Ok well apparently I just made a stink about nothing, and need to just git gud. Points taken, carry on...
What is happening with these particular mods? What fails to happen during gameplayLastly to note, a couple mods I've used before with no problems are now not working with the last and current beta.
- Barbarians Unlimited Exp
- Global - Capture Great People
- Global - Capture Settlers
Well I simply don't get unlimited Exp over time vs barbs (I tried 2 different mods that perform the same function and they both don't work). This post https://forums.civfanatics.com/thre...alance-patch-cbp.542679/page-39#post-15178329 touches on it, as well as the Ancient Ruins mod (which I also used in the past, but have since stopped so I wouldn't have known that it apparently broke as well).What is happening with these particular mods? What fails to happen during gameplay
Yes, I'm familiar with the mod but was curious what was not functioning at this point. Have you checked logs for any activity that might be useful to troubleshoot? Do they use Lua?The last 2 mods are pretty straight forward, allowing you to get bonuses for capturing great people and for captured settlers to remain as settlers. When I capture a GP, the notification shows that I've captured, but the GP stays on the map and stays functioning. Same with settlers. It's also borked something with workers as well, because when I move onto an enemy worker it stays on the field and is unaffected. Neither of these mods have been working now over the last few releases it seems. I will also say with 100% certainty that all 3 mods did function in the past with VP, so a recent change has buggered something.
It's also borked something with workers as well, because when I move onto an enemy worker it stays on the field and is unaffected.
i've started a game with friend today, and we're currently in turn 142. standard sized, standard speed, chillbarbs, no events.I've gotten tons of desyncs in multiplayer with this version. Setup is Small-Terra-Chill Barbs-No events. Can anybody corroborate that?
i've started a game with friend today, and we're currently in turn 142. standard sized, standard speed, chillbarbs, no events.
Desyncs in turn 58, 73, 108, 131, 136, 139 and 141. So yes, quite many.
Since I was hosting, my friend, playing as genghis khan, reported some strange issues after the desync turns, like standing in a barbarian camp with a horseman, or reappearing barbarian camps after he had cleared them the turn before. also, he reported that angkor wat was first built by the english, one turn later it desyncd and suddently the arab had finished the wonder.
Thats very sadNot sure. The MP bugfixer that was here some time ago has gone, and he left the last set of changes unfinished. I reverted them because of bugs, and now, here we are. I've spent too much time mucking about with it (to no avail), I don't see a need to continue.
Just to start putting some datapoints down for the new wall esque buildings.
Right now one of my normal cities (not like a captial) with walls and castle is doing about 13-14 damage against a Tercio. I'll start noting some other data points soon.
i've started a game with friend today, and we're currently in turn 142. standard sized, standard speed, chillbarbs, no events.
Desyncs in turn 58, 73, 108, 131, 136, 139 and 141. So yes, quite many.
Since I was hosting, my friend, playing as genghis khan, reported some strange issues after the desync turns, like standing in a barbarian camp with a horseman, or reappearing barbarian camps after he had cleared them the turn before. also, he reported that angkor wat was first built by the english, one turn later it desyncd and suddently the arab had finished the wonder.
Not sure. The MP bugfixer that was here some time ago has gone, and he left the last set of changes unfinished. I reverted them because of bugs, and now, here we are. I've spent too much time mucking about with it (to no avail), I don't see a need to continue.
G
So, @davenye is gone for good? Was there any communication at all or has he just disappeared?
I dunno. So yes? Or no?
G
I was one of those who proposed to play with fewer religions a while ago, so I wasn't happy with this reverse. It weakens religious founders to the point of asking if it is really worth founding, or just share whatever religion your neighbors have.I know this change was made a while ago, but... what does everyone think about the extra religion per map now it has had time to sit a bit? I have to say, I think it weakens the depth of Religious gameplay. Converting people with a pre-existing religion is really, really hard. I find a lot more games just involve most founders having their religion in their own cities only, and a small pool of others being contested for with only trivial results.