Discussion in 'Community Patch Project' started by Gazebo, Jan 21, 2018.
I don't see with VP Mod that 'paper','additional informations',trade routes and other things.
There is a big big file somewhere posted in one of the nailed threads, with a text document called complete changelog. I don't recommend reading it, it's quite obsolete and not very helpful.
If you need additional info regarding the game that you cannot deducti from ingame tooltips and civilopedia, there's a fandom wiki with some mechanics explained. Scattered in this forum there are also some guides, though they can be obsolete too.
Unless we're talking about 'passing page' in the figurative sense that the mod development has reached a new status.
OK,thank you,but that option(that 'paper') with additional informations contains 12 things in BNW..For trade routes example,need to make notes with ballpen on a paper,where will make caravansary?
Ok - some bugs relating CS (maybe due to uniqueCS2 used):
- I got quest with no rewards at all;
- I got quest to declare war and didn't get reward;
- Venice picking progress
Request for @Gazebo : could the units spawning from events -for example, choose between border growth, a pop, a military unit and 50% for barbarians- be your unique unit instead of the vanilla one? I am playing Spain and getting a knight instead of a conquistador sucks.
I'm also getting quests with no rewards at all.
Could we set a floor value for some rewards? I have 3 CS giving me a quest to find China, in total I will recieve 8 influence and 14 science for all three quests.
I didn't touch minor civ quests.
Your post will be burned with fire.
It's random, so it could be any unit.
I didn't touch minor civ quests.
In any case,
b: DiplomacyAI_MinorCiv_Log, please
I didn't play the last version, and just started this one. Is there a reason why I have two "automate digging artifacts" and one "automate diplo missions" and one "automate explore" buttons on my units?
Sigh... I think so.
Are we sure it can spawn UU's? I've literally never seen one from that event.
No, I just meant that it's a random generic unit on purpose.
Regarding the AI culture discussion from the last weeks: I find myself hard-pressed to keep up with the average AI in policies even when trying to maximize culture (rushing cultural buildings, culture beliefs, etc.); I'm always middle-of-the-pack and with an AI or more a few policies ahead from medieval onward, even in games I'm doing great in.
Am I the only one who feels this way with the current version?
I'm experiencing freezes during barbarian turn times.
I've got one city where neither the University science bonus on jungles/forests work, nor does the Herbalist food bonus work on those tiles. Lumbermills work. This is the only city exhibiting that behavior.
Didnt played this version yet, but in the last 2 versions, my cities, even well developed, suffer from lot of unhappiness by mainly boredom. I have to focus on specialist slots and work those, else i would sink into deep unhappiness. This may be related to Ifixios observations, the AI is able to build every building, even on average difficulty like king or emperor.
I opened a github issue. Ilteroi is in the case, but he needs one savegame with the previous turn. So I immediatly set my game to make autosaves each turn, and configured my game to record AI logs, just in case. But I'm not having freezes yet.
Herbalists and universities only buff jungle now.
Is anyone else not having Great Prophets spawn? I got my first, second, and third, but the fourth just won't appear - it should have showed up 4000 Faith ago. And no I'm not in Industrial. Might the code for Byzantium (who isn't in this game) be buggering up something here?
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