Heretic_Cata said:
Wow, i didn't even remember asking that.

I must have been a n00b with a few hundred posts back then ...

Does this have any effect ?

Why ?
I read somewhere it helps with the resource overflow bug. I was already padding the images with the empty cells, so I did this at the same time. Not sure if it helped or not, but it works now.
Without further ado, an update:
I will be starting up a new thread soon for the revamped version of this mod, now called Destiny Reborn. The reason I will be doing this is that much of it will be changed, as I now have a much better understanding of the game limitations. The Destiny Reborn mod will be based on this mod, and also very loosely influenced by the Destiny Reborn game I am working on (link in sig). It will still be a historically-based epic mod that starts a bit earlier and ends a bit later than the regular game. While mostly reality based, there is quite a bit of alternate history explored, so do not expect a mod that is 100% historically accurate. My goal is to make it fun and interesting, without really qualifying as a fantasy mod.
The new thread will just focus on the new mod, without discussing X mod. This thread will remain open, in case you want to ask if your favorite X mod feature will go along with it. Keep in mind the improvement limit really drove a stake in the heart
Hopefully this will clear up any confusion
What will or may be removed or changed:
- No civ/trait/culture/government-specific resources. With 50+ standard resources, there just is not room. There will, however, be culture and trait specific uses for the resources that everyone has access too (farms, stables, distilleries, mines, etc)
- Religions will be revamped. They may now be represented as a tech, government or improvement. A few major religions may be available to everyone or to a specific culture group. Religious civs will have a few extra options here.
- Drug Trades and addiction will also need to be revamped. Alcohol is a factor in the game, so there will be alcohol trades and later on alcohol treatment centers. The same goes for tobacco. They will retain the mixed effects. Cocoa and Hemp are present in the game, and their illicit derivatives may be represented as well if I have the room. Coffee and Tea are still in game, with no addiction represented. Poppies (and thereby opium) are no longer in game.
- The Great Zoo may not make it in, as it takes up quite a few improvement slots. I am trying to make it fit in, and may remove the UN and spaceship parts to make room (although this reduces victory conditions).
- Barbarians will now be represented by nature. There will be no human barbarians in the mod version, although this will not be the case in the mapped.
- Flavored techs no longer mirror each other in tech tree placement.
- The Trait-specific techs now offer very different gameplay options
- Overall, less buildings, more units.
Everything else I am trying to get into the mod in some form or another. The focus of living of the land is still central to Destiny Reborn perhaps even more so than it was in X-Mod.
Once I write up the intro post in the Destiny Reborn thread and post it, I will link it here, then let this thread fade away unless someone has questions
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