Yanikin_Tinkard
Warlord
- Joined
- Sep 22, 2007
- Messages
- 118
Mine had a .txt becuase I attached them to the forums. Yours I do not know.
Used Yanikin files and removing the txt extension worked fine for me .. playing the V7 mod at this point. Gotta say big difference from V5, could not expand as fast and red face killing me in early game .. also food and money a lot harder to have in early game so growing cities harder (get to point were growth is like .25 food or zero). So until Industrial era hit a wall for growth then start again after couple techs. Oh as to tech I think Industrial to modern needs a bit more meat, seems like i blew through Industrial in about 20 game turns. At this point some of the cost to build seem a tad to high to me .. i'll take better notes on 2nd game, playing this time just to get a feel for the mechanics and flow. So far this is a really nice mod ... thanx for work.
The Circus Maximus wonder has the Nazca Lines dds file referenced so the wrong splash screen is shown. Not sure if the OCEAN HABITAT PROTOTYPE wonder should be coast only but it can be build in a land-locked city.
Have to say i'm enjoying the mod, thanks! However every time i go to load a game it gives me a runtime error message and a CTD...any ideas?
The slave already has the engineer production rush and that is what is causing the problem, so that would be pointless.
Also, I can't give it a % production rush. It is a base rush value and a multiplier value which I believe works off the number of turns played.
If I can figure out a way to implement it without the production bug and AI problems, I will.
Good to see you guys enjoying it again.
I tried to balance the industrial buildings so that they are expensive to get off the ground but once you do they give you a real industrial revolution feel. How is that going?
You mean you beelined to modern in 20 turns, or you had a significant portion of industrial techs researched in 20? Of course, industrial didn't exactly last very long, but I can try and cut out excessive beelining if it is too quick.
How is the AI handling tech? Do they fall behind at renaissance/industrial(as they do in previous versions) or are they managing to keep up?
I will be sure to take a look at these, thanks for the report. I was sure that I added a line for coast only to the habitat, but maybe not.
Playing on V7? Can you check to see if there are any <ID> lines in the units or unitclasses xml's? If you are good in that area, we will have to do some troubleshooting to see where this problem is coming from. I don't remember anyone reporting CTD problems with loadgame though, just that you couldn't.
Good to see you guys enjoying it again.
I tried to balance the industrial buildings so that they are expensive to get off the ground but once you do they give you a real industrial revolution feel. How is that going?
You mean you beelined to modern in 20 turns, or you had a significant portion of industrial techs researched in 20? Of course, industrial didn't exactly last very long, but I can try and cut out excessive beelining if it is too quick.
How is the AI handling tech? Do they fall behind at renaissance/industrial(as they do in previous versions) or are they managing to keep up?
I will be sure to take a look at these, thanks for the report. I was sure that I added a line for coast only to the habitat, but maybe not.
Playing on V7? Can you check to see if there are any <ID> lines in the units or unitclasses xml's? If you are good in that area, we will have to do some troubleshooting to see where this problem is coming from. I don't remember anyone reporting CTD problems with loadgame though, just that you couldn't.
with fix 7, no burial tomb (nor temple) playing egyptian
Hmmm...well turns out i was playing on V5, updated to V7 and will try loading this evening, wlll advise if this sorts it out.
sheesh....i was trying to load the save game in single player rather than loading it from within 'Mods'...all sorted
One other thing though, I notice that from the start of the game some nano tech wonder shows up from the start 'Warp detection array' or something like that
sheesh....i was trying to load the save game in single player rather than loading it from within 'Mods'...all sorted
One other thing though, I notice that from the start of the game some nano tech wonder shows up from the start 'Warp detection array' or something like that
Production bldgs cost to me is Ok .. for what you get makes sense, but for the others seems like overkill (average to bld a monument is like 17 turns .. don't know if can reduce cost with time but for some of the early buildings is like a long long long time). Took about 20 turns (no beeline) to get modern, hadn't even built more than 1 or 2 units before they were outdated with modern ones. Oh .. and I got a tank unit in the renaissance period through unit upgrades from ruins. Gotta say that that was a surprise to me and a couple target cities shortly tereafter.
AI seems to be doing Ok with tech most are in the Industrial or close to moving into it, so while not staying with me many are not that far behind.
Note if want to flesh out the techs for Industrial and erlier might look at RnR in Civ3 .. that mod had plenty in this period versus a couple.
Sorry, to be clear, I meant 25% of what the worker costs to produce. So 50(fifty) production if the worker costs 200(may want to tweak as low as 10% or as high as 50%). The AI's problem with the slave may be the flavor of a new non-combat unit it doesn't build the right amount of. It shouldn't be a problem with a modified worker, and the AI already over builds workers, imo. I am balance testing on king/marathon, with V7 fixed and the slave removed, the full report will be coming in a day or two. So far the early game is tough, but I'm not out of the game yet(300ish turns).
Here is a pic with a standard defensive formation around a vulnerable city. Cities with rivers and mountains slowing or blocking the enemy are the absolute best positions(with a one hex pass best of the best).
I added files from FIX v7 and not working It`s the same error when create new game ;/
I had so much gold that I just bought a lot of the industrial buildings. Once bought I could just make what I wanted. I was getting wonders in ~6 or less turns on standard. I do not know if that is what you want.
I don't know if there would have been an advantage. I was so far ahead on tech at this point (with neighbors) it isn't funny anymore.
It would be easy to get that policy for the two free techs (i did) and save it for a boom to something. Again; tanks need oil... blah blah blah.. there is a moment in video of, ah wait.. were is my oil?
with fix 7, no burial tomb (nor temple) playing egyptian
In the buildings xml, the harbor entry has updates to food twice, but no gold, so it only gives one food and one production to water tiles. I changed it in my version.
One other thing though, I notice that from the start of the game some nano tech wonder shows up from the start 'Warp detection array' or something like that
I was getting the nano techs also ... only proc loaded, what I did was go and delete the earlier versions of proc in the mod folder (v5/v6, when installed did so into separate folders for each version) and it went away for me. No idea if will work for others but seems like if have the other versions still in the mod section the game gets confused. Again no idea only stating that it worked for me.
Also an observation .. seems like an age is missing between classical and midE. Jump right into knights and all so fast aas set now. Just a view.