New Mod: "Bigger, Better Worlds"

I've just installed Bigger, Better Worlds. Why do I lose the game the moment an enemy unit takes any one city of mine? Could anyone tell me how to stop this?
 
Aeshma, you might have the victory condition "Eliminate by City Lose", when this is enabled the civilization is destroyed upon losing one city. Quite gruesome. Probably used more for Multi Player.
 
DB, have not had time to research this one, and wanted to get it online to you right away. I just destroyed the English and the screen message that comes up refers the english to the "Solid English". have been destoryed.
 
Do you have "Regicide" on. Then if they kill your king unit it does the same thing.
 
you have to turn it off before you start the game so the game you have going right now will have the rule. if you want to turn it off in that game post the save game and I will fix it.
 
Thanks for the offer Bobisback, Here's the file.

The thing is I switched off Elimination and started a totally new game, but it's still going on. And even though I turned off Preserve Random Seed, it still seems to be preserved in the game and other games I start, too. Can that also be fixed? This is probably just some stupid simple problem I'm not noticing..

charlesstjr, Regicide is not on, I'm quite sure. I see no King units.
 
Mate, there's a possibility that on the options-menu where you decide and click what you want 'on' or 'off' (per se), that the different options are muddled up. It happened to me - also bare in mind that I also had the 'Nov'-as-my-date-dilemma. Consequently, if that too is your date it's very possible that (similarly with me) the 'art' folder is - for some reason - muddled up, and therefore you clicked 'off' something completely and utterly different from your intended 'off' option.
 
Aeshma I will take a look.
 
Try hitting the Defult Rules button. Maybe that will fix it, unless what Sacha said forked that up as well

EDIT: Now that I think of it, it sound like your labels.txt is farked up.
 
Well, D.B Hope your move goes well, and you can continue your work on this excellent mod :) .The changes you made effecting city growth work very well especially for the human player the A.I seems to have a problem as there citys seem to self-implode sometimes leaving only ruins not that i'm complaining its quite interesting and visually pleasing to stumble across these ruins. I have just downloaded Dinos from the Firaxis site and as they are my neigbours i am enjoying watching them wander through my territory which at the moment they are welcome to do as even their workers have a defense of -2-.

Missionarys i quite like them i would build a couple just to hear them chant but there use comes pretty close to becoming an exploit, for example in my present game i am playing very peacefully at the moment i have ROPs with everybody and have not declared war with anybody so my courageous missionary acompanied by a trusty knight wanders around my neighbours terrain at will converting pretty much there whole workforce as long as my knight and missinary stick together the A.I is pretty much nonplussed :confused: .So :thanx: :goodjob: i look forward to any more updates.
 
Thanks very much everyone!

Bobisback, there's still one problem - I can load and play ossmash with no problem, but vantranh gives a 'Data IO operation Systems Error: LEAD' and won't be loaded.

So, how do I unfark the labels.txt?
 
A quick Question, in this mod some city improvements such as Guildhall increase luxury output!!!!, what does this mean? is this connected to the luxurys on the map??? Anyway if anybody can help it would be much apreciated.
 
Why exactly do civs self-destruct and abandon their cities in this mod? What triggers it?
 
Is that why you see the message "The Koreans have just eliminated the Koreans"? Kind of wierd when that happens.

I've also noticed that every game I play 2-3 civs never make it beyond the first 50 turns. Not sure if they can't expand or just have bad luck.
 
this mod is terrific. I really enjoy the terrain restrictions. keeps the continent wild for a lot longer.. was wondering if you have considered moving viking uu to vassalage tech that way in time berserkers would occur before the longbow and leonardo etc. for a better mirror of reality.
keep up the great work.
 
I just encountered something that I find a little fishy. I researched Medicine and Sanitation and started build Hospitals and Waste Management Plants in all my cities. Until then, I had gone for many, many turns since the last occurence of plague (Baffled Bovine Breakdown) or disease (i.e. in swamps or floodplains). But as soon as I got these techs (one of which is supposed to reduce disease and plague), I immediately got a plague outbreak, which has now spread throughout my empire, and two of my cities in Jungle areas started getting disease for several turns in a row.

This might not be specifically related to this mod, but it seems pretty fishy. It could just be bad luck, but I am inclined to be suspicious. Has anyone heard of a similar problem before? Is it a known problem? I am running C3C 1.22, by the way.
 
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