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Anyone else has a permanent "not all players have spies" modifier? I'm well into the industrial era but its still there.
 
Anyone else has a permanent "not all players have spies" modifier? I'm well into the industrial era but its still there.
Hmm, I wonder if it happens if someone's dead before Renaissance. @axatin?
 
This game I snowballed hard when I settled small island with pioneers. The AI did not do this with few exceptions.
This leads to my real balance concern: small island cities have very low production but that is not the case if you have a huge amount of them and put a factory everywhere. I have no coal for seaports but if every tiny island city has a factory that does not matter. What I say is that I think the +2 hammer for every factory empire wide is maybe too strong because it scales so good. Every newly 6pop city founded by a colonist now outproduces the big cities of smaller empies as soon as its factory opens up.
 
I had a very hard to reproduce bug a couple of times but on reloading it cannot be reproduced but it keeps happening nontheless.
Land units belonging to a civ i'm at war with can embark into tiles that contain civilian units owned be me killing them in the process.
It occured a couple of times but going back to an older save prevents the AI from doing so
You can use that technique(?) too.

1. Place your unit aside boarding civilian units
2. Command your unit to move through boarding civilian units by clicking faraway tile
 
I get bug concerning number of TR, did anyone see smth like that or it from my modmods?
 

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I want to roll back that ranged unit can choose Indirect promotion.
A year ago, I was able to change it by modifying, but the file has changed a lot so I'm having trouble making the change.
Please give me some hint.
 
Supply is a real issue, I saw some modders trying to address it, but most don't mod anymore, and not sure if their mods are still compatible.

Are there any plans to rebalance it? It makes me abandon games around Rennaisance/Industrial era, because of too many units to move, or getting ahead of AIs if the difficulty is too low. Currently, Emperor is ok until late Renaissance. I was going to just up to Immortal, but reading more about the supply issue, I don't want to deal with even more armies.
 
Supply is a real issue, I saw some modders trying to address it, but most don't mod anymore, and not sure if their mods are still compatible.

Are there any plans to rebalance it? It makes me abandon games around Rennaisance/Industrial era, because of too many units to move, or getting ahead of AIs if the difficulty is too low. Currently, Emperor is ok until late Renaissance. I was going to just up to Immortal, but reading more about the supply issue, I don't want to deal with even more armies.
There are two proposals in the current VP Congress Session.
 
Version 4.6.2 released. Link in OP has been updated.

Changelog:
Code:
- Fixed a crash when playing with the Complete Kills game option
- Fixed some issues with resource quantities
- Fixed another bug where it was possible to work another city's center tile
- Fixed missionaries being killed when captured from Barbarians
- Fixed Barbarians being able to capture units they can't produce (Great Writers, etc.)
- Fixed England's bonus to naval movement not working in Community Patch Only
- Fixed an error with interception not displaying in the enemy unit panel
- Fixed the wrong probability being used when City-States that are neighbors with an attacked City-State might become wary if the declaring major has already attacked 4+ City-States
- Cleaned up some typos in the code

Online as of 11:42 PM CDT. Savegame compatible with 4.6 versions, but the resource quantities might not be correct in existing savegames.
 
When I click the next unit button (whether left or right), only 2 units are alternately selected. I think it's a bug, cause it isn't like that in vanilla.
 
Just downloaded this version and started a game. I could not buy tiles in the city view. Any ideas?
 
- Fixed another bug where it was possible to work another city's center tile
This reminded me, that one time i conquered Tradition civ Capitol, and it had its 3 radius was decreased to standard 2.
Wouldnt mind, but on the edge were like two Towns and a Factor, that couldnt be reached by any one.
I assumed, that, its fine because im not tradition, and this is not the capitol any more.. but i wondered if
this should be correct behaviour.
I was never in this situation, but if, as tradition your capitol will be conquere, immediatelly, next city gets +1 radius right?
Im assuming perma range would be OP ?
 
Just downloaded this version and started a game. I could not buy tiles in the city view. Any ideas?
There's a toggle for it on the city screen.
 
When I click the next unit button (whether left or right), only 2 units are alternately selected. I think it's a bug, cause it isn't like that in vanilla.
I asked about this almost a year ago and never really got an answer, probably because I asked in the Civ5 general forum. Like you I never noticed it happening in vanilla. It's a little annoying when trying to prioritize unit movement during war.
 
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