Quick Questions , Quick Answers

Got xml errors out the wazoo when I tried to play v42, admittedly I did just overwrite the existing folder.

Here's hoping that deleting the old folder and replacing it with v42 folder will help
1. Players shouldn't post here.
2. You ALWAYS must delete old version of mod before installing new one as files are moved, renamed or deleted.
 
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Got xml errors out the wazoo when I tried to play v42, admittedly I did just overwrite the existing folder.

Here's hoping that deleting the old folder and replacing it with v42 folder will help

1. Players shouldn't post here.
2. You ALWAYS must delete old version of mod before installing new one as files are moved, renamed or deleted.

Moderator Action: Better to have such questions in a general threads -> moved :).
 
Moderator Action: Better to have such questions in a general threads -> moved :).

thanks, had a thing where my religion and religious buildings ceased working because i had updated C2C somehow lmao, turns out I just had to wait for the C2C code to catch up

Excellent mod as always you guize
 
Just wondering if anyone can answer my questions. I am using the latest version which can be downloaded (V42, not the SVN).

1) How do you remove certain groups from group wonders? For example, I would like to remove the restriction from the university group wonders (along with other groups); as I don't think it makes much sense to place this restriction on certain groups. After all the UK has: Oxford University, Cambridge University, Edinburgh University etc!

2) What is the limit for national wonders? From memory, in the original game it was 5 per city, is this still the case or has the limit been increased? If I select the "unlimited wonder limit" in the options, would the limit on national wonders be removed as well?

3) Does the "Elise Island" wonder only provide European culture now, or is this a bug? In an old version of the mod, I remember it used to give all regional cultures (e.g. European, African, Asian, etc).

4) How do you disable punk techs (I believe that they are modular?)? If I can disable them, would I be able to disable certain ones? As I would like to keep the Megafauna one, while disabling the later punk techs.

If anyone can help, it would be greatly appreciated!
 
Just wondering if anyone can answer my questions. I am using the latest version which can be downloaded (V42, not the SVN).

1) How do you remove certain groups from group wonders? For example, I would like to remove the restriction from the university group wonders (along with other groups); as I don't think it makes much sense to place this restriction on certain groups. After all the UK has: Oxford University, Cambridge University, Edinburgh University etc!

2) What is the limit for national wonders? From memory, in the original game it was 5 per city, is this still the case or has the limit been increased? If I select the "unlimited wonder limit" in the options, would the limit on national wonders be removed as well?

3) Does the "Elise Island" wonder only provide European culture now, or is this a bug? In an old version of the mod, I remember it used to give all regional cultures (e.g. European, African, Asian, etc).

4) How do you disable punk techs (I believe that they are modular?)? If I can disable them, would I be able to disable certain ones? As I would like to keep the Megafauna one, while disabling the later punk techs.

If anyone can help, it would be greatly appreciated!
1. Remove <Specialbuilding>GROUP_ tags in building infos

2. No limit for world and national wonders, if you play with unlimited wonders.
This current/limit display always is shown irregardless of option.

3. It always provided only European culture.

4. Go to modules/alt_timelines, there is MLF file. open it and you can disable individual punks.
 
1. Remove <Specialbuilding>GROUP_ tags in building infos

2. No limit for world and national wonders, if you play with unlimited wonders.
This current/limit display always is shown irregardless of option.

3. It always provided only European culture.

4. Go to modules/alt_timelines, there is MLF file. open it and you can disable individual punks.


Thank you raxo2222.

I must have misremembered with regard to the Elise Island Wonder.
 
(Playing on the latest SVN)

1 - Is there a way to do the second step of the Build Up action (selecting the type of promotion) for all selected units at once?
I just got to Flintlock and upgraded all my various infantry units to Musketmen, then wanted to have them build up the First Strike promotion. Selected a Musketman unit, pressed and held Alt while clicking on the Build Up icon... then spent five minutes selecting the promotion for each individual unit, of which I have over two hundred of at this point.
There's no way to cancel out of the Build Up process halfway through either :(

So yeah, is there a way to apply a single promotion to the entire group of units, or am I just better off Fortifying all my units from this point on?

