zojakownith
Chieftain
- Joined
- Nov 17, 2005
- Messages
- 13
is there a way to stop seamines from being autobuilt by puppets as venice?
Just built my first plane, it's a biplane bomber. I don't see any way to attack with it, I'm only able to move it from city to city.
What am I missing? I am running VP 2.2
This bug was fixed in 2.2.1 (savegame compatible, but won't add the ability to attack to existing air units)
The current version is 2.3.1 (not savegame compatible).
Can I update from 2.2 to 2.2.1 without issue? I'll just delete that plane and rebuild it in that case.
also, does the glitch only affect the biplane bomber or is this affect all planes?
Oh, and one more thing does it affect planes in production but not finished being built?
Yes you can upgrade without issue, but existing planes won't be changed.
It affects all planes.
When hovering over the production/science/culture UI elements that tell you how long something will take, I'm seeing some numbers that seem to indicate how much more output I need to reduce wait times. Right now my Inca game has 516/ 570
on my next policy, with 4 turns left at +15
per turn, and then when I hover over that, it shows "3 turns -9
4 turns +6
". I get that these are supposed to give you some idea of how far you need to go to speed up things, but I don't get why there are two separate turn counters with +/-
values next to them. Can someone explain precisely how to read these numbers? And shouldn't the "3 turns" have a positive culture number next to it to say how much more culture per turn I need?
Also, when I hover over luxury resources and the yields menu comes up showing tech and improvement bonuses and whatnot, there's this one bullet point that says "+1Gold for all nearby luxuries". As far as I can tell it doesn't actually seem to be doing anything for my gold per turn. Is it a leftover UI component from some mechanic that got patched out?
It shows that in 3 turns you will need 9 culture to gain next policy and in 4 turns you will exceed your needed 570 culture by 6.
With a jungle or forest on a hill. is it better to make a mill or cut it to make a mine.
No, the diplomatic victory became available itself in the middle of the game once the United Nations and The World Ideology were chosen. I disabled the diplomatic victory in the pre-game setup. I just need to know what should I do in the CSD file to disable the diplomatic victory (the global hegemony) resolution by this mod.Victory conditions can be turned on and off during the pre-game setup. Select advanced setup, then scroll down.
Is there a way to make it so that strategic and luxury resource tabs are always open in the trading screen, instead of being closed and forcing you to open them every time you try to trade with someone? As it used to be, I might add
You could just ignore the diplo win and proceed with your game.Hello! Tell me please, is it possible to disable the diplomatic victory in the City-State Diplomacy mod? I could not find how to do it in the options. I'm just new in the vox populi mod, payed little attention to the CSD mod installed, played as Mongolia, conquered almost everyone and lost because Portugal made it to the diplomatic victory. I don't want to achieve diplomatic victory currently and to change anything besides it in the CSD mod. Also please tell whether it will be possible to turn off the diplomatic victory in the game options in the next updates?