Discussion in 'Community Patch Project' started by Gazebo, Oct 24, 2016.
If your install is not a standard install, I can't really help, sorry.
Should the rest of us also use the modified .dll you linked in this github post:
Configurations that works are :
CP+EUI (EUI need to be installed manually, so you may have problems with it)
full-VP without EUI
full-VP with EUI (use the automatic installer for EUI)
Others configurations (such that CP+CBO+EUI) are so rare among testers that some bugs remains
We need Modpacks of the version: October 24th (10/24)
It is a very niche issue, but there's no reason not to switch. I'll issue a formal hotfix at some point in the near future.
Not my job – either ask another user (Iamblichos) or use the modpack maker. It isn't hard to do.
Also, still waiting on feedback from users regarding the new espionage tooltip interface. Feed me, Seymour.
Sadly, using spies against AIs (as spies) is against my role-playing "principles", so I can't provide feedback on that...
Hopefully, declaring war on AIs is not against your role-playing principles.
I feel the same, I can only use diplomats against them and turn them against each other.(winning me a cultural or diplomatic victory in the process)
That makes two of us. I lasted for a few videos, a few days' worth of posts, and 19 turns.
I can upload my modpack if you want it (tomorrow) but I have a couple of extra mods added to it: unit path viewer, info addict, r.e.d. modpack and music changer (you can skip a song).
The siege not having to set up before firing is interesting. Did Rocket Artillery get a boost to something, since it already had that ability?
Great mod thanks for the hard work
The Spy Interface Tooltip, I like how transparent it is though I'm confuse why suddenly there are 8 agents following my spy
That's the cooldown for when you do advanced actions. It's a flavorful way for me to say that you can't do advanced stuff until that number is zero.
Oh, if that's the case, then no complaints from me . By the way, how can I increase the speed of heists (or is that one not in XML/SQL format?)
Not in SQL. Can be though. Why? How long are heists on average?
I made a modpack (EUI version), it includes Quick Turns, Flag Promotions, and Improved City View. If anyone wants it, you can get it here: https://mega.nz/#!bplWCQzA!IB3uzBqfmRC98jki9PBnNcXRWE_2Bj3i-iQ6ZuyEBuA
Hehe, it isn't, though I have my own "casus belli" system that limits me when I allow myself to declare war
I'm glad Enginseer has a similar approach to spies as well - there is certain satisfaction as notifying Attila that Alex is plotting against him and having Attila declare war on Alex in the next turn or so
Will check again, last game had only 1 art stolen from me (then again I was tech leader).
Do I need to have min. 3 Citizens to get Progress opener bonuses? ( Science for a new Citizen and Culture for researching a Tech)
I got from Ancient Ruins and chose the Progress tree and after a new birth I didn't get a boost. I got it only after 4 Citizen was born, but 2 and 3 - I didn't.
Or maybe it's because of some bug in JFD's CultDiv? (I didn't get 2 free Citizens in my Capital).
Separate names with a comma.