Discussion in 'Community Patch Project' started by Theral, Aug 23, 2016.
Q: how could this happen on a standard Pangea map script?
Oh hey gratz 4000 replies
I do not know, but I just had it happen on the Planet Simulator map script. Never have I seen anything like it before.
Am I seeing some coast tiles not connected to any land?
Yes, you are and I am thinking that maybe this is the reason for the fast map generation I mentioned in another thread. Something is borked and the map script has not changed.
I just restarted a bunch of times with the Really Advanced Startup mod with the full map revealed and I could not get this bug to repeat, so maybe it was just a one off thing.
Are there ways of getting trade routes in renaissance? I think I got one from banking but it's not indicated.
From a technology. Astronomy, I think.
Just checked again. It's economics. I got one from statecraft too.
I noticed a strange bug with the really advanced setup mod (playing 10/10): If you have met your first or second civ, one of these civs is connected to another civ on the other continent (continents map). When I'am at war with my neighbour civ I'm at war with the civ on the other continent to. Anyone here who noticed the same?
What counts as canals in VP? In particular, can I make a 3 tile canal with a citadel?
My bet is:
Something was messed up in your game settings, and the two are in the same team. (if you use EUI, they have the same "team flag" on their portrait)
Alternatively, if they reached medieval era, one might be the vassal of the other.
No. You need a city.
A citadel/fort count as a cannal if it is adjacent to a sea or a lake, and I think adjacent to a city count too (not sure).
Sea Citadel Fort City Sea
Sea Fort Citadel City Sea
Neither worked, so I guess 2 tiles is the longest unless the center tiles are adjacent to water too.
The city needs to be in the middle, so
Sea Fort/Citadel City Fort/Citadel Sea
Thanks. Kinda ruins the city though.
Hey, I've been away for a while and I've been struggling to catch up on everything that's been going on. From what I've read skimming through the threads, Rome's new ability could cause problems with some of the place holder buildings and such used in the mod mods, have I got that right? I wanna know if I should try to update from whatever version I've got atm to 10-10, or if I should wait a bit and keep playing my current collection of old VP and mod mods.
Last beta goes pretty well. We think Rome is not that op as it looks, since you need to do some conquering before the capturing ability shows. Anyway, you can ban Rome using Really Advanced Settings mod.
Rome is definitely not OP in the AI hands as they seem to get their butt whooped mostly by the other AI in my games.
In my last few games, AI Rome performed really badly. It took a long time to settle 2nd city (somewhere around turn 150-200 epic speed), and by this time it had most land around stolen by other AI.
I feel like a good number of Authority Civs have started doing this lately in my games too. Was Rome going Authority in your game?
In a silly test, I even used In Game Editor to give Shaka (who went Aurhority) 2-3 settlers since he still had only his capital at 120 turns on Epic, yet it still took him about 20 more turns to found those new cities, and it certainly didn’t take 20 turns to move those settlers to those spots. Perhaps they are waiting on policies?
When sanctioned, why can you send trade routes to vassals but can't actually trade with vassals? Seems mighty inconsistent.
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