markusbeutel
NiGHTS
FYI The current v.5 version is incompatible with Info Addict. Is there a possible fix?
Last I noticed the mod was still compatible with infoaddict - has infoaddict been updated lately? Have you cleared your cache/moduserdata folders?
Two problems, one game-breaking --- sorry if they've already been reported. Am playing on a 2009 MacBook Pro and no mods other than Civ Nights, which I just downloaded.
1. I can't choose construction projects for my cities, making it impossible to end my first turn. At first, this seemed to be because I began without any technologies, including Agriculture, and didn't have any buildings to build --- but then I tried verifying the game cache with Steam and starting a new game, and I began with Agriculture but still could not choose a construction project.
2. Technology names are displaying incorrectly, all beginning with a string that is something like "TXT_KEY_TECH_[actual name]". This makes the tech tree harder to read but is manageable.
As I said, I tried verifying the cache, but to little avail. Are these known problems I can fix? If not, any chance of a bug fix for a Mac issue? I am really eager to try Civ Nights; it sounds like a great take on Civ V.
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EDIT: I should also note that I'm playing with G&K and (I think) all DLC enabled --- I got G&K on a Steam sale about a month ago and only got around to reinstalling Civ V on my computer last week; thus, I'm fairly sure my copy of Civ V is as up-to-date as it can be on a Mac.
I'm assuming this is in fact because you're playing on a Mac - and while it may be up to date - it's probably not as up to date as the PC version of the game. Has anyone else had any experience playing on a Mac lately?
Other than that, make sure you're not playing with any other mods - civilization mods especially as these won't start with any techs as they'd have to be customized mods for Nights itself in order to start with any of the new techs.
I have an issue with the tech tree where I get the full file name too: TXT_KEY_TECH_....
Also my policy screen is just 5 large colour blocks
Lots of things could be causing these bugs. First make sure you game is up to date through Steam, then clear the contents (ie delete the contents) of your CIV V cache and moduserdata folders, make sure you only have one copy of the mod installed, and that you aren't using any other mods (manually delete or move other mods out of your CIV V mods folder - as deleting in-game doesn't always actually delete them from the folder).
Like everyone is saying, AI tech is crazy right now. Some one just finished Brandenburg gate, getting the tech would be 53 turns out for me, and they are finishing a wonder for it. Are they some how getting the old research agreement bonus's that players were getting a few patches ago?
Was it always a requirement to have a world wonder to have a cultural revolution? This really exasperates the AI lead, because on harder difficulties you are not getting a wonder until at least the middle of the game.
They aren't getting any RA/bug bonus - although on higher difficulties AI do start off with production bonuses (including a free worker) which can make getting early wonders challenging, but not insurmountable. And yes, you need at least 1 wonder in order to start accruing points towards a cultural revolution. Your best bet would be to adopt one of the policies that grants a free worker and/or speeds up wonder production, all the while making sure to chop forests/jungles diligently when building them for the production bonus.
I have changed my play style to be much more aggressive in the early to mid game, while I still have my tech edge (or at least parity), because the game usually turns hopeless once the AI snowballs. But that only works on maps where there's no insulated AI with good resources.
This is a longshot, but I'll toss it out there anyway: It has bothered me from the start that there are no diplomatic penalties for using nukes. Any chance NiGHTS could address that? It's especially troublesome when the AI is building nuclear missiles before I can even start the Manhattan Project.
If you can't tone down nuclear war, maybe you could at least introduce a defensive unit or building or wonder (like Patriot missiles or a Reaganesque Star Wars shield)...although that doesn't help much if the AI is way out in front.
AFAIK, didn't G+K's introduce additional diplo penalties for nuking? Are you playing vanilla?
Thanks guys, that was it. But now I'm getting another problem where my games seem to crash on exactly the same turn. One game it crashed on turn 42, another game I made it to turn 138, but both those games are now unplayable :/. Any ideas?
Are you playing with any other mods enabled? I ask because there are certain xml functions that other mods might implement that cause crashes as certain xml tags have changed and/or don't function properly over the course of CIV V's patching process.
Also make sure to delete the contents of your CIV V cache and moduserdata folders - as info from previously installed mods gets stored in here and cause conflicts/crashes with Nights.