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Quick Questions , Quick Answers

1)How to found a corporation? I even checked/unchecked the auto corporation found. option in bug menu. Still no idea.
2)The interesting issue about turn time: here I have 2 saves during them I declared war to Babylon and raised 3 their cities (I thought fewer cities less turn time). But after war declaration time between turns became much less (see 2 savegames in attachments). What it can be?
Realistic Corporations isn't BUG option, its option that you can select on map/scenario start.
You need great person to found corporation - Great Merchant/Artist/Scientist/Engineer/General.
You also need techs related to it, Corporation tech is just base tech, other required techs are in Industrial/Atomic era.
There are civics, that disallow founding of corporations - some civics unlocked in Industrial/Atomic era can do that.

If you have any of those civics you can't found and use corporations:
Society:
Marxist
Immaterial

Economy:
Communalism
Planned
Post Scarcity

Workforce:
Unorganized
Communal
 
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What does the multiplier that production and food traders get do? What about the base? One of the tooltips shows these units as having "base: x, mult: y".

Is anyone else having trouble with the department of water? It never seems to build water pipes in other cities.
 
Is anyone else having trouble with the department of water? It never seems to build water pipes in other cities.
Upload save before you build it.

It seems like free building code doesn't take some things under account.
Water pipes requires fresh water.
 
Upload save before you build it.

It seems like free building code doesn't take some things under account.
Water pipes requires fresh water.

Ah, so if a building is "free", I still need the prerequisite buildings? If a city gets fresh water after DoW is built, *should* it get water pipes the next turn?
 
Ah, so if a building is "free", I still need the prerequisite buildings? If a city gets fresh water after DoW is built, *should* it get water pipes the next turn?
Yeah, seems like Fresh Water requirement isn't overridden here.
That is you need to build building, that gives freshwater so you can get free water pipes.
 
I was playing yesterday, and noticed something that caught me off guard. I'm playing with soft city limits from civics. I always thought that democracy was the first government civic to not have this soft limit even with the option turned on. However, in the civics screen, Theocracy did not have any soft limits from expansion. Yet, in the xml, these limits are defined as they are for earlier government civics. Is this just a text display error?

On a related note, I'm modding civics; is there a way to make them provide some specialist slots, instead of infinite? Or specific free specialists (e.g one free priest)?
 
Yeah, seems like Fresh Water requirement isn't overridden here.
That is you need to build building, that gives freshwater so you can get free water pipes.

Well, that explains a few things heh

I was also wondering whats with the department of water, it didnt work quite right.
 
Realistic Corporations isn't BUG option, its option that you can select on map/scenario start.
You need great person to found corporation - Great Merchant/Artist/Scientist/Engineer/General.
You also need techs related to it, Corporation tech is just base tech, other required techs are in Industrial/Atomic era.
There are civics, that disallow founding of corporations - some civics unlocked in Industrial/Atomic era can do that.

If you have any of those civics you can't found and use corporations:
Society:
Marxist
Immaterial

Economy:
Communalism
Planned
Post Scarcity

Workforce:
Unorganized
Communal
I'm far ahead from all needed techs and don't have any civics from above. Suppose that I have Realistic Corporations, how long I should wait?
 
I'm far ahead from all needed techs and don't have any civics from above. Suppose that I have Realistic Corporations, how long I should wait?
I guess this game option is broken.
Also there must be at least two civs in game for it to work.
That is if you conquered everyone, then you won't get corporations with "Realistic Corporations" game option.
 
What does the multiplier that production and food traders get do? What about the base? One of the tooltips shows these units as having "base: x, mult: y".
You get the multiplier when the mission takes place in a foreign capital.
 
On a related note, I'm modding civics; is there a way to make them provide some specialist slots, instead of infinite? Or specific free specialists (e.g one free priest)?
I don't think there are any tags for those things specifically in civics but you can do it through civic buildings, whether free or just as a prerequisite. I did at one point note to myself that I wanted to add these as tags to civics.
 
I guess this game option is broken.
Also there must be at least two civs in game for it to work.
That is if you conquered everyone, then you won't get corporations with "Realistic Corporations" game option.
Does minor count? Can I get a corporation after they turn normal?
 
Where can I find the module that disables building models in the city center? There are directions in the pedia for finding the folder, but it's not where it should be.
 
Where can I find the module that disables building models in the city center? There are directions in the pedia for finding the folder, but it's not where it should be.
Its not module, its global defines file, pedia is outdated.

Change SHOW_BUILDINGS_LEVEL to 2 in A_New_Dawn_GlobalDefines
 
Recently wanted to try the mod again and updated from v37 to v40.1. I usually have a small pack of modular civs/leaderheads I carry around from each version I made myself and this time it seems as if the animated leatherheads refuse to work. Like, straight up pink square kind of not working.

I'm aware trying to brute force an animated leaderhead is incredibly unsupported but is there something I'm missing between versions or is it finally time to pack up my animated variants? I've tried the new no-schema outlines, dragging in old schema files, and just flat out using the art setup from v37 to no avail.
 
I don't know exactly what might have changed, but we may very well have trimmed away redundant/unused stuff related to animated leaderheads, be it python/dll code or xml structures.

I doubt anyone around here has solved, or know the cause, of the issue you are having.
 
I don't know exactly what might have changed, but we may very well have trimmed away redundant/unused stuff related to animated leaderheads, be it python/dll code or xml structures.

I doubt anyone around here has solved, or know the cause, of the issue you are having.

Yeah I was once making a modmod for this mod that would use animated leaderheads to replace the static ones and came across the same problem. I believe you might be correct that the underlying functionality for the leaderheads was removed since I set them up properly. Perhaps this was also to save memory space like the larger decision to remove animated leaderheads altogether?
 
Ah, yeah, I suspected as much when I saw the update. At least it wasn't just me having the issue, so I know I'm not going crazy.

I used to have lategame memory issues anyway, so its a decent sacrifice.

Thanks for the replies!
 
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