2 - I just noticed my Workers can place Young Forests on various plots that already have an improvement on them, like Villages or Pastures. Is this intentional?
It's just a single hammer, so I doubt it will break anything, but it feels like they shouldn't be able to do this.
 
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(Playing on the latest SVN)

1 - Is there a way to do the second step of the Build Up action (selecting the type of promotion) for all selected units at once?
I just got to Flintlock and upgraded all my various infantry units to Musketmen, then wanted to have them build up the First Strike promotion. Selected a Musketman unit, pressed and held Alt while clicking on the Build Up icon... then spent five minutes selecting the promotion for each individual unit, of which I have over two hundred of this point.
There's no way to cancel out of the Build Up process halfway through either :(

So yeah, is there a way to apply a single promotion to the entire group of units, or am I just better off Fortifying all my units from this point on?
This should be medium-to-high priority gameplay-wise, if anything.
With typically dozens of units in play, it's beyond infuriating to ACCIDENTALLY launch such a nonsense once in a while.
Not that there's any benefit of this either.
So it should be fixed, please.
 
2 - I just noticed my Workers can place Young Forests on various plots that already have an improvement on them, like Villages or Pastures. Is this intentional?
It's just a single hammer, so I doubt it will break anything, but it feels like they shouldn't be able to do this.
Technically its build action like any other so making exception for this would mean adding new tag.
 
Is there any way at all to remove (my own) sea tunnels? I can't pillage or bombard or range strike them... Do I have to get in the world builder?
 
There's a bug option for allowing you to raze friendly improvements - make sure that's set right. It's possible it's not so easily done with tunnels tho.
 
I can raze other improvements like kelp farms and offshore windmills, tunnels seem to behave differently, like a feature though... I noticed that tunnels have their own unique "enabled" bug option as well.
 
I can raze other improvements like kelp farms and offshore windmills, tunnels seem to behave differently, like a feature though... I noticed that tunnels have their own unique "enabled" bug option as well.
Yes and they are a route which means you'd have to be able to raze your own routes and I'm not sure if you can or not - if you can, you'd probably have to be doing so with a land unit that would actually be in the tunnel, but that might not work either because then the land unit would be killing itself.
 
hey, I'm playing a game and I noticed plot with feature "aurora" but it's seemingly not giving anything, no natural wonder possible to build in city that has it in vicinity, anyone know what is usage of these? when first discovered, it gave 600 gold, and then nothing more
 

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hey, I'm playing a game and I noticed plot with feature "aurora" but it's seemingly not giving anything, no natural wonder possible to build in city that has it in vicinity, anyone know what is usage of these? when first discovered, it gave 600 gold, and then nothing more
I guess this one was forgotten by original designer
 
Yes and they are a route which means you'd have to be able to raze your own routes and I'm not sure if you can or not - if you can, you'd probably have to be doing so with a land unit that would actually be in the tunnel, but that might not work either because then the land unit would be killing itself.

Good idea, I tried with a land unit and with a land unit embarked in a transport, still nothing however.

I'm assuming tunnels are not considered an improvement on the programming side of things so they simply can't be pillaged. They must be like the removable ice... maybe add a remove sea tunnel action to construction ships - construction ships giveth, construction ship taketh, you know? I guess as it is right now a sea tunnel is like diamonds - forever until crushed by an unstoppable force (worldbuilder delete button obliterated it).

Now I know that the AI doesn't use sea tunnels so it's far from a priority, but if it ever learns to do so, an in game way of destroying them would make sense for gameplay reasons. I had the AI use my own tunnels to approach me and my naval superiority was completely useless since ships can't attack or stop land units in tunnels nor destroy said tunnels... :p

Especially if we get underwater towns someday, this should be expanded a little. As it is right now, tunnels are kinda slow as well, much slower than land railroads or maglevs etc.
 
IIRC, tunnels were too easily destroyed previously and yeah they are a bit of a WIP as far as what you can do to remove them - as in right now you may well not be able to because to do so from inside should mean the death of the land units there and to do so outside would be a kind of attack which hasn't yet been programmed.
 
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