New Beta Version - March 15th (3/15)

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As a colorblind player, the 'at war' glow is very nice. I have a lot of trouble distinguishing between civs, between city states, and frequently even seeing cultural borders compared to open ground. Being able to tell at a glance if that nearby unit is one I'm at war with is super awesome, and this is the first time I've ever been able to. Saves me a ton of mousing over, and accomplishes a goal that 'unit owner' overlay couldn't.

Providing another perspective. I wish mod devs would focus on quality clean code and cross-compatibility, especially interface mod authors. This is a good feature for me. Those two opinions aren't contradictory.

You made a good point. Though as non-colorblind player, I was fine without "outline", since you can achieve everything at glance, with strategic view, without ton of "mouse over" which is quite persistent with EUI, that's contradictory to "saves me a ton of mouse-over. Again, this is just personal opinion, I am not trying to enforce anything.

That, said all to it's own, people are going to like or not feature but in bigger picture that doesn't matter, because we are all force to use it.

Cross-compatibility between mods (though this , more often than not, is not possible or worth effort) and modularity/customization is something that's more manageable and preferable to end users, for instance ability to disable latest unit outline would be appreciated , from people who don't want it.
 
Gazebo, did you change the behavior of gunships/ hovering units in the CP, so they can always fly over water (coastal and ocean) tiles?
(if so, I must have missed that in a changelog)
 
But.. isn't this a balance change? It kind of breaks some other mods.
Is there a way to revert this, like a mod-option?
If not, an option for this would be very nice! :)


edit: Also hovering units with ranged attacks cannot attack while being on water tiles anymore, which makes their new ability to fly over water (instead of embarking) pretty useless! Could you please re-enable this feature, too?
 
edit: Also hovering units with ranged attacks cannot attack while being on water tiles anymore, which makes their new ability to fly over water (instead of embarking) pretty useless! Could you please re-enable this feature, too?
Well, you don't have to waste a turn embarking and dis-embarking, right?
 
Right, but it still feels like a broken mechanic when they don't embark but cannot do anything. It just makes no sense when a ranged unit cannot fire only because it's hovering over a lake.
Plus you cannot defend your not-embarked units with a fleet, so they are nothing but easy targets for the enemy that can't shoot back.

edit: Plus it breaks other mods.
 
it seems that ai is settling like crazy, have you guys noticed that?. maybe is just the ai leaders (shoshone and russia).
 
it seems that ai is settling like crazy, have you guys noticed that?. maybe is just the ai leaders (shoshone and russia).

I've noticed. Germany had three cities by turn 40 in my Emperor game. Plus a Pantheon, with no religious CS.
 
But.. isn't this a balance change? It kind of breaks some other mods.
Is there a way to revert this, like a mod-option?
If not, an option for this would be very nice! :)


edit: Also hovering units with ranged attacks cannot attack while being on water tiles anymore, which makes their new ability to fly over water (instead of embarking) pretty useless! Could you please re-enable this feature, too?

The code was really poorly designed, which is why ilteroi rewrote it. Not sure how reversible it is.

I didn't make the change, so you'll need to make a github report for ilteroi to see what he can/cannot do. Easiest would probably be to retain current functionality but add a 'no hover over water' promotion.

In any case, make sure to explain why you need the change, as that opens up solutions.

I've noticed. Germany had three cities by turn 40 in my Emperor game. Plus a Pantheon, with no religious CS.

I've been working on the AI's production logic a bit more. Glad to see it is working.

G
 
I've been working on the AI's production logic a bit more. Glad to see it is working.

G

Yeah, I'm back to the mod after a couple of months and I had to lower the difficulty to keep pace with the AI. (At least with my style of play.)
So good job.
 
Might have already been said but the tooltip and Civilopedia still say Stonehenge gives 30 culture
 
Since when this can happen, so early in the game ?

Spoiler :
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Just suffered my first CTD in almost four months.
No idea what the trigger was, wasn't keeping an eye on any usual suspects as I really thought I'd seen the last of them.

Here's the minidump.
Only the 15th March beta and the latest EUI installed.
 

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Tooltip for syncretism (+science for markets harbors, etc) doesn't show the bonuses on those buildings
 
Tooltip for syncretism (+science for markets harbors, etc) doesn't show the bonuses on those buildings

I believe that only shows up in the tooltip for the yield. It may also show up once built in the city (since it requires a local religion check, this is usually true).

G
 
I remember there's a mod in Civ4 that calculate yield added by percentage modifier (Factory +15% :c5production: production. Actual: +10 :c5production: . Something like that). It improves QoL. :) Can you add that to EUI or CBP?
 
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