Hornakhtyotef
Chieftain
- Joined
- Jul 9, 2014
- Messages
- 66
I thought it would be he leader traits such as Aggressive, but combat4 units right off the bat seems a special handicap that could reflect high difficulties (IMM, Deity?).



thx, Antigenes!Patch 4.15
I've only had a quick look, so these are just initial impressions:
Perhaps a user setting: Custom Assets is disabled.There is also a checkbox not to use custom assets in the options menu.1. Is Blue Marble now completely incompatible with PAE? I was able to use it PAEV-beta but now it's not recognised (from at least patch 2 onwards). I just like its water textures.
Ah, thx!2. Hellenic 40 civs scenario: On the Select A Map page, the description just says "TXT_KEY_HELLENIC"
Oh, I think the 40 Hellenic has been forgotten to get updated to 40 civs yet. I will post it into the German forum.3. The 40 civs scenarios (Hellenic and Eastern Med): This is the first time I've tried to use this dll, so maybe I'm missing something, but I can't get these to work. Are you supposed to get a choice of 40 civs at the start, or do you just get the normal 18, with others popping up at random throughout the game? The difference between the XL scenario and the others is that XL has all 40 civs defined in "PAE Europe XL 40 Civs and Cities.CivBeyondSwordWBSave" whereas only the normal 18 civs are defined in "PAE L5000BC 40 CIVs Hellenic.CivBeyondSwordWBSave" (and E. Med) with empty placeholder entries for the other civs. If you are supposed to be able to choose from 40 civs can you describe the process in more detail? Also, the extras folder has 4 of these files, 3 of which are duplicated in the Private Assets folder. Are we supposed to do anything with these files?
4. Promotions: I'm getting the same behaviour I described with patch 4.12/13. What seems to happen is that after a successful battle you may get a new terrain/unit-based promotion or may be offered an advance in any of the promotions you already have, even if the combat is unrelated. For example, if you have Guerilla and City Raider (as a civ-specific starting promotion) then defend a city, you can advance in either of these promotions very quickly, which could be exploited to boost promotions you like (I was able to get a Warrior to Guerilla 4 in a few combats when defending a city against barbarians). Maybe you should only be offered an advance if the combat is relevant to a promotion, e.g. if attacked on a forested hill you can't advance in Garrison, but could advance if you have Guerilla or Woodsman. As another way of making Training Centres more useful and attractive, how about letting existing units get level 1 training in a city with a Training Centre, for a fee?
Steppe (Plains): ah thank you. I'll change that!5. Resource Cultivation: I notice that the Plain terrain no longer exists and has been replaced by Steppe where tiles used to be Plain. A minor point is that the pedia entries relating to Cultivation are now wrong.
A more serious point is that, unless I've completely misunderstood how cultivation now works, the cultivation of resources is now much more difficult or even impossible, even in areas that were historically famous for those resources. For instance, on all the barbarian maps, you can't cultivate any grains, cows, sheep or olives in North Africa or Spain. No olives in Greece. The Hellenic map is not quite so bad but is still quite bad. I assume this is intended, but I'd like to know what the thinking behind it is. The wasted dessicated nature of the land in some areas might be accurate for the last few hundred years of game time, but completely innacurate for the first 5000 years (and completely inaccurate in Spain until the 15th century). But my main objection is in gameplay terms: not being able to propagate resources removes the best feature of PAE and makes some civs unnatractive and not worth playing IMHO. If I've got the wrong end of the stick, can you explain how cultivation now works in more detail?
7. Development speed: All civs are struggling to develop. Again this might just be on the barbarian maps. I took a snapshot at 1100BC: 3 civs destroyed, 3 had 4 cities, 4 had 3, 6 had 2 and 2 had 1 (Romans are in the lead again). I wonder if changes made for patch 4 have made civs too weak against the barbarians. I need to play more games but that's my initial impression.
If you have a public maps folder you don't need it with Patch 4. But all the other people and the people who install PAE V have it. So I have to write both. The Public Maps folder will now be the Private Maps folder since Patch 4. The Public Maps folder is obsolete then.8. Installation instructions refer to a Public Maps folder but I no longer have a Public Maps folder. Is that right or do I have something missing from my installation?
OkPatch 4.16. I've played a few games now, on all the barbarian maps. These are my observations so far:
1. Loading is very slow, at 1-2 minutes. It's not really a problem since turn times don't appear to be slower. I just mention it.
I have to see myself. But this is not intended. AI_CAN_DISBAND_UNITS is set to zero in the GlobalDefines.2. Camels and horses just disappear from the map, without being killed. Horses used to do that after combat but I don't remember camels doing it before. Is that intended?
The emigrant only appears in bad cities anymore. But I am not proud of it very much. It was a suggestion in the German forum. I think, I make him buildable again with the tech Assimilation.3. I couldn't build an emigrant, after getting Colonisation. The emigrant icon was not present, but is still in the Pedia.
ok4. I couldn't build an external trading post despite having the relevant tech. This was on various resources. <- Found the solution to this.
No changes made (except textures and terrain type). with canalistations or levees.5. How do you drain swamps now?
Sorry, this unit had a plate armor. Too early for that. I had to change the skin. I liked it too. Perhaps if I add a pseudo legion for the carthagians in times, if they didn't lose against Rome... but I think, players wouldn't like this idea and PAE gets fantasy.6. I preferred the old Carthaginian short swordsman. The addition of the Iberian Falcata Warrior for the Carthaginians seems out of place and not really needed since that unit is quickly superceded by the Shieldbearer. I know they used them but they were not native. Anyway it's just a personal view because I really liked the old short swordsman skin.
It's the first type of a promotable unit. the normal spartiat has no armor the elite one can be promoted and gets his armor7. Sorry to harp on about this, but the Spartiate skin needs bronze armour. I can't decide whether he's naked or has buff-coloured armour. If he's naked I have to repeat that Spartan hoplites never went into battle wthout armour (a la the ridiculous film '300').
hm.. I only doubled the gain. because other uses didn't like the less amount before.8. Treasure. Maybe too much can be won from barbarian cities. I ended up with more than 1200 gold after sacking two barb cities and building the Silk Road. The gold is wecome but maybe makes the game too easy.
Not in my version9. Sacred Band in the Pedia. The Greek one has the same entries as the Carthaginian one, and same artwork.
Noted.10. I'm as certain as I can be that Sea Peoples aren't working properly. I haven't had a single attack on any game. I see their ships, they often approach my coast, but no troops are ever landed.
Text fixed.11. Great General strategy text is missing from the Pedia. Also, Generals can't join cities. Is this intended?
Noted.12. The major issue so far remains the development speed and competitiveness of civs on the 3 barbarians maps (Hellenic doesn't seem to suffer so much). I'm leading every game even though my own development is slow and I'm way behind where the Pedia says I should be. I don't know if it's possible to tweak these maps without affecting other maps.
No changes made (except textures and terrain type). with canalistations or levees.
Yes, it is intended. Exhibition fighters shall do that. Generals shall create the academy.