Version 0.8.3 is last with not working models. We've managed to fix that recently. Next OFFICIAL update v0.9 will fix that. It is now under construction.Version 0.8.3 This seems wrong.
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Version 0.8.3 is last with not working models. We've managed to fix that recently. Next OFFICIAL update v0.9 will fix that. It is now under construction.Version 0.8.3 This seems wrong.
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So science to sea luxuries? Food stays.I think that Great Barrier Reef giving all fishing boats 1 food and 1 science is a lot science, if you get it early enough in your borders it could easily give you half or more of your science
I thought about it. I will try to add some info to the civilopedia if possible. This is the quickest way to do it without making special UI. I don't know if WonderPopup can be shown on click.Hi adan I really love the addition of more natural wonders, its v nice to see as there are barely any mods out there which covers it.
Was wondering if the information about new addition to natural wonders (old and new) can be added into the game as sometimes i might encounter a natural wonder and forgot what benefits it provides me when i have it in my boarders.
Forgot to change description. Will be fixed.Great mod! By the way, compare the text of Great Zimbabwe here and in game: View attachment 566874
Forgot to change description. Will be fixed.
Yes.Mont Saint-Michel.Btw I remember there in the past being a wonder that can only be built on 1 tile island. Is this wonder still here?
It's no longer valid, because instead of XP you get production percentage. XP was bugged by default in VP.Forgot to change description. Will be fixed.
I have no idea. Depends on time I devote on coding, testing, art creation etc and that's lot of things to analise. The close goal is to finish v0.9 by the end of August. I don't won't to rush it too much. And I want to also try to fix some bugs that arose during recent updates. Some of them are gone, but still few exist.Looks very very very tremendous. when do you think the ver. 1 will be available?
I don't quite understand what the problem is. Toy Train is allowing to move through mountains (and ice unfortunately, but that is bug). It does not increase movement on road or railroad. Can you elaborate? Maybe its because HoveringUnit change unit to flying one and it ignores bonuses from Roads, Railroads...Some problems with Darjeeling Himalayan Railway promotion (Toy Train). Units gain promotion but all have only 2 movements, independent of roads and railroads.
Missing FreshWater value. Fixed.Summer Palace doesn't require a lake while it's in the description.
If I move such requirement to Orszaghaz, then Palace of Westminster will have almost identical one. To not overcomplicate it, I can suggest lowering the value to 1 and adding criteria: specialist artist or engineer in the city. So total it would be Coast + 1 CS Ally + Eng or Art specialist. It's not difficult to make, but needs some specialization.For Statue of Liberty, the criteria to be able to build it are: 4 allied city states. I think it's difficult and too city-state oriented (the other freedom wonder, Orszaghaz (Hungary), already has this orientation). Liberty was offered to US by France, it was designed by an engineer (Eiffel) and an artist (Bartholdi). Perhaps criteria like, a DoF, an Engineer and an Artist specialist in the city or trade routes with cities of an unique civilization that contains at least an Engineer and an Artist specialist.
I changed in current beta XP to Production bonus per trade route. If you use beta from github, you can test it out. If not, you must wait for release. I checked number of dummies generated each turn, and it was correct in my games, but even though the XP value was changing. Even more, probably you said that Qalhat is working well, so whole function is correct. I was really done with this bug, so new ability, and forget about XP.About Great Zimbabwe, some additional tests :
I played without EMR4VP.
When I finished the wonder, the dummy buildings and so the bonus XPs, are implemented correctly (in fonction of the actual trade routes). After that, XPs don't increase with each turn (good) but the number of dummy buildings remains fixed regardless of the number of the trade routes.
I haven't posted anything on github yet because i don't quite understand what's going on, sorry.
I don't quite understand what the problem is. Toy Train is allowing to move through mountains (and ice unfortunately, but that is bug). It does not increase movement on road or railroad. Can you elaborate?
Yes, I think is the explanation.Maybe its because HoveringUnit change unit to flying one and it ignores bonuses from Roads, Railroads...
If I move such requirement to Orszaghaz, then Palace of Westminster will have almost identical one. To not overcomplicate it, I can suggest lowering the value to 1 and adding criteria: specialist artist or engineer in the city. So total it would be Coast + 1 CS Ally + Eng or Art specialist. It's not difficult to make, but needs some specialization.
Crap! That means more problems than I expected... Need to think about this.A unit in railroad or road have movevement > 2. With the promotion, mouvement always = 2.
Yes, I think is the explanation.
If X is overall amount of specilists (of all kind) then it is easy to rework. How many do you suggest? 5?France as a CS allied to US, It's a painful reminder to its rightful place in the world
(especially since at the time of construction, France had lost the war and with, Alsace and Lorraine against Prussia). I'm joking, it's a good idea
because Statue of Liberty is specialization oriented. Perhaps just coast + X specialists in the city (X should be quite large)
Yes 5-6 seems a good start. I'll see in my next games how much AI has specialists in its cities so that it doesn't become a player-oriented wonder.If X is overall amount of specilists (of all kind) then it is easy to rework. How many do you suggest? 5?