your work is very impressive i must say.
i started a game now with ogi.
may i suggest using platypings ui instead of bug for next version?
Hello's OV, I have been civing again..looks like you have been up to your usual madness..impressive.
Had to stop by and say I really like what you did with the merchants/Pirates in your naval mod Orion.
I reseached up to Genetic Agromatics 4 (whatever the future farming techs are). With this tech, I should have a future granary building which increases my food production 100%. However, this building does not appear in my cities as an auto-build building (like the spy camp) or as an option on the city screen to build it. My food production also did not increase.
I reseached up to Genetic Agromatics 4 (whatever the future farming techs are). With this tech, I should have a future granary building which increases my food production 100%. However, this building does not appear in my cities as an auto-build building (like the spy camp) or as an option on the city screen to build it. My food production also did not increase.
Request concerning Future techs;
I noticed that you took out the regular future techs that have +1 happiness and +1 healthiness per research. Any chance you can put something like that back in? In the late stages of the game with a high population, unhealthiness is a real problem and so can unhappiness with lots of warfare.
Just lookin for more choices is all!
Added Two more buildings: Shipyard and Garrison. They have become prerequisites to building Annapolis and West Point National wonders. These wonders now provide the respective new buildings for free in every city. The Air Force Academy is modified in like manner, providing a free Airfield in every city.
Little confused OV, DL page states 3.01 while above post 3.02. Sooo, lol, which is the complete version?
I'm working on developing version 3.02, which will have an enormous amount of changes, fixes and additions over the current version that is available for download now: 3.01 + the patch file.
I don't expect version 3.02 to be available for a while, as we are going to attempt to improve stack attack and enable it in the SDK.
If you don't mind saying, are we talking weeks, month or years here? I'd like to know whether to wait and play other games until 3.02, or just play with 3.01.
Elsewhere in the thread, you also mention not having included the Revolutions mod. I assume you have a reason for this, but you don't seem to have posted it. Would you mind explaining why you decided to leave it out?
Thanks!
EDIT: I decided to give the mod a go, and have been finding it a lot of fun! One thing that does concern me is the Caste System civic, and in particular how it interfaces with the farmer specialist and certain wonders. Obviously, you won't be directly limited by food with that civic active, as you can have infinite farmers (each of which produces enough food to feed himself, and then some, along with other benefits). Normally, you'd be limited by happiness: entertainers would help, but you can't just stuff the city full of entertainers and farmers and expect it to keep growing forever, since 2/3 would have to be farmers to produce enough food, and 1/2 would have to be entertainers to get enough happiness. I assume this was intentional? Either way, it's a good idea.
However, certain wonders (for instance, the ancient-era Arc of the Covenant, and the NW globe theater) remove all unhappiness in a city. With one of these cities, it's possible to grow your cities indefinitely, and gain other benefits (depending on your civics/wonders/etc) at the same time. While this is fun, it also seems rather...overly powerful when compared to the other civics in that category. In my case my specialists happen to be giving +5 science each, and it makes science based improvements rather irrelevant - with only 3 really large cities, and 6 smaller ones, I'm getting all the renaissance techs in one turn anyway. Unless this is an intended effect, it might be worth changing it. My solution would be to remove farmers from the list of specialists caste system can give unlimited numbers of, and replace it with one of the other specialists. That'll prevent cities from growing unlimitedly, while still keeping the farmer's concept intact.
Guess it is time for another update. Much has improved in the development of version 3.02.
1. Using SDK, we solved a major problem with the AI's use of the farmer specialist. As a result, the AI now uses the farmer specialist far more effectively and in a balanced way. SDK UNIT_AI functions were added for Doctors Entertainers and Farmers.
2. We've added trait based Specialist Management buildings to provide an early start to the specialist economy. Each leader starts out with the ability to build two Spec Mgt buildings and can build more as more traits are acquired. Its a cool feature found in no other mod.
3. A major review was done and we have added and rebalanced many buildings and wonders. The decision on what you need to build next has just become far more difficult, as wonders that were previously thought to be worthless, now have something major to contribute.
4. Revolutions was left out because it would require major XML and SDK changes and extensive testing for compatibility with OGI. Performance has always been a major concern and our number one goal has always been to provide a reliable mod that allows the end user to play and finish games. At this time, we do not see enough value added to warrant inclusion of revolutions into OGI. We firmly believe OGI 3.02 will be the one mod everyone will want to have and play.
5. I don't want to project a completion date just yet, as there is much more to do before releasing version 3.02.