Civ names by policies is incompatible, it modifies the espionage screen.Hi!
My espionage screen seems to be bugged and I'm not sure why. It's been happening since a couple patches ago, I'm currently on 4.6.2. This is what it looks like when I get spies and click on the spy screen:
The only other mods I have are: Civ names by policies; infoaddict; IGE (but I've gotten this bug with IGE deactivated), and tectonic map script.
Any help is appreciated, thanks!
Thank you!!Civ names by policies is incompatible, it modifies the espionage screen.
I see. Is there a way to change what tech the AI will want to research outside of the DLL?It does nothing, except when AI needs to pick a free tech.
Change what they unlock.I see. Is there a way to change what tech the AI will want to research outside of the DLL?
Yes, I may be wrong but I think that was one of the reasons this project started, because of the stale meta in vanilla civ 5 where it was best to always go tall pretty much.Hi everyone, does this mod changes in any way the 3-4 cities meta (vanilla)? In other words, what is the ideal number of cities to win vs the hardest AI?
Thanks! This mod is awesome.
more cities is usually betterIn other words, what is the ideal number of cities to win vs the hardest AI?
That's quit easy for hem to take it, just move to the forested hill, it gives vision, then go two tiles left. The forest only costs 1/2 movement point with trailblazer I.Really I cannot understad how can that happens:
I have my Warrior unit an Alert position on an ancient ruin
View attachment 689720
On next turn the American Pathfinder pushed aside my unit and took the Ancient ruin
View attachment 689721
????????? AI cheats? JFD's United States mod can do that?
Make a GitHub issue about that is probably a good idea?There is apparently a bug from the base game's source code still in VP, specifically it's the code that strores the goody hut rewards (to prevent getting multiple in a row). It can only ever store two, despite the intent to store as many as NUM_GOODIES_REMEMBERED, which is 3 in the original code. Is that even report-worthy, considering the minimal impact and being there for ages? It just bugs me that it's allowed to exist x)
Yeah, that's what I assume. I was thinking moreso in terms of code not working as one would expect and it causing problems in the future. But admittedly it does seem unlikely that the number would ever be increased (especially since it's hard-coded as macro), and anything else would involve rewriting that code anywayIt's already expected that we can get repeated rewards every 3 ruins.
If anyone knows, please let me know. I remember there were issues with the restart button in the past.If I push the restart button, does it remember map settings like world age, sea level, etc? Also, is there a way for the game to somehow remember these settings when I set up another game?