update, which I've been meaning to do for a couple years now actually.
It obsoletes in the Prehistoric tech that unlocks the Palace, which you will have if you do an Ancient start. You have to ignore the Cradle and immediately build your free Palace if you do a later-era start basically.
Umm... you mean before you founded your first city, or after?
[re: Event Signs] Hmm... I wasn't sure if they would do that or not and didn't have time to test it, but I might rather have it that way so they will at least exist later.
I assumed the vanilla code already accounted for feature damage since feature damage is a vanilla stat.
That's been a bug with Chalid's SlowBorders mod ever since he released it several years ago. I didn't immediately know how to fix it and it's only a minor display issue so I left it alone, but again yes, that could stand to be fixed.
It's in the MongooseSDK AnimalMod description.
They are now allowed to spawn in all fogged tiles, regardless of proximity to their own units or to yours.
I've added several features to the Sevopedia in BUG, and it's quite separate from BUG except two checks for option settings which you can easily remove. It has an index page (rewritten from the one in the community) that is very handy, especially since the lists aren't sorted alphabetically in MM. You might want to swipe it.
Quite a bit after I founded my first city, and the unit was about 10 tiles away from said city. Now, one possibility I've considered given that the city was not defended is that on the same turn (merely a coincidence) some other animal destroyed my city. Since there's no unit death message, it's possible that the normal "Washington has been destroyed" message is skipped in favor of "Your civilization has been destoyed." Of course, I started a new game since then before I started keeping a list of bugs.
If you save the sign data as BUG does, you can display them in the PlotRevealed event. However, I'm guessing you don't save the data since there's no option to hide/show signs and thus no point.
I wouldn't be surprised if it skipped that check.
The code that draws your current city borders and where the Settler is is in the SDK, perhaps CvGame but I forget. It's where the code that draws suggested plot outlines is located, the little blue circles.
By fogged do you check all players, even AIs? If not, does that mean barbs can spawn in AI cultural borders?
I've always been philosophically opposed to having an Index page heh.
It's intended to require Pottery though, since the Fishing Nets still give you a greatly-improved tile to work.
(I'm still the author of the original BTS version of the Sevopedia you know.)
I believe the City Destroyed message is indeed skipped in favor of the Civ Destroyed message, yes.
WHAT THIS MOD IS NOT
A fantasy or scifi mod.