Slightly more serious bug:
Cavalry cost 700
Rifleman cost 1800
Rifleman should cost considerably less. e.g. Frigate is 300. Cannon 900. Ironclad 600.
Thanks for the info. I'll have to read the other threads b4 I make more of a fool out of myself
Medicare doesn't work.
The option, when selected, does not disable it's counterpart in the order policy tree at least late in the game. When I selected it, long long ago, I thought it was working, but unfortunately I don't have a save to go back to for checking.
Hmm - this shouldn't be the case, but I'll look into it as there's a chance a change from v11 got into v10.9 . I'm assuming you deleted your cache and ModUserData contents?
The pagoda building does not grant 3 gold/gem resource (culture bonus is fine).
From the xml:
---
<BuildingType>BUILDING_PAGODA</BuildingType>
<ResourceType>RESOURCE_GOLD</ResourceType>
<YieldType>YIELD_GOLD</YieldType>
---
All the technologies show TXT_KEY....etc...I have a brand new computer and updated Civ 5 before I started playing it. It seems like something minor I am doing wrong. Just not sure what.
This could be a couple of things. First, delete your Civ V cache folder and the contents of your ModUserData folder, then verify the integrity of your cache through steam. Also, make sure you've deleted previous versions of NiGHTS and that you don't have other moss running.
This should solve the problem.
I did that and now not only will my saved game not load, when I start a new one, it won't let me research anything. Everything is listed as locked..lol..it might be a mod conflict but I'm using the same mods I had before.
I'll try just enabling this one and slowly add each mod to eliminate that problem.
Most likely a mid issue then, as NiGHTS only works well with the infoaddict mod. Almost all others will cause bugs to appear.
And just saw your other message - miss those sometimes. But yes, switching the other three AIGrandStrategy_Flavors to zero and raising the value of AIGRANDSTRATEGY_CONQUEST should result in the AI solely pursuing domination victories. The problem that arises here is that the AI will tend to avoid buildings that don't correlate accordingly, (culture buildings for example). The AI tends to scattershot their build choices to begin with, so changing the other values to "0" could potentially really set them back.
Bug or related to the new patch ?:
I just got a CS quest to build the wonder "Wat Arun" (according to wikipedia this a is a "Buddhist temple (wat) in the Bangkok Yai district of Bangkok") which - to my knowledge - is not part of Vanilla or Nights.
In 10.9, I'm seeing duplicate techs in the "what to research next?" sidebar - not just the same unresearched tech twice, but also techs I've already researched! I do also have 10.7, but it was disabled in the mod-picker when I started my game...