Yes, thanks.Do you have a leader trait that gives you bonus on seafaring?
Yes, thanks.Do you have a leader trait that gives you bonus on seafaring?
You were ON it... I was just about to say the same, knowing some traits do influence some tech costs.Do you have a leader trait that gives you bonus on seafaring?
Yeah, I don’t know exactly when you inteoduced that to the traits but I think it was something like a year or two ago?You were ON it... I was just about to say the same, knowing some traits do influence some tech costs.
Was with the complex trait set I think.Yeah, I don’t know exactly when you inteoduced that to the traits but I think it was something like a year or two ago?
Love the feature
There WAS an older initiative project to go through the animal units again and expand and rebalance some and sheep was one of the things that were identified to be addressed there for all the reasons you stated. Just hasn't been done - not because of a lack of priority perhaps so much as we have a fundamental problem that the talented modders willing to work on this thing hardcore have to also maintain their financial lives, which has become more and more difficult by the year for most of us.Hello!
Long time fan of this mod, but there are a couple of things that are bugging me.
1) There are no way of producing sheep or goats as herds, to add to cities, for production/food/culture checks besides finding very rare animals on wild and subduing them. Ibex and Mouflons, are so rare, that you are lucky that you find even 2 in one full run.
Considering sheep and goat farms are common practice since at least classic era. Why can we not build Tamed variants of those farm animals, like horses, cows etc?
2) Culture units that have strong starting bonuses, like example a really good doctor "Fady Shaman" starts with high disease fighting bonus, but become not accessible and obsolete once you reach higher technology.
So once they become obsolete you are forced to build units that start with no bonuses and are weaker than the special culture units, just because the main unit line is more advanced.
Shouldn't the special cultural units be always be available due their unique stats and bonuses,considering getting the culture is pretty tough?
I suppose they always will until we start crafting game phases more. I mean, one plan with multimaps is to have a hunting planet or two that showcases truly cool alien biodiversity and places like a whole moon where we attempt to replicate the Jurassic safely.I know a lot about agriculture!!! i was born on a Farm, actually Rockford Memorial Hospital When are we going to get a Walter Reed Elite World Wonder, And some other Hospitals on Earth, and perhaps Space Medicine? I am about 105 points above Shaka Zulu now as King Solomon and I have achieved World Peace. Barbarians and Animals STILL EXIST!!! thoughts please???
THIS is what makes your mod THE BEST, and I mean it.I suppose they always will until we start crafting game phases more. I mean, one plan with multimaps is to have a hunting planet or two that showcases truly cool alien biodiversity and places like a whole moon where we attempt to replicate the Jurassic safely.
In the unit review, I'm preparing a hunter unit line that extends all the way to the end of the game. Dinosaur hunter is a step along there and I think I even included something a bit to be construed as a 'Predator' type reference. Remember after a while Humanity itself takes on a lot of biodiverse forms that specialize. There's probably going to be tons of future unit variations of type but I tried to have fun with numerous existing tropes to fit them into the game somewhere and from there those core units form a power precedent for variations. For example, beyond the Canis Superior, we get into Werewolves. Angelic units extend from the paratrooper line. We get bio and tech specialized Mutant Ninja Turtles for beachfront invasions along the Marines line. Frost Giants that throw giant boulders that are extremely well suited for ice planets like the moon Titan... It should get really fun.THIS is what makes your mod THE BEST, and I mean it.
Well, I did say what I did say, lol.It should get really fun.
Both veils must be met or beat by units in range to do so to reveal the unit to the player. Once player can see a unit all his units can in general. So it can take more than one unit to overcome the veil of a given unit to be able to reveal it. Therefore, for example, dogs and law enforcement are useful together to reveal criminals. To answer the 2nd question, a unit might be more capable of staying invisible if it can specialize to outweigh the veil over the spot of a particular type, forcing a true specialist to overcome his ability to hide in that way, and it can also be beneficial to spread your specializations if you can so that it requires a more complex arrangement of spotters to see you. It's an interesting choice with game consequences either way.Give me a quick explanation on the visibility system.
If a unit has the ability of two or more types of invisibility, and the enemy unit has a superior ability to unmask on one of them, the unit becomes visible to the opponent?
And is it necessary to promote both types of invisibility to be completely invisible or is it enough to promote one type to the maximum and ignore the promoting of the other type?
Thank you for the detailed answerBoth veils must be met or beat by units in range to do so to reveal the unit to the player. Once player can see a unit all his units can in general. So it can take more than one unit to overcome the veil of a given unit to be able to reveal it. Therefore, for example, dogs and law enforcement are useful together to reveal criminals. To answer the 2nd question, a unit might be more capable of staying invisible if it can specialize to outweigh the veil over the spot of a particular type, forcing a true specialist to overcome his ability to hide in that way, and it can also be beneficial to spread your specializations if you can so that it requires a more complex arrangement of spotters to see you. It's an interesting choice with game consequences either way.
It's never something one can absolutely achieve without getting a little ahead on tech enough to just be an era ahead. Using buildups you CAN make it very difficult for them to find you but as they investigate and your criminal becomes wanted, it will gradually tear down your ability to hide with each investigation against your unit. Move the unit out of site and outside their borders, then back into the city to clear that. If there isn't any crime there, investigations are hard to deny. Generally, it's almost always a temporary hold on being truly deep undercover. Some spy units are better at it against nations you've got lots more espionage into than they into you. But then again a LOT of LE units in a city can make it hard for spies too. The whole system is designed to make it impossible to be flawless for all sides. But your unit(s) can get quite good at things like this... just to be there to give you awareness is a goal.Thank you for the detailed answer
I need a spy to live in an enemy city and be completely invisible, from your answer I conclude that I will have to promote both type of veils in order not to be revealed by dogs and policemen
Probably not too close. We have decent debugging but nothing too different in terms of AI improvements and rule progression or fixing of unit imbalance points. Most modders are frozen by RL demands on us.Any idea when/if a full version release is coming out (instead of SVN)?
Thank you,