I think the easiest way in that case would be probably modifying Italia regions a bit to make one having a starting position and, second having Vesuvius.thanks, I'll move the start position east.
not sure how (or if) we should try to balance the natural wonders.
thanks, I'll move the start position east.
not sure how (or if) we should try to balance the natural wonders.
So maybe something my computer cannot keep up with....set it to off in the map option before selecting a custom map when starting a new game.
Akkadians spawn in Mesopotamia or Assyria, the screenshot is from a game with the "larger area spawn" option, allowing them to spawn in adjacent territories. It's either "exact" spawn (exact as "exactly as listed") or "exact + adjacents", more options would be too complex to code. We could expand the initial list to be less historical, but that would make the larger spawn option even less historical...By the way Akkad spawns in Transcaucasia on your screenshots and I posted a map showing Eastern Arabia will be a closer/more historical location for them. Yes, their actual core is occupied by Babylon but they never ever ventured that far north while they did some campaigning south of Mesopotamia, roughly corresponding to the northern part of that East Arabian territory.
every time ? I do have hanging bug during the game's initialization sometime.So maybe something my computer cannot keep up with....
I did the exact thing with 10 player Old world map v. 1.1.0.1. I heard (not saw, only heard) video, I hear ambient sounds, yet I cannot do anything due to the loading screen being stuck at 95%... (screenshot in attachments
In my last session I tried to play without FOW four times and got stuck all four times. I may try to stream it to show how it sounds like once I finish work.every time ? I do have hanging bug during the game's initialization sometime.
It worked flawlessly on a randomized Giant map even if I forgot I have TCL options set and starting regions of all 16 players ended up named "..." (they work correctly in outpost names though) - screenshot in attachments.does the option works on other smaller maps?
but not something I can fix anyway.
Thanks, I was hoping to keep backward compatibility, but I get it would be too bothersome now, I'd need to code a way to use separate list, and I'd like to wait for the modding tools to see if that's possible using them (a list in XML or whatever format they use to populate the game's DB)It looks like the dll is made for newer map version than currently public 1.1.0.1.
In version 1.1.0.1 available on mod.io there was no Middle East rework yet so two players ended up claiming the same region:
Spoiler :
Game treats the region as the Green players region with Black players font color on the map (occasionally blinking to show Green's original font color)
- rewrite the code of the function to compute territory loss on Evolution, now all settlements are given either to a "rebel faction" or to a major empire taking the old empire name.
- changed the "number of slots that can create outpost" option to "number of slots that start in Neolithic"
- output all options values to the log for debugging
- clean some other log outputs
- fix Greece Start on the alternate lists
- restore Assyrians as the fallback culture
- add money, production and science to the influence compensation when losing territories on evolution.
- add option to set the level of compensation (none, low, average, high)
- fix issue when the Capital had to be replaced on evolution
- fix graphical issue when a new Empire take over some cities of an old Culture on a split on evolution
- add list of potential cities/territories lost on evolution for each choice on the Culture selection/confirmation screen
- new Empire taking control of cities of an old Culture start as vassal of the Empire that has evolved (for now, I'll make the diplomatic state dependent of stability)
- remove Hittites from the "multi Empire" list, as they are only unlocked by one territory now
- always show the territory name instead of the name of the city build on that territory