Managed to go over these during breakfast...
Just finished my first game, no crashes! Although I lost as I spent all my money on upgrading units and not bribing CS - so Rome had a go...
On the upgrading costs. It appears that each upgrade becomes more and more expansive - in most of the cases, but not in all. Here are my data:
Upgrade Rifleman - Infantery: first: 1660 gold, next one: 2210, next one: 2760
Upgrade Frigate - Destroyer: first 510, next 1010
Upgrade Maori - Swordman: first 170, next 245
Upgrade Swordman - Longswordman: first 335, next 570
Upgrade Longswordman - Rifleman: first 460, next 885
Upgrade Cannon - Artillery: first 210, next 780, next 1360, next 1680
Upgrade Artillery - Rocket Artillery: first 10, next 10, next 10, next 535, next 1260, next 1985
The cultural revolution stopped working for me (for over 50 turns no event: no progress on a new revolution, no goverment dissolved) I think after I discoverd Biology (?), the oil icon appeard in the top bar after I researched combustion, so that's fine.
Not sure why the Revolutions or Oil would be acting up as they haven't been in any of my test games, but I'll look into this. This also interesting how upgrade costs increase - and the increases seem to be most likely connected to eras/techs discovered. I'll start tweaking upgrade paths to coincide more with the layout in NiGHTS and hopefully get rid of upgrades costing "10."
Just some thoughts and questions.
What happens to all the flashy fun veteran units and the unique great ppl or the uber forests and the civics that raise mines and farms and trade posts ? was these things that made me like this mod (shrug)
Cant say I like having my units connected to my happiness way to hard to keep from going into unhappiness ...find myself running units into there death or deleting them (with promotions) so I can build a city. if you wanted to cap units how come you diffident make a unit cap tied to barracks and defensive buildings to raise your unit cap
Did you merge civup in this some were ? reminds me a lot of it bugs gone and all that.
raging barbarians or truly Raging Nice!
can i use info addict?
I got wonders like 3 of them but still kinda do not really understand the revolution thing. could not seem to get one to work.
by tern 98 I crashed to the desktop.
Units have always been tied to Happiness in NiGHTS - I think earlier it was just much easier to balance Happiness that it might have been more of a secondary factor. As for why I didn't set up a cap system involving buildings, it's fairly simple - the AI would suck at it. Happiness is global and constant, whereas buildings are more of a crapshoot - and the AI struggles enough with the tactical side of combat, I think posing further restrictions on them would not work out that well.
Veteren units have been gone for awhile. Again, more of an AI issue in that they couldn't really be programmed to logically pick a point to stop producing outdated units with the training system that was in place. As for the unique great people, they've been replaced by the new yields in v9 where all improvements provide a minimum base 3 yield, (increased by policies/buildings/etc). More of a micro vs practical issue, and less units clutter up the map with the current system. I may reintroduce a few new great people, but only after enough balance feedback has come in.
And yes, raging Barbarians are now truly raging.
As for Thal's mods, I haven't introduced anything from them, (but we may share elements from other mod components), but if there are aspects of that mod that people would like to see included in NiGHTS - feel free to post them.
As for Cultural Revolutions - I'll get a better explanation of that into the mod and on the homepage in the coming updates.
Started 9.1 no CTD. mini map now following big map. Could have been a blimp in the download before. I realy enjoy this mod but see that I have a lot to learn about government and the new elements.
There's a lot to take in with this version of NiGHTS - I'm still coming up with new ways to tackle various parts of the game, and I don't think there's really any one dominant strategy at the moment regarding policy choices. Personally, I prefer Civ's starting with Mysticism - I get a monument up pretty quick, take Piety with the Culture Buildings boost and the +1 Culture, then take the +50% bonus to settlers, and I can usually get my first Settler out on Standard/Standard after 15-17 turns.
Happy playing.
Can I use new wonders from WAW DLC with their graphics in 9.1? Or there are modded non graphics versions of these wonders?
Fake non-graphical versions of the new Wonders are included in the mod, (along with 20 or so other new Wonders), but the actual DLC Wonders themselves won't appear in the mod if you've purchased them.
All my text are missing.
Mining tech:
TXT_MI....
figure
TXT_....
Social polices too.
Have you tried the following steps?
1. Delete your cache folder.
2. Delete the contents of the ModUserData folder.
3. Verify your cache and defrag your CIV V files through Steam.
4. Make sure your game is up to date with Patch 1.0.1.383!
Also, if you have any other Mods running, disable them - as this text bug usually occurs when multiple mods have some of the same features - like if a mod component you were running had a bakery with a TXT_BUILDING_BAKERY etc text the same as the text found in NiGHTS - it would should up like the examples you gave.
Just went through the log folder in search for error messages..
I'll attach the ones that had some, don't know if it helps any though...
edit: seems like the old saves don't work with the new version, getting runtime errors, so i can't directly test if it's fixed now.
Thanks for posting - I'll look through these and see what I come up with. If you have a save you can't load, post that as well.
Hello Nights Creator,
First of all, thank you for this amazing mods
Mods used:
- Your 9.1 mod
- InfoAddict (latest version)
- Red modpack (latest version)
I found some anomalies:
- When you first activate the policy Corporation under the Order Policy, the whole mini map zooms out and shows every capital. However, when you reload the game the minimap returns to the expected size and only shows capital within the boundaries of the minimap.
- I dunno if this one is related to your mod. When you first construct the great wall, it encompasses the capital's cultural border (my cities are far apart). Upon reload, the great wall got bigger covering cities connected to the capital via cultural border.
- On some AI cities, the city have a black circle beside the unit's icon (e.g. catapult).
Glad you like it.
I forgot to upgrade some of the stats for the Great Wall - this will be corrected in a future update. As for the reveal capitals policy - it's not actually included in the vanilla game, (but it seemingly works), although now it appears it may have some bugs involved. I may keep it in the mod regardless as it's still a useful policy upon initial use. The black circle bug is new to me - I'd direct the same instructions to you as to a few posters earlier:
1. Delete your cache folder.
2. Delete the contents of the ModUserData folder.
3. Verify your cache and defrag your CIV V files through Steam.
4. Make sure your game is up to date with Patch 1.0.1.383!
I also haven't tested the mod with RED, so there's a chance it may be causing some of these problems and/or crashes.
Still having crashes, new game, turn 69 this time, no special occurrence i can see..
edit:
there are also dumpfiles from the crash that i can't view right now, and you can't attach them here.
Are any of the crashes occuring at a consistent date? If so post your save file - post it regardless actually, and I'll play through your game for a bunch of turns and see if I get any of the crashes.
And I'm off to work - keep the comments coming everyone, I'm confident we can solve most of these bugs/crashes - and feel free to post your saves if you're getting repeatable crashes and I'll see if I can get you past them